Mercurial > cortex
view thesis/cortex.org @ 471:f14fa9e5b67f
complete first draft of vision.
author | Robert McIntyre <rlm@mit.edu> |
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date | Fri, 28 Mar 2014 17:31:33 -0400 |
parents | 3401053124b0 |
children | 516a029e0be9 |
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1 #+title: =CORTEX=2 #+author: Robert McIntyre3 #+email: rlm@mit.edu4 #+description: Using embodied AI to facilitate Artificial Imagination.5 #+keywords: AI, clojure, embodiment6 #+LaTeX_CLASS_OPTIONS: [nofloat]8 * COMMENT templates9 #+caption:10 #+caption:11 #+caption:12 #+caption:13 #+name: name14 #+begin_listing clojure15 #+end_listing17 #+caption:18 #+caption:19 #+caption:20 #+name: name21 #+ATTR_LaTeX: :width 10cm22 [[./images/aurellem-gray.png]]24 #+caption:25 #+caption:26 #+caption:27 #+caption:28 #+name: name29 #+begin_listing clojure30 #+end_listing32 #+caption:33 #+caption:34 #+caption:35 #+name: name36 #+ATTR_LaTeX: :width 10cm37 [[./images/aurellem-gray.png]]40 * COMMENT Empathy and Embodiment as problem solving strategies42 By the end of this thesis, you will have seen a novel approach to43 interpreting video using embodiment and empathy. You will have also44 seen one way to efficiently implement empathy for embodied45 creatures. Finally, you will become familiar with =CORTEX=, a system46 for designing and simulating creatures with rich senses, which you47 may choose to use in your own research.49 This is the core vision of my thesis: That one of the important ways50 in which we understand others is by imagining ourselves in their51 position and emphatically feeling experiences relative to our own52 bodies. By understanding events in terms of our own previous53 corporeal experience, we greatly constrain the possibilities of what54 would otherwise be an unwieldy exponential search. This extra55 constraint can be the difference between easily understanding what56 is happening in a video and being completely lost in a sea of57 incomprehensible color and movement.59 ** Recognizing actions in video is extremely difficult61 Consider for example the problem of determining what is happening62 in a video of which this is one frame:64 #+caption: A cat drinking some water. Identifying this action is65 #+caption: beyond the state of the art for computers.66 #+ATTR_LaTeX: :width 7cm67 [[./images/cat-drinking.jpg]]69 It is currently impossible for any computer program to reliably70 label such a video as ``drinking''. And rightly so -- it is a very71 hard problem! What features can you describe in terms of low level72 functions of pixels that can even begin to describe at a high level73 what is happening here?75 Or suppose that you are building a program that recognizes chairs.76 How could you ``see'' the chair in figure \ref{hidden-chair}?78 #+caption: The chair in this image is quite obvious to humans, but I79 #+caption: doubt that any modern computer vision program can find it.80 #+name: hidden-chair81 #+ATTR_LaTeX: :width 10cm82 [[./images/fat-person-sitting-at-desk.jpg]]84 Finally, how is it that you can easily tell the difference between85 how the girls /muscles/ are working in figure \ref{girl}?87 #+caption: The mysterious ``common sense'' appears here as you are able88 #+caption: to discern the difference in how the girl's arm muscles89 #+caption: are activated between the two images.90 #+name: girl91 #+ATTR_LaTeX: :width 7cm92 [[./images/wall-push.png]]94 Each of these examples tells us something about what might be going95 on in our minds as we easily solve these recognition problems.97 The hidden chairs show us that we are strongly triggered by cues98 relating to the position of human bodies, and that we can determine99 the overall physical configuration of a human body even if much of100 that body is occluded.102 The picture of the girl pushing against the wall tells us that we103 have common sense knowledge about the kinetics of our own bodies.104 We know well how our muscles would have to work to maintain us in105 most positions, and we can easily project this self-knowledge to106 imagined positions triggered by images of the human body.108 ** =EMPATH= neatly solves recognition problems110 I propose a system that can express the types of recognition111 problems above in a form amenable to computation. It is split into112 four parts:114 - Free/Guided Play :: The creature moves around and experiences the115 world through its unique perspective. Many otherwise116 complicated actions are easily described in the language of a117 full suite of body-centered, rich senses. For example,118 drinking is the feeling of water sliding down your throat, and119 cooling your insides. It's often accompanied by bringing your120 hand close to your face, or bringing your face close to water.121 Sitting down is the feeling of bending your knees, activating122 your quadriceps, then feeling a surface with your bottom and123 relaxing your legs. These body-centered action descriptions124 can be either learned or hard coded.125 - Posture Imitation :: When trying to interpret a video or image,126 the creature takes a model of itself and aligns it with127 whatever it sees. This alignment can even cross species, as128 when humans try to align themselves with things like ponies,129 dogs, or other humans with a different body type.130 - Empathy :: The alignment triggers associations with131 sensory data from prior experiences. For example, the132 alignment itself easily maps to proprioceptive data. Any133 sounds or obvious skin contact in the video can to a lesser134 extent trigger previous experience. Segments of previous135 experiences are stitched together to form a coherent and136 complete sensory portrait of the scene.137 - Recognition :: With the scene described in terms of first138 person sensory events, the creature can now run its139 action-identification programs on this synthesized sensory140 data, just as it would if it were actually experiencing the141 scene first-hand. If previous experience has been accurately142 retrieved, and if it is analogous enough to the scene, then143 the creature will correctly identify the action in the scene.145 For example, I think humans are able to label the cat video as146 ``drinking'' because they imagine /themselves/ as the cat, and147 imagine putting their face up against a stream of water and148 sticking out their tongue. In that imagined world, they can feel149 the cool water hitting their tongue, and feel the water entering150 their body, and are able to recognize that /feeling/ as drinking.151 So, the label of the action is not really in the pixels of the152 image, but is found clearly in a simulation inspired by those153 pixels. An imaginative system, having been trained on drinking and154 non-drinking examples and learning that the most important155 component of drinking is the feeling of water sliding down one's156 throat, would analyze a video of a cat drinking in the following157 manner:159 1. Create a physical model of the video by putting a ``fuzzy''160 model of its own body in place of the cat. Possibly also create161 a simulation of the stream of water.163 2. Play out this simulated scene and generate imagined sensory164 experience. This will include relevant muscle contractions, a165 close up view of the stream from the cat's perspective, and most166 importantly, the imagined feeling of water entering the167 mouth. The imagined sensory experience can come from a168 simulation of the event, but can also be pattern-matched from169 previous, similar embodied experience.171 3. The action is now easily identified as drinking by the sense of172 taste alone. The other senses (such as the tongue moving in and173 out) help to give plausibility to the simulated action. Note that174 the sense of vision, while critical in creating the simulation,175 is not critical for identifying the action from the simulation.177 For the chair examples, the process is even easier:179 1. Align a model of your body to the person in the image.181 2. Generate proprioceptive sensory data from this alignment.183 3. Use the imagined proprioceptive data as a key to lookup related184 sensory experience associated with that particular proproceptive185 feeling.187 4. Retrieve the feeling of your bottom resting on a surface, your188 knees bent, and your leg muscles relaxed.190 5. This sensory information is consistent with the =sitting?=191 sensory predicate, so you (and the entity in the image) must be192 sitting.194 6. There must be a chair-like object since you are sitting.196 Empathy offers yet another alternative to the age-old AI197 representation question: ``What is a chair?'' --- A chair is the198 feeling of sitting.200 My program, =EMPATH= uses this empathic problem solving technique201 to interpret the actions of a simple, worm-like creature.203 #+caption: The worm performs many actions during free play such as204 #+caption: curling, wiggling, and resting.205 #+name: worm-intro206 #+ATTR_LaTeX: :width 15cm207 [[./images/worm-intro-white.png]]209 #+caption: =EMPATH= recognized and classified each of these210 #+caption: poses by inferring the complete sensory experience211 #+caption: from proprioceptive data.212 #+name: worm-recognition-intro213 #+ATTR_LaTeX: :width 15cm214 [[./images/worm-poses.png]]216 One powerful advantage of empathic problem solving is that it217 factors the action recognition problem into two easier problems. To218 use empathy, you need an /aligner/, which takes the video and a219 model of your body, and aligns the model with the video. Then, you220 need a /recognizer/, which uses the aligned model to interpret the221 action. The power in this method lies in the fact that you describe222 all actions form a body-centered viewpoint. You are less tied to223 the particulars of any visual representation of the actions. If you224 teach the system what ``running'' is, and you have a good enough225 aligner, the system will from then on be able to recognize running226 from any point of view, even strange points of view like above or227 underneath the runner. This is in contrast to action recognition228 schemes that try to identify actions using a non-embodied approach.229 If these systems learn about running as viewed from the side, they230 will not automatically be able to recognize running from any other231 viewpoint.233 Another powerful advantage is that using the language of multiple234 body-centered rich senses to describe body-centerd actions offers a235 massive boost in descriptive capability. Consider how difficult it236 would be to compose a set of HOG filters to describe the action of237 a simple worm-creature ``curling'' so that its head touches its238 tail, and then behold the simplicity of describing thus action in a239 language designed for the task (listing \ref{grand-circle-intro}):241 #+caption: Body-centerd actions are best expressed in a body-centered242 #+caption: language. This code detects when the worm has curled into a243 #+caption: full circle. Imagine how you would replicate this functionality244 #+caption: using low-level pixel features such as HOG filters!245 #+name: grand-circle-intro246 #+attr_latex: [htpb]247 #+begin_listing clojure248 #+begin_src clojure249 (defn grand-circle?250 "Does the worm form a majestic circle (one end touching the other)?"251 [experiences]252 (and (curled? experiences)253 (let [worm-touch (:touch (peek experiences))254 tail-touch (worm-touch 0)255 head-touch (worm-touch 4)]256 (and (< 0.2 (contact worm-segment-bottom-tip tail-touch))257 (< 0.2 (contact worm-segment-top-tip head-touch))))))258 #+end_src259 #+end_listing262 ** =CORTEX= is a toolkit for building sensate creatures264 I built =CORTEX= to be a general AI research platform for doing265 experiments involving multiple rich senses and a wide variety and266 number of creatures. I intend it to be useful as a library for many267 more projects than just this thesis. =CORTEX= was necessary to meet268 a need among AI researchers at CSAIL and beyond, which is that269 people often will invent neat ideas that are best expressed in the270 language of creatures and senses, but in order to explore those271 ideas they must first build a platform in which they can create272 simulated creatures with rich senses! There are many ideas that273 would be simple to execute (such as =EMPATH=), but attached to them274 is the multi-month effort to make a good creature simulator. Often,275 that initial investment of time proves to be too much, and the276 project must make do with a lesser environment.278 =CORTEX= is well suited as an environment for embodied AI research279 for three reasons:281 - You can create new creatures using Blender, a popular 3D modeling282 program. Each sense can be specified using special blender nodes283 with biologically inspired paramaters. You need not write any284 code to create a creature, and can use a wide library of285 pre-existing blender models as a base for your own creatures.287 - =CORTEX= implements a wide variety of senses, including touch,288 proprioception, vision, hearing, and muscle tension. Complicated289 senses like touch, and vision involve multiple sensory elements290 embedded in a 2D surface. You have complete control over the291 distribution of these sensor elements through the use of simple292 png image files. In particular, =CORTEX= implements more293 comprehensive hearing than any other creature simulation system294 available.296 - =CORTEX= supports any number of creatures and any number of297 senses. Time in =CORTEX= dialates so that the simulated creatures298 always precieve a perfectly smooth flow of time, regardless of299 the actual computational load.301 =CORTEX= is built on top of =jMonkeyEngine3=, which is a video game302 engine designed to create cross-platform 3D desktop games. =CORTEX=303 is mainly written in clojure, a dialect of =LISP= that runs on the304 java virtual machine (JVM). The API for creating and simulating305 creatures and senses is entirely expressed in clojure, though many306 senses are implemented at the layer of jMonkeyEngine or below. For307 example, for the sense of hearing I use a layer of clojure code on308 top of a layer of java JNI bindings that drive a layer of =C++=309 code which implements a modified version of =OpenAL= to support310 multiple listeners. =CORTEX= is the only simulation environment311 that I know of that can support multiple entities that can each312 hear the world from their own perspective. Other senses also313 require a small layer of Java code. =CORTEX= also uses =bullet=, a314 physics simulator written in =C=.316 #+caption: Here is the worm from above modeled in Blender, a free317 #+caption: 3D-modeling program. Senses and joints are described318 #+caption: using special nodes in Blender.319 #+name: worm-recognition-intro320 #+ATTR_LaTeX: :width 12cm321 [[./images/blender-worm.png]]323 Here are some thing I anticipate that =CORTEX= might be used for:325 - exploring new ideas about sensory integration326 - distributed communication among swarm creatures327 - self-learning using free exploration,328 - evolutionary algorithms involving creature construction329 - exploration of exoitic senses and effectors that are not possible330 in the real world (such as telekenisis or a semantic sense)331 - imagination using subworlds333 During one test with =CORTEX=, I created 3,000 creatures each with334 their own independent senses and ran them all at only 1/80 real335 time. In another test, I created a detailed model of my own hand,336 equipped with a realistic distribution of touch (more sensitive at337 the fingertips), as well as eyes and ears, and it ran at around 1/4338 real time.340 #+BEGIN_LaTeX341 \begin{sidewaysfigure}342 \includegraphics[width=9.5in]{images/full-hand.png}343 \caption{344 I modeled my own right hand in Blender and rigged it with all the345 senses that {\tt CORTEX} supports. My simulated hand has a346 biologically inspired distribution of touch sensors. The senses are347 displayed on the right, and the simulation is displayed on the348 left. Notice that my hand is curling its fingers, that it can see349 its own finger from the eye in its palm, and that it can feel its350 own thumb touching its palm.}351 \end{sidewaysfigure}352 #+END_LaTeX354 ** Contributions356 - I built =CORTEX=, a comprehensive platform for embodied AI357 experiments. =CORTEX= supports many features lacking in other358 systems, such proper simulation of hearing. It is easy to create359 new =CORTEX= creatures using Blender, a free 3D modeling program.361 - I built =EMPATH=, which uses =CORTEX= to identify the actions of362 a worm-like creature using a computational model of empathy.364 * Building =CORTEX=366 I intend for =CORTEX= to be used as a general purpose library for367 building creatures and outfitting them with senses, so that it will368 be useful for other researchers who want to test out ideas of their369 own. To this end, wherver I have had to make archetictural choices370 about =CORTEX=, I have chosen to give as much freedom to the user as371 possible, so that =CORTEX= may be used for things I have not372 forseen.374 ** COMMENT Simulation or Reality?376 The most important archetictural decision of all is the choice to377 use a computer-simulated environemnt in the first place! The world378 is a vast and rich place, and for now simulations are a very poor379 reflection of its complexity. It may be that there is a significant380 qualatative difference between dealing with senses in the real381 world and dealing with pale facilimilies of them in a simulation.382 What are the advantages and disadvantages of a simulation vs.383 reality?385 *** Simulation387 The advantages of virtual reality are that when everything is a388 simulation, experiments in that simulation are absolutely389 reproducible. It's also easier to change the character and world390 to explore new situations and different sensory combinations.392 If the world is to be simulated on a computer, then not only do393 you have to worry about whether the character's senses are rich394 enough to learn from the world, but whether the world itself is395 rendered with enough detail and realism to give enough working396 material to the character's senses. To name just a few397 difficulties facing modern physics simulators: destructibility of398 the environment, simulation of water/other fluids, large areas,399 nonrigid bodies, lots of objects, smoke. I don't know of any400 computer simulation that would allow a character to take a rock401 and grind it into fine dust, then use that dust to make a clay402 sculpture, at least not without spending years calculating the403 interactions of every single small grain of dust. Maybe a404 simulated world with today's limitations doesn't provide enough405 richness for real intelligence to evolve.407 *** Reality409 The other approach for playing with senses is to hook your410 software up to real cameras, microphones, robots, etc., and let it411 loose in the real world. This has the advantage of eliminating412 concerns about simulating the world at the expense of increasing413 the complexity of implementing the senses. Instead of just414 grabbing the current rendered frame for processing, you have to415 use an actual camera with real lenses and interact with photons to416 get an image. It is much harder to change the character, which is417 now partly a physical robot of some sort, since doing so involves418 changing things around in the real world instead of modifying419 lines of code. While the real world is very rich and definitely420 provides enough stimulation for intelligence to develop as421 evidenced by our own existence, it is also uncontrollable in the422 sense that a particular situation cannot be recreated perfectly or423 saved for later use. It is harder to conduct science because it is424 harder to repeat an experiment. The worst thing about using the425 real world instead of a simulation is the matter of time. Instead426 of simulated time you get the constant and unstoppable flow of427 real time. This severely limits the sorts of software you can use428 to program the AI because all sense inputs must be handled in real429 time. Complicated ideas may have to be implemented in hardware or430 may simply be impossible given the current speed of our431 processors. Contrast this with a simulation, in which the flow of432 time in the simulated world can be slowed down to accommodate the433 limitations of the character's programming. In terms of cost,434 doing everything in software is far cheaper than building custom435 real-time hardware. All you need is a laptop and some patience.437 ** COMMENT Because of Time, simulation is perferable to reality439 I envision =CORTEX= being used to support rapid prototyping and440 iteration of ideas. Even if I could put together a well constructed441 kit for creating robots, it would still not be enough because of442 the scourge of real-time processing. Anyone who wants to test their443 ideas in the real world must always worry about getting their444 algorithms to run fast enough to process information in real time.445 The need for real time processing only increases if multiple senses446 are involved. In the extreme case, even simple algorithms will have447 to be accelerated by ASIC chips or FPGAs, turning what would448 otherwise be a few lines of code and a 10x speed penality into a449 multi-month ordeal. For this reason, =CORTEX= supports450 /time-dialiation/, which scales back the framerate of the451 simulation in proportion to the amount of processing each frame.452 From the perspective of the creatures inside the simulation, time453 always appears to flow at a constant rate, regardless of how454 complicated the envorimnent becomes or how many creatures are in455 the simulation. The cost is that =CORTEX= can sometimes run slower456 than real time. This can also be an advantage, however ---457 simulations of very simple creatures in =CORTEX= generally run at458 40x on my machine!460 ** COMMENT What is a sense?462 If =CORTEX= is to support a wide variety of senses, it would help463 to have a better understanding of what a ``sense'' actually is!464 While vision, touch, and hearing all seem like they are quite465 different things, I was supprised to learn during the course of466 this thesis that they (and all physical senses) can be expressed as467 exactly the same mathematical object due to a dimensional argument!469 Human beings are three-dimensional objects, and the nerves that470 transmit data from our various sense organs to our brain are471 essentially one-dimensional. This leaves up to two dimensions in472 which our sensory information may flow. For example, imagine your473 skin: it is a two-dimensional surface around a three-dimensional474 object (your body). It has discrete touch sensors embedded at475 various points, and the density of these sensors corresponds to the476 sensitivity of that region of skin. Each touch sensor connects to a477 nerve, all of which eventually are bundled together as they travel478 up the spinal cord to the brain. Intersect the spinal nerves with a479 guillotining plane and you will see all of the sensory data of the480 skin revealed in a roughly circular two-dimensional image which is481 the cross section of the spinal cord. Points on this image that are482 close together in this circle represent touch sensors that are483 /probably/ close together on the skin, although there is of course484 some cutting and rearrangement that has to be done to transfer the485 complicated surface of the skin onto a two dimensional image.487 Most human senses consist of many discrete sensors of various488 properties distributed along a surface at various densities. For489 skin, it is Pacinian corpuscles, Meissner's corpuscles, Merkel's490 disks, and Ruffini's endings, which detect pressure and vibration491 of various intensities. For ears, it is the stereocilia distributed492 along the basilar membrane inside the cochlea; each one is493 sensitive to a slightly different frequency of sound. For eyes, it494 is rods and cones distributed along the surface of the retina. In495 each case, we can describe the sense with a surface and a496 distribution of sensors along that surface.498 The neat idea is that every human sense can be effectively499 described in terms of a surface containing embedded sensors. If the500 sense had any more dimensions, then there wouldn't be enough room501 in the spinal chord to transmit the information!503 Therefore, =CORTEX= must support the ability to create objects and504 then be able to ``paint'' points along their surfaces to describe505 each sense.507 Fortunately this idea is already a well known computer graphics508 technique called called /UV-mapping/. The three-dimensional surface509 of a model is cut and smooshed until it fits on a two-dimensional510 image. You paint whatever you want on that image, and when the511 three-dimensional shape is rendered in a game the smooshing and512 cutting is reversed and the image appears on the three-dimensional513 object.515 To make a sense, interpret the UV-image as describing the516 distribution of that senses sensors. To get different types of517 sensors, you can either use a different color for each type of518 sensor, or use multiple UV-maps, each labeled with that sensor519 type. I generally use a white pixel to mean the presence of a520 sensor and a black pixel to mean the absence of a sensor, and use521 one UV-map for each sensor-type within a given sense.523 #+CAPTION: The UV-map for an elongated icososphere. The white524 #+caption: dots each represent a touch sensor. They are dense525 #+caption: in the regions that describe the tip of the finger,526 #+caption: and less dense along the dorsal side of the finger527 #+caption: opposite the tip.528 #+name: finger-UV529 #+ATTR_latex: :width 10cm530 [[./images/finger-UV.png]]532 #+caption: Ventral side of the UV-mapped finger. Notice the533 #+caption: density of touch sensors at the tip.534 #+name: finger-side-view535 #+ATTR_LaTeX: :width 10cm536 [[./images/finger-1.png]]538 ** COMMENT Video game engines are a great starting point540 I did not need to write my own physics simulation code or shader to541 build =CORTEX=. Doing so would lead to a system that is impossible542 for anyone but myself to use anyway. Instead, I use a video game543 engine as a base and modify it to accomodate the additional needs544 of =CORTEX=. Video game engines are an ideal starting point to545 build =CORTEX=, because they are not far from being creature546 building systems themselves.548 First off, general purpose video game engines come with a physics549 engine and lighting / sound system. The physics system provides550 tools that can be co-opted to serve as touch, proprioception, and551 muscles. Since some games support split screen views, a good video552 game engine will allow you to efficiently create multiple cameras553 in the simulated world that can be used as eyes. Video game systems554 offer integrated asset management for things like textures and555 creatures models, providing an avenue for defining creatures. They556 also understand UV-mapping, since this technique is used to apply a557 texture to a model. Finally, because video game engines support a558 large number of users, as long as =CORTEX= doesn't stray too far559 from the base system, other researchers can turn to this community560 for help when doing their research.562 ** COMMENT =CORTEX= is based on jMonkeyEngine3564 While preparing to build =CORTEX= I studied several video game565 engines to see which would best serve as a base. The top contenders566 were:568 - [[http://www.idsoftware.com][Quake II]]/[[http://www.bytonic.de/html/jake2.html][Jake2]] :: The Quake II engine was designed by ID569 software in 1997. All the source code was released by ID570 software into the Public Domain several years ago, and as a571 result it has been ported to many different languages. This572 engine was famous for its advanced use of realistic shading573 and had decent and fast physics simulation. The main advantage574 of the Quake II engine is its simplicity, but I ultimately575 rejected it because the engine is too tied to the concept of a576 first-person shooter game. One of the problems I had was that577 there does not seem to be any easy way to attach multiple578 cameras to a single character. There are also several physics579 clipping issues that are corrected in a way that only applies580 to the main character and do not apply to arbitrary objects.582 - [[http://source.valvesoftware.com/][Source Engine]] :: The Source Engine evolved from the Quake II583 and Quake I engines and is used by Valve in the Half-Life584 series of games. The physics simulation in the Source Engine585 is quite accurate and probably the best out of all the engines586 I investigated. There is also an extensive community actively587 working with the engine. However, applications that use the588 Source Engine must be written in C++, the code is not open, it589 only runs on Windows, and the tools that come with the SDK to590 handle models and textures are complicated and awkward to use.592 - [[http://jmonkeyengine.com/][jMonkeyEngine3]] :: jMonkeyEngine3 is a new library for creating593 games in Java. It uses OpenGL to render to the screen and uses594 screengraphs to avoid drawing things that do not appear on the595 screen. It has an active community and several games in the596 pipeline. The engine was not built to serve any particular597 game but is instead meant to be used for any 3D game.599 I chose jMonkeyEngine3 because it because it had the most features600 out of all the free projects I looked at, and because I could then601 write my code in clojure, an implementation of =LISP= that runs on602 the JVM.604 ** COMMENT =CORTEX= uses Blender to create creature models606 For the simple worm-like creatures I will use later on in this607 thesis, I could define a simple API in =CORTEX= that would allow608 one to create boxes, spheres, etc., and leave that API as the sole609 way to create creatures. However, for =CORTEX= to truly be useful610 for other projects, it needs a way to construct complicated611 creatures. If possible, it would be nice to leverage work that has612 already been done by the community of 3D modelers, or at least613 enable people who are talented at moedling but not programming to614 design =CORTEX= creatures.616 Therefore, I use Blender, a free 3D modeling program, as the main617 way to create creatures in =CORTEX=. However, the creatures modeled618 in Blender must also be simple to simulate in jMonkeyEngine3's game619 engine, and must also be easy to rig with =CORTEX='s senses. I620 accomplish this with extensive use of Blender's ``empty nodes.''622 Empty nodes have no mass, physical presence, or appearance, but623 they can hold metadata and have names. I use a tree structure of624 empty nodes to specify senses in the following manner:626 - Create a single top-level empty node whose name is the name of627 the sense.628 - Add empty nodes which each contain meta-data relevant to the629 sense, including a UV-map describing the number/distribution of630 sensors if applicable.631 - Make each empty-node the child of the top-level node.633 #+caption: An example of annoting a creature model with empty634 #+caption: nodes to describe the layout of senses. There are635 #+caption: multiple empty nodes which each describe the position636 #+caption: of muscles, ears, eyes, or joints.637 #+name: sense-nodes638 #+ATTR_LaTeX: :width 10cm639 [[./images/empty-sense-nodes.png]]641 ** COMMENT Bodies are composed of segments connected by joints643 Blender is a general purpose animation tool, which has been used in644 the past to create high quality movies such as Sintel645 \cite{sintel}. Though Blender can model and render even complicated646 things like water, it is crucual to keep models that are meant to647 be simulated as creatures simple. =Bullet=, which =CORTEX= uses648 though jMonkeyEngine3, is a rigid-body physics system. This offers649 a compromise between the expressiveness of a game level and the650 speed at which it can be simulated, and it means that creatures651 should be naturally expressed as rigid components held together by652 joint constraints.654 But humans are more like a squishy bag with wrapped around some655 hard bones which define the overall shape. When we move, our skin656 bends and stretches to accomodate the new positions of our bones.658 One way to make bodies composed of rigid pieces connected by joints659 /seem/ more human-like is to use an /armature/, (or /rigging/)660 system, which defines a overall ``body mesh'' and defines how the661 mesh deforms as a function of the position of each ``bone'' which662 is a standard rigid body. This technique is used extensively to663 model humans and create realistic animations. It is not a good664 technique for physical simulation, however because it creates a lie665 -- the skin is not a physical part of the simulation and does not666 interact with any objects in the world or itself. Objects will pass667 right though the skin until they come in contact with the668 underlying bone, which is a physical object. Whithout simulating669 the skin, the sense of touch has little meaning, and the creature's670 own vision will lie to it about the true extent of its body.671 Simulating the skin as a physical object requires some way to672 continuously update the physical model of the skin along with the673 movement of the bones, which is unacceptably slow compared to rigid674 body simulation.676 Therefore, instead of using the human-like ``deformable bag of677 bones'' approach, I decided to base my body plans on multiple solid678 objects that are connected by joints, inspired by the robot =EVE=679 from the movie WALL-E.681 #+caption: =EVE= from the movie WALL-E. This body plan turns682 #+caption: out to be much better suited to my purposes than a more683 #+caption: human-like one.684 #+ATTR_LaTeX: :width 10cm685 [[./images/Eve.jpg]]687 =EVE='s body is composed of several rigid components that are held688 together by invisible joint constraints. This is what I mean by689 ``eve-like''. The main reason that I use eve-style bodies is for690 efficiency, and so that there will be correspondence between the691 AI's semses and the physical presence of its body. Each individual692 section is simulated by a separate rigid body that corresponds693 exactly with its visual representation and does not change.694 Sections are connected by invisible joints that are well supported695 in jMonkeyEngine3. Bullet, the physics backend for jMonkeyEngine3,696 can efficiently simulate hundreds of rigid bodies connected by697 joints. Just because sections are rigid does not mean they have to698 stay as one piece forever; they can be dynamically replaced with699 multiple sections to simulate splitting in two. This could be used700 to simulate retractable claws or =EVE='s hands, which are able to701 coalesce into one object in the movie.703 *** Solidifying/Connecting a body705 =CORTEX= creates a creature in two steps: first, it traverses the706 nodes in the blender file and creates physical representations for707 any of them that have mass defined in their blender meta-data.709 #+caption: Program for iterating through the nodes in a blender file710 #+caption: and generating physical jMonkeyEngine3 objects with mass711 #+caption: and a matching physics shape.712 #+name: name713 #+begin_listing clojure714 #+begin_src clojure715 (defn physical!716 "Iterate through the nodes in creature and make them real physical717 objects in the simulation."718 [#^Node creature]719 (dorun720 (map721 (fn [geom]722 (let [physics-control723 (RigidBodyControl.724 (HullCollisionShape.725 (.getMesh geom))726 (if-let [mass (meta-data geom "mass")]727 (float mass) (float 1)))]728 (.addControl geom physics-control)))729 (filter #(isa? (class %) Geometry )730 (node-seq creature)))))731 #+end_src732 #+end_listing734 The next step to making a proper body is to connect those pieces735 together with joints. jMonkeyEngine has a large array of joints736 available via =bullet=, such as Point2Point, Cone, Hinge, and a737 generic Six Degree of Freedom joint, with or without spring738 restitution.740 Joints are treated a lot like proper senses, in that there is a741 top-level empty node named ``joints'' whose children each742 represent a joint.744 #+caption: View of the hand model in Blender showing the main ``joints''745 #+caption: node (highlighted in yellow) and its children which each746 #+caption: represent a joint in the hand. Each joint node has metadata747 #+caption: specifying what sort of joint it is.748 #+name: blender-hand749 #+ATTR_LaTeX: :width 10cm750 [[./images/hand-screenshot1.png]]753 =CORTEX='s procedure for binding the creature together with joints754 is as follows:756 - Find the children of the ``joints'' node.757 - Determine the two spatials the joint is meant to connect.758 - Create the joint based on the meta-data of the empty node.760 The higher order function =sense-nodes= from =cortex.sense=761 simplifies finding the joints based on their parent ``joints''762 node.764 #+caption: Retrieving the children empty nodes from a single765 #+caption: named empty node is a common pattern in =CORTEX=766 #+caption: further instances of this technique for the senses767 #+caption: will be omitted768 #+name: get-empty-nodes769 #+begin_listing clojure770 #+begin_src clojure771 (defn sense-nodes772 "For some senses there is a special empty blender node whose773 children are considered markers for an instance of that sense. This774 function generates functions to find those children, given the name775 of the special parent node."776 [parent-name]777 (fn [#^Node creature]778 (if-let [sense-node (.getChild creature parent-name)]779 (seq (.getChildren sense-node)) [])))781 (def782 ^{:doc "Return the children of the creature's \"joints\" node."783 :arglists '([creature])}784 joints785 (sense-nodes "joints"))786 #+end_src787 #+end_listing789 To find a joint's targets, =CORTEX= creates a small cube, centered790 around the empty-node, and grows the cube exponentially until it791 intersects two physical objects. The objects are ordered according792 to the joint's rotation, with the first one being the object that793 has more negative coordinates in the joint's reference frame.794 Since the objects must be physical, the empty-node itself escapes795 detection. Because the objects must be physical, =joint-targets=796 must be called /after/ =physical!= is called.798 #+caption: Program to find the targets of a joint node by799 #+caption: exponentiallly growth of a search cube.800 #+name: joint-targets801 #+begin_listing clojure802 #+begin_src clojure803 (defn joint-targets804 "Return the two closest two objects to the joint object, ordered805 from bottom to top according to the joint's rotation."806 [#^Node parts #^Node joint]807 (loop [radius (float 0.01)]808 (let [results (CollisionResults.)]809 (.collideWith810 parts811 (BoundingBox. (.getWorldTranslation joint)812 radius radius radius) results)813 (let [targets814 (distinct815 (map #(.getGeometry %) results))]816 (if (>= (count targets) 2)817 (sort-by818 #(let [joint-ref-frame-position819 (jme-to-blender820 (.mult821 (.inverse (.getWorldRotation joint))822 (.subtract (.getWorldTranslation %)823 (.getWorldTranslation joint))))]824 (.dot (Vector3f. 1 1 1) joint-ref-frame-position))825 (take 2 targets))826 (recur (float (* radius 2))))))))827 #+end_src828 #+end_listing830 Once =CORTEX= finds all joints and targets, it creates them using831 a dispatch on the metadata of each joint node.833 #+caption: Program to dispatch on blender metadata and create joints834 #+caption: sutiable for physical simulation.835 #+name: joint-dispatch836 #+begin_listing clojure837 #+begin_src clojure838 (defmulti joint-dispatch839 "Translate blender pseudo-joints into real JME joints."840 (fn [constraints & _]841 (:type constraints)))843 (defmethod joint-dispatch :point844 [constraints control-a control-b pivot-a pivot-b rotation]845 (doto (SixDofJoint. control-a control-b pivot-a pivot-b false)846 (.setLinearLowerLimit Vector3f/ZERO)847 (.setLinearUpperLimit Vector3f/ZERO)))849 (defmethod joint-dispatch :hinge850 [constraints control-a control-b pivot-a pivot-b rotation]851 (let [axis (if-let [axis (:axis constraints)] axis Vector3f/UNIT_X)852 [limit-1 limit-2] (:limit constraints)853 hinge-axis (.mult rotation (blender-to-jme axis))]854 (doto (HingeJoint. control-a control-b pivot-a pivot-b855 hinge-axis hinge-axis)856 (.setLimit limit-1 limit-2))))858 (defmethod joint-dispatch :cone859 [constraints control-a control-b pivot-a pivot-b rotation]860 (let [limit-xz (:limit-xz constraints)861 limit-xy (:limit-xy constraints)862 twist (:twist constraints)]863 (doto (ConeJoint. control-a control-b pivot-a pivot-b864 rotation rotation)865 (.setLimit (float limit-xz) (float limit-xy)866 (float twist)))))867 #+end_src868 #+end_listing870 All that is left for joints it to combine the above pieces into a871 something that can operate on the collection of nodes that a872 blender file represents.874 #+caption: Program to completely create a joint given information875 #+caption: from a blender file.876 #+name: connect877 #+begin_listing clojure878 #+begin_src clojure879 (defn connect880 "Create a joint between 'obj-a and 'obj-b at the location of881 'joint. The type of joint is determined by the metadata on 'joint.883 Here are some examples:884 {:type :point}885 {:type :hinge :limit [0 (/ Math/PI 2)] :axis (Vector3f. 0 1 0)}886 (:axis defaults to (Vector3f. 1 0 0) if not provided for hinge joints)888 {:type :cone :limit-xz 0]889 :limit-xy 0]890 :twist 0]} (use XZY rotation mode in blender!)"891 [#^Node obj-a #^Node obj-b #^Node joint]892 (let [control-a (.getControl obj-a RigidBodyControl)893 control-b (.getControl obj-b RigidBodyControl)894 joint-center (.getWorldTranslation joint)895 joint-rotation (.toRotationMatrix (.getWorldRotation joint))896 pivot-a (world-to-local obj-a joint-center)897 pivot-b (world-to-local obj-b joint-center)]898 (if-let899 [constraints (map-vals eval (read-string (meta-data joint "joint")))]900 ;; A side-effect of creating a joint registers901 ;; it with both physics objects which in turn902 ;; will register the joint with the physics system903 ;; when the simulation is started.904 (joint-dispatch constraints905 control-a control-b906 pivot-a pivot-b907 joint-rotation))))908 #+end_src909 #+end_listing911 In general, whenever =CORTEX= exposes a sense (or in this case912 physicality), it provides a function of the type =sense!=, which913 takes in a collection of nodes and augments it to support that914 sense. The function returns any controlls necessary to use that915 sense. In this case =body!= cerates a physical body and returns no916 control functions.918 #+caption: Program to give joints to a creature.919 #+name: name920 #+begin_listing clojure921 #+begin_src clojure922 (defn joints!923 "Connect the solid parts of the creature with physical joints. The924 joints are taken from the \"joints\" node in the creature."925 [#^Node creature]926 (dorun927 (map928 (fn [joint]929 (let [[obj-a obj-b] (joint-targets creature joint)]930 (connect obj-a obj-b joint)))931 (joints creature))))932 (defn body!933 "Endow the creature with a physical body connected with joints. The934 particulars of the joints and the masses of each body part are935 determined in blender."936 [#^Node creature]937 (physical! creature)938 (joints! creature))939 #+end_src940 #+end_listing942 All of the code you have just seen amounts to only 130 lines, yet943 because it builds on top of Blender and jMonkeyEngine3, those few944 lines pack quite a punch!946 The hand from figure \ref{blender-hand}, which was modeled after947 my own right hand, can now be given joints and simulated as a948 creature.950 #+caption: With the ability to create physical creatures from blender,951 #+caption: =CORTEX= gets one step closer to becomming a full creature952 #+caption: simulation environment.953 #+name: name954 #+ATTR_LaTeX: :width 15cm955 [[./images/physical-hand.png]]957 ** Eyes reuse standard video game components959 Vision is one of the most important senses for humans, so I need to960 build a simulated sense of vision for my AI. I will do this with961 simulated eyes. Each eye can be independently moved and should see962 its own version of the world depending on where it is.964 Making these simulated eyes a reality is simple because965 jMonkeyEngine already contains extensive support for multiple views966 of the same 3D simulated world. The reason jMonkeyEngine has this967 support is because the support is necessary to create games with968 split-screen views. Multiple views are also used to create969 efficient pseudo-reflections by rendering the scene from a certain970 perspective and then projecting it back onto a surface in the 3D971 world.973 #+caption: jMonkeyEngine supports multiple views to enable974 #+caption: split-screen games, like GoldenEye, which was one of975 #+caption: the first games to use split-screen views.976 #+name: name977 #+ATTR_LaTeX: :width 10cm978 [[./images/goldeneye-4-player.png]]980 *** A Brief Description of jMonkeyEngine's Rendering Pipeline982 jMonkeyEngine allows you to create a =ViewPort=, which represents a983 view of the simulated world. You can create as many of these as you984 want. Every frame, the =RenderManager= iterates through each985 =ViewPort=, rendering the scene in the GPU. For each =ViewPort= there986 is a =FrameBuffer= which represents the rendered image in the GPU.988 #+caption: =ViewPorts= are cameras in the world. During each frame,989 #+caption: the =RenderManager= records a snapshot of what each view990 #+caption: is currently seeing; these snapshots are =FrameBuffer= objects.991 #+name: name992 #+ATTR_LaTeX: :width 10cm993 [[../images/diagram_rendermanager2.png]]995 Each =ViewPort= can have any number of attached =SceneProcessor=996 objects, which are called every time a new frame is rendered. A997 =SceneProcessor= receives its =ViewPort's= =FrameBuffer= and can do998 whatever it wants to the data. Often this consists of invoking GPU999 specific operations on the rendered image. The =SceneProcessor= can1000 also copy the GPU image data to RAM and process it with the CPU.1002 *** Appropriating Views for Vision1004 Each eye in the simulated creature needs its own =ViewPort= so1005 that it can see the world from its own perspective. To this1006 =ViewPort=, I add a =SceneProcessor= that feeds the visual data to1007 any arbitrary continuation function for further processing. That1008 continuation function may perform both CPU and GPU operations on1009 the data. To make this easy for the continuation function, the1010 =SceneProcessor= maintains appropriately sized buffers in RAM to1011 hold the data. It does not do any copying from the GPU to the CPU1012 itself because it is a slow operation.1014 #+caption: Function to make the rendered secne in jMonkeyEngine1015 #+caption: available for further processing.1016 #+name: pipeline-11017 #+begin_listing clojure1018 #+begin_src clojure1019 (defn vision-pipeline1020 "Create a SceneProcessor object which wraps a vision processing1021 continuation function. The continuation is a function that takes1022 [#^Renderer r #^FrameBuffer fb #^ByteBuffer b #^BufferedImage bi],1023 each of which has already been appropriately sized."1024 [continuation]1025 (let [byte-buffer (atom nil)1026 renderer (atom nil)1027 image (atom nil)]1028 (proxy [SceneProcessor] []1029 (initialize1030 [renderManager viewPort]1031 (let [cam (.getCamera viewPort)1032 width (.getWidth cam)1033 height (.getHeight cam)]1034 (reset! renderer (.getRenderer renderManager))1035 (reset! byte-buffer1036 (BufferUtils/createByteBuffer1037 (* width height 4)))1038 (reset! image (BufferedImage.1039 width height1040 BufferedImage/TYPE_4BYTE_ABGR))))1041 (isInitialized [] (not (nil? @byte-buffer)))1042 (reshape [_ _ _])1043 (preFrame [_])1044 (postQueue [_])1045 (postFrame1046 [#^FrameBuffer fb]1047 (.clear @byte-buffer)1048 (continuation @renderer fb @byte-buffer @image))1049 (cleanup []))))1050 #+end_src1051 #+end_listing1053 The continuation function given to =vision-pipeline= above will be1054 given a =Renderer= and three containers for image data. The1055 =FrameBuffer= references the GPU image data, but the pixel data1056 can not be used directly on the CPU. The =ByteBuffer= and1057 =BufferedImage= are initially "empty" but are sized to hold the1058 data in the =FrameBuffer=. I call transferring the GPU image data1059 to the CPU structures "mixing" the image data.1061 *** Optical sensor arrays are described with images and referenced with metadata1063 The vision pipeline described above handles the flow of rendered1064 images. Now, =CORTEX= needs simulated eyes to serve as the source1065 of these images.1067 An eye is described in blender in the same way as a joint. They1068 are zero dimensional empty objects with no geometry whose local1069 coordinate system determines the orientation of the resulting eye.1070 All eyes are children of a parent node named "eyes" just as all1071 joints have a parent named "joints". An eye binds to the nearest1072 physical object with =bind-sense=.1074 #+caption: Here, the camera is created based on metadata on the1075 #+caption: eye-node and attached to the nearest physical object1076 #+caption: with =bind-sense=1077 #+name: add-eye1078 #+begin_listing clojure1079 (defn add-eye!1080 "Create a Camera centered on the current position of 'eye which1081 follows the closest physical node in 'creature. The camera will1082 point in the X direction and use the Z vector as up as determined1083 by the rotation of these vectors in blender coordinate space. Use1084 XZY rotation for the node in blender."1085 [#^Node creature #^Spatial eye]1086 (let [target (closest-node creature eye)1087 [cam-width cam-height]1088 ;;[640 480] ;; graphics card on laptop doesn't support1089 ;; arbitray dimensions.1090 (eye-dimensions eye)1091 cam (Camera. cam-width cam-height)1092 rot (.getWorldRotation eye)]1093 (.setLocation cam (.getWorldTranslation eye))1094 (.lookAtDirection1095 cam ; this part is not a mistake and1096 (.mult rot Vector3f/UNIT_X) ; is consistent with using Z in1097 (.mult rot Vector3f/UNIT_Y)) ; blender as the UP vector.1098 (.setFrustumPerspective1099 cam (float 45)1100 (float (/ (.getWidth cam) (.getHeight cam)))1101 (float 1)1102 (float 1000))1103 (bind-sense target cam) cam))1104 #+end_listing1106 *** Simulated Retina1108 An eye is a surface (the retina) which contains many discrete1109 sensors to detect light. These sensors can have different1110 light-sensing properties. In humans, each discrete sensor is1111 sensitive to red, blue, green, or gray. These different types of1112 sensors can have different spatial distributions along the retina.1113 In humans, there is a fovea in the center of the retina which has1114 a very high density of color sensors, and a blind spot which has1115 no sensors at all. Sensor density decreases in proportion to1116 distance from the fovea.1118 I want to be able to model any retinal configuration, so my1119 eye-nodes in blender contain metadata pointing to images that1120 describe the precise position of the individual sensors using1121 white pixels. The meta-data also describes the precise sensitivity1122 to light that the sensors described in the image have. An eye can1123 contain any number of these images. For example, the metadata for1124 an eye might look like this:1126 #+begin_src clojure1127 {0xFF0000 "Models/test-creature/retina-small.png"}1128 #+end_src1130 #+caption: An example retinal profile image. White pixels are1131 #+caption: photo-sensitive elements. The distribution of white1132 #+caption: pixels is denser in the middle and falls off at the1133 #+caption: edges and is inspired by the human retina.1134 #+name: retina1135 #+ATTR_LaTeX: :width 10cm1136 [[./images/retina-small.png]]1138 Together, the number 0xFF0000 and the image image above describe1139 the placement of red-sensitive sensory elements.1141 Meta-data to very crudely approximate a human eye might be1142 something like this:1144 #+begin_src clojure1145 (let [retinal-profile "Models/test-creature/retina-small.png"]1146 {0xFF0000 retinal-profile1147 0x00FF00 retinal-profile1148 0x0000FF retinal-profile1149 0xFFFFFF retinal-profile})1150 #+end_src1152 The numbers that serve as keys in the map determine a sensor's1153 relative sensitivity to the channels red, green, and blue. These1154 sensitivity values are packed into an integer in the order1155 =|_|R|G|B|= in 8-bit fields. The RGB values of a pixel in the1156 image are added together with these sensitivities as linear1157 weights. Therefore, 0xFF0000 means sensitive to red only while1158 0xFFFFFF means sensitive to all colors equally (gray).1160 #+caption: This is the core of vision in =CORTEX=. A given eye node1161 #+caption: is converted into a function that returns visual1162 #+caption: information from the simulation.1163 #+name: vision-kernel1164 #+begin_listing clojure1165 (defn vision-kernel1166 "Returns a list of functions, each of which will return a color1167 channel's worth of visual information when called inside a running1168 simulation."1169 [#^Node creature #^Spatial eye & {skip :skip :or {skip 0}}]1170 (let [retinal-map (retina-sensor-profile eye)1171 camera (add-eye! creature eye)1172 vision-image1173 (atom1174 (BufferedImage. (.getWidth camera)1175 (.getHeight camera)1176 BufferedImage/TYPE_BYTE_BINARY))1177 register-eye!1178 (runonce1179 (fn [world]1180 (add-camera!1181 world camera1182 (let [counter (atom 0)]1183 (fn [r fb bb bi]1184 (if (zero? (rem (swap! counter inc) (inc skip)))1185 (reset! vision-image1186 (BufferedImage! r fb bb bi))))))))]1187 (vec1188 (map1189 (fn [[key image]]1190 (let [whites (white-coordinates image)1191 topology (vec (collapse whites))1192 sensitivity (sensitivity-presets key key)]1193 (attached-viewport.1194 (fn [world]1195 (register-eye! world)1196 (vector1197 topology1198 (vec1199 (for [[x y] whites]1200 (pixel-sense1201 sensitivity1202 (.getRGB @vision-image x y))))))1203 register-eye!)))1204 retinal-map))))1205 #+end_listing1207 Note that since each of the functions generated by =vision-kernel=1208 shares the same =register-eye!= function, the eye will be1209 registered only once the first time any of the functions from the1210 list returned by =vision-kernel= is called. Each of the functions1211 returned by =vision-kernel= also allows access to the =Viewport=1212 through which it receives images.1214 All the hard work has been done; all that remains is to apply1215 =vision-kernel= to each eye in the creature and gather the results1216 into one list of functions.1219 #+caption: With =vision!=, =CORTEX= is already a fine simulation1220 #+caption: environment for experimenting with different types of1221 #+caption: eyes.1222 #+name: vision!1223 #+begin_listing clojure1224 (defn vision!1225 "Returns a list of functions, each of which returns visual sensory1226 data when called inside a running simulation."1227 [#^Node creature & {skip :skip :or {skip 0}}]1228 (reduce1229 concat1230 (for [eye (eyes creature)]1231 (vision-kernel creature eye))))1232 #+end_listing1234 #+caption: Simulated vision with a test creature and the1235 #+caption: human-like eye approximation. Notice how each channel1236 #+caption: of the eye responds differently to the differently1237 #+caption: colored balls.1238 #+name: worm-vision-test.1239 #+ATTR_LaTeX: :width 13cm1240 [[./images/worm-vision.png]]1242 The vision code is not much more complicated than the body code,1243 and enables multiple further paths for simulated vision. For1244 example, it is quite easy to create bifocal vision -- you just1245 make two eyes next to each other in blender! It is also possible1246 to encode vision transforms in the retinal files. For example, the1247 human like retina file in figure \ref{retina} approximates a1248 log-polar transform.1250 This vision code has already been absorbed by the jMonkeyEngine1251 community and is now (in modified form) part of a system for1252 capturing in-game video to a file.1254 ** Hearing is hard; =CORTEX= does it right1256 ** Touch uses hundreds of hair-like elements1258 ** Proprioception is the sense that makes everything ``real''1260 ** Muscles are both effectors and sensors1262 ** =CORTEX= brings complex creatures to life!1264 ** =CORTEX= enables many possiblities for further research1266 * COMMENT Empathy in a simulated worm1268 Here I develop a computational model of empathy, using =CORTEX= as a1269 base. Empathy in this context is the ability to observe another1270 creature and infer what sorts of sensations that creature is1271 feeling. My empathy algorithm involves multiple phases. First is1272 free-play, where the creature moves around and gains sensory1273 experience. From this experience I construct a representation of the1274 creature's sensory state space, which I call \Phi-space. Using1275 \Phi-space, I construct an efficient function which takes the1276 limited data that comes from observing another creature and enriches1277 it full compliment of imagined sensory data. I can then use the1278 imagined sensory data to recognize what the observed creature is1279 doing and feeling, using straightforward embodied action predicates.1280 This is all demonstrated with using a simple worm-like creature, and1281 recognizing worm-actions based on limited data.1283 #+caption: Here is the worm with which we will be working.1284 #+caption: It is composed of 5 segments. Each segment has a1285 #+caption: pair of extensor and flexor muscles. Each of the1286 #+caption: worm's four joints is a hinge joint which allows1287 #+caption: about 30 degrees of rotation to either side. Each segment1288 #+caption: of the worm is touch-capable and has a uniform1289 #+caption: distribution of touch sensors on each of its faces.1290 #+caption: Each joint has a proprioceptive sense to detect1291 #+caption: relative positions. The worm segments are all the1292 #+caption: same except for the first one, which has a much1293 #+caption: higher weight than the others to allow for easy1294 #+caption: manual motor control.1295 #+name: basic-worm-view1296 #+ATTR_LaTeX: :width 10cm1297 [[./images/basic-worm-view.png]]1299 #+caption: Program for reading a worm from a blender file and1300 #+caption: outfitting it with the senses of proprioception,1301 #+caption: touch, and the ability to move, as specified in the1302 #+caption: blender file.1303 #+name: get-worm1304 #+begin_listing clojure1305 #+begin_src clojure1306 (defn worm []1307 (let [model (load-blender-model "Models/worm/worm.blend")]1308 {:body (doto model (body!))1309 :touch (touch! model)1310 :proprioception (proprioception! model)1311 :muscles (movement! model)}))1312 #+end_src1313 #+end_listing1315 ** Embodiment factors action recognition into managable parts1317 Using empathy, I divide the problem of action recognition into a1318 recognition process expressed in the language of a full compliment1319 of senses, and an imaganitive process that generates full sensory1320 data from partial sensory data. Splitting the action recognition1321 problem in this manner greatly reduces the total amount of work to1322 recognize actions: The imaganitive process is mostly just matching1323 previous experience, and the recognition process gets to use all1324 the senses to directly describe any action.1326 ** Action recognition is easy with a full gamut of senses1328 Embodied representations using multiple senses such as touch,1329 proprioception, and muscle tension turns out be be exceedingly1330 efficient at describing body-centered actions. It is the ``right1331 language for the job''. For example, it takes only around 5 lines1332 of LISP code to describe the action of ``curling'' using embodied1333 primitives. It takes about 10 lines to describe the seemingly1334 complicated action of wiggling.1336 The following action predicates each take a stream of sensory1337 experience, observe however much of it they desire, and decide1338 whether the worm is doing the action they describe. =curled?=1339 relies on proprioception, =resting?= relies on touch, =wiggling?=1340 relies on a fourier analysis of muscle contraction, and1341 =grand-circle?= relies on touch and reuses =curled?= as a gaurd.1343 #+caption: Program for detecting whether the worm is curled. This is the1344 #+caption: simplest action predicate, because it only uses the last frame1345 #+caption: of sensory experience, and only uses proprioceptive data. Even1346 #+caption: this simple predicate, however, is automatically frame1347 #+caption: independent and ignores vermopomorphic differences such as1348 #+caption: worm textures and colors.1349 #+name: curled1350 #+attr_latex: [htpb]1351 #+begin_listing clojure1352 #+begin_src clojure1353 (defn curled?1354 "Is the worm curled up?"1355 [experiences]1356 (every?1357 (fn [[_ _ bend]]1358 (> (Math/sin bend) 0.64))1359 (:proprioception (peek experiences))))1360 #+end_src1361 #+end_listing1363 #+caption: Program for summarizing the touch information in a patch1364 #+caption: of skin.1365 #+name: touch-summary1366 #+attr_latex: [htpb]1368 #+begin_listing clojure1369 #+begin_src clojure1370 (defn contact1371 "Determine how much contact a particular worm segment has with1372 other objects. Returns a value between 0 and 1, where 1 is full1373 contact and 0 is no contact."1374 [touch-region [coords contact :as touch]]1375 (-> (zipmap coords contact)1376 (select-keys touch-region)1377 (vals)1378 (#(map first %))1379 (average)1380 (* 10)1381 (- 1)1382 (Math/abs)))1383 #+end_src1384 #+end_listing1387 #+caption: Program for detecting whether the worm is at rest. This program1388 #+caption: uses a summary of the tactile information from the underbelly1389 #+caption: of the worm, and is only true if every segment is touching the1390 #+caption: floor. Note that this function contains no references to1391 #+caption: proprioction at all.1392 #+name: resting1393 #+attr_latex: [htpb]1394 #+begin_listing clojure1395 #+begin_src clojure1396 (def worm-segment-bottom (rect-region [8 15] [14 22]))1398 (defn resting?1399 "Is the worm resting on the ground?"1400 [experiences]1401 (every?1402 (fn [touch-data]1403 (< 0.9 (contact worm-segment-bottom touch-data)))1404 (:touch (peek experiences))))1405 #+end_src1406 #+end_listing1408 #+caption: Program for detecting whether the worm is curled up into a1409 #+caption: full circle. Here the embodied approach begins to shine, as1410 #+caption: I am able to both use a previous action predicate (=curled?=)1411 #+caption: as well as the direct tactile experience of the head and tail.1412 #+name: grand-circle1413 #+attr_latex: [htpb]1414 #+begin_listing clojure1415 #+begin_src clojure1416 (def worm-segment-bottom-tip (rect-region [15 15] [22 22]))1418 (def worm-segment-top-tip (rect-region [0 15] [7 22]))1420 (defn grand-circle?1421 "Does the worm form a majestic circle (one end touching the other)?"1422 [experiences]1423 (and (curled? experiences)1424 (let [worm-touch (:touch (peek experiences))1425 tail-touch (worm-touch 0)1426 head-touch (worm-touch 4)]1427 (and (< 0.55 (contact worm-segment-bottom-tip tail-touch))1428 (< 0.55 (contact worm-segment-top-tip head-touch))))))1429 #+end_src1430 #+end_listing1433 #+caption: Program for detecting whether the worm has been wiggling for1434 #+caption: the last few frames. It uses a fourier analysis of the muscle1435 #+caption: contractions of the worm's tail to determine wiggling. This is1436 #+caption: signigicant because there is no particular frame that clearly1437 #+caption: indicates that the worm is wiggling --- only when multiple frames1438 #+caption: are analyzed together is the wiggling revealed. Defining1439 #+caption: wiggling this way also gives the worm an opportunity to learn1440 #+caption: and recognize ``frustrated wiggling'', where the worm tries to1441 #+caption: wiggle but can't. Frustrated wiggling is very visually different1442 #+caption: from actual wiggling, but this definition gives it to us for free.1443 #+name: wiggling1444 #+attr_latex: [htpb]1445 #+begin_listing clojure1446 #+begin_src clojure1447 (defn fft [nums]1448 (map1449 #(.getReal %)1450 (.transform1451 (FastFourierTransformer. DftNormalization/STANDARD)1452 (double-array nums) TransformType/FORWARD)))1454 (def indexed (partial map-indexed vector))1456 (defn max-indexed [s]1457 (first (sort-by (comp - second) (indexed s))))1459 (defn wiggling?1460 "Is the worm wiggling?"1461 [experiences]1462 (let [analysis-interval 0x40]1463 (when (> (count experiences) analysis-interval)1464 (let [a-flex 31465 a-ex 21466 muscle-activity1467 (map :muscle (vector:last-n experiences analysis-interval))1468 base-activity1469 (map #(- (% a-flex) (% a-ex)) muscle-activity)]1470 (= 21471 (first1472 (max-indexed1473 (map #(Math/abs %)1474 (take 20 (fft base-activity))))))))))1475 #+end_src1476 #+end_listing1478 With these action predicates, I can now recognize the actions of1479 the worm while it is moving under my control and I have access to1480 all the worm's senses.1482 #+caption: Use the action predicates defined earlier to report on1483 #+caption: what the worm is doing while in simulation.1484 #+name: report-worm-activity1485 #+attr_latex: [htpb]1486 #+begin_listing clojure1487 #+begin_src clojure1488 (defn debug-experience1489 [experiences text]1490 (cond1491 (grand-circle? experiences) (.setText text "Grand Circle")1492 (curled? experiences) (.setText text "Curled")1493 (wiggling? experiences) (.setText text "Wiggling")1494 (resting? experiences) (.setText text "Resting")))1495 #+end_src1496 #+end_listing1498 #+caption: Using =debug-experience=, the body-centered predicates1499 #+caption: work together to classify the behaviour of the worm.1500 #+caption: the predicates are operating with access to the worm's1501 #+caption: full sensory data.1502 #+name: basic-worm-view1503 #+ATTR_LaTeX: :width 10cm1504 [[./images/worm-identify-init.png]]1506 These action predicates satisfy the recognition requirement of an1507 empathic recognition system. There is power in the simplicity of1508 the action predicates. They describe their actions without getting1509 confused in visual details of the worm. Each one is frame1510 independent, but more than that, they are each indepent of1511 irrelevant visual details of the worm and the environment. They1512 will work regardless of whether the worm is a different color or1513 hevaily textured, or if the environment has strange lighting.1515 The trick now is to make the action predicates work even when the1516 sensory data on which they depend is absent. If I can do that, then1517 I will have gained much,1519 ** \Phi-space describes the worm's experiences1521 As a first step towards building empathy, I need to gather all of1522 the worm's experiences during free play. I use a simple vector to1523 store all the experiences.1525 Each element of the experience vector exists in the vast space of1526 all possible worm-experiences. Most of this vast space is actually1527 unreachable due to physical constraints of the worm's body. For1528 example, the worm's segments are connected by hinge joints that put1529 a practical limit on the worm's range of motions without limiting1530 its degrees of freedom. Some groupings of senses are impossible;1531 the worm can not be bent into a circle so that its ends are1532 touching and at the same time not also experience the sensation of1533 touching itself.1535 As the worm moves around during free play and its experience vector1536 grows larger, the vector begins to define a subspace which is all1537 the sensations the worm can practicaly experience during normal1538 operation. I call this subspace \Phi-space, short for1539 physical-space. The experience vector defines a path through1540 \Phi-space. This path has interesting properties that all derive1541 from physical embodiment. The proprioceptive components are1542 completely smooth, because in order for the worm to move from one1543 position to another, it must pass through the intermediate1544 positions. The path invariably forms loops as actions are repeated.1545 Finally and most importantly, proprioception actually gives very1546 strong inference about the other senses. For example, when the worm1547 is flat, you can infer that it is touching the ground and that its1548 muscles are not active, because if the muscles were active, the1549 worm would be moving and would not be perfectly flat. In order to1550 stay flat, the worm has to be touching the ground, or it would1551 again be moving out of the flat position due to gravity. If the1552 worm is positioned in such a way that it interacts with itself,1553 then it is very likely to be feeling the same tactile feelings as1554 the last time it was in that position, because it has the same body1555 as then. If you observe multiple frames of proprioceptive data,1556 then you can become increasingly confident about the exact1557 activations of the worm's muscles, because it generally takes a1558 unique combination of muscle contractions to transform the worm's1559 body along a specific path through \Phi-space.1561 There is a simple way of taking \Phi-space and the total ordering1562 provided by an experience vector and reliably infering the rest of1563 the senses.1565 ** Empathy is the process of tracing though \Phi-space1567 Here is the core of a basic empathy algorithm, starting with an1568 experience vector:1570 First, group the experiences into tiered proprioceptive bins. I use1571 powers of 10 and 3 bins, and the smallest bin has an approximate1572 size of 0.001 radians in all proprioceptive dimensions.1574 Then, given a sequence of proprioceptive input, generate a set of1575 matching experience records for each input, using the tiered1576 proprioceptive bins.1578 Finally, to infer sensory data, select the longest consective chain1579 of experiences. Conecutive experience means that the experiences1580 appear next to each other in the experience vector.1582 This algorithm has three advantages:1584 1. It's simple1586 3. It's very fast -- retrieving possible interpretations takes1587 constant time. Tracing through chains of interpretations takes1588 time proportional to the average number of experiences in a1589 proprioceptive bin. Redundant experiences in \Phi-space can be1590 merged to save computation.1592 2. It protects from wrong interpretations of transient ambiguous1593 proprioceptive data. For example, if the worm is flat for just1594 an instant, this flattness will not be interpreted as implying1595 that the worm has its muscles relaxed, since the flattness is1596 part of a longer chain which includes a distinct pattern of1597 muscle activation. Markov chains or other memoryless statistical1598 models that operate on individual frames may very well make this1599 mistake.1601 #+caption: Program to convert an experience vector into a1602 #+caption: proprioceptively binned lookup function.1603 #+name: bin1604 #+attr_latex: [htpb]1605 #+begin_listing clojure1606 #+begin_src clojure1607 (defn bin [digits]1608 (fn [angles]1609 (->> angles1610 (flatten)1611 (map (juxt #(Math/sin %) #(Math/cos %)))1612 (flatten)1613 (mapv #(Math/round (* % (Math/pow 10 (dec digits))))))))1615 (defn gen-phi-scan1616 "Nearest-neighbors with binning. Only returns a result if1617 the propriceptive data is within 10% of a previously recorded1618 result in all dimensions."1619 [phi-space]1620 (let [bin-keys (map bin [3 2 1])1621 bin-maps1622 (map (fn [bin-key]1623 (group-by1624 (comp bin-key :proprioception phi-space)1625 (range (count phi-space)))) bin-keys)1626 lookups (map (fn [bin-key bin-map]1627 (fn [proprio] (bin-map (bin-key proprio))))1628 bin-keys bin-maps)]1629 (fn lookup [proprio-data]1630 (set (some #(% proprio-data) lookups)))))1631 #+end_src1632 #+end_listing1634 #+caption: =longest-thread= finds the longest path of consecutive1635 #+caption: experiences to explain proprioceptive worm data.1636 #+name: phi-space-history-scan1637 #+ATTR_LaTeX: :width 10cm1638 [[./images/aurellem-gray.png]]1640 =longest-thread= infers sensory data by stitching together pieces1641 from previous experience. It prefers longer chains of previous1642 experience to shorter ones. For example, during training the worm1643 might rest on the ground for one second before it performs its1644 excercises. If during recognition the worm rests on the ground for1645 five seconds, =longest-thread= will accomodate this five second1646 rest period by looping the one second rest chain five times.1648 =longest-thread= takes time proportinal to the average number of1649 entries in a proprioceptive bin, because for each element in the1650 starting bin it performes a series of set lookups in the preceeding1651 bins. If the total history is limited, then this is only a constant1652 multiple times the number of entries in the starting bin. This1653 analysis also applies even if the action requires multiple longest1654 chains -- it's still the average number of entries in a1655 proprioceptive bin times the desired chain length. Because1656 =longest-thread= is so efficient and simple, I can interpret1657 worm-actions in real time.1659 #+caption: Program to calculate empathy by tracing though \Phi-space1660 #+caption: and finding the longest (ie. most coherent) interpretation1661 #+caption: of the data.1662 #+name: longest-thread1663 #+attr_latex: [htpb]1664 #+begin_listing clojure1665 #+begin_src clojure1666 (defn longest-thread1667 "Find the longest thread from phi-index-sets. The index sets should1668 be ordered from most recent to least recent."1669 [phi-index-sets]1670 (loop [result '()1671 [thread-bases & remaining :as phi-index-sets] phi-index-sets]1672 (if (empty? phi-index-sets)1673 (vec result)1674 (let [threads1675 (for [thread-base thread-bases]1676 (loop [thread (list thread-base)1677 remaining remaining]1678 (let [next-index (dec (first thread))]1679 (cond (empty? remaining) thread1680 (contains? (first remaining) next-index)1681 (recur1682 (cons next-index thread) (rest remaining))1683 :else thread))))1684 longest-thread1685 (reduce (fn [thread-a thread-b]1686 (if (> (count thread-a) (count thread-b))1687 thread-a thread-b))1688 '(nil)1689 threads)]1690 (recur (concat longest-thread result)1691 (drop (count longest-thread) phi-index-sets))))))1692 #+end_src1693 #+end_listing1695 There is one final piece, which is to replace missing sensory data1696 with a best-guess estimate. While I could fill in missing data by1697 using a gradient over the closest known sensory data points,1698 averages can be misleading. It is certainly possible to create an1699 impossible sensory state by averaging two possible sensory states.1700 Therefore, I simply replicate the most recent sensory experience to1701 fill in the gaps.1703 #+caption: Fill in blanks in sensory experience by replicating the most1704 #+caption: recent experience.1705 #+name: infer-nils1706 #+attr_latex: [htpb]1707 #+begin_listing clojure1708 #+begin_src clojure1709 (defn infer-nils1710 "Replace nils with the next available non-nil element in the1711 sequence, or barring that, 0."1712 [s]1713 (loop [i (dec (count s))1714 v (transient s)]1715 (if (zero? i) (persistent! v)1716 (if-let [cur (v i)]1717 (if (get v (dec i) 0)1718 (recur (dec i) v)1719 (recur (dec i) (assoc! v (dec i) cur)))1720 (recur i (assoc! v i 0))))))1721 #+end_src1722 #+end_listing1724 ** Efficient action recognition with =EMPATH=1726 To use =EMPATH= with the worm, I first need to gather a set of1727 experiences from the worm that includes the actions I want to1728 recognize. The =generate-phi-space= program (listing1729 \ref{generate-phi-space} runs the worm through a series of1730 exercices and gatheres those experiences into a vector. The1731 =do-all-the-things= program is a routine expressed in a simple1732 muscle contraction script language for automated worm control. It1733 causes the worm to rest, curl, and wiggle over about 700 frames1734 (approx. 11 seconds).1736 #+caption: Program to gather the worm's experiences into a vector for1737 #+caption: further processing. The =motor-control-program= line uses1738 #+caption: a motor control script that causes the worm to execute a series1739 #+caption: of ``exercices'' that include all the action predicates.1740 #+name: generate-phi-space1741 #+attr_latex: [htpb]1742 #+begin_listing clojure1743 #+begin_src clojure1744 (def do-all-the-things1745 (concat1746 curl-script1747 [[300 :d-ex 40]1748 [320 :d-ex 0]]1749 (shift-script 280 (take 16 wiggle-script))))1751 (defn generate-phi-space []1752 (let [experiences (atom [])]1753 (run-world1754 (apply-map1755 worm-world1756 (merge1757 (worm-world-defaults)1758 {:end-frame 7001759 :motor-control1760 (motor-control-program worm-muscle-labels do-all-the-things)1761 :experiences experiences})))1762 @experiences))1763 #+end_src1764 #+end_listing1766 #+caption: Use longest thread and a phi-space generated from a short1767 #+caption: exercise routine to interpret actions during free play.1768 #+name: empathy-debug1769 #+attr_latex: [htpb]1770 #+begin_listing clojure1771 #+begin_src clojure1772 (defn init []1773 (def phi-space (generate-phi-space))1774 (def phi-scan (gen-phi-scan phi-space)))1776 (defn empathy-demonstration []1777 (let [proprio (atom ())]1778 (fn1779 [experiences text]1780 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]1781 (swap! proprio (partial cons phi-indices))1782 (let [exp-thread (longest-thread (take 300 @proprio))1783 empathy (mapv phi-space (infer-nils exp-thread))]1784 (println-repl (vector:last-n exp-thread 22))1785 (cond1786 (grand-circle? empathy) (.setText text "Grand Circle")1787 (curled? empathy) (.setText text "Curled")1788 (wiggling? empathy) (.setText text "Wiggling")1789 (resting? empathy) (.setText text "Resting")1790 :else (.setText text "Unknown")))))))1792 (defn empathy-experiment [record]1793 (.start (worm-world :experience-watch (debug-experience-phi)1794 :record record :worm worm*)))1795 #+end_src1796 #+end_listing1798 The result of running =empathy-experiment= is that the system is1799 generally able to interpret worm actions using the action-predicates1800 on simulated sensory data just as well as with actual data. Figure1801 \ref{empathy-debug-image} was generated using =empathy-experiment=:1803 #+caption: From only proprioceptive data, =EMPATH= was able to infer1804 #+caption: the complete sensory experience and classify four poses1805 #+caption: (The last panel shows a composite image of \emph{wriggling},1806 #+caption: a dynamic pose.)1807 #+name: empathy-debug-image1808 #+ATTR_LaTeX: :width 10cm :placement [H]1809 [[./images/empathy-1.png]]1811 One way to measure the performance of =EMPATH= is to compare the1812 sutiability of the imagined sense experience to trigger the same1813 action predicates as the real sensory experience.1815 #+caption: Determine how closely empathy approximates actual1816 #+caption: sensory data.1817 #+name: test-empathy-accuracy1818 #+attr_latex: [htpb]1819 #+begin_listing clojure1820 #+begin_src clojure1821 (def worm-action-label1822 (juxt grand-circle? curled? wiggling?))1824 (defn compare-empathy-with-baseline [matches]1825 (let [proprio (atom ())]1826 (fn1827 [experiences text]1828 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]1829 (swap! proprio (partial cons phi-indices))1830 (let [exp-thread (longest-thread (take 300 @proprio))1831 empathy (mapv phi-space (infer-nils exp-thread))1832 experience-matches-empathy1833 (= (worm-action-label experiences)1834 (worm-action-label empathy))]1835 (println-repl experience-matches-empathy)1836 (swap! matches #(conj % experience-matches-empathy)))))))1838 (defn accuracy [v]1839 (float (/ (count (filter true? v)) (count v))))1841 (defn test-empathy-accuracy []1842 (let [res (atom [])]1843 (run-world1844 (worm-world :experience-watch1845 (compare-empathy-with-baseline res)1846 :worm worm*))1847 (accuracy @res)))1848 #+end_src1849 #+end_listing1851 Running =test-empathy-accuracy= using the very short exercise1852 program defined in listing \ref{generate-phi-space}, and then doing1853 a similar pattern of activity manually yeilds an accuracy of around1854 73%. This is based on very limited worm experience. By training the1855 worm for longer, the accuracy dramatically improves.1857 #+caption: Program to generate \Phi-space using manual training.1858 #+name: manual-phi-space1859 #+attr_latex: [htpb]1860 #+begin_listing clojure1861 #+begin_src clojure1862 (defn init-interactive []1863 (def phi-space1864 (let [experiences (atom [])]1865 (run-world1866 (apply-map1867 worm-world1868 (merge1869 (worm-world-defaults)1870 {:experiences experiences})))1871 @experiences))1872 (def phi-scan (gen-phi-scan phi-space)))1873 #+end_src1874 #+end_listing1876 After about 1 minute of manual training, I was able to achieve 95%1877 accuracy on manual testing of the worm using =init-interactive= and1878 =test-empathy-accuracy=. The majority of errors are near the1879 boundaries of transitioning from one type of action to another.1880 During these transitions the exact label for the action is more open1881 to interpretation, and dissaggrement between empathy and experience1882 is more excusable.1884 ** Digression: bootstrapping touch using free exploration1886 In the previous section I showed how to compute actions in terms of1887 body-centered predicates which relied averate touch activation of1888 pre-defined regions of the worm's skin. What if, instead of recieving1889 touch pre-grouped into the six faces of each worm segment, the true1890 topology of the worm's skin was unknown? This is more similiar to how1891 a nerve fiber bundle might be arranged. While two fibers that are1892 close in a nerve bundle /might/ correspond to two touch sensors that1893 are close together on the skin, the process of taking a complicated1894 surface and forcing it into essentially a circle requires some cuts1895 and rerragenments.1897 In this section I show how to automatically learn the skin-topology of1898 a worm segment by free exploration. As the worm rolls around on the1899 floor, large sections of its surface get activated. If the worm has1900 stopped moving, then whatever region of skin that is touching the1901 floor is probably an important region, and should be recorded.1903 #+caption: Program to detect whether the worm is in a resting state1904 #+caption: with one face touching the floor.1905 #+name: pure-touch1906 #+begin_listing clojure1907 #+begin_src clojure1908 (def full-contact [(float 0.0) (float 0.1)])1910 (defn pure-touch?1911 "This is worm specific code to determine if a large region of touch1912 sensors is either all on or all off."1913 [[coords touch :as touch-data]]1914 (= (set (map first touch)) (set full-contact)))1915 #+end_src1916 #+end_listing1918 After collecting these important regions, there will many nearly1919 similiar touch regions. While for some purposes the subtle1920 differences between these regions will be important, for my1921 purposes I colapse them into mostly non-overlapping sets using1922 =remove-similiar= in listing \ref{remove-similiar}1924 #+caption: Program to take a lits of set of points and ``collapse them''1925 #+caption: so that the remaining sets in the list are siginificantly1926 #+caption: different from each other. Prefer smaller sets to larger ones.1927 #+name: remove-similiar1928 #+begin_listing clojure1929 #+begin_src clojure1930 (defn remove-similar1931 [coll]1932 (loop [result () coll (sort-by (comp - count) coll)]1933 (if (empty? coll) result1934 (let [[x & xs] coll1935 c (count x)]1936 (if (some1937 (fn [other-set]1938 (let [oc (count other-set)]1939 (< (- (count (union other-set x)) c) (* oc 0.1))))1940 xs)1941 (recur result xs)1942 (recur (cons x result) xs))))))1943 #+end_src1944 #+end_listing1946 Actually running this simulation is easy given =CORTEX='s facilities.1948 #+caption: Collect experiences while the worm moves around. Filter the touch1949 #+caption: sensations by stable ones, collapse similiar ones together,1950 #+caption: and report the regions learned.1951 #+name: learn-touch1952 #+begin_listing clojure1953 #+begin_src clojure1954 (defn learn-touch-regions []1955 (let [experiences (atom [])1956 world (apply-map1957 worm-world1958 (assoc (worm-segment-defaults)1959 :experiences experiences))]1960 (run-world world)1961 (->>1962 @experiences1963 (drop 175)1964 ;; access the single segment's touch data1965 (map (comp first :touch))1966 ;; only deal with "pure" touch data to determine surfaces1967 (filter pure-touch?)1968 ;; associate coordinates with touch values1969 (map (partial apply zipmap))1970 ;; select those regions where contact is being made1971 (map (partial group-by second))1972 (map #(get % full-contact))1973 (map (partial map first))1974 ;; remove redundant/subset regions1975 (map set)1976 remove-similar)))1978 (defn learn-and-view-touch-regions []1979 (map view-touch-region1980 (learn-touch-regions)))1981 #+end_src1982 #+end_listing1984 The only thing remining to define is the particular motion the worm1985 must take. I accomplish this with a simple motor control program.1987 #+caption: Motor control program for making the worm roll on the ground.1988 #+caption: This could also be replaced with random motion.1989 #+name: worm-roll1990 #+begin_listing clojure1991 #+begin_src clojure1992 (defn touch-kinesthetics []1993 [[170 :lift-1 40]1994 [190 :lift-1 19]1995 [206 :lift-1 0]1997 [400 :lift-2 40]1998 [410 :lift-2 0]2000 [570 :lift-2 40]2001 [590 :lift-2 21]2002 [606 :lift-2 0]2004 [800 :lift-1 30]2005 [809 :lift-1 0]2007 [900 :roll-2 40]2008 [905 :roll-2 20]2009 [910 :roll-2 0]2011 [1000 :roll-2 40]2012 [1005 :roll-2 20]2013 [1010 :roll-2 0]2015 [1100 :roll-2 40]2016 [1105 :roll-2 20]2017 [1110 :roll-2 0]2018 ])2019 #+end_src2020 #+end_listing2023 #+caption: The small worm rolls around on the floor, driven2024 #+caption: by the motor control program in listing \ref{worm-roll}.2025 #+name: worm-roll2026 #+ATTR_LaTeX: :width 12cm2027 [[./images/worm-roll.png]]2030 #+caption: After completing its adventures, the worm now knows2031 #+caption: how its touch sensors are arranged along its skin. These2032 #+caption: are the regions that were deemed important by2033 #+caption: =learn-touch-regions=. Note that the worm has discovered2034 #+caption: that it has six sides.2035 #+name: worm-touch-map2036 #+ATTR_LaTeX: :width 12cm2037 [[./images/touch-learn.png]]2039 While simple, =learn-touch-regions= exploits regularities in both2040 the worm's physiology and the worm's environment to correctly2041 deduce that the worm has six sides. Note that =learn-touch-regions=2042 would work just as well even if the worm's touch sense data were2043 completely scrambled. The cross shape is just for convienence. This2044 example justifies the use of pre-defined touch regions in =EMPATH=.2046 * COMMENT Contributions2048 In this thesis you have seen the =CORTEX= system, a complete2049 environment for creating simulated creatures. You have seen how to2050 implement five senses including touch, proprioception, hearing,2051 vision, and muscle tension. You have seen how to create new creatues2052 using blender, a 3D modeling tool. I hope that =CORTEX= will be2053 useful in further research projects. To this end I have included the2054 full source to =CORTEX= along with a large suite of tests and2055 examples. I have also created a user guide for =CORTEX= which is2056 inculded in an appendix to this thesis.2058 You have also seen how I used =CORTEX= as a platform to attach the2059 /action recognition/ problem, which is the problem of recognizing2060 actions in video. You saw a simple system called =EMPATH= which2061 ientifies actions by first describing actions in a body-centerd,2062 rich sense language, then infering a full range of sensory2063 experience from limited data using previous experience gained from2064 free play.2066 As a minor digression, you also saw how I used =CORTEX= to enable a2067 tiny worm to discover the topology of its skin simply by rolling on2068 the ground.2070 In conclusion, the main contributions of this thesis are:2072 - =CORTEX=, a system for creating simulated creatures with rich2073 senses.2074 - =EMPATH=, a program for recognizing actions by imagining sensory2075 experience.2077 # An anatomical joke:2078 # - Training2079 # - Skeletal imitation2080 # - Sensory fleshing-out2081 # - Classification