Mercurial > cortex
view thesis/cortex.org @ 452:f339e3d5cc8c
finish draft of chapter 3.
author | Robert McIntyre <rlm@mit.edu> |
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date | Wed, 26 Mar 2014 22:17:42 -0400 |
parents | 0a4362d1f138 |
children | 6db37c4aa1ee |
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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 * Empathy and Embodiment as problem solving strategieszzzzzzz10 By the end of this thesis, you will have seen a novel approach to11 interpreting video using embodiment and empathy. You will have also12 seen one way to efficiently implement empathy for embodied13 creatures. Finally, you will become familiar with =CORTEX=, a system14 for designing and simulating creatures with rich senses, which you15 may choose to use in your own research.17 This is the core vision of my thesis: That one of the important ways18 in which we understand others is by imagining ourselves in their19 position and emphatically feeling experiences relative to our own20 bodies. By understanding events in terms of our own previous21 corporeal experience, we greatly constrain the possibilities of what22 would otherwise be an unwieldy exponential search. This extra23 constraint can be the difference between easily understanding what24 is happening in a video and being completely lost in a sea of25 incomprehensible color and movement.27 ** Recognizing actions in video is extremely difficult29 Consider for example the problem of determining what is happening30 in a video of which this is one frame:32 #+caption: A cat drinking some water. Identifying this action is33 #+caption: beyond the state of the art for computers.34 #+ATTR_LaTeX: :width 7cm35 [[./images/cat-drinking.jpg]]37 It is currently impossible for any computer program to reliably38 label such a video as ``drinking''. And rightly so -- it is a very39 hard problem! What features can you describe in terms of low level40 functions of pixels that can even begin to describe at a high level41 what is happening here?43 Or suppose that you are building a program that recognizes chairs.44 How could you ``see'' the chair in figure \ref{hidden-chair}?46 #+caption: The chair in this image is quite obvious to humans, but I47 #+caption: doubt that any modern computer vision program can find it.48 #+name: hidden-chair49 #+ATTR_LaTeX: :width 10cm50 [[./images/fat-person-sitting-at-desk.jpg]]52 Finally, how is it that you can easily tell the difference between53 how the girls /muscles/ are working in figure \ref{girl}?55 #+caption: The mysterious ``common sense'' appears here as you are able56 #+caption: to discern the difference in how the girl's arm muscles57 #+caption: are activated between the two images.58 #+name: girl59 #+ATTR_LaTeX: :width 7cm60 [[./images/wall-push.png]]62 Each of these examples tells us something about what might be going63 on in our minds as we easily solve these recognition problems.65 The hidden chairs show us that we are strongly triggered by cues66 relating to the position of human bodies, and that we can determine67 the overall physical configuration of a human body even if much of68 that body is occluded.70 The picture of the girl pushing against the wall tells us that we71 have common sense knowledge about the kinetics of our own bodies.72 We know well how our muscles would have to work to maintain us in73 most positions, and we can easily project this self-knowledge to74 imagined positions triggered by images of the human body.76 ** =EMPATH= neatly solves recognition problems78 I propose a system that can express the types of recognition79 problems above in a form amenable to computation. It is split into80 four parts:82 - Free/Guided Play :: The creature moves around and experiences the83 world through its unique perspective. Many otherwise84 complicated actions are easily described in the language of a85 full suite of body-centered, rich senses. For example,86 drinking is the feeling of water sliding down your throat, and87 cooling your insides. It's often accompanied by bringing your88 hand close to your face, or bringing your face close to water.89 Sitting down is the feeling of bending your knees, activating90 your quadriceps, then feeling a surface with your bottom and91 relaxing your legs. These body-centered action descriptions92 can be either learned or hard coded.93 - Posture Imitation :: When trying to interpret a video or image,94 the creature takes a model of itself and aligns it with95 whatever it sees. This alignment can even cross species, as96 when humans try to align themselves with things like ponies,97 dogs, or other humans with a different body type.98 - Empathy :: The alignment triggers associations with99 sensory data from prior experiences. For example, the100 alignment itself easily maps to proprioceptive data. Any101 sounds or obvious skin contact in the video can to a lesser102 extent trigger previous experience. Segments of previous103 experiences are stitched together to form a coherent and104 complete sensory portrait of the scene.105 - Recognition :: With the scene described in terms of first106 person sensory events, the creature can now run its107 action-identification programs on this synthesized sensory108 data, just as it would if it were actually experiencing the109 scene first-hand. If previous experience has been accurately110 retrieved, and if it is analogous enough to the scene, then111 the creature will correctly identify the action in the scene.113 For example, I think humans are able to label the cat video as114 ``drinking'' because they imagine /themselves/ as the cat, and115 imagine putting their face up against a stream of water and116 sticking out their tongue. In that imagined world, they can feel117 the cool water hitting their tongue, and feel the water entering118 their body, and are able to recognize that /feeling/ as drinking.119 So, the label of the action is not really in the pixels of the120 image, but is found clearly in a simulation inspired by those121 pixels. An imaginative system, having been trained on drinking and122 non-drinking examples and learning that the most important123 component of drinking is the feeling of water sliding down one's124 throat, would analyze a video of a cat drinking in the following125 manner:127 1. Create a physical model of the video by putting a ``fuzzy''128 model of its own body in place of the cat. Possibly also create129 a simulation of the stream of water.131 2. Play out this simulated scene and generate imagined sensory132 experience. This will include relevant muscle contractions, a133 close up view of the stream from the cat's perspective, and most134 importantly, the imagined feeling of water entering the135 mouth. The imagined sensory experience can come from a136 simulation of the event, but can also be pattern-matched from137 previous, similar embodied experience.139 3. The action is now easily identified as drinking by the sense of140 taste alone. The other senses (such as the tongue moving in and141 out) help to give plausibility to the simulated action. Note that142 the sense of vision, while critical in creating the simulation,143 is not critical for identifying the action from the simulation.145 For the chair examples, the process is even easier:147 1. Align a model of your body to the person in the image.149 2. Generate proprioceptive sensory data from this alignment.151 3. Use the imagined proprioceptive data as a key to lookup related152 sensory experience associated with that particular proproceptive153 feeling.155 4. Retrieve the feeling of your bottom resting on a surface, your156 knees bent, and your leg muscles relaxed.158 5. This sensory information is consistent with the =sitting?=159 sensory predicate, so you (and the entity in the image) must be160 sitting.162 6. There must be a chair-like object since you are sitting.164 Empathy offers yet another alternative to the age-old AI165 representation question: ``What is a chair?'' --- A chair is the166 feeling of sitting.168 My program, =EMPATH= uses this empathic problem solving technique169 to interpret the actions of a simple, worm-like creature.171 #+caption: The worm performs many actions during free play such as172 #+caption: curling, wiggling, and resting.173 #+name: worm-intro174 #+ATTR_LaTeX: :width 15cm175 [[./images/worm-intro-white.png]]177 #+caption: =EMPATH= recognized and classified each of these poses by178 #+caption: inferring the complete sensory experience from179 #+caption: proprioceptive data.180 #+name: worm-recognition-intro181 #+ATTR_LaTeX: :width 15cm182 [[./images/worm-poses.png]]184 One powerful advantage of empathic problem solving is that it185 factors the action recognition problem into two easier problems. To186 use empathy, you need an /aligner/, which takes the video and a187 model of your body, and aligns the model with the video. Then, you188 need a /recognizer/, which uses the aligned model to interpret the189 action. The power in this method lies in the fact that you describe190 all actions form a body-centered viewpoint. You are less tied to191 the particulars of any visual representation of the actions. If you192 teach the system what ``running'' is, and you have a good enough193 aligner, the system will from then on be able to recognize running194 from any point of view, even strange points of view like above or195 underneath the runner. This is in contrast to action recognition196 schemes that try to identify actions using a non-embodied approach.197 If these systems learn about running as viewed from the side, they198 will not automatically be able to recognize running from any other199 viewpoint.201 Another powerful advantage is that using the language of multiple202 body-centered rich senses to describe body-centerd actions offers a203 massive boost in descriptive capability. Consider how difficult it204 would be to compose a set of HOG filters to describe the action of205 a simple worm-creature ``curling'' so that its head touches its206 tail, and then behold the simplicity of describing thus action in a207 language designed for the task (listing \ref{grand-circle-intro}):209 #+caption: Body-centerd actions are best expressed in a body-centered210 #+caption: language. This code detects when the worm has curled into a211 #+caption: full circle. Imagine how you would replicate this functionality212 #+caption: using low-level pixel features such as HOG filters!213 #+name: grand-circle-intro214 #+attr_latex: [htpb]215 #+begin_listing clojure216 #+begin_src clojure217 (defn grand-circle?218 "Does the worm form a majestic circle (one end touching the other)?"219 [experiences]220 (and (curled? experiences)221 (let [worm-touch (:touch (peek experiences))222 tail-touch (worm-touch 0)223 head-touch (worm-touch 4)]224 (and (< 0.55 (contact worm-segment-bottom-tip tail-touch))225 (< 0.55 (contact worm-segment-top-tip head-touch))))))226 #+end_src227 #+end_listing230 ** =CORTEX= is a toolkit for building sensate creatures232 I built =CORTEX= to be a general AI research platform for doing233 experiments involving multiple rich senses and a wide variety and234 number of creatures. I intend it to be useful as a library for many235 more projects than just this one. =CORTEX= was necessary to meet a236 need among AI researchers at CSAIL and beyond, which is that people237 often will invent neat ideas that are best expressed in the238 language of creatures and senses, but in order to explore those239 ideas they must first build a platform in which they can create240 simulated creatures with rich senses! There are many ideas that241 would be simple to execute (such as =EMPATH=), but attached to them242 is the multi-month effort to make a good creature simulator. Often,243 that initial investment of time proves to be too much, and the244 project must make do with a lesser environment.246 =CORTEX= is well suited as an environment for embodied AI research247 for three reasons:249 - You can create new creatures using Blender, a popular 3D modeling250 program. Each sense can be specified using special blender nodes251 with biologically inspired paramaters. You need not write any252 code to create a creature, and can use a wide library of253 pre-existing blender models as a base for your own creatures.255 - =CORTEX= implements a wide variety of senses, including touch,256 proprioception, vision, hearing, and muscle tension. Complicated257 senses like touch, and vision involve multiple sensory elements258 embedded in a 2D surface. You have complete control over the259 distribution of these sensor elements through the use of simple260 png image files. In particular, =CORTEX= implements more261 comprehensive hearing than any other creature simulation system262 available.264 - =CORTEX= supports any number of creatures and any number of265 senses. Time in =CORTEX= dialates so that the simulated creatures266 always precieve a perfectly smooth flow of time, regardless of267 the actual computational load.269 =CORTEX= is built on top of =jMonkeyEngine3=, which is a video game270 engine designed to create cross-platform 3D desktop games. =CORTEX=271 is mainly written in clojure, a dialect of =LISP= that runs on the272 java virtual machine (JVM). The API for creating and simulating273 creatures and senses is entirely expressed in clojure, though many274 senses are implemented at the layer of jMonkeyEngine or below. For275 example, for the sense of hearing I use a layer of clojure code on276 top of a layer of java JNI bindings that drive a layer of =C++=277 code which implements a modified version of =OpenAL= to support278 multiple listeners. =CORTEX= is the only simulation environment279 that I know of that can support multiple entities that can each280 hear the world from their own perspective. Other senses also281 require a small layer of Java code. =CORTEX= also uses =bullet=, a282 physics simulator written in =C=.284 #+caption: Here is the worm from above modeled in Blender, a free285 #+caption: 3D-modeling program. Senses and joints are described286 #+caption: using special nodes in Blender.287 #+name: worm-recognition-intro288 #+ATTR_LaTeX: :width 12cm289 [[./images/blender-worm.png]]291 Here are some thing I anticipate that =CORTEX= might be used for:293 - exploring new ideas about sensory integration294 - distributed communication among swarm creatures295 - self-learning using free exploration,296 - evolutionary algorithms involving creature construction297 - exploration of exoitic senses and effectors that are not possible298 in the real world (such as telekenisis or a semantic sense)299 - imagination using subworlds301 During one test with =CORTEX=, I created 3,000 creatures each with302 their own independent senses and ran them all at only 1/80 real303 time. In another test, I created a detailed model of my own hand,304 equipped with a realistic distribution of touch (more sensitive at305 the fingertips), as well as eyes and ears, and it ran at around 1/4306 real time.308 #+BEGIN_LaTeX309 \begin{sidewaysfigure}310 \includegraphics[width=9.5in]{images/full-hand.png}311 \caption{312 I modeled my own right hand in Blender and rigged it with all the313 senses that {\tt CORTEX} supports. My simulated hand has a314 biologically inspired distribution of touch sensors. The senses are315 displayed on the right, and the simulation is displayed on the316 left. Notice that my hand is curling its fingers, that it can see317 its own finger from the eye in its palm, and that it can feel its318 own thumb touching its palm.}319 \end{sidewaysfigure}320 #+END_LaTeX322 ** Contributions324 - I built =CORTEX=, a comprehensive platform for embodied AI325 experiments. =CORTEX= supports many features lacking in other326 systems, such proper simulation of hearing. It is easy to create327 new =CORTEX= creatures using Blender, a free 3D modeling program.329 - I built =EMPATH=, which uses =CORTEX= to identify the actions of330 a worm-like creature using a computational model of empathy.332 * Building =CORTEX=334 ** To explore embodiment, we need a world, body, and senses336 ** Because of Time, simulation is perferable to reality338 ** Video game engines are a great starting point340 ** Bodies are composed of segments connected by joints342 ** Eyes reuse standard video game components344 ** Hearing is hard; =CORTEX= does it right346 ** Touch uses hundreds of hair-like elements348 ** Proprioception is the sense that makes everything ``real''350 ** Muscles are both effectors and sensors352 ** =CORTEX= brings complex creatures to life!354 ** =CORTEX= enables many possiblities for further research356 * Empathy in a simulated worm358 Here I develop a computational model of empathy, using =CORTEX= as a359 base. Empathy in this context is the ability to observe another360 creature and infer what sorts of sensations that creature is361 feeling. My empathy algorithm involves multiple phases. First is362 free-play, where the creature moves around and gains sensory363 experience. From this experience I construct a representation of the364 creature's sensory state space, which I call \Phi-space. Using365 \Phi-space, I construct an efficient function which takes the366 limited data that comes from observing another creature and enriches367 it full compliment of imagined sensory data. I can then use the368 imagined sensory data to recognize what the observed creature is369 doing and feeling, using straightforward embodied action predicates.370 This is all demonstrated with using a simple worm-like creature, and371 recognizing worm-actions based on limited data.373 #+caption: Here is the worm with which we will be working.374 #+caption: It is composed of 5 segments. Each segment has a375 #+caption: pair of extensor and flexor muscles. Each of the376 #+caption: worm's four joints is a hinge joint which allows377 #+caption: about 30 degrees of rotation to either side. Each segment378 #+caption: of the worm is touch-capable and has a uniform379 #+caption: distribution of touch sensors on each of its faces.380 #+caption: Each joint has a proprioceptive sense to detect381 #+caption: relative positions. The worm segments are all the382 #+caption: same except for the first one, which has a much383 #+caption: higher weight than the others to allow for easy384 #+caption: manual motor control.385 #+name: basic-worm-view386 #+ATTR_LaTeX: :width 10cm387 [[./images/basic-worm-view.png]]389 #+caption: Program for reading a worm from a blender file and390 #+caption: outfitting it with the senses of proprioception,391 #+caption: touch, and the ability to move, as specified in the392 #+caption: blender file.393 #+name: get-worm394 #+begin_listing clojure395 #+begin_src clojure396 (defn worm []397 (let [model (load-blender-model "Models/worm/worm.blend")]398 {:body (doto model (body!))399 :touch (touch! model)400 :proprioception (proprioception! model)401 :muscles (movement! model)}))402 #+end_src403 #+end_listing405 ** Embodiment factors action recognition into managable parts407 Using empathy, I divide the problem of action recognition into a408 recognition process expressed in the language of a full compliment409 of senses, and an imaganitive process that generates full sensory410 data from partial sensory data. Splitting the action recognition411 problem in this manner greatly reduces the total amount of work to412 recognize actions: The imaganitive process is mostly just matching413 previous experience, and the recognition process gets to use all414 the senses to directly describe any action.416 ** Action recognition is easy with a full gamut of senses418 Embodied representations using multiple senses such as touch,419 proprioception, and muscle tension turns out be be exceedingly420 efficient at describing body-centered actions. It is the ``right421 language for the job''. For example, it takes only around 5 lines422 of LISP code to describe the action of ``curling'' using embodied423 primitives. It takes about 10 lines to describe the seemingly424 complicated action of wiggling.426 The following action predicates each take a stream of sensory427 experience, observe however much of it they desire, and decide428 whether the worm is doing the action they describe. =curled?=429 relies on proprioception, =resting?= relies on touch, =wiggling?=430 relies on a fourier analysis of muscle contraction, and431 =grand-circle?= relies on touch and reuses =curled?= as a gaurd.433 #+caption: Program for detecting whether the worm is curled. This is the434 #+caption: simplest action predicate, because it only uses the last frame435 #+caption: of sensory experience, and only uses proprioceptive data. Even436 #+caption: this simple predicate, however, is automatically frame437 #+caption: independent and ignores vermopomorphic differences such as438 #+caption: worm textures and colors.439 #+name: curled440 #+attr_latex: [htpb]441 #+begin_listing clojure442 #+begin_src clojure443 (defn curled?444 "Is the worm curled up?"445 [experiences]446 (every?447 (fn [[_ _ bend]]448 (> (Math/sin bend) 0.64))449 (:proprioception (peek experiences))))450 #+end_src451 #+end_listing453 #+caption: Program for summarizing the touch information in a patch454 #+caption: of skin.455 #+name: touch-summary456 #+attr_latex: [htpb]458 #+begin_listing clojure459 #+begin_src clojure460 (defn contact461 "Determine how much contact a particular worm segment has with462 other objects. Returns a value between 0 and 1, where 1 is full463 contact and 0 is no contact."464 [touch-region [coords contact :as touch]]465 (-> (zipmap coords contact)466 (select-keys touch-region)467 (vals)468 (#(map first %))469 (average)470 (* 10)471 (- 1)472 (Math/abs)))473 #+end_src474 #+end_listing477 #+caption: Program for detecting whether the worm is at rest. This program478 #+caption: uses a summary of the tactile information from the underbelly479 #+caption: of the worm, and is only true if every segment is touching the480 #+caption: floor. Note that this function contains no references to481 #+caption: proprioction at all.482 #+name: resting483 #+attr_latex: [htpb]484 #+begin_listing clojure485 #+begin_src clojure486 (def worm-segment-bottom (rect-region [8 15] [14 22]))488 (defn resting?489 "Is the worm resting on the ground?"490 [experiences]491 (every?492 (fn [touch-data]493 (< 0.9 (contact worm-segment-bottom touch-data)))494 (:touch (peek experiences))))495 #+end_src496 #+end_listing498 #+caption: Program for detecting whether the worm is curled up into a499 #+caption: full circle. Here the embodied approach begins to shine, as500 #+caption: I am able to both use a previous action predicate (=curled?=)501 #+caption: as well as the direct tactile experience of the head and tail.502 #+name: grand-circle503 #+attr_latex: [htpb]504 #+begin_listing clojure505 #+begin_src clojure506 (def worm-segment-bottom-tip (rect-region [15 15] [22 22]))508 (def worm-segment-top-tip (rect-region [0 15] [7 22]))510 (defn grand-circle?511 "Does the worm form a majestic circle (one end touching the other)?"512 [experiences]513 (and (curled? experiences)514 (let [worm-touch (:touch (peek experiences))515 tail-touch (worm-touch 0)516 head-touch (worm-touch 4)]517 (and (< 0.55 (contact worm-segment-bottom-tip tail-touch))518 (< 0.55 (contact worm-segment-top-tip head-touch))))))519 #+end_src520 #+end_listing523 #+caption: Program for detecting whether the worm has been wiggling for524 #+caption: the last few frames. It uses a fourier analysis of the muscle525 #+caption: contractions of the worm's tail to determine wiggling. This is526 #+caption: signigicant because there is no particular frame that clearly527 #+caption: indicates that the worm is wiggling --- only when multiple frames528 #+caption: are analyzed together is the wiggling revealed. Defining529 #+caption: wiggling this way also gives the worm an opportunity to learn530 #+caption: and recognize ``frustrated wiggling'', where the worm tries to531 #+caption: wiggle but can't. Frustrated wiggling is very visually different532 #+caption: from actual wiggling, but this definition gives it to us for free.533 #+name: wiggling534 #+attr_latex: [htpb]535 #+begin_listing clojure536 #+begin_src clojure537 (defn fft [nums]538 (map539 #(.getReal %)540 (.transform541 (FastFourierTransformer. DftNormalization/STANDARD)542 (double-array nums) TransformType/FORWARD)))544 (def indexed (partial map-indexed vector))546 (defn max-indexed [s]547 (first (sort-by (comp - second) (indexed s))))549 (defn wiggling?550 "Is the worm wiggling?"551 [experiences]552 (let [analysis-interval 0x40]553 (when (> (count experiences) analysis-interval)554 (let [a-flex 3555 a-ex 2556 muscle-activity557 (map :muscle (vector:last-n experiences analysis-interval))558 base-activity559 (map #(- (% a-flex) (% a-ex)) muscle-activity)]560 (= 2561 (first562 (max-indexed563 (map #(Math/abs %)564 (take 20 (fft base-activity))))))))))565 #+end_src566 #+end_listing568 With these action predicates, I can now recognize the actions of569 the worm while it is moving under my control and I have access to570 all the worm's senses.572 #+caption: Use the action predicates defined earlier to report on573 #+caption: what the worm is doing while in simulation.574 #+name: report-worm-activity575 #+attr_latex: [htpb]576 #+begin_listing clojure577 #+begin_src clojure578 (defn debug-experience579 [experiences text]580 (cond581 (grand-circle? experiences) (.setText text "Grand Circle")582 (curled? experiences) (.setText text "Curled")583 (wiggling? experiences) (.setText text "Wiggling")584 (resting? experiences) (.setText text "Resting")))585 #+end_src586 #+end_listing588 #+caption: Using =debug-experience=, the body-centered predicates589 #+caption: work together to classify the behaviour of the worm.590 #+caption: the predicates are operating with access to the worm's591 #+caption: full sensory data.592 #+name: basic-worm-view593 #+ATTR_LaTeX: :width 10cm594 [[./images/worm-identify-init.png]]596 These action predicates satisfy the recognition requirement of an597 empathic recognition system. There is power in the simplicity of598 the action predicates. They describe their actions without getting599 confused in visual details of the worm. Each one is frame600 independent, but more than that, they are each indepent of601 irrelevant visual details of the worm and the environment. They602 will work regardless of whether the worm is a different color or603 hevaily textured, or if the environment has strange lighting.605 The trick now is to make the action predicates work even when the606 sensory data on which they depend is absent. If I can do that, then607 I will have gained much,609 ** \Phi-space describes the worm's experiences611 As a first step towards building empathy, I need to gather all of612 the worm's experiences during free play. I use a simple vector to613 store all the experiences.615 Each element of the experience vector exists in the vast space of616 all possible worm-experiences. Most of this vast space is actually617 unreachable due to physical constraints of the worm's body. For618 example, the worm's segments are connected by hinge joints that put619 a practical limit on the worm's range of motions without limiting620 its degrees of freedom. Some groupings of senses are impossible;621 the worm can not be bent into a circle so that its ends are622 touching and at the same time not also experience the sensation of623 touching itself.625 As the worm moves around during free play and its experience vector626 grows larger, the vector begins to define a subspace which is all627 the sensations the worm can practicaly experience during normal628 operation. I call this subspace \Phi-space, short for629 physical-space. The experience vector defines a path through630 \Phi-space. This path has interesting properties that all derive631 from physical embodiment. The proprioceptive components are632 completely smooth, because in order for the worm to move from one633 position to another, it must pass through the intermediate634 positions. The path invariably forms loops as actions are repeated.635 Finally and most importantly, proprioception actually gives very636 strong inference about the other senses. For example, when the worm637 is flat, you can infer that it is touching the ground and that its638 muscles are not active, because if the muscles were active, the639 worm would be moving and would not be perfectly flat. In order to640 stay flat, the worm has to be touching the ground, or it would641 again be moving out of the flat position due to gravity. If the642 worm is positioned in such a way that it interacts with itself,643 then it is very likely to be feeling the same tactile feelings as644 the last time it was in that position, because it has the same body645 as then. If you observe multiple frames of proprioceptive data,646 then you can become increasingly confident about the exact647 activations of the worm's muscles, because it generally takes a648 unique combination of muscle contractions to transform the worm's649 body along a specific path through \Phi-space.651 There is a simple way of taking \Phi-space and the total ordering652 provided by an experience vector and reliably infering the rest of653 the senses.655 ** Empathy is the process of tracing though \Phi-space657 Here is the core of a basic empathy algorithm, starting with an658 experience vector:660 First, group the experiences into tiered proprioceptive bins. I use661 powers of 10 and 3 bins, and the smallest bin has an approximate662 size of 0.001 radians in all proprioceptive dimensions.664 Then, given a sequence of proprioceptive input, generate a set of665 matching experience records for each input, using the tiered666 proprioceptive bins.668 Finally, to infer sensory data, select the longest consective chain669 of experiences. Conecutive experience means that the experiences670 appear next to each other in the experience vector.672 This algorithm has three advantages:674 1. It's simple676 3. It's very fast -- retrieving possible interpretations takes677 constant time. Tracing through chains of interpretations takes678 time proportional to the average number of experiences in a679 proprioceptive bin. Redundant experiences in \Phi-space can be680 merged to save computation.682 2. It protects from wrong interpretations of transient ambiguous683 proprioceptive data. For example, if the worm is flat for just684 an instant, this flattness will not be interpreted as implying685 that the worm has its muscles relaxed, since the flattness is686 part of a longer chain which includes a distinct pattern of687 muscle activation. Markov chains or other memoryless statistical688 models that operate on individual frames may very well make this689 mistake.691 #+caption: Program to convert an experience vector into a692 #+caption: proprioceptively binned lookup function.693 #+name: bin694 #+attr_latex: [htpb]695 #+begin_listing clojure696 #+begin_src clojure697 (defn bin [digits]698 (fn [angles]699 (->> angles700 (flatten)701 (map (juxt #(Math/sin %) #(Math/cos %)))702 (flatten)703 (mapv #(Math/round (* % (Math/pow 10 (dec digits))))))))705 (defn gen-phi-scan706 "Nearest-neighbors with binning. Only returns a result if707 the propriceptive data is within 10% of a previously recorded708 result in all dimensions."709 [phi-space]710 (let [bin-keys (map bin [3 2 1])711 bin-maps712 (map (fn [bin-key]713 (group-by714 (comp bin-key :proprioception phi-space)715 (range (count phi-space)))) bin-keys)716 lookups (map (fn [bin-key bin-map]717 (fn [proprio] (bin-map (bin-key proprio))))718 bin-keys bin-maps)]719 (fn lookup [proprio-data]720 (set (some #(% proprio-data) lookups)))))721 #+end_src722 #+end_listing724 #+caption: =longest-thread= finds the longest path of consecutive725 #+caption: experiences to explain proprioceptive worm data.726 #+name: phi-space-history-scan727 #+ATTR_LaTeX: :width 10cm728 [[./images/aurellem-gray.png]]730 =longest-thread= infers sensory data by stitching together pieces731 from previous experience. It prefers longer chains of previous732 experience to shorter ones. For example, during training the worm733 might rest on the ground for one second before it performs its734 excercises. If during recognition the worm rests on the ground for735 five seconds, =longest-thread= will accomodate this five second736 rest period by looping the one second rest chain five times.738 =longest-thread= takes time proportinal to the average number of739 entries in a proprioceptive bin, because for each element in the740 starting bin it performes a series of set lookups in the preceeding741 bins. If the total history is limited, then this is only a constant742 multiple times the number of entries in the starting bin. This743 analysis also applies even if the action requires multiple longest744 chains -- it's still the average number of entries in a745 proprioceptive bin times the desired chain length. Because746 =longest-thread= is so efficient and simple, I can interpret747 worm-actions in real time.749 #+caption: Program to calculate empathy by tracing though \Phi-space750 #+caption: and finding the longest (ie. most coherent) interpretation751 #+caption: of the data.752 #+name: longest-thread753 #+attr_latex: [htpb]754 #+begin_listing clojure755 #+begin_src clojure756 (defn longest-thread757 "Find the longest thread from phi-index-sets. The index sets should758 be ordered from most recent to least recent."759 [phi-index-sets]760 (loop [result '()761 [thread-bases & remaining :as phi-index-sets] phi-index-sets]762 (if (empty? phi-index-sets)763 (vec result)764 (let [threads765 (for [thread-base thread-bases]766 (loop [thread (list thread-base)767 remaining remaining]768 (let [next-index (dec (first thread))]769 (cond (empty? remaining) thread770 (contains? (first remaining) next-index)771 (recur772 (cons next-index thread) (rest remaining))773 :else thread))))774 longest-thread775 (reduce (fn [thread-a thread-b]776 (if (> (count thread-a) (count thread-b))777 thread-a thread-b))778 '(nil)779 threads)]780 (recur (concat longest-thread result)781 (drop (count longest-thread) phi-index-sets))))))782 #+end_src783 #+end_listing785 There is one final piece, which is to replace missing sensory data786 with a best-guess estimate. While I could fill in missing data by787 using a gradient over the closest known sensory data points,788 averages can be misleading. It is certainly possible to create an789 impossible sensory state by averaging two possible sensory states.790 Therefore, I simply replicate the most recent sensory experience to791 fill in the gaps.793 #+caption: Fill in blanks in sensory experience by replicating the most794 #+caption: recent experience.795 #+name: infer-nils796 #+attr_latex: [htpb]797 #+begin_listing clojure798 #+begin_src clojure799 (defn infer-nils800 "Replace nils with the next available non-nil element in the801 sequence, or barring that, 0."802 [s]803 (loop [i (dec (count s))804 v (transient s)]805 (if (zero? i) (persistent! v)806 (if-let [cur (v i)]807 (if (get v (dec i) 0)808 (recur (dec i) v)809 (recur (dec i) (assoc! v (dec i) cur)))810 (recur i (assoc! v i 0))))))811 #+end_src812 #+end_listing814 ** Efficient action recognition with =EMPATH=816 To use =EMPATH= with the worm, I first need to gather a set of817 experiences from the worm that includes the actions I want to818 recognize. The =generate-phi-space= program (listing819 \ref{generate-phi-space} runs the worm through a series of820 exercices and gatheres those experiences into a vector. The821 =do-all-the-things= program is a routine expressed in a simple822 muscle contraction script language for automated worm control. It823 causes the worm to rest, curl, and wiggle over about 700 frames824 (approx. 11 seconds).826 #+caption: Program to gather the worm's experiences into a vector for827 #+caption: further processing. The =motor-control-program= line uses828 #+caption: a motor control script that causes the worm to execute a series829 #+caption: of ``exercices'' that include all the action predicates.830 #+name: generate-phi-space831 #+attr_latex: [htpb]832 #+begin_listing clojure833 #+begin_src clojure834 (def do-all-the-things835 (concat836 curl-script837 [[300 :d-ex 40]838 [320 :d-ex 0]]839 (shift-script 280 (take 16 wiggle-script))))841 (defn generate-phi-space []842 (let [experiences (atom [])]843 (run-world844 (apply-map845 worm-world846 (merge847 (worm-world-defaults)848 {:end-frame 700849 :motor-control850 (motor-control-program worm-muscle-labels do-all-the-things)851 :experiences experiences})))852 @experiences))853 #+end_src854 #+end_listing856 #+caption: Use longest thread and a phi-space generated from a short857 #+caption: exercise routine to interpret actions during free play.858 #+name: empathy-debug859 #+attr_latex: [htpb]860 #+begin_listing clojure861 #+begin_src clojure862 (defn init []863 (def phi-space (generate-phi-space))864 (def phi-scan (gen-phi-scan phi-space)))866 (defn empathy-demonstration []867 (let [proprio (atom ())]868 (fn869 [experiences text]870 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]871 (swap! proprio (partial cons phi-indices))872 (let [exp-thread (longest-thread (take 300 @proprio))873 empathy (mapv phi-space (infer-nils exp-thread))]874 (println-repl (vector:last-n exp-thread 22))875 (cond876 (grand-circle? empathy) (.setText text "Grand Circle")877 (curled? empathy) (.setText text "Curled")878 (wiggling? empathy) (.setText text "Wiggling")879 (resting? empathy) (.setText text "Resting")880 :else (.setText text "Unknown")))))))882 (defn empathy-experiment [record]883 (.start (worm-world :experience-watch (debug-experience-phi)884 :record record :worm worm*)))885 #+end_src886 #+end_listing888 The result of running =empathy-experiment= is that the system is889 generally able to interpret worm actions using the action-predicates890 on simulated sensory data just as well as with actual data. Figure891 \ref{empathy-debug-image} was generated using =empathy-experiment=:893 #+caption: From only proprioceptive data, =EMPATH= was able to infer894 #+caption: the complete sensory experience and classify four poses895 #+caption: (The last panel shows a composite image of \emph{wriggling},896 #+caption: a dynamic pose.)897 #+name: empathy-debug-image898 #+ATTR_LaTeX: :width 10cm :placement [H]899 [[./images/empathy-1.png]]901 One way to measure the performance of =EMPATH= is to compare the902 sutiability of the imagined sense experience to trigger the same903 action predicates as the real sensory experience.905 #+caption: Determine how closely empathy approximates actual906 #+caption: sensory data.907 #+name: test-empathy-accuracy908 #+attr_latex: [htpb]909 #+begin_listing clojure910 #+begin_src clojure911 (def worm-action-label912 (juxt grand-circle? curled? wiggling?))914 (defn compare-empathy-with-baseline [matches]915 (let [proprio (atom ())]916 (fn917 [experiences text]918 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]919 (swap! proprio (partial cons phi-indices))920 (let [exp-thread (longest-thread (take 300 @proprio))921 empathy (mapv phi-space (infer-nils exp-thread))922 experience-matches-empathy923 (= (worm-action-label experiences)924 (worm-action-label empathy))]925 (println-repl experience-matches-empathy)926 (swap! matches #(conj % experience-matches-empathy)))))))928 (defn accuracy [v]929 (float (/ (count (filter true? v)) (count v))))931 (defn test-empathy-accuracy []932 (let [res (atom [])]933 (run-world934 (worm-world :experience-watch935 (compare-empathy-with-baseline res)936 :worm worm*))937 (accuracy @res)))938 #+end_src939 #+end_listing941 Running =test-empathy-accuracy= using the very short exercise942 program defined in listing \ref{generate-phi-space}, and then doing943 a similar pattern of activity manually yeilds an accuracy of around944 73%. This is based on very limited worm experience. By training the945 worm for longer, the accuracy dramatically improves.947 #+caption: Program to generate \Phi-space using manual training.948 #+name: manual-phi-space949 #+attr_latex: [htpb]950 #+begin_listing clojure951 #+begin_src clojure952 (defn init-interactive []953 (def phi-space954 (let [experiences (atom [])]955 (run-world956 (apply-map957 worm-world958 (merge959 (worm-world-defaults)960 {:experiences experiences})))961 @experiences))962 (def phi-scan (gen-phi-scan phi-space)))963 #+end_src964 #+end_listing966 After about 1 minute of manual training, I was able to achieve 95%967 accuracy on manual testing of the worm using =init-interactive= and968 =test-empathy-accuracy=. The majority of errors are near the969 boundaries of transitioning from one type of action to another.970 During these transitions the exact label for the action is more open971 to interpretation, and dissaggrement between empathy and experience972 is more excusable.974 ** Digression: bootstrapping touch using free exploration976 In the previous section I showed how to compute actions in terms of977 body-centered predicates which relied averate touch activation of978 pre-defined regions of the worm's skin. What if, instead of recieving979 touch pre-grouped into the six faces of each worm segment, the true980 topology of the worm's skin was unknown? This is more similiar to how981 a nerve fiber bundle might be arranged. While two fibers that are982 close in a nerve bundle /might/ correspond to two touch sensors that983 are close together on the skin, the process of taking a complicated984 surface and forcing it into essentially a circle requires some cuts985 and rerragenments.987 In this section I show how to automatically learn the skin-topology of988 a worm segment by free exploration. As the worm rolls around on the989 floor, large sections of its surface get activated. If the worm has990 stopped moving, then whatever region of skin that is touching the991 floor is probably an important region, and should be recorded.993 #+caption: Program to detect whether the worm is in a resting state994 #+caption: with one face touching the floor.995 #+name: pure-touch996 #+begin_listing clojure997 #+begin_src clojure998 (def full-contact [(float 0.0) (float 0.1)])1000 (defn pure-touch?1001 "This is worm specific code to determine if a large region of touch1002 sensors is either all on or all off."1003 [[coords touch :as touch-data]]1004 (= (set (map first touch)) (set full-contact)))1005 #+end_src1006 #+end_listing1008 After collecting these important regions, there will many nearly1009 similiar touch regions. While for some purposes the subtle1010 differences between these regions will be important, for my1011 purposes I colapse them into mostly non-overlapping sets using1012 =remove-similiar= in listing \ref{remove-similiar}1014 #+caption: Program to take a lits of set of points and ``collapse them''1015 #+caption: so that the remaining sets in the list are siginificantly1016 #+caption: different from each other. Prefer smaller sets to larger ones.1017 #+name: remove-similiar1018 #+begin_listing clojure1019 #+begin_src clojure1020 (defn remove-similar1021 [coll]1022 (loop [result () coll (sort-by (comp - count) coll)]1023 (if (empty? coll) result1024 (let [[x & xs] coll1025 c (count x)]1026 (if (some1027 (fn [other-set]1028 (let [oc (count other-set)]1029 (< (- (count (union other-set x)) c) (* oc 0.1))))1030 xs)1031 (recur result xs)1032 (recur (cons x result) xs))))))1033 #+end_src1034 #+end_listing1036 Actually running this simulation is easy given =CORTEX='s facilities.1038 #+caption: Collect experiences while the worm moves around. Filter the touch1039 #+caption: sensations by stable ones, collapse similiar ones together,1040 #+caption: and report the regions learned.1041 #+name: learn-touch1042 #+begin_listing clojure1043 #+begin_src clojure1044 (defn learn-touch-regions []1045 (let [experiences (atom [])1046 world (apply-map1047 worm-world1048 (assoc (worm-segment-defaults)1049 :experiences experiences))]1050 (run-world world)1051 (->>1052 @experiences1053 (drop 175)1054 ;; access the single segment's touch data1055 (map (comp first :touch))1056 ;; only deal with "pure" touch data to determine surfaces1057 (filter pure-touch?)1058 ;; associate coordinates with touch values1059 (map (partial apply zipmap))1060 ;; select those regions where contact is being made1061 (map (partial group-by second))1062 (map #(get % full-contact))1063 (map (partial map first))1064 ;; remove redundant/subset regions1065 (map set)1066 remove-similar)))1068 (defn learn-and-view-touch-regions []1069 (map view-touch-region1070 (learn-touch-regions)))1071 #+end_src1072 #+end_listing1074 The only thing remining to define is the particular motion the worm1075 must take. I accomplish this with a simple motor control program.1077 #+caption: Motor control program for making the worm roll on the ground.1078 #+caption: This could also be replaced with random motion.1079 #+name: worm-roll1080 #+begin_listing clojure1081 #+begin_src clojure1082 (defn touch-kinesthetics []1083 [[170 :lift-1 40]1084 [190 :lift-1 19]1085 [206 :lift-1 0]1087 [400 :lift-2 40]1088 [410 :lift-2 0]1090 [570 :lift-2 40]1091 [590 :lift-2 21]1092 [606 :lift-2 0]1094 [800 :lift-1 30]1095 [809 :lift-1 0]1097 [900 :roll-2 40]1098 [905 :roll-2 20]1099 [910 :roll-2 0]1101 [1000 :roll-2 40]1102 [1005 :roll-2 20]1103 [1010 :roll-2 0]1105 [1100 :roll-2 40]1106 [1105 :roll-2 20]1107 [1110 :roll-2 0]1108 ])1109 #+end_src1110 #+end_listing1113 #+caption: The small worm rolls around on the floor, driven1114 #+caption: by the motor control program in listing \ref{worm-roll}.1115 #+name: worm-roll1116 #+ATTR_LaTeX: :width 12cm1117 [[./images/worm-roll.png]]1120 #+caption: After completing its adventures, the worm now knows1121 #+caption: how its touch sensors are arranged along its skin. These1122 #+caption: are the regions that were deemed important by1123 #+caption: =learn-touch-regions=. Note that the worm has discovered1124 #+caption: that it has six sides.1125 #+name: worm-touch-map1126 #+ATTR_LaTeX: :width 12cm1127 [[./images/touch-learn.png]]1129 While simple, =learn-touch-regions= exploits regularities in both1130 the worm's physiology and the worm's environment to correctly1131 deduce that the worm has six sides. Note that =learn-touch-regions=1132 would work just as well even if the worm's touch sense data were1133 completely scrambled. The cross shape is just for convienence. This1134 example justifies the use of pre-defined touch regions in =EMPATH=.1136 * Contributions1141 # An anatomical joke:1142 # - Training1143 # - Skeletal imitation1144 # - Sensory fleshing-out1145 # - Classification