Mercurial > cortex
view thesis/cortex.org @ 510:f639e2139ce2
much happier with image placement now.
author | Robert McIntyre <rlm@mit.edu> |
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date | Sun, 30 Mar 2014 01:34:43 -0400 |
parents | 81c845a91378 |
children | 07c3feb32df3 |
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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 #+BEGIN_SRC clojure16 #+END_SRC17 #+end_listing19 #+caption:20 #+caption:21 #+caption:22 #+name: name23 #+ATTR_LaTeX: :width 10cm24 [[./images/aurellem-gray.png]]26 #+caption:27 #+caption:28 #+caption:29 #+caption:30 #+name: name31 #+begin_listing clojure32 #+BEGIN_SRC clojure33 #+END_SRC34 #+end_listing36 #+caption:37 #+caption:38 #+caption:39 #+name: name40 #+ATTR_LaTeX: :width 10cm41 [[./images/aurellem-gray.png]]44 * Empathy and Embodiment as problem solving strategies46 By the end of this thesis, you will have seen a novel approach to47 interpreting video using embodiment and empathy. You will have also48 seen one way to efficiently implement empathy for embodied49 creatures. Finally, you will become familiar with =CORTEX=, a system50 for designing and simulating creatures with rich senses, which you51 may choose to use in your own research.53 This is the core vision of my thesis: That one of the important ways54 in which we understand others is by imagining ourselves in their55 position and emphatically feeling experiences relative to our own56 bodies. By understanding events in terms of our own previous57 corporeal experience, we greatly constrain the possibilities of what58 would otherwise be an unwieldy exponential search. This extra59 constraint can be the difference between easily understanding what60 is happening in a video and being completely lost in a sea of61 incomprehensible color and movement.63 ** Recognizing actions in video is extremely difficult65 Consider for example the problem of determining what is happening66 in a video of which this is one frame:68 #+caption: A cat drinking some water. Identifying this action is69 #+caption: beyond the state of the art for computers.70 #+ATTR_LaTeX: :width 7cm71 [[./images/cat-drinking.jpg]]73 It is currently impossible for any computer program to reliably74 label such a video as ``drinking''. And rightly so -- it is a very75 hard problem! What features can you describe in terms of low level76 functions of pixels that can even begin to describe at a high level77 what is happening here?79 Or suppose that you are building a program that recognizes chairs.80 How could you ``see'' the chair in figure \ref{hidden-chair}?82 #+caption: The chair in this image is quite obvious to humans, but I83 #+caption: doubt that any modern computer vision program can find it.84 #+name: hidden-chair85 #+ATTR_LaTeX: :width 10cm86 [[./images/fat-person-sitting-at-desk.jpg]]88 Finally, how is it that you can easily tell the difference between89 how the girls /muscles/ are working in figure \ref{girl}?91 #+caption: The mysterious ``common sense'' appears here as you are able92 #+caption: to discern the difference in how the girl's arm muscles93 #+caption: are activated between the two images.94 #+name: girl95 #+ATTR_LaTeX: :width 7cm96 [[./images/wall-push.png]]98 Each of these examples tells us something about what might be going99 on in our minds as we easily solve these recognition problems.101 The hidden chairs show us that we are strongly triggered by cues102 relating to the position of human bodies, and that we can determine103 the overall physical configuration of a human body even if much of104 that body is occluded.106 The picture of the girl pushing against the wall tells us that we107 have common sense knowledge about the kinetics of our own bodies.108 We know well how our muscles would have to work to maintain us in109 most positions, and we can easily project this self-knowledge to110 imagined positions triggered by images of the human body.112 ** =EMPATH= neatly solves recognition problems114 I propose a system that can express the types of recognition115 problems above in a form amenable to computation. It is split into116 four parts:118 - Free/Guided Play :: The creature moves around and experiences the119 world through its unique perspective. Many otherwise120 complicated actions are easily described in the language of a121 full suite of body-centered, rich senses. For example,122 drinking is the feeling of water sliding down your throat, and123 cooling your insides. It's often accompanied by bringing your124 hand close to your face, or bringing your face close to water.125 Sitting down is the feeling of bending your knees, activating126 your quadriceps, then feeling a surface with your bottom and127 relaxing your legs. These body-centered action descriptions128 can be either learned or hard coded.129 - Posture Imitation :: When trying to interpret a video or image,130 the creature takes a model of itself and aligns it with131 whatever it sees. This alignment can even cross species, as132 when humans try to align themselves with things like ponies,133 dogs, or other humans with a different body type.134 - Empathy :: The alignment triggers associations with135 sensory data from prior experiences. For example, the136 alignment itself easily maps to proprioceptive data. Any137 sounds or obvious skin contact in the video can to a lesser138 extent trigger previous experience. Segments of previous139 experiences are stitched together to form a coherent and140 complete sensory portrait of the scene.141 - Recognition :: With the scene described in terms of first142 person sensory events, the creature can now run its143 action-identification programs on this synthesized sensory144 data, just as it would if it were actually experiencing the145 scene first-hand. If previous experience has been accurately146 retrieved, and if it is analogous enough to the scene, then147 the creature will correctly identify the action in the scene.149 For example, I think humans are able to label the cat video as150 ``drinking'' because they imagine /themselves/ as the cat, and151 imagine putting their face up against a stream of water and152 sticking out their tongue. In that imagined world, they can feel153 the cool water hitting their tongue, and feel the water entering154 their body, and are able to recognize that /feeling/ as drinking.155 So, the label of the action is not really in the pixels of the156 image, but is found clearly in a simulation inspired by those157 pixels. An imaginative system, having been trained on drinking and158 non-drinking examples and learning that the most important159 component of drinking is the feeling of water sliding down one's160 throat, would analyze a video of a cat drinking in the following161 manner:163 1. Create a physical model of the video by putting a ``fuzzy''164 model of its own body in place of the cat. Possibly also create165 a simulation of the stream of water.167 2. Play out this simulated scene and generate imagined sensory168 experience. This will include relevant muscle contractions, a169 close up view of the stream from the cat's perspective, and most170 importantly, the imagined feeling of water entering the171 mouth. The imagined sensory experience can come from a172 simulation of the event, but can also be pattern-matched from173 previous, similar embodied experience.175 3. The action is now easily identified as drinking by the sense of176 taste alone. The other senses (such as the tongue moving in and177 out) help to give plausibility to the simulated action. Note that178 the sense of vision, while critical in creating the simulation,179 is not critical for identifying the action from the simulation.181 For the chair examples, the process is even easier:183 1. Align a model of your body to the person in the image.185 2. Generate proprioceptive sensory data from this alignment.187 3. Use the imagined proprioceptive data as a key to lookup related188 sensory experience associated with that particular proproceptive189 feeling.191 4. Retrieve the feeling of your bottom resting on a surface, your192 knees bent, and your leg muscles relaxed.194 5. This sensory information is consistent with the =sitting?=195 sensory predicate, so you (and the entity in the image) must be196 sitting.198 6. There must be a chair-like object since you are sitting.200 Empathy offers yet another alternative to the age-old AI201 representation question: ``What is a chair?'' --- A chair is the202 feeling of sitting.204 My program, =EMPATH= uses this empathic problem solving technique205 to interpret the actions of a simple, worm-like creature.207 #+caption: The worm performs many actions during free play such as208 #+caption: curling, wiggling, and resting.209 #+name: worm-intro210 #+ATTR_LaTeX: :width 15cm211 [[./images/worm-intro-white.png]]213 #+caption: =EMPATH= recognized and classified each of these214 #+caption: poses by inferring the complete sensory experience215 #+caption: from proprioceptive data.216 #+name: worm-recognition-intro217 #+ATTR_LaTeX: :width 15cm218 [[./images/worm-poses.png]]220 One powerful advantage of empathic problem solving is that it221 factors the action recognition problem into two easier problems. To222 use empathy, you need an /aligner/, which takes the video and a223 model of your body, and aligns the model with the video. Then, you224 need a /recognizer/, which uses the aligned model to interpret the225 action. The power in this method lies in the fact that you describe226 all actions form a body-centered viewpoint. You are less tied to227 the particulars of any visual representation of the actions. If you228 teach the system what ``running'' is, and you have a good enough229 aligner, the system will from then on be able to recognize running230 from any point of view, even strange points of view like above or231 underneath the runner. This is in contrast to action recognition232 schemes that try to identify actions using a non-embodied approach.233 If these systems learn about running as viewed from the side, they234 will not automatically be able to recognize running from any other235 viewpoint.237 Another powerful advantage is that using the language of multiple238 body-centered rich senses to describe body-centerd actions offers a239 massive boost in descriptive capability. Consider how difficult it240 would be to compose a set of HOG filters to describe the action of241 a simple worm-creature ``curling'' so that its head touches its242 tail, and then behold the simplicity of describing thus action in a243 language designed for the task (listing \ref{grand-circle-intro}):245 #+caption: Body-centerd actions are best expressed in a body-centered246 #+caption: language. This code detects when the worm has curled into a247 #+caption: full circle. Imagine how you would replicate this functionality248 #+caption: using low-level pixel features such as HOG filters!249 #+name: grand-circle-intro250 #+begin_listing clojure251 #+begin_src clojure252 (defn grand-circle?253 "Does the worm form a majestic circle (one end touching the other)?"254 [experiences]255 (and (curled? experiences)256 (let [worm-touch (:touch (peek experiences))257 tail-touch (worm-touch 0)258 head-touch (worm-touch 4)]259 (and (< 0.2 (contact worm-segment-bottom-tip tail-touch))260 (< 0.2 (contact worm-segment-top-tip head-touch))))))261 #+end_src262 #+end_listing264 ** =CORTEX= is a toolkit for building sensate creatures266 I built =CORTEX= to be a general AI research platform for doing267 experiments involving multiple rich senses and a wide variety and268 number of creatures. I intend it to be useful as a library for many269 more projects than just this thesis. =CORTEX= was necessary to meet270 a need among AI researchers at CSAIL and beyond, which is that271 people often will invent neat ideas that are best expressed in the272 language of creatures and senses, but in order to explore those273 ideas they must first build a platform in which they can create274 simulated creatures with rich senses! There are many ideas that275 would be simple to execute (such as =EMPATH=), but attached to them276 is the multi-month effort to make a good creature simulator. Often,277 that initial investment of time proves to be too much, and the278 project must make do with a lesser environment.280 =CORTEX= is well suited as an environment for embodied AI research281 for three reasons:283 - You can create new creatures using Blender, a popular 3D modeling284 program. Each sense can be specified using special blender nodes285 with biologically inspired paramaters. You need not write any286 code to create a creature, and can use a wide library of287 pre-existing blender models as a base for your own creatures.289 - =CORTEX= implements a wide variety of senses, including touch,290 proprioception, vision, hearing, and muscle tension. Complicated291 senses like touch, and vision involve multiple sensory elements292 embedded in a 2D surface. You have complete control over the293 distribution of these sensor elements through the use of simple294 png image files. In particular, =CORTEX= implements more295 comprehensive hearing than any other creature simulation system296 available.298 - =CORTEX= supports any number of creatures and any number of299 senses. Time in =CORTEX= dialates so that the simulated creatures300 always precieve a perfectly smooth flow of time, regardless of301 the actual computational load.303 =CORTEX= is built on top of =jMonkeyEngine3=, which is a video game304 engine designed to create cross-platform 3D desktop games. =CORTEX=305 is mainly written in clojure, a dialect of =LISP= that runs on the306 java virtual machine (JVM). The API for creating and simulating307 creatures and senses is entirely expressed in clojure, though many308 senses are implemented at the layer of jMonkeyEngine or below. For309 example, for the sense of hearing I use a layer of clojure code on310 top of a layer of java JNI bindings that drive a layer of =C++=311 code which implements a modified version of =OpenAL= to support312 multiple listeners. =CORTEX= is the only simulation environment313 that I know of that can support multiple entities that can each314 hear the world from their own perspective. Other senses also315 require a small layer of Java code. =CORTEX= also uses =bullet=, a316 physics simulator written in =C=.318 #+caption: Here is the worm from above modeled in Blender, a free319 #+caption: 3D-modeling program. Senses and joints are described320 #+caption: using special nodes in Blender.321 #+name: worm-recognition-intro322 #+ATTR_LaTeX: :width 12cm323 [[./images/blender-worm.png]]325 Here are some thing I anticipate that =CORTEX= might be used for:327 - exploring new ideas about sensory integration328 - distributed communication among swarm creatures329 - self-learning using free exploration,330 - evolutionary algorithms involving creature construction331 - exploration of exoitic senses and effectors that are not possible332 in the real world (such as telekenisis or a semantic sense)333 - imagination using subworlds335 During one test with =CORTEX=, I created 3,000 creatures each with336 their own independent senses and ran them all at only 1/80 real337 time. In another test, I created a detailed model of my own hand,338 equipped with a realistic distribution of touch (more sensitive at339 the fingertips), as well as eyes and ears, and it ran at around 1/4340 real time.342 #+BEGIN_LaTeX343 \begin{sidewaysfigure}344 \includegraphics[width=9.5in]{images/full-hand.png}345 \caption{346 I modeled my own right hand in Blender and rigged it with all the347 senses that {\tt CORTEX} supports. My simulated hand has a348 biologically inspired distribution of touch sensors. The senses are349 displayed on the right, and the simulation is displayed on the350 left. Notice that my hand is curling its fingers, that it can see351 its own finger from the eye in its palm, and that it can feel its352 own thumb touching its palm.}353 \end{sidewaysfigure}354 #+END_LaTeX356 ** Contributions358 - I built =CORTEX=, a comprehensive platform for embodied AI359 experiments. =CORTEX= supports many features lacking in other360 systems, such proper simulation of hearing. It is easy to create361 new =CORTEX= creatures using Blender, a free 3D modeling program.363 - I built =EMPATH=, which uses =CORTEX= to identify the actions of364 a worm-like creature using a computational model of empathy.366 * Building =CORTEX=368 I intend for =CORTEX= to be used as a general-purpose library for369 building creatures and outfitting them with senses, so that it will370 be useful for other researchers who want to test out ideas of their371 own. To this end, wherver I have had to make archetictural choices372 about =CORTEX=, I have chosen to give as much freedom to the user as373 possible, so that =CORTEX= may be used for things I have not374 forseen.376 ** Simulation or Reality?378 The most important archetictural decision of all is the choice to379 use a computer-simulated environemnt in the first place! The world380 is a vast and rich place, and for now simulations are a very poor381 reflection of its complexity. It may be that there is a significant382 qualatative difference between dealing with senses in the real383 world and dealing with pale facilimilies of them in a simulation.384 What are the advantages and disadvantages of a simulation vs.385 reality?387 *** Simulation389 The advantages of virtual reality are that when everything is a390 simulation, experiments in that simulation are absolutely391 reproducible. It's also easier to change the character and world392 to explore new situations and different sensory combinations.394 If the world is to be simulated on a computer, then not only do395 you have to worry about whether the character's senses are rich396 enough to learn from the world, but whether the world itself is397 rendered with enough detail and realism to give enough working398 material to the character's senses. To name just a few399 difficulties facing modern physics simulators: destructibility of400 the environment, simulation of water/other fluids, large areas,401 nonrigid bodies, lots of objects, smoke. I don't know of any402 computer simulation that would allow a character to take a rock403 and grind it into fine dust, then use that dust to make a clay404 sculpture, at least not without spending years calculating the405 interactions of every single small grain of dust. Maybe a406 simulated world with today's limitations doesn't provide enough407 richness for real intelligence to evolve.409 *** Reality411 The other approach for playing with senses is to hook your412 software up to real cameras, microphones, robots, etc., and let it413 loose in the real world. This has the advantage of eliminating414 concerns about simulating the world at the expense of increasing415 the complexity of implementing the senses. Instead of just416 grabbing the current rendered frame for processing, you have to417 use an actual camera with real lenses and interact with photons to418 get an image. It is much harder to change the character, which is419 now partly a physical robot of some sort, since doing so involves420 changing things around in the real world instead of modifying421 lines of code. While the real world is very rich and definitely422 provides enough stimulation for intelligence to develop as423 evidenced by our own existence, it is also uncontrollable in the424 sense that a particular situation cannot be recreated perfectly or425 saved for later use. It is harder to conduct science because it is426 harder to repeat an experiment. The worst thing about using the427 real world instead of a simulation is the matter of time. Instead428 of simulated time you get the constant and unstoppable flow of429 real time. This severely limits the sorts of software you can use430 to program the AI because all sense inputs must be handled in real431 time. Complicated ideas may have to be implemented in hardware or432 may simply be impossible given the current speed of our433 processors. Contrast this with a simulation, in which the flow of434 time in the simulated world can be slowed down to accommodate the435 limitations of the character's programming. In terms of cost,436 doing everything in software is far cheaper than building custom437 real-time hardware. All you need is a laptop and some patience.439 ** Because of Time, simulation is perferable to reality441 I envision =CORTEX= being used to support rapid prototyping and442 iteration of ideas. Even if I could put together a well constructed443 kit for creating robots, it would still not be enough because of444 the scourge of real-time processing. Anyone who wants to test their445 ideas in the real world must always worry about getting their446 algorithms to run fast enough to process information in real time.447 The need for real time processing only increases if multiple senses448 are involved. In the extreme case, even simple algorithms will have449 to be accelerated by ASIC chips or FPGAs, turning what would450 otherwise be a few lines of code and a 10x speed penality into a451 multi-month ordeal. For this reason, =CORTEX= supports452 /time-dialiation/, which scales back the framerate of the453 simulation in proportion to the amount of processing each frame.454 From the perspective of the creatures inside the simulation, time455 always appears to flow at a constant rate, regardless of how456 complicated the envorimnent becomes or how many creatures are in457 the simulation. The cost is that =CORTEX= can sometimes run slower458 than real time. This can also be an advantage, however ---459 simulations of very simple creatures in =CORTEX= generally run at460 40x on my machine!462 ** What is a sense?464 If =CORTEX= is to support a wide variety of senses, it would help465 to have a better understanding of what a ``sense'' actually is!466 While vision, touch, and hearing all seem like they are quite467 different things, I was supprised to learn during the course of468 this thesis that they (and all physical senses) can be expressed as469 exactly the same mathematical object due to a dimensional argument!471 Human beings are three-dimensional objects, and the nerves that472 transmit data from our various sense organs to our brain are473 essentially one-dimensional. This leaves up to two dimensions in474 which our sensory information may flow. For example, imagine your475 skin: it is a two-dimensional surface around a three-dimensional476 object (your body). It has discrete touch sensors embedded at477 various points, and the density of these sensors corresponds to the478 sensitivity of that region of skin. Each touch sensor connects to a479 nerve, all of which eventually are bundled together as they travel480 up the spinal cord to the brain. Intersect the spinal nerves with a481 guillotining plane and you will see all of the sensory data of the482 skin revealed in a roughly circular two-dimensional image which is483 the cross section of the spinal cord. Points on this image that are484 close together in this circle represent touch sensors that are485 /probably/ close together on the skin, although there is of course486 some cutting and rearrangement that has to be done to transfer the487 complicated surface of the skin onto a two dimensional image.489 Most human senses consist of many discrete sensors of various490 properties distributed along a surface at various densities. For491 skin, it is Pacinian corpuscles, Meissner's corpuscles, Merkel's492 disks, and Ruffini's endings, which detect pressure and vibration493 of various intensities. For ears, it is the stereocilia distributed494 along the basilar membrane inside the cochlea; each one is495 sensitive to a slightly different frequency of sound. For eyes, it496 is rods and cones distributed along the surface of the retina. In497 each case, we can describe the sense with a surface and a498 distribution of sensors along that surface.500 The neat idea is that every human sense can be effectively501 described in terms of a surface containing embedded sensors. If the502 sense had any more dimensions, then there wouldn't be enough room503 in the spinal chord to transmit the information!505 Therefore, =CORTEX= must support the ability to create objects and506 then be able to ``paint'' points along their surfaces to describe507 each sense.509 Fortunately this idea is already a well known computer graphics510 technique called called /UV-mapping/. The three-dimensional surface511 of a model is cut and smooshed until it fits on a two-dimensional512 image. You paint whatever you want on that image, and when the513 three-dimensional shape is rendered in a game the smooshing and514 cutting is reversed and the image appears on the three-dimensional515 object.517 To make a sense, interpret the UV-image as describing the518 distribution of that senses sensors. To get different types of519 sensors, you can either use a different color for each type of520 sensor, or use multiple UV-maps, each labeled with that sensor521 type. I generally use a white pixel to mean the presence of a522 sensor and a black pixel to mean the absence of a sensor, and use523 one UV-map for each sensor-type within a given sense.525 #+CAPTION: The UV-map for an elongated icososphere. The white526 #+caption: dots each represent a touch sensor. They are dense527 #+caption: in the regions that describe the tip of the finger,528 #+caption: and less dense along the dorsal side of the finger529 #+caption: opposite the tip.530 #+name: finger-UV531 #+ATTR_latex: :width 10cm532 [[./images/finger-UV.png]]534 #+caption: Ventral side of the UV-mapped finger. Notice the535 #+caption: density of touch sensors at the tip.536 #+name: finger-side-view537 #+ATTR_LaTeX: :width 10cm538 [[./images/finger-1.png]]540 ** Video game engines provide ready-made physics and shading542 I did not need to write my own physics simulation code or shader to543 build =CORTEX=. Doing so would lead to a system that is impossible544 for anyone but myself to use anyway. Instead, I use a video game545 engine as a base and modify it to accomodate the additional needs546 of =CORTEX=. Video game engines are an ideal starting point to547 build =CORTEX=, because they are not far from being creature548 building systems themselves.550 First off, general purpose video game engines come with a physics551 engine and lighting / sound system. The physics system provides552 tools that can be co-opted to serve as touch, proprioception, and553 muscles. Since some games support split screen views, a good video554 game engine will allow you to efficiently create multiple cameras555 in the simulated world that can be used as eyes. Video game systems556 offer integrated asset management for things like textures and557 creatures models, providing an avenue for defining creatures. They558 also understand UV-mapping, since this technique is used to apply a559 texture to a model. Finally, because video game engines support a560 large number of users, as long as =CORTEX= doesn't stray too far561 from the base system, other researchers can turn to this community562 for help when doing their research.564 ** =CORTEX= is based on jMonkeyEngine3566 While preparing to build =CORTEX= I studied several video game567 engines to see which would best serve as a base. The top contenders568 were:570 - [[http://www.idsoftware.com][Quake II]]/[[http://www.bytonic.de/html/jake2.html][Jake2]] :: The Quake II engine was designed by ID571 software in 1997. All the source code was released by ID572 software into the Public Domain several years ago, and as a573 result it has been ported to many different languages. This574 engine was famous for its advanced use of realistic shading575 and had decent and fast physics simulation. The main advantage576 of the Quake II engine is its simplicity, but I ultimately577 rejected it because the engine is too tied to the concept of a578 first-person shooter game. One of the problems I had was that579 there does not seem to be any easy way to attach multiple580 cameras to a single character. There are also several physics581 clipping issues that are corrected in a way that only applies582 to the main character and do not apply to arbitrary objects.584 - [[http://source.valvesoftware.com/][Source Engine]] :: The Source Engine evolved from the Quake II585 and Quake I engines and is used by Valve in the Half-Life586 series of games. The physics simulation in the Source Engine587 is quite accurate and probably the best out of all the engines588 I investigated. There is also an extensive community actively589 working with the engine. However, applications that use the590 Source Engine must be written in C++, the code is not open, it591 only runs on Windows, and the tools that come with the SDK to592 handle models and textures are complicated and awkward to use.594 - [[http://jmonkeyengine.com/][jMonkeyEngine3]] :: jMonkeyEngine3 is a new library for creating595 games in Java. It uses OpenGL to render to the screen and uses596 screengraphs to avoid drawing things that do not appear on the597 screen. It has an active community and several games in the598 pipeline. The engine was not built to serve any particular599 game but is instead meant to be used for any 3D game.601 I chose jMonkeyEngine3 because it because it had the most features602 out of all the free projects I looked at, and because I could then603 write my code in clojure, an implementation of =LISP= that runs on604 the JVM.606 ** =CORTEX= uses Blender to create creature models608 For the simple worm-like creatures I will use later on in this609 thesis, I could define a simple API in =CORTEX= that would allow610 one to create boxes, spheres, etc., and leave that API as the sole611 way to create creatures. However, for =CORTEX= to truly be useful612 for other projects, it needs a way to construct complicated613 creatures. If possible, it would be nice to leverage work that has614 already been done by the community of 3D modelers, or at least615 enable people who are talented at moedling but not programming to616 design =CORTEX= creatures.618 Therefore, I use Blender, a free 3D modeling program, as the main619 way to create creatures in =CORTEX=. However, the creatures modeled620 in Blender must also be simple to simulate in jMonkeyEngine3's game621 engine, and must also be easy to rig with =CORTEX='s senses. I622 accomplish this with extensive use of Blender's ``empty nodes.''624 Empty nodes have no mass, physical presence, or appearance, but625 they can hold metadata and have names. I use a tree structure of626 empty nodes to specify senses in the following manner:628 - Create a single top-level empty node whose name is the name of629 the sense.630 - Add empty nodes which each contain meta-data relevant to the631 sense, including a UV-map describing the number/distribution of632 sensors if applicable.633 - Make each empty-node the child of the top-level node.635 #+caption: An example of annoting a creature model with empty636 #+caption: nodes to describe the layout of senses. There are637 #+caption: multiple empty nodes which each describe the position638 #+caption: of muscles, ears, eyes, or joints.639 #+name: sense-nodes640 #+ATTR_LaTeX: :width 10cm641 [[./images/empty-sense-nodes.png]]643 ** Bodies are composed of segments connected by joints645 Blender is a general purpose animation tool, which has been used in646 the past to create high quality movies such as Sintel647 \cite{blender}. Though Blender can model and render even complicated648 things like water, it is crucual to keep models that are meant to649 be simulated as creatures simple. =Bullet=, which =CORTEX= uses650 though jMonkeyEngine3, is a rigid-body physics system. This offers651 a compromise between the expressiveness of a game level and the652 speed at which it can be simulated, and it means that creatures653 should be naturally expressed as rigid components held together by654 joint constraints.656 But humans are more like a squishy bag with wrapped around some657 hard bones which define the overall shape. When we move, our skin658 bends and stretches to accomodate the new positions of our bones.660 One way to make bodies composed of rigid pieces connected by joints661 /seem/ more human-like is to use an /armature/, (or /rigging/)662 system, which defines a overall ``body mesh'' and defines how the663 mesh deforms as a function of the position of each ``bone'' which664 is a standard rigid body. This technique is used extensively to665 model humans and create realistic animations. It is not a good666 technique for physical simulation, however because it creates a lie667 -- the skin is not a physical part of the simulation and does not668 interact with any objects in the world or itself. Objects will pass669 right though the skin until they come in contact with the670 underlying bone, which is a physical object. Whithout simulating671 the skin, the sense of touch has little meaning, and the creature's672 own vision will lie to it about the true extent of its body.673 Simulating the skin as a physical object requires some way to674 continuously update the physical model of the skin along with the675 movement of the bones, which is unacceptably slow compared to rigid676 body simulation.678 Therefore, instead of using the human-like ``deformable bag of679 bones'' approach, I decided to base my body plans on multiple solid680 objects that are connected by joints, inspired by the robot =EVE=681 from the movie WALL-E.683 #+caption: =EVE= from the movie WALL-E. This body plan turns684 #+caption: out to be much better suited to my purposes than a more685 #+caption: human-like one.686 #+ATTR_LaTeX: :width 10cm687 [[./images/Eve.jpg]]689 =EVE='s body is composed of several rigid components that are held690 together by invisible joint constraints. This is what I mean by691 ``eve-like''. The main reason that I use eve-style bodies is for692 efficiency, and so that there will be correspondence between the693 AI's semses and the physical presence of its body. Each individual694 section is simulated by a separate rigid body that corresponds695 exactly with its visual representation and does not change.696 Sections are connected by invisible joints that are well supported697 in jMonkeyEngine3. Bullet, the physics backend for jMonkeyEngine3,698 can efficiently simulate hundreds of rigid bodies connected by699 joints. Just because sections are rigid does not mean they have to700 stay as one piece forever; they can be dynamically replaced with701 multiple sections to simulate splitting in two. This could be used702 to simulate retractable claws or =EVE='s hands, which are able to703 coalesce into one object in the movie.705 *** Solidifying/Connecting a body707 =CORTEX= creates a creature in two steps: first, it traverses the708 nodes in the blender file and creates physical representations for709 any of them that have mass defined in their blender meta-data.711 #+caption: Program for iterating through the nodes in a blender file712 #+caption: and generating physical jMonkeyEngine3 objects with mass713 #+caption: and a matching physics shape.714 #+name: name715 #+begin_listing clojure716 #+begin_src clojure717 (defn physical!718 "Iterate through the nodes in creature and make them real physical719 objects in the simulation."720 [#^Node creature]721 (dorun722 (map723 (fn [geom]724 (let [physics-control725 (RigidBodyControl.726 (HullCollisionShape.727 (.getMesh geom))728 (if-let [mass (meta-data geom "mass")]729 (float mass) (float 1)))]730 (.addControl geom physics-control)))731 (filter #(isa? (class %) Geometry )732 (node-seq creature)))))733 #+end_src734 #+end_listing736 The next step to making a proper body is to connect those pieces737 together with joints. jMonkeyEngine has a large array of joints738 available via =bullet=, such as Point2Point, Cone, Hinge, and a739 generic Six Degree of Freedom joint, with or without spring740 restitution.742 Joints are treated a lot like proper senses, in that there is a743 top-level empty node named ``joints'' whose children each744 represent a joint.746 #+caption: View of the hand model in Blender showing the main ``joints''747 #+caption: node (highlighted in yellow) and its children which each748 #+caption: represent a joint in the hand. Each joint node has metadata749 #+caption: specifying what sort of joint it is.750 #+name: blender-hand751 #+ATTR_LaTeX: :width 10cm752 [[./images/hand-screenshot1.png]]755 =CORTEX='s procedure for binding the creature together with joints756 is as follows:758 - Find the children of the ``joints'' node.759 - Determine the two spatials the joint is meant to connect.760 - Create the joint based on the meta-data of the empty node.762 The higher order function =sense-nodes= from =cortex.sense=763 simplifies finding the joints based on their parent ``joints''764 node.766 #+caption: Retrieving the children empty nodes from a single767 #+caption: named empty node is a common pattern in =CORTEX=768 #+caption: further instances of this technique for the senses769 #+caption: will be omitted770 #+name: get-empty-nodes771 #+begin_listing clojure772 #+begin_src clojure773 (defn sense-nodes774 "For some senses there is a special empty blender node whose775 children are considered markers for an instance of that sense. This776 function generates functions to find those children, given the name777 of the special parent node."778 [parent-name]779 (fn [#^Node creature]780 (if-let [sense-node (.getChild creature parent-name)]781 (seq (.getChildren sense-node)) [])))783 (def784 ^{:doc "Return the children of the creature's \"joints\" node."785 :arglists '([creature])}786 joints787 (sense-nodes "joints"))788 #+end_src789 #+end_listing791 To find a joint's targets, =CORTEX= creates a small cube, centered792 around the empty-node, and grows the cube exponentially until it793 intersects two physical objects. The objects are ordered according794 to the joint's rotation, with the first one being the object that795 has more negative coordinates in the joint's reference frame.796 Since the objects must be physical, the empty-node itself escapes797 detection. Because the objects must be physical, =joint-targets=798 must be called /after/ =physical!= is called.800 #+caption: Program to find the targets of a joint node by801 #+caption: exponentiallly growth of a search cube.802 #+name: joint-targets803 #+begin_listing clojure804 #+begin_src clojure805 (defn joint-targets806 "Return the two closest two objects to the joint object, ordered807 from bottom to top according to the joint's rotation."808 [#^Node parts #^Node joint]809 (loop [radius (float 0.01)]810 (let [results (CollisionResults.)]811 (.collideWith812 parts813 (BoundingBox. (.getWorldTranslation joint)814 radius radius radius) results)815 (let [targets816 (distinct817 (map #(.getGeometry %) results))]818 (if (>= (count targets) 2)819 (sort-by820 #(let [joint-ref-frame-position821 (jme-to-blender822 (.mult823 (.inverse (.getWorldRotation joint))824 (.subtract (.getWorldTranslation %)825 (.getWorldTranslation joint))))]826 (.dot (Vector3f. 1 1 1) joint-ref-frame-position))827 (take 2 targets))828 (recur (float (* radius 2))))))))829 #+end_src830 #+end_listing832 Once =CORTEX= finds all joints and targets, it creates them using833 a dispatch on the metadata of each joint node.835 #+caption: Program to dispatch on blender metadata and create joints836 #+caption: sutiable for physical simulation.837 #+name: joint-dispatch838 #+begin_listing clojure839 #+begin_src clojure840 (defmulti joint-dispatch841 "Translate blender pseudo-joints into real JME joints."842 (fn [constraints & _]843 (:type constraints)))845 (defmethod joint-dispatch :point846 [constraints control-a control-b pivot-a pivot-b rotation]847 (doto (SixDofJoint. control-a control-b pivot-a pivot-b false)848 (.setLinearLowerLimit Vector3f/ZERO)849 (.setLinearUpperLimit Vector3f/ZERO)))851 (defmethod joint-dispatch :hinge852 [constraints control-a control-b pivot-a pivot-b rotation]853 (let [axis (if-let [axis (:axis constraints)] axis Vector3f/UNIT_X)854 [limit-1 limit-2] (:limit constraints)855 hinge-axis (.mult rotation (blender-to-jme axis))]856 (doto (HingeJoint. control-a control-b pivot-a pivot-b857 hinge-axis hinge-axis)858 (.setLimit limit-1 limit-2))))860 (defmethod joint-dispatch :cone861 [constraints control-a control-b pivot-a pivot-b rotation]862 (let [limit-xz (:limit-xz constraints)863 limit-xy (:limit-xy constraints)864 twist (:twist constraints)]865 (doto (ConeJoint. control-a control-b pivot-a pivot-b866 rotation rotation)867 (.setLimit (float limit-xz) (float limit-xy)868 (float twist)))))869 #+end_src870 #+end_listing872 All that is left for joints it to combine the above pieces into a873 something that can operate on the collection of nodes that a874 blender file represents.876 #+caption: Program to completely create a joint given information877 #+caption: from a blender file.878 #+name: connect879 #+begin_listing clojure880 #+begin_src clojure881 (defn connect882 "Create a joint between 'obj-a and 'obj-b at the location of883 'joint. The type of joint is determined by the metadata on 'joint.885 Here are some examples:886 {:type :point}887 {:type :hinge :limit [0 (/ Math/PI 2)] :axis (Vector3f. 0 1 0)}888 (:axis defaults to (Vector3f. 1 0 0) if not provided for hinge joints)890 {:type :cone :limit-xz 0]891 :limit-xy 0]892 :twist 0]} (use XZY rotation mode in blender!)"893 [#^Node obj-a #^Node obj-b #^Node joint]894 (let [control-a (.getControl obj-a RigidBodyControl)895 control-b (.getControl obj-b RigidBodyControl)896 joint-center (.getWorldTranslation joint)897 joint-rotation (.toRotationMatrix (.getWorldRotation joint))898 pivot-a (world-to-local obj-a joint-center)899 pivot-b (world-to-local obj-b joint-center)]900 (if-let901 [constraints (map-vals eval (read-string (meta-data joint "joint")))]902 ;; A side-effect of creating a joint registers903 ;; it with both physics objects which in turn904 ;; will register the joint with the physics system905 ;; when the simulation is started.906 (joint-dispatch constraints907 control-a control-b908 pivot-a pivot-b909 joint-rotation))))910 #+end_src911 #+end_listing913 In general, whenever =CORTEX= exposes a sense (or in this case914 physicality), it provides a function of the type =sense!=, which915 takes in a collection of nodes and augments it to support that916 sense. The function returns any controlls necessary to use that917 sense. In this case =body!= cerates a physical body and returns no918 control functions.920 #+caption: Program to give joints to a creature.921 #+name: name922 #+begin_listing clojure923 #+begin_src clojure924 (defn joints!925 "Connect the solid parts of the creature with physical joints. The926 joints are taken from the \"joints\" node in the creature."927 [#^Node creature]928 (dorun929 (map930 (fn [joint]931 (let [[obj-a obj-b] (joint-targets creature joint)]932 (connect obj-a obj-b joint)))933 (joints creature))))934 (defn body!935 "Endow the creature with a physical body connected with joints. The936 particulars of the joints and the masses of each body part are937 determined in blender."938 [#^Node creature]939 (physical! creature)940 (joints! creature))941 #+end_src942 #+end_listing944 All of the code you have just seen amounts to only 130 lines, yet945 because it builds on top of Blender and jMonkeyEngine3, those few946 lines pack quite a punch!948 The hand from figure \ref{blender-hand}, which was modeled after949 my own right hand, can now be given joints and simulated as a950 creature.952 #+caption: With the ability to create physical creatures from blender,953 #+caption: =CORTEX= gets one step closer to becomming a full creature954 #+caption: simulation environment.955 #+name: name956 #+ATTR_LaTeX: :width 15cm957 [[./images/physical-hand.png]]959 ** Eyes reuse standard video game components961 Vision is one of the most important senses for humans, so I need to962 build a simulated sense of vision for my AI. I will do this with963 simulated eyes. Each eye can be independently moved and should see964 its own version of the world depending on where it is.966 Making these simulated eyes a reality is simple because967 jMonkeyEngine already contains extensive support for multiple views968 of the same 3D simulated world. The reason jMonkeyEngine has this969 support is because the support is necessary to create games with970 split-screen views. Multiple views are also used to create971 efficient pseudo-reflections by rendering the scene from a certain972 perspective and then projecting it back onto a surface in the 3D973 world.975 #+caption: jMonkeyEngine supports multiple views to enable976 #+caption: split-screen games, like GoldenEye, which was one of977 #+caption: the first games to use split-screen views.978 #+name: name979 #+ATTR_LaTeX: :width 10cm980 [[./images/goldeneye-4-player.png]]982 *** A Brief Description of jMonkeyEngine's Rendering Pipeline984 jMonkeyEngine allows you to create a =ViewPort=, which represents a985 view of the simulated world. You can create as many of these as you986 want. Every frame, the =RenderManager= iterates through each987 =ViewPort=, rendering the scene in the GPU. For each =ViewPort= there988 is a =FrameBuffer= which represents the rendered image in the GPU.990 #+caption: =ViewPorts= are cameras in the world. During each frame,991 #+caption: the =RenderManager= records a snapshot of what each view992 #+caption: is currently seeing; these snapshots are =FrameBuffer= objects.993 #+name: rendermanagers994 #+ATTR_LaTeX: :width 10cm995 [[./images/diagram_rendermanager2.png]]997 Each =ViewPort= can have any number of attached =SceneProcessor=998 objects, which are called every time a new frame is rendered. A999 =SceneProcessor= receives its =ViewPort's= =FrameBuffer= and can do1000 whatever it wants to the data. Often this consists of invoking GPU1001 specific operations on the rendered image. The =SceneProcessor= can1002 also copy the GPU image data to RAM and process it with the CPU.1004 *** Appropriating Views for Vision1006 Each eye in the simulated creature needs its own =ViewPort= so1007 that it can see the world from its own perspective. To this1008 =ViewPort=, I add a =SceneProcessor= that feeds the visual data to1009 any arbitrary continuation function for further processing. That1010 continuation function may perform both CPU and GPU operations on1011 the data. To make this easy for the continuation function, the1012 =SceneProcessor= maintains appropriately sized buffers in RAM to1013 hold the data. It does not do any copying from the GPU to the CPU1014 itself because it is a slow operation.1016 #+caption: Function to make the rendered secne in jMonkeyEngine1017 #+caption: available for further processing.1018 #+name: pipeline-11019 #+begin_listing clojure1020 #+begin_src clojure1021 (defn vision-pipeline1022 "Create a SceneProcessor object which wraps a vision processing1023 continuation function. The continuation is a function that takes1024 [#^Renderer r #^FrameBuffer fb #^ByteBuffer b #^BufferedImage bi],1025 each of which has already been appropriately sized."1026 [continuation]1027 (let [byte-buffer (atom nil)1028 renderer (atom nil)1029 image (atom nil)]1030 (proxy [SceneProcessor] []1031 (initialize1032 [renderManager viewPort]1033 (let [cam (.getCamera viewPort)1034 width (.getWidth cam)1035 height (.getHeight cam)]1036 (reset! renderer (.getRenderer renderManager))1037 (reset! byte-buffer1038 (BufferUtils/createByteBuffer1039 (* width height 4)))1040 (reset! image (BufferedImage.1041 width height1042 BufferedImage/TYPE_4BYTE_ABGR))))1043 (isInitialized [] (not (nil? @byte-buffer)))1044 (reshape [_ _ _])1045 (preFrame [_])1046 (postQueue [_])1047 (postFrame1048 [#^FrameBuffer fb]1049 (.clear @byte-buffer)1050 (continuation @renderer fb @byte-buffer @image))1051 (cleanup []))))1052 #+end_src1053 #+end_listing1055 The continuation function given to =vision-pipeline= above will be1056 given a =Renderer= and three containers for image data. The1057 =FrameBuffer= references the GPU image data, but the pixel data1058 can not be used directly on the CPU. The =ByteBuffer= and1059 =BufferedImage= are initially "empty" but are sized to hold the1060 data in the =FrameBuffer=. I call transferring the GPU image data1061 to the CPU structures "mixing" the image data.1063 *** Optical sensor arrays are described with images and referenced with metadata1065 The vision pipeline described above handles the flow of rendered1066 images. Now, =CORTEX= needs simulated eyes to serve as the source1067 of these images.1069 An eye is described in blender in the same way as a joint. They1070 are zero dimensional empty objects with no geometry whose local1071 coordinate system determines the orientation of the resulting eye.1072 All eyes are children of a parent node named "eyes" just as all1073 joints have a parent named "joints". An eye binds to the nearest1074 physical object with =bind-sense=.1076 #+caption: Here, the camera is created based on metadata on the1077 #+caption: eye-node and attached to the nearest physical object1078 #+caption: with =bind-sense=1079 #+name: add-eye1080 #+begin_listing clojure1081 (defn add-eye!1082 "Create a Camera centered on the current position of 'eye which1083 follows the closest physical node in 'creature. The camera will1084 point in the X direction and use the Z vector as up as determined1085 by the rotation of these vectors in blender coordinate space. Use1086 XZY rotation for the node in blender."1087 [#^Node creature #^Spatial eye]1088 (let [target (closest-node creature eye)1089 [cam-width cam-height]1090 ;;[640 480] ;; graphics card on laptop doesn't support1091 ;; arbitray dimensions.1092 (eye-dimensions eye)1093 cam (Camera. cam-width cam-height)1094 rot (.getWorldRotation eye)]1095 (.setLocation cam (.getWorldTranslation eye))1096 (.lookAtDirection1097 cam ; this part is not a mistake and1098 (.mult rot Vector3f/UNIT_X) ; is consistent with using Z in1099 (.mult rot Vector3f/UNIT_Y)) ; blender as the UP vector.1100 (.setFrustumPerspective1101 cam (float 45)1102 (float (/ (.getWidth cam) (.getHeight cam)))1103 (float 1)1104 (float 1000))1105 (bind-sense target cam) cam))1106 #+end_listing1108 *** Simulated Retina1110 An eye is a surface (the retina) which contains many discrete1111 sensors to detect light. These sensors can have different1112 light-sensing properties. In humans, each discrete sensor is1113 sensitive to red, blue, green, or gray. These different types of1114 sensors can have different spatial distributions along the retina.1115 In humans, there is a fovea in the center of the retina which has1116 a very high density of color sensors, and a blind spot which has1117 no sensors at all. Sensor density decreases in proportion to1118 distance from the fovea.1120 I want to be able to model any retinal configuration, so my1121 eye-nodes in blender contain metadata pointing to images that1122 describe the precise position of the individual sensors using1123 white pixels. The meta-data also describes the precise sensitivity1124 to light that the sensors described in the image have. An eye can1125 contain any number of these images. For example, the metadata for1126 an eye might look like this:1128 #+begin_src clojure1129 {0xFF0000 "Models/test-creature/retina-small.png"}1130 #+end_src1132 #+caption: An example retinal profile image. White pixels are1133 #+caption: photo-sensitive elements. The distribution of white1134 #+caption: pixels is denser in the middle and falls off at the1135 #+caption: edges and is inspired by the human retina.1136 #+name: retina1137 #+ATTR_LaTeX: :width 7cm1138 [[./images/retina-small.png]]1140 Together, the number 0xFF0000 and the image image above describe1141 the placement of red-sensitive sensory elements.1143 Meta-data to very crudely approximate a human eye might be1144 something like this:1146 #+begin_src clojure1147 (let [retinal-profile "Models/test-creature/retina-small.png"]1148 {0xFF0000 retinal-profile1149 0x00FF00 retinal-profile1150 0x0000FF retinal-profile1151 0xFFFFFF retinal-profile})1152 #+end_src1154 The numbers that serve as keys in the map determine a sensor's1155 relative sensitivity to the channels red, green, and blue. These1156 sensitivity values are packed into an integer in the order1157 =|_|R|G|B|= in 8-bit fields. The RGB values of a pixel in the1158 image are added together with these sensitivities as linear1159 weights. Therefore, 0xFF0000 means sensitive to red only while1160 0xFFFFFF means sensitive to all colors equally (gray).1162 #+caption: This is the core of vision in =CORTEX=. A given eye node1163 #+caption: is converted into a function that returns visual1164 #+caption: information from the simulation.1165 #+name: vision-kernel1166 #+begin_listing clojure1167 #+BEGIN_SRC clojure1168 (defn vision-kernel1169 "Returns a list of functions, each of which will return a color1170 channel's worth of visual information when called inside a running1171 simulation."1172 [#^Node creature #^Spatial eye & {skip :skip :or {skip 0}}]1173 (let [retinal-map (retina-sensor-profile eye)1174 camera (add-eye! creature eye)1175 vision-image1176 (atom1177 (BufferedImage. (.getWidth camera)1178 (.getHeight camera)1179 BufferedImage/TYPE_BYTE_BINARY))1180 register-eye!1181 (runonce1182 (fn [world]1183 (add-camera!1184 world camera1185 (let [counter (atom 0)]1186 (fn [r fb bb bi]1187 (if (zero? (rem (swap! counter inc) (inc skip)))1188 (reset! vision-image1189 (BufferedImage! r fb bb bi))))))))]1190 (vec1191 (map1192 (fn [[key image]]1193 (let [whites (white-coordinates image)1194 topology (vec (collapse whites))1195 sensitivity (sensitivity-presets key key)]1196 (attached-viewport.1197 (fn [world]1198 (register-eye! world)1199 (vector1200 topology1201 (vec1202 (for [[x y] whites]1203 (pixel-sense1204 sensitivity1205 (.getRGB @vision-image x y))))))1206 register-eye!)))1207 retinal-map))))1208 #+END_SRC1209 #+end_listing1211 Note that since each of the functions generated by =vision-kernel=1212 shares the same =register-eye!= function, the eye will be1213 registered only once the first time any of the functions from the1214 list returned by =vision-kernel= is called. Each of the functions1215 returned by =vision-kernel= also allows access to the =Viewport=1216 through which it receives images.1218 All the hard work has been done; all that remains is to apply1219 =vision-kernel= to each eye in the creature and gather the results1220 into one list of functions.1223 #+caption: With =vision!=, =CORTEX= is already a fine simulation1224 #+caption: environment for experimenting with different types of1225 #+caption: eyes.1226 #+name: vision!1227 #+begin_listing clojure1228 #+BEGIN_SRC clojure1229 (defn vision!1230 "Returns a list of functions, each of which returns visual sensory1231 data when called inside a running simulation."1232 [#^Node creature & {skip :skip :or {skip 0}}]1233 (reduce1234 concat1235 (for [eye (eyes creature)]1236 (vision-kernel creature eye))))1237 #+END_SRC1238 #+end_listing1240 #+caption: Simulated vision with a test creature and the1241 #+caption: human-like eye approximation. Notice how each channel1242 #+caption: of the eye responds differently to the differently1243 #+caption: colored balls.1244 #+name: worm-vision-test.1245 #+ATTR_LaTeX: :width 13cm1246 [[./images/worm-vision.png]]1248 The vision code is not much more complicated than the body code,1249 and enables multiple further paths for simulated vision. For1250 example, it is quite easy to create bifocal vision -- you just1251 make two eyes next to each other in blender! It is also possible1252 to encode vision transforms in the retinal files. For example, the1253 human like retina file in figure \ref{retina} approximates a1254 log-polar transform.1256 This vision code has already been absorbed by the jMonkeyEngine1257 community and is now (in modified form) part of a system for1258 capturing in-game video to a file.1260 ** Hearing is hard; =CORTEX= does it right1262 At the end of this section I will have simulated ears that work the1263 same way as the simulated eyes in the last section. I will be able to1264 place any number of ear-nodes in a blender file, and they will bind to1265 the closest physical object and follow it as it moves around. Each ear1266 will provide access to the sound data it picks up between every frame.1268 Hearing is one of the more difficult senses to simulate, because there1269 is less support for obtaining the actual sound data that is processed1270 by jMonkeyEngine3. There is no "split-screen" support for rendering1271 sound from different points of view, and there is no way to directly1272 access the rendered sound data.1274 =CORTEX='s hearing is unique because it does not have any1275 limitations compared to other simulation environments. As far as I1276 know, there is no other system that supports multiple listerers,1277 and the sound demo at the end of this section is the first time1278 it's been done in a video game environment.1280 *** Brief Description of jMonkeyEngine's Sound System1282 jMonkeyEngine's sound system works as follows:1284 - jMonkeyEngine uses the =AppSettings= for the particular1285 application to determine what sort of =AudioRenderer= should be1286 used.1287 - Although some support is provided for multiple AudioRendering1288 backends, jMonkeyEngine at the time of this writing will either1289 pick no =AudioRenderer= at all, or the =LwjglAudioRenderer=.1290 - jMonkeyEngine tries to figure out what sort of system you're1291 running and extracts the appropriate native libraries.1292 - The =LwjglAudioRenderer= uses the [[http://lwjgl.org/][=LWJGL=]] (LightWeight Java Game1293 Library) bindings to interface with a C library called [[http://kcat.strangesoft.net/openal.html][=OpenAL=]]1294 - =OpenAL= renders the 3D sound and feeds the rendered sound1295 directly to any of various sound output devices with which it1296 knows how to communicate.1298 A consequence of this is that there's no way to access the actual1299 sound data produced by =OpenAL=. Even worse, =OpenAL= only supports1300 one /listener/ (it renders sound data from only one perspective),1301 which normally isn't a problem for games, but becomes a problem1302 when trying to make multiple AI creatures that can each hear the1303 world from a different perspective.1305 To make many AI creatures in jMonkeyEngine that can each hear the1306 world from their own perspective, or to make a single creature with1307 many ears, it is necessary to go all the way back to =OpenAL= and1308 implement support for simulated hearing there.1310 *** Extending =OpenAl=1312 Extending =OpenAL= to support multiple listeners requires 5001313 lines of =C= code and is too hairy to mention here. Instead, I1314 will show a small amount of extension code and go over the high1315 level stragety. Full source is of course available with the1316 =CORTEX= distribution if you're interested.1318 =OpenAL= goes to great lengths to support many different systems,1319 all with different sound capabilities and interfaces. It1320 accomplishes this difficult task by providing code for many1321 different sound backends in pseudo-objects called /Devices/.1322 There's a device for the Linux Open Sound System and the Advanced1323 Linux Sound Architecture, there's one for Direct Sound on Windows,1324 and there's even one for Solaris. =OpenAL= solves the problem of1325 platform independence by providing all these Devices.1327 Wrapper libraries such as LWJGL are free to examine the system on1328 which they are running and then select an appropriate device for1329 that system.1331 There are also a few "special" devices that don't interface with1332 any particular system. These include the Null Device, which1333 doesn't do anything, and the Wave Device, which writes whatever1334 sound it receives to a file, if everything has been set up1335 correctly when configuring =OpenAL=.1337 Actual mixing (doppler shift and distance.environment-based1338 attenuation) of the sound data happens in the Devices, and they1339 are the only point in the sound rendering process where this data1340 is available.1342 Therefore, in order to support multiple listeners, and get the1343 sound data in a form that the AIs can use, it is necessary to1344 create a new Device which supports this feature.1346 Adding a device to OpenAL is rather tricky -- there are five1347 separate files in the =OpenAL= source tree that must be modified1348 to do so. I named my device the "Multiple Audio Send" Device, or1349 =Send= Device for short, since it sends audio data back to the1350 calling application like an Aux-Send cable on a mixing board.1352 The main idea behind the Send device is to take advantage of the1353 fact that LWJGL only manages one /context/ when using OpenAL. A1354 /context/ is like a container that holds samples and keeps track1355 of where the listener is. In order to support multiple listeners,1356 the Send device identifies the LWJGL context as the master1357 context, and creates any number of slave contexts to represent1358 additional listeners. Every time the device renders sound, it1359 synchronizes every source from the master LWJGL context to the1360 slave contexts. Then, it renders each context separately, using a1361 different listener for each one. The rendered sound is made1362 available via JNI to jMonkeyEngine.1364 Switching between contexts is not the normal operation of a1365 Device, and one of the problems with doing so is that a Device1366 normally keeps around a few pieces of state such as the1367 =ClickRemoval= array above which will become corrupted if the1368 contexts are not rendered in parallel. The solution is to create a1369 copy of this normally global device state for each context, and1370 copy it back and forth into and out of the actual device state1371 whenever a context is rendered.1373 The core of the =Send= device is the =syncSources= function, which1374 does the job of copying all relevant data from one context to1375 another.1377 #+caption: Program for extending =OpenAL= to support multiple1378 #+caption: listeners via context copying/switching.1379 #+name: sync-openal-sources1380 #+begin_listing c1381 #+BEGIN_SRC c1382 void syncSources(ALsource *masterSource, ALsource *slaveSource,1383 ALCcontext *masterCtx, ALCcontext *slaveCtx){1384 ALuint master = masterSource->source;1385 ALuint slave = slaveSource->source;1386 ALCcontext *current = alcGetCurrentContext();1388 syncSourcef(master,slave,masterCtx,slaveCtx,AL_PITCH);1389 syncSourcef(master,slave,masterCtx,slaveCtx,AL_GAIN);1390 syncSourcef(master,slave,masterCtx,slaveCtx,AL_MAX_DISTANCE);1391 syncSourcef(master,slave,masterCtx,slaveCtx,AL_ROLLOFF_FACTOR);1392 syncSourcef(master,slave,masterCtx,slaveCtx,AL_REFERENCE_DISTANCE);1393 syncSourcef(master,slave,masterCtx,slaveCtx,AL_MIN_GAIN);1394 syncSourcef(master,slave,masterCtx,slaveCtx,AL_MAX_GAIN);1395 syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_OUTER_GAIN);1396 syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_INNER_ANGLE);1397 syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_OUTER_ANGLE);1398 syncSourcef(master,slave,masterCtx,slaveCtx,AL_SEC_OFFSET);1399 syncSourcef(master,slave,masterCtx,slaveCtx,AL_SAMPLE_OFFSET);1400 syncSourcef(master,slave,masterCtx,slaveCtx,AL_BYTE_OFFSET);1402 syncSource3f(master,slave,masterCtx,slaveCtx,AL_POSITION);1403 syncSource3f(master,slave,masterCtx,slaveCtx,AL_VELOCITY);1404 syncSource3f(master,slave,masterCtx,slaveCtx,AL_DIRECTION);1406 syncSourcei(master,slave,masterCtx,slaveCtx,AL_SOURCE_RELATIVE);1407 syncSourcei(master,slave,masterCtx,slaveCtx,AL_LOOPING);1409 alcMakeContextCurrent(masterCtx);1410 ALint source_type;1411 alGetSourcei(master, AL_SOURCE_TYPE, &source_type);1413 // Only static sources are currently synchronized!1414 if (AL_STATIC == source_type){1415 ALint master_buffer;1416 ALint slave_buffer;1417 alGetSourcei(master, AL_BUFFER, &master_buffer);1418 alcMakeContextCurrent(slaveCtx);1419 alGetSourcei(slave, AL_BUFFER, &slave_buffer);1420 if (master_buffer != slave_buffer){1421 alSourcei(slave, AL_BUFFER, master_buffer);1422 }1423 }1425 // Synchronize the state of the two sources.1426 alcMakeContextCurrent(masterCtx);1427 ALint masterState;1428 ALint slaveState;1430 alGetSourcei(master, AL_SOURCE_STATE, &masterState);1431 alcMakeContextCurrent(slaveCtx);1432 alGetSourcei(slave, AL_SOURCE_STATE, &slaveState);1434 if (masterState != slaveState){1435 switch (masterState){1436 case AL_INITIAL : alSourceRewind(slave); break;1437 case AL_PLAYING : alSourcePlay(slave); break;1438 case AL_PAUSED : alSourcePause(slave); break;1439 case AL_STOPPED : alSourceStop(slave); break;1440 }1441 }1442 // Restore whatever context was previously active.1443 alcMakeContextCurrent(current);1444 }1445 #+END_SRC1446 #+end_listing1448 With this special context-switching device, and some ugly JNI1449 bindings that are not worth mentioning, =CORTEX= gains the ability1450 to access multiple sound streams from =OpenAL=.1452 #+caption: Program to create an ear from a blender empty node. The ear1453 #+caption: follows around the nearest physical object and passes1454 #+caption: all sensory data to a continuation function.1455 #+name: add-ear1456 #+begin_listing clojure1457 #+BEGIN_SRC clojure1458 (defn add-ear!1459 "Create a Listener centered on the current position of 'ear1460 which follows the closest physical node in 'creature and1461 sends sound data to 'continuation."1462 [#^Application world #^Node creature #^Spatial ear continuation]1463 (let [target (closest-node creature ear)1464 lis (Listener.)1465 audio-renderer (.getAudioRenderer world)1466 sp (hearing-pipeline continuation)]1467 (.setLocation lis (.getWorldTranslation ear))1468 (.setRotation lis (.getWorldRotation ear))1469 (bind-sense target lis)1470 (update-listener-velocity! target lis)1471 (.addListener audio-renderer lis)1472 (.registerSoundProcessor audio-renderer lis sp)))1473 #+END_SRC1474 #+end_listing1476 The =Send= device, unlike most of the other devices in =OpenAL=,1477 does not render sound unless asked. This enables the system to1478 slow down or speed up depending on the needs of the AIs who are1479 using it to listen. If the device tried to render samples in1480 real-time, a complicated AI whose mind takes 100 seconds of1481 computer time to simulate 1 second of AI-time would miss almost1482 all of the sound in its environment!1484 #+caption: Program to enable arbitrary hearing in =CORTEX=1485 #+name: hearing1486 #+begin_listing clojure1487 #+BEGIN_SRC clojure1488 (defn hearing-kernel1489 "Returns a function which returns auditory sensory data when called1490 inside a running simulation."1491 [#^Node creature #^Spatial ear]1492 (let [hearing-data (atom [])1493 register-listener!1494 (runonce1495 (fn [#^Application world]1496 (add-ear!1497 world creature ear1498 (comp #(reset! hearing-data %)1499 byteBuffer->pulse-vector))))]1500 (fn [#^Application world]1501 (register-listener! world)1502 (let [data @hearing-data1503 topology1504 (vec (map #(vector % 0) (range 0 (count data))))]1505 [topology data]))))1507 (defn hearing!1508 "Endow the creature in a particular world with the sense of1509 hearing. Will return a sequence of functions, one for each ear,1510 which when called will return the auditory data from that ear."1511 [#^Node creature]1512 (for [ear (ears creature)]1513 (hearing-kernel creature ear)))1514 #+END_SRC1515 #+end_listing1517 Armed with these functions, =CORTEX= is able to test possibly the1518 first ever instance of multiple listeners in a video game engine1519 based simulation!1521 #+caption: Here a simple creature responds to sound by changing1522 #+caption: its color from gray to green when the total volume1523 #+caption: goes over a threshold.1524 #+name: sound-test1525 #+begin_listing java1526 #+BEGIN_SRC java1527 /**1528 * Respond to sound! This is the brain of an AI entity that1529 * hears its surroundings and reacts to them.1530 */1531 public void process(ByteBuffer audioSamples,1532 int numSamples, AudioFormat format) {1533 audioSamples.clear();1534 byte[] data = new byte[numSamples];1535 float[] out = new float[numSamples];1536 audioSamples.get(data);1537 FloatSampleTools.1538 byte2floatInterleaved1539 (data, 0, out, 0, numSamples/format.getFrameSize(), format);1541 float max = Float.NEGATIVE_INFINITY;1542 for (float f : out){if (f > max) max = f;}1543 audioSamples.clear();1545 if (max > 0.1){1546 entity.getMaterial().setColor("Color", ColorRGBA.Green);1547 }1548 else {1549 entity.getMaterial().setColor("Color", ColorRGBA.Gray);1550 }1551 #+END_SRC1552 #+end_listing1554 #+caption: First ever simulation of multiple listerners in =CORTEX=.1555 #+caption: Each cube is a creature which processes sound data with1556 #+caption: the =process= function from listing \ref{sound-test}.1557 #+caption: the ball is constantally emiting a pure tone of1558 #+caption: constant volume. As it approaches the cubes, they each1559 #+caption: change color in response to the sound.1560 #+name: sound-cubes.1561 #+ATTR_LaTeX: :width 10cm1562 [[./images/java-hearing-test.png]]1564 This system of hearing has also been co-opted by the1565 jMonkeyEngine3 community and is used to record audio for demo1566 videos.1568 ** Touch uses hundreds of hair-like elements1570 Touch is critical to navigation and spatial reasoning and as such I1571 need a simulated version of it to give to my AI creatures.1573 Human skin has a wide array of touch sensors, each of which1574 specialize in detecting different vibrational modes and pressures.1575 These sensors can integrate a vast expanse of skin (i.e. your1576 entire palm), or a tiny patch of skin at the tip of your finger.1577 The hairs of the skin help detect objects before they even come1578 into contact with the skin proper.1580 However, touch in my simulated world can not exactly correspond to1581 human touch because my creatures are made out of completely rigid1582 segments that don't deform like human skin.1584 Instead of measuring deformation or vibration, I surround each1585 rigid part with a plenitude of hair-like objects (/feelers/) which1586 do not interact with the physical world. Physical objects can pass1587 through them with no effect. The feelers are able to tell when1588 other objects pass through them, and they constantly report how1589 much of their extent is covered. So even though the creature's body1590 parts do not deform, the feelers create a margin around those body1591 parts which achieves a sense of touch which is a hybrid between a1592 human's sense of deformation and sense from hairs.1594 Implementing touch in jMonkeyEngine follows a different technical1595 route than vision and hearing. Those two senses piggybacked off1596 jMonkeyEngine's 3D audio and video rendering subsystems. To1597 simulate touch, I use jMonkeyEngine's physics system to execute1598 many small collision detections, one for each feeler. The placement1599 of the feelers is determined by a UV-mapped image which shows where1600 each feeler should be on the 3D surface of the body.1602 *** Defining Touch Meta-Data in Blender1604 Each geometry can have a single UV map which describes the1605 position of the feelers which will constitute its sense of touch.1606 This image path is stored under the ``touch'' key. The image itself1607 is black and white, with black meaning a feeler length of 0 (no1608 feeler is present) and white meaning a feeler length of =scale=,1609 which is a float stored under the key "scale".1611 #+caption: Touch does not use empty nodes, to store metadata,1612 #+caption: because the metadata of each solid part of a1613 #+caption: creature's body is sufficient.1614 #+name: touch-meta-data1615 #+begin_listing clojure1616 #+BEGIN_SRC clojure1617 (defn tactile-sensor-profile1618 "Return the touch-sensor distribution image in BufferedImage format,1619 or nil if it does not exist."1620 [#^Geometry obj]1621 (if-let [image-path (meta-data obj "touch")]1622 (load-image image-path)))1624 (defn tactile-scale1625 "Return the length of each feeler. Default scale is 0.011626 jMonkeyEngine units."1627 [#^Geometry obj]1628 (if-let [scale (meta-data obj "scale")]1629 scale 0.1))1630 #+END_SRC1631 #+end_listing1633 Here is an example of a UV-map which specifies the position of1634 touch sensors along the surface of the upper segment of a fingertip.1636 #+caption: This is the tactile-sensor-profile for the upper segment1637 #+caption: of a fingertip. It defines regions of high touch sensitivity1638 #+caption: (where there are many white pixels) and regions of low1639 #+caption: sensitivity (where white pixels are sparse).1640 #+name: fingertip-UV1641 #+ATTR_LaTeX: :width 13cm1642 [[./images/finger-UV.png]]1644 *** Implementation Summary1646 To simulate touch there are three conceptual steps. For each solid1647 object in the creature, you first have to get UV image and scale1648 parameter which define the position and length of the feelers.1649 Then, you use the triangles which comprise the mesh and the UV1650 data stored in the mesh to determine the world-space position and1651 orientation of each feeler. Then once every frame, update these1652 positions and orientations to match the current position and1653 orientation of the object, and use physics collision detection to1654 gather tactile data.1656 Extracting the meta-data has already been described. The third1657 step, physics collision detection, is handled in =touch-kernel=.1658 Translating the positions and orientations of the feelers from the1659 UV-map to world-space is itself a three-step process.1661 - Find the triangles which make up the mesh in pixel-space and in1662 world-space. \\(=triangles=, =pixel-triangles=).1664 - Find the coordinates of each feeler in world-space. These are1665 the origins of the feelers. (=feeler-origins=).1667 - Calculate the normals of the triangles in world space, and add1668 them to each of the origins of the feelers. These are the1669 normalized coordinates of the tips of the feelers.1670 (=feeler-tips=).1672 *** Triangle Math1674 The rigid objects which make up a creature have an underlying1675 =Geometry=, which is a =Mesh= plus a =Material= and other1676 important data involved with displaying the object.1678 A =Mesh= is composed of =Triangles=, and each =Triangle= has three1679 vertices which have coordinates in world space and UV space.1681 Here, =triangles= gets all the world-space triangles which1682 comprise a mesh, while =pixel-triangles= gets those same triangles1683 expressed in pixel coordinates (which are UV coordinates scaled to1684 fit the height and width of the UV image).1686 #+caption: Programs to extract triangles from a geometry and get1687 #+caption: their verticies in both world and UV-coordinates.1688 #+name: get-triangles1689 #+begin_listing clojure1690 #+BEGIN_SRC clojure1691 (defn triangle1692 "Get the triangle specified by triangle-index from the mesh."1693 [#^Geometry geo triangle-index]1694 (triangle-seq1695 (let [scratch (Triangle.)]1696 (.getTriangle (.getMesh geo) triangle-index scratch) scratch)))1698 (defn triangles1699 "Return a sequence of all the Triangles which comprise a given1700 Geometry."1701 [#^Geometry geo]1702 (map (partial triangle geo) (range (.getTriangleCount (.getMesh geo)))))1704 (defn triangle-vertex-indices1705 "Get the triangle vertex indices of a given triangle from a given1706 mesh."1707 [#^Mesh mesh triangle-index]1708 (let [indices (int-array 3)]1709 (.getTriangle mesh triangle-index indices)1710 (vec indices)))1712 (defn vertex-UV-coord1713 "Get the UV-coordinates of the vertex named by vertex-index"1714 [#^Mesh mesh vertex-index]1715 (let [UV-buffer1716 (.getData1717 (.getBuffer1718 mesh1719 VertexBuffer$Type/TexCoord))]1720 [(.get UV-buffer (* vertex-index 2))1721 (.get UV-buffer (+ 1 (* vertex-index 2)))]))1723 (defn pixel-triangle [#^Geometry geo image index]1724 (let [mesh (.getMesh geo)1725 width (.getWidth image)1726 height (.getHeight image)]1727 (vec (map (fn [[u v]] (vector (* width u) (* height v)))1728 (map (partial vertex-UV-coord mesh)1729 (triangle-vertex-indices mesh index))))))1731 (defn pixel-triangles1732 "The pixel-space triangles of the Geometry, in the same order as1733 (triangles geo)"1734 [#^Geometry geo image]1735 (let [height (.getHeight image)1736 width (.getWidth image)]1737 (map (partial pixel-triangle geo image)1738 (range (.getTriangleCount (.getMesh geo))))))1739 #+END_SRC1740 #+end_listing1742 *** The Affine Transform from one Triangle to Another1744 =pixel-triangles= gives us the mesh triangles expressed in pixel1745 coordinates and =triangles= gives us the mesh triangles expressed1746 in world coordinates. The tactile-sensor-profile gives the1747 position of each feeler in pixel-space. In order to convert1748 pixel-space coordinates into world-space coordinates we need1749 something that takes coordinates on the surface of one triangle1750 and gives the corresponding coordinates on the surface of another1751 triangle.1753 Triangles are [[http://mathworld.wolfram.com/AffineTransformation.html ][affine]], which means any triangle can be transformed1754 into any other by a combination of translation, scaling, and1755 rotation. The affine transformation from one triangle to another1756 is readily computable if the triangle is expressed in terms of a1757 $4x4$ matrix.1759 #+BEGIN_LaTeX1760 $$1761 \begin{bmatrix}1762 x_1 & x_2 & x_3 & n_x \\1763 y_1 & y_2 & y_3 & n_y \\1764 z_1 & z_2 & z_3 & n_z \\1765 1 & 1 & 1 & 11766 \end{bmatrix}1767 $$1768 #+END_LaTeX1770 Here, the first three columns of the matrix are the vertices of1771 the triangle. The last column is the right-handed unit normal of1772 the triangle.1774 With two triangles $T_{1}$ and $T_{2}$ each expressed as a1775 matrix like above, the affine transform from $T_{1}$ to $T_{2}$1776 is $T_{2}T_{1}^{-1}$.1778 The clojure code below recapitulates the formulas above, using1779 jMonkeyEngine's =Matrix4f= objects, which can describe any affine1780 transformation.1782 #+caption: Program to interpert triangles as affine transforms.1783 #+name: triangle-affine1784 #+begin_listing clojure1785 #+BEGIN_SRC clojure1786 (defn triangle->matrix4f1787 "Converts the triangle into a 4x4 matrix: The first three columns1788 contain the vertices of the triangle; the last contains the unit1789 normal of the triangle. The bottom row is filled with 1s."1790 [#^Triangle t]1791 (let [mat (Matrix4f.)1792 [vert-1 vert-2 vert-3]1793 (mapv #(.get t %) (range 3))1794 unit-normal (do (.calculateNormal t)(.getNormal t))1795 vertices [vert-1 vert-2 vert-3 unit-normal]]1796 (dorun1797 (for [row (range 4) col (range 3)]1798 (do1799 (.set mat col row (.get (vertices row) col))1800 (.set mat 3 row 1)))) mat))1802 (defn triangles->affine-transform1803 "Returns the affine transformation that converts each vertex in the1804 first triangle into the corresponding vertex in the second1805 triangle."1806 [#^Triangle tri-1 #^Triangle tri-2]1807 (.mult1808 (triangle->matrix4f tri-2)1809 (.invert (triangle->matrix4f tri-1))))1810 #+END_SRC1811 #+end_listing1813 *** Triangle Boundaries1815 For efficiency's sake I will divide the tactile-profile image into1816 small squares which inscribe each pixel-triangle, then extract the1817 points which lie inside the triangle and map them to 3D-space using1818 =triangle-transform= above. To do this I need a function,1819 =convex-bounds= which finds the smallest box which inscribes a 2D1820 triangle.1822 =inside-triangle?= determines whether a point is inside a triangle1823 in 2D pixel-space.1825 #+caption: Program to efficiently determine point includion1826 #+caption: in a triangle.1827 #+name: in-triangle1828 #+begin_listing clojure1829 #+BEGIN_SRC clojure1830 (defn convex-bounds1831 "Returns the smallest square containing the given vertices, as a1832 vector of integers [left top width height]."1833 [verts]1834 (let [xs (map first verts)1835 ys (map second verts)1836 x0 (Math/floor (apply min xs))1837 y0 (Math/floor (apply min ys))1838 x1 (Math/ceil (apply max xs))1839 y1 (Math/ceil (apply max ys))]1840 [x0 y0 (- x1 x0) (- y1 y0)]))1842 (defn same-side?1843 "Given the points p1 and p2 and the reference point ref, is point p1844 on the same side of the line that goes through p1 and p2 as ref is?"1845 [p1 p2 ref p]1846 (<=1847 01848 (.dot1849 (.cross (.subtract p2 p1) (.subtract p p1))1850 (.cross (.subtract p2 p1) (.subtract ref p1)))))1852 (defn inside-triangle?1853 "Is the point inside the triangle?"1854 {:author "Dylan Holmes"}1855 [#^Triangle tri #^Vector3f p]1856 (let [[vert-1 vert-2 vert-3] [(.get1 tri) (.get2 tri) (.get3 tri)]]1857 (and1858 (same-side? vert-1 vert-2 vert-3 p)1859 (same-side? vert-2 vert-3 vert-1 p)1860 (same-side? vert-3 vert-1 vert-2 p))))1861 #+END_SRC1862 #+end_listing1864 *** Feeler Coordinates1866 The triangle-related functions above make short work of1867 calculating the positions and orientations of each feeler in1868 world-space.1870 #+caption: Program to get the coordinates of ``feelers '' in1871 #+caption: both world and UV-coordinates.1872 #+name: feeler-coordinates1873 #+begin_listing clojure1874 #+BEGIN_SRC clojure1875 (defn feeler-pixel-coords1876 "Returns the coordinates of the feelers in pixel space in lists, one1877 list for each triangle, ordered in the same way as (triangles) and1878 (pixel-triangles)."1879 [#^Geometry geo image]1880 (map1881 (fn [pixel-triangle]1882 (filter1883 (fn [coord]1884 (inside-triangle? (->triangle pixel-triangle)1885 (->vector3f coord)))1886 (white-coordinates image (convex-bounds pixel-triangle))))1887 (pixel-triangles geo image)))1889 (defn feeler-world-coords1890 "Returns the coordinates of the feelers in world space in lists, one1891 list for each triangle, ordered in the same way as (triangles) and1892 (pixel-triangles)."1893 [#^Geometry geo image]1894 (let [transforms1895 (map #(triangles->affine-transform1896 (->triangle %1) (->triangle %2))1897 (pixel-triangles geo image)1898 (triangles geo))]1899 (map (fn [transform coords]1900 (map #(.mult transform (->vector3f %)) coords))1901 transforms (feeler-pixel-coords geo image))))1902 #+END_SRC1903 #+end_listing1905 #+caption: Program to get the position of the base and tip of1906 #+caption: each ``feeler''1907 #+name: feeler-tips1908 #+begin_listing clojure1909 #+BEGIN_SRC clojure1910 (defn feeler-origins1911 "The world space coordinates of the root of each feeler."1912 [#^Geometry geo image]1913 (reduce concat (feeler-world-coords geo image)))1915 (defn feeler-tips1916 "The world space coordinates of the tip of each feeler."1917 [#^Geometry geo image]1918 (let [world-coords (feeler-world-coords geo image)1919 normals1920 (map1921 (fn [triangle]1922 (.calculateNormal triangle)1923 (.clone (.getNormal triangle)))1924 (map ->triangle (triangles geo)))]1926 (mapcat (fn [origins normal]1927 (map #(.add % normal) origins))1928 world-coords normals)))1930 (defn touch-topology1931 [#^Geometry geo image]1932 (collapse (reduce concat (feeler-pixel-coords geo image))))1933 #+END_SRC1934 #+end_listing1936 *** Simulated Touch1938 Now that the functions to construct feelers are complete,1939 =touch-kernel= generates functions to be called from within a1940 simulation that perform the necessary physics collisions to1941 collect tactile data, and =touch!= recursively applies it to every1942 node in the creature.1944 #+caption: Efficient program to transform a ray from1945 #+caption: one position to another.1946 #+name: set-ray1947 #+begin_listing clojure1948 #+BEGIN_SRC clojure1949 (defn set-ray [#^Ray ray #^Matrix4f transform1950 #^Vector3f origin #^Vector3f tip]1951 ;; Doing everything locally reduces garbage collection by enough to1952 ;; be worth it.1953 (.mult transform origin (.getOrigin ray))1954 (.mult transform tip (.getDirection ray))1955 (.subtractLocal (.getDirection ray) (.getOrigin ray))1956 (.normalizeLocal (.getDirection ray)))1957 #+END_SRC1958 #+end_listing1960 #+caption: This is the core of touch in =CORTEX= each feeler1961 #+caption: follows the object it is bound to, reporting any1962 #+caption: collisions that may happen.1963 #+name: touch-kernel1964 #+begin_listing clojure1965 #+BEGIN_SRC clojure1966 (defn touch-kernel1967 "Constructs a function which will return tactile sensory data from1968 'geo when called from inside a running simulation"1969 [#^Geometry geo]1970 (if-let1971 [profile (tactile-sensor-profile geo)]1972 (let [ray-reference-origins (feeler-origins geo profile)1973 ray-reference-tips (feeler-tips geo profile)1974 ray-length (tactile-scale geo)1975 current-rays (map (fn [_] (Ray.)) ray-reference-origins)1976 topology (touch-topology geo profile)1977 correction (float (* ray-length -0.2))]1978 ;; slight tolerance for very close collisions.1979 (dorun1980 (map (fn [origin tip]1981 (.addLocal origin (.mult (.subtract tip origin)1982 correction)))1983 ray-reference-origins ray-reference-tips))1984 (dorun (map #(.setLimit % ray-length) current-rays))1985 (fn [node]1986 (let [transform (.getWorldMatrix geo)]1987 (dorun1988 (map (fn [ray ref-origin ref-tip]1989 (set-ray ray transform ref-origin ref-tip))1990 current-rays ray-reference-origins1991 ray-reference-tips))1992 (vector1993 topology1994 (vec1995 (for [ray current-rays]1996 (do1997 (let [results (CollisionResults.)]1998 (.collideWith node ray results)1999 (let [touch-objects2000 (filter #(not (= geo (.getGeometry %)))2001 results)2002 limit (.getLimit ray)]2003 [(if (empty? touch-objects)2004 limit2005 (let [response2006 (apply min (map #(.getDistance %)2007 touch-objects))]2008 (FastMath/clamp2009 (float2010 (if (> response limit) (float 0.0)2011 (+ response correction)))2012 (float 0.0)2013 limit)))2014 limit])))))))))))2015 #+END_SRC2016 #+end_listing2018 Armed with the =touch!= function, =CORTEX= becomes capable of2019 giving creatures a sense of touch. A simple test is to create a2020 cube that is outfitted with a uniform distrubition of touch2021 sensors. It can feel the ground and any balls that it touches.2023 #+caption: =CORTEX= interface for creating touch in a simulated2024 #+caption: creature.2025 #+name: touch2026 #+begin_listing clojure2027 #+BEGIN_SRC clojure2028 (defn touch!2029 "Endow the creature with the sense of touch. Returns a sequence of2030 functions, one for each body part with a tactile-sensor-profile,2031 each of which when called returns sensory data for that body part."2032 [#^Node creature]2033 (filter2034 (comp not nil?)2035 (map touch-kernel2036 (filter #(isa? (class %) Geometry)2037 (node-seq creature)))))2038 #+END_SRC2039 #+end_listing2041 The tactile-sensor-profile image for the touch cube is a simple2042 cross with a unifom distribution of touch sensors:2044 #+caption: The touch profile for the touch-cube. Each pure white2045 #+caption: pixel defines a touch sensitive feeler.2046 #+name: touch-cube-uv-map2047 #+ATTR_LaTeX: :width 7cm2048 [[./images/touch-profile.png]]2050 #+caption: The touch cube reacts to canonballs. The black, red,2051 #+caption: and white cross on the right is a visual display of2052 #+caption: the creature's touch. White means that it is feeling2053 #+caption: something strongly, black is not feeling anything,2054 #+caption: and gray is in-between. The cube can feel both the2055 #+caption: floor and the ball. Notice that when the ball causes2056 #+caption: the cube to tip, that the bottom face can still feel2057 #+caption: part of the ground.2058 #+name: touch-cube-uv-map2059 #+ATTR_LaTeX: :width 15cm2060 [[./images/touch-cube.png]]2062 ** Proprioception is the sense that makes everything ``real''2064 Close your eyes, and touch your nose with your right index finger.2065 How did you do it? You could not see your hand, and neither your2066 hand nor your nose could use the sense of touch to guide the path2067 of your hand. There are no sound cues, and Taste and Smell2068 certainly don't provide any help. You know where your hand is2069 without your other senses because of Proprioception.2071 Humans can sometimes loose this sense through viral infections or2072 damage to the spinal cord or brain, and when they do, they loose2073 the ability to control their own bodies without looking directly at2074 the parts they want to move. In [[http://en.wikipedia.org/wiki/The_Man_Who_Mistook_His_Wife_for_a_Hat][The Man Who Mistook His Wife for a2075 Hat]], a woman named Christina looses this sense and has to learn how2076 to move by carefully watching her arms and legs. She describes2077 proprioception as the "eyes of the body, the way the body sees2078 itself".2080 Proprioception in humans is mediated by [[http://en.wikipedia.org/wiki/Articular_capsule][joint capsules]], [[http://en.wikipedia.org/wiki/Muscle_spindle][muscle2081 spindles]], and the [[http://en.wikipedia.org/wiki/Golgi_tendon_organ][Golgi tendon organs]]. These measure the relative2082 positions of each body part by monitoring muscle strain and length.2084 It's clear that this is a vital sense for fluid, graceful movement.2085 It's also particularly easy to implement in jMonkeyEngine.2087 My simulated proprioception calculates the relative angles of each2088 joint from the rest position defined in the blender file. This2089 simulates the muscle-spindles and joint capsules. I will deal with2090 Golgi tendon organs, which calculate muscle strain, in the next2091 section.2093 *** Helper functions2095 =absolute-angle= calculates the angle between two vectors,2096 relative to a third axis vector. This angle is the number of2097 radians you have to move counterclockwise around the axis vector2098 to get from the first to the second vector. It is not commutative2099 like a normal dot-product angle is.2101 The purpose of these functions is to build a system of angle2102 measurement that is biologically plausable.2104 #+caption: Program to measure angles along a vector2105 #+name: helpers2106 #+begin_listing clojure2107 #+BEGIN_SRC clojure2108 (defn right-handed?2109 "true iff the three vectors form a right handed coordinate2110 system. The three vectors do not have to be normalized or2111 orthogonal."2112 [vec1 vec2 vec3]2113 (pos? (.dot (.cross vec1 vec2) vec3)))2115 (defn absolute-angle2116 "The angle between 'vec1 and 'vec2 around 'axis. In the range2117 [0 (* 2 Math/PI)]."2118 [vec1 vec2 axis]2119 (let [angle (.angleBetween vec1 vec2)]2120 (if (right-handed? vec1 vec2 axis)2121 angle (- (* 2 Math/PI) angle))))2122 #+END_SRC2123 #+end_listing2125 *** Proprioception Kernel2127 Given a joint, =proprioception-kernel= produces a function that2128 calculates the Euler angles between the the objects the joint2129 connects. The only tricky part here is making the angles relative2130 to the joint's initial ``straightness''.2132 #+caption: Program to return biologially reasonable proprioceptive2133 #+caption: data for each joint.2134 #+name: proprioception2135 #+begin_listing clojure2136 #+BEGIN_SRC clojure2137 (defn proprioception-kernel2138 "Returns a function which returns proprioceptive sensory data when2139 called inside a running simulation."2140 [#^Node parts #^Node joint]2141 (let [[obj-a obj-b] (joint-targets parts joint)2142 joint-rot (.getWorldRotation joint)2143 x0 (.mult joint-rot Vector3f/UNIT_X)2144 y0 (.mult joint-rot Vector3f/UNIT_Y)2145 z0 (.mult joint-rot Vector3f/UNIT_Z)]2146 (fn []2147 (let [rot-a (.clone (.getWorldRotation obj-a))2148 rot-b (.clone (.getWorldRotation obj-b))2149 x (.mult rot-a x0)2150 y (.mult rot-a y0)2151 z (.mult rot-a z0)2153 X (.mult rot-b x0)2154 Y (.mult rot-b y0)2155 Z (.mult rot-b z0)2156 heading (Math/atan2 (.dot X z) (.dot X x))2157 pitch (Math/atan2 (.dot X y) (.dot X x))2159 ;; rotate x-vector back to origin2160 reverse2161 (doto (Quaternion.)2162 (.fromAngleAxis2163 (.angleBetween X x)2164 (let [cross (.normalize (.cross X x))]2165 (if (= 0 (.length cross)) y cross))))2166 roll (absolute-angle (.mult reverse Y) y x)]2167 [heading pitch roll]))))2169 (defn proprioception!2170 "Endow the creature with the sense of proprioception. Returns a2171 sequence of functions, one for each child of the \"joints\" node in2172 the creature, which each report proprioceptive information about2173 that joint."2174 [#^Node creature]2175 ;; extract the body's joints2176 (let [senses (map (partial proprioception-kernel creature)2177 (joints creature))]2178 (fn []2179 (map #(%) senses))))2180 #+END_SRC2181 #+end_listing2183 =proprioception!= maps =proprioception-kernel= across all the2184 joints of the creature. It uses the same list of joints that2185 =joints= uses. Proprioception is the easiest sense to implement in2186 =CORTEX=, and it will play a crucial role when efficiently2187 implementing empathy.2189 #+caption: In the upper right corner, the three proprioceptive2190 #+caption: angle measurements are displayed. Red is yaw, Green is2191 #+caption: pitch, and White is roll.2192 #+name: proprio2193 #+ATTR_LaTeX: :width 11cm2194 [[./images/proprio.png]]2196 ** Muscles are both effectors and sensors2198 Surprisingly enough, terrestrial creatures only move by using2199 torque applied about their joints. There's not a single straight2200 line of force in the human body at all! (A straight line of force2201 would correspond to some sort of jet or rocket propulsion.)2203 In humans, muscles are composed of muscle fibers which can contract2204 to exert force. The muscle fibers which compose a muscle are2205 partitioned into discrete groups which are each controlled by a2206 single alpha motor neuron. A single alpha motor neuron might2207 control as little as three or as many as one thousand muscle2208 fibers. When the alpha motor neuron is engaged by the spinal cord,2209 it activates all of the muscle fibers to which it is attached. The2210 spinal cord generally engages the alpha motor neurons which control2211 few muscle fibers before the motor neurons which control many2212 muscle fibers. This recruitment strategy allows for precise2213 movements at low strength. The collection of all motor neurons that2214 control a muscle is called the motor pool. The brain essentially2215 says "activate 30% of the motor pool" and the spinal cord recruits2216 motor neurons until 30% are activated. Since the distribution of2217 power among motor neurons is unequal and recruitment goes from2218 weakest to strongest, the first 30% of the motor pool might be 5%2219 of the strength of the muscle.2221 My simulated muscles follow a similar design: Each muscle is2222 defined by a 1-D array of numbers (the "motor pool"). Each entry in2223 the array represents a motor neuron which controls a number of2224 muscle fibers equal to the value of the entry. Each muscle has a2225 scalar strength factor which determines the total force the muscle2226 can exert when all motor neurons are activated. The effector2227 function for a muscle takes a number to index into the motor pool,2228 and then "activates" all the motor neurons whose index is lower or2229 equal to the number. Each motor-neuron will apply force in2230 proportion to its value in the array. Lower values cause less2231 force. The lower values can be put at the "beginning" of the 1-D2232 array to simulate the layout of actual human muscles, which are2233 capable of more precise movements when exerting less force. Or, the2234 motor pool can simulate more exotic recruitment strategies which do2235 not correspond to human muscles.2237 This 1D array is defined in an image file for ease of2238 creation/visualization. Here is an example muscle profile image.2240 #+caption: A muscle profile image that describes the strengths2241 #+caption: of each motor neuron in a muscle. White is weakest2242 #+caption: and dark red is strongest. This particular pattern2243 #+caption: has weaker motor neurons at the beginning, just2244 #+caption: like human muscle.2245 #+name: muscle-recruit2246 #+ATTR_LaTeX: :width 7cm2247 [[./images/basic-muscle.png]]2249 *** Muscle meta-data2251 #+caption: Program to deal with loading muscle data from a blender2252 #+caption: file's metadata.2253 #+name: motor-pool2254 #+begin_listing clojure2255 #+BEGIN_SRC clojure2256 (defn muscle-profile-image2257 "Get the muscle-profile image from the node's blender meta-data."2258 [#^Node muscle]2259 (if-let [image (meta-data muscle "muscle")]2260 (load-image image)))2262 (defn muscle-strength2263 "Return the strength of this muscle, or 1 if it is not defined."2264 [#^Node muscle]2265 (if-let [strength (meta-data muscle "strength")]2266 strength 1))2268 (defn motor-pool2269 "Return a vector where each entry is the strength of the \"motor2270 neuron\" at that part in the muscle."2271 [#^Node muscle]2272 (let [profile (muscle-profile-image muscle)]2273 (vec2274 (let [width (.getWidth profile)]2275 (for [x (range width)]2276 (- 2552277 (bit-and2278 0x0000FF2279 (.getRGB profile x 0))))))))2280 #+END_SRC2281 #+end_listing2283 Of note here is =motor-pool= which interprets the muscle-profile2284 image in a way that allows me to use gradients between white and2285 red, instead of shades of gray as I've been using for all the2286 other senses. This is purely an aesthetic touch.2288 *** Creating muscles2290 #+caption: This is the core movement functoion in =CORTEX=, which2291 #+caption: implements muscles that report on their activation.2292 #+name: muscle-kernel2293 #+begin_listing clojure2294 #+BEGIN_SRC clojure2295 (defn movement-kernel2296 "Returns a function which when called with a integer value inside a2297 running simulation will cause movement in the creature according2298 to the muscle's position and strength profile. Each function2299 returns the amount of force applied / max force."2300 [#^Node creature #^Node muscle]2301 (let [target (closest-node creature muscle)2302 axis2303 (.mult (.getWorldRotation muscle) Vector3f/UNIT_Y)2304 strength (muscle-strength muscle)2306 pool (motor-pool muscle)2307 pool-integral (reductions + pool)2308 forces2309 (vec (map #(float (* strength (/ % (last pool-integral))))2310 pool-integral))2311 control (.getControl target RigidBodyControl)]2312 ;;(println-repl (.getName target) axis)2313 (fn [n]2314 (let [pool-index (max 0 (min n (dec (count pool))))2315 force (forces pool-index)]2316 (.applyTorque control (.mult axis force))2317 (float (/ force strength))))))2319 (defn movement!2320 "Endow the creature with the power of movement. Returns a sequence2321 of functions, each of which accept an integer value and will2322 activate their corresponding muscle."2323 [#^Node creature]2324 (for [muscle (muscles creature)]2325 (movement-kernel creature muscle)))2326 #+END_SRC2327 #+end_listing2330 =movement-kernel= creates a function that will move the nearest2331 physical object to the muscle node. The muscle exerts a rotational2332 force dependent on it's orientation to the object in the blender2333 file. The function returned by =movement-kernel= is also a sense2334 function: it returns the percent of the total muscle strength that2335 is currently being employed. This is analogous to muscle tension2336 in humans and completes the sense of proprioception begun in the2337 last section.2339 ** =CORTEX= brings complex creatures to life!2341 The ultimate test of =CORTEX= is to create a creature with the full2342 gamut of senses and put it though its paces.2344 With all senses enabled, my right hand model looks like an2345 intricate marionette hand with several strings for each finger:2347 #+caption: View of the hand model with all sense nodes. You can see2348 #+caption: the joint, muscle, ear, and eye nodess here.2349 #+name: hand-nodes-12350 #+ATTR_LaTeX: :width 11cm2351 [[./images/hand-with-all-senses2.png]]2353 #+caption: An alternate view of the hand.2354 #+name: hand-nodes-22355 #+ATTR_LaTeX: :width 15cm2356 [[./images/hand-with-all-senses3.png]]2358 With the hand fully rigged with senses, I can run it though a test2359 that will test everything.2361 #+caption: A full test of the hand with all senses. Note expecially2362 #+caption: the interactions the hand has with itself: it feels2363 #+caption: its own palm and fingers, and when it curls its fingers,2364 #+caption: it sees them with its eye (which is located in the center2365 #+caption: of the palm. The red block appears with a pure tone sound.2366 #+caption: The hand then uses its muscles to launch the cube!2367 #+name: integration2368 #+ATTR_LaTeX: :width 16cm2369 [[./images/integration.png]]2371 ** =CORTEX= enables many possiblities for further research2373 Often times, the hardest part of building a system involving2374 creatures is dealing with physics and graphics. =CORTEX= removes2375 much of this initial difficulty and leaves researchers free to2376 directly pursue their ideas. I hope that even undergrads with a2377 passing curiosity about simulated touch or creature evolution will2378 be able to use cortex for experimentation. =CORTEX= is a completely2379 simulated world, and far from being a disadvantage, its simulated2380 nature enables you to create senses and creatures that would be2381 impossible to make in the real world.2383 While not by any means a complete list, here are some paths2384 =CORTEX= is well suited to help you explore:2386 - Empathy :: my empathy program leaves many areas for2387 improvement, among which are using vision to infer2388 proprioception and looking up sensory experience with imagined2389 vision, touch, and sound.2390 - Evolution :: Karl Sims created a rich environment for2391 simulating the evolution of creatures on a connection2392 machine. Today, this can be redone and expanded with =CORTEX=2393 on an ordinary computer.2394 - Exotic senses :: Cortex enables many fascinating senses that are2395 not possible to build in the real world. For example,2396 telekinesis is an interesting avenue to explore. You can also2397 make a ``semantic'' sense which looks up metadata tags on2398 objects in the environment the metadata tags might contain2399 other sensory information.2400 - Imagination via subworlds :: this would involve a creature with2401 an effector which creates an entire new sub-simulation where2402 the creature has direct control over placement/creation of2403 objects via simulated telekinesis. The creature observes this2404 sub-world through it's normal senses and uses its observations2405 to make predictions about its top level world.2406 - Simulated prescience :: step the simulation forward a few ticks,2407 gather sensory data, then supply this data for the creature as2408 one of its actual senses. The cost of prescience is slowing2409 the simulation down by a factor proportional to however far2410 you want the entities to see into the future. What happens2411 when two evolved creatures that can each see into the future2412 fight each other?2413 - Swarm creatures :: Program a group of creatures that cooperate2414 with each other. Because the creatures would be simulated, you2415 could investigate computationally complex rules of behavior2416 which still, from the group's point of view, would happen in2417 ``real time''. Interactions could be as simple as cellular2418 organisms communicating via flashing lights, or as complex as2419 humanoids completing social tasks, etc.2420 - =HACKER= for writing muscle-control programs :: Presented with2421 low-level muscle control/ sense API, generate higher level2422 programs for accomplishing various stated goals. Example goals2423 might be "extend all your fingers" or "move your hand into the2424 area with blue light" or "decrease the angle of this joint".2425 It would be like Sussman's HACKER, except it would operate2426 with much more data in a more realistic world. Start off with2427 "calisthenics" to develop subroutines over the motor control2428 API. This would be the "spinal chord" of a more intelligent2429 creature. The low level programming code might be a turning2430 machine that could develop programs to iterate over a "tape"2431 where each entry in the tape could control recruitment of the2432 fibers in a muscle.2433 - Sense fusion :: There is much work to be done on sense2434 integration -- building up a coherent picture of the world and2435 the things in it with =CORTEX= as a base, you can explore2436 concepts like self-organizing maps or cross modal clustering2437 in ways that have never before been tried.2438 - Inverse kinematics :: experiments in sense guided motor control2439 are easy given =CORTEX='s support -- you can get right to the2440 hard control problems without worrying about physics or2441 senses.2443 * Empathy in a simulated worm2445 Here I develop a computational model of empathy, using =CORTEX= as a2446 base. Empathy in this context is the ability to observe another2447 creature and infer what sorts of sensations that creature is2448 feeling. My empathy algorithm involves multiple phases. First is2449 free-play, where the creature moves around and gains sensory2450 experience. From this experience I construct a representation of the2451 creature's sensory state space, which I call \Phi-space. Using2452 \Phi-space, I construct an efficient function which takes the2453 limited data that comes from observing another creature and enriches2454 it full compliment of imagined sensory data. I can then use the2455 imagined sensory data to recognize what the observed creature is2456 doing and feeling, using straightforward embodied action predicates.2457 This is all demonstrated with using a simple worm-like creature, and2458 recognizing worm-actions based on limited data.2460 #+caption: Here is the worm with which we will be working.2461 #+caption: It is composed of 5 segments. Each segment has a2462 #+caption: pair of extensor and flexor muscles. Each of the2463 #+caption: worm's four joints is a hinge joint which allows2464 #+caption: about 30 degrees of rotation to either side. Each segment2465 #+caption: of the worm is touch-capable and has a uniform2466 #+caption: distribution of touch sensors on each of its faces.2467 #+caption: Each joint has a proprioceptive sense to detect2468 #+caption: relative positions. The worm segments are all the2469 #+caption: same except for the first one, which has a much2470 #+caption: higher weight than the others to allow for easy2471 #+caption: manual motor control.2472 #+name: basic-worm-view2473 #+ATTR_LaTeX: :width 10cm2474 [[./images/basic-worm-view.png]]2476 #+caption: Program for reading a worm from a blender file and2477 #+caption: outfitting it with the senses of proprioception,2478 #+caption: touch, and the ability to move, as specified in the2479 #+caption: blender file.2480 #+name: get-worm2481 #+begin_listing clojure2482 #+begin_src clojure2483 (defn worm []2484 (let [model (load-blender-model "Models/worm/worm.blend")]2485 {:body (doto model (body!))2486 :touch (touch! model)2487 :proprioception (proprioception! model)2488 :muscles (movement! model)}))2489 #+end_src2490 #+end_listing2492 ** Embodiment factors action recognition into managable parts2494 Using empathy, I divide the problem of action recognition into a2495 recognition process expressed in the language of a full compliment2496 of senses, and an imaganitive process that generates full sensory2497 data from partial sensory data. Splitting the action recognition2498 problem in this manner greatly reduces the total amount of work to2499 recognize actions: The imaganitive process is mostly just matching2500 previous experience, and the recognition process gets to use all2501 the senses to directly describe any action.2503 ** Action recognition is easy with a full gamut of senses2505 Embodied representations using multiple senses such as touch,2506 proprioception, and muscle tension turns out be be exceedingly2507 efficient at describing body-centered actions. It is the ``right2508 language for the job''. For example, it takes only around 5 lines2509 of LISP code to describe the action of ``curling'' using embodied2510 primitives. It takes about 10 lines to describe the seemingly2511 complicated action of wiggling.2513 The following action predicates each take a stream of sensory2514 experience, observe however much of it they desire, and decide2515 whether the worm is doing the action they describe. =curled?=2516 relies on proprioception, =resting?= relies on touch, =wiggling?=2517 relies on a fourier analysis of muscle contraction, and2518 =grand-circle?= relies on touch and reuses =curled?= as a gaurd.2520 #+caption: Program for detecting whether the worm is curled. This is the2521 #+caption: simplest action predicate, because it only uses the last frame2522 #+caption: of sensory experience, and only uses proprioceptive data. Even2523 #+caption: this simple predicate, however, is automatically frame2524 #+caption: independent and ignores vermopomorphic differences such as2525 #+caption: worm textures and colors.2526 #+name: curled2527 #+begin_listing clojure2528 #+begin_src clojure2529 (defn curled?2530 "Is the worm curled up?"2531 [experiences]2532 (every?2533 (fn [[_ _ bend]]2534 (> (Math/sin bend) 0.64))2535 (:proprioception (peek experiences))))2536 #+end_src2537 #+end_listing2539 #+caption: Program for summarizing the touch information in a patch2540 #+caption: of skin.2541 #+name: touch-summary2542 #+begin_listing clojure2543 #+begin_src clojure2544 (defn contact2545 "Determine how much contact a particular worm segment has with2546 other objects. Returns a value between 0 and 1, where 1 is full2547 contact and 0 is no contact."2548 [touch-region [coords contact :as touch]]2549 (-> (zipmap coords contact)2550 (select-keys touch-region)2551 (vals)2552 (#(map first %))2553 (average)2554 (* 10)2555 (- 1)2556 (Math/abs)))2557 #+end_src2558 #+end_listing2561 #+caption: Program for detecting whether the worm is at rest. This program2562 #+caption: uses a summary of the tactile information from the underbelly2563 #+caption: of the worm, and is only true if every segment is touching the2564 #+caption: floor. Note that this function contains no references to2565 #+caption: proprioction at all.2566 #+name: resting2567 #+begin_listing clojure2568 #+begin_src clojure2569 (def worm-segment-bottom (rect-region [8 15] [14 22]))2571 (defn resting?2572 "Is the worm resting on the ground?"2573 [experiences]2574 (every?2575 (fn [touch-data]2576 (< 0.9 (contact worm-segment-bottom touch-data)))2577 (:touch (peek experiences))))2578 #+end_src2579 #+end_listing2581 #+caption: Program for detecting whether the worm is curled up into a2582 #+caption: full circle. Here the embodied approach begins to shine, as2583 #+caption: I am able to both use a previous action predicate (=curled?=)2584 #+caption: as well as the direct tactile experience of the head and tail.2585 #+name: grand-circle2586 #+begin_listing clojure2587 #+begin_src clojure2588 (def worm-segment-bottom-tip (rect-region [15 15] [22 22]))2590 (def worm-segment-top-tip (rect-region [0 15] [7 22]))2592 (defn grand-circle?2593 "Does the worm form a majestic circle (one end touching the other)?"2594 [experiences]2595 (and (curled? experiences)2596 (let [worm-touch (:touch (peek experiences))2597 tail-touch (worm-touch 0)2598 head-touch (worm-touch 4)]2599 (and (< 0.55 (contact worm-segment-bottom-tip tail-touch))2600 (< 0.55 (contact worm-segment-top-tip head-touch))))))2601 #+end_src2602 #+end_listing2605 #+caption: Program for detecting whether the worm has been wiggling for2606 #+caption: the last few frames. It uses a fourier analysis of the muscle2607 #+caption: contractions of the worm's tail to determine wiggling. This is2608 #+caption: signigicant because there is no particular frame that clearly2609 #+caption: indicates that the worm is wiggling --- only when multiple frames2610 #+caption: are analyzed together is the wiggling revealed. Defining2611 #+caption: wiggling this way also gives the worm an opportunity to learn2612 #+caption: and recognize ``frustrated wiggling'', where the worm tries to2613 #+caption: wiggle but can't. Frustrated wiggling is very visually different2614 #+caption: from actual wiggling, but this definition gives it to us for free.2615 #+name: wiggling2616 #+begin_listing clojure2617 #+begin_src clojure2618 (defn fft [nums]2619 (map2620 #(.getReal %)2621 (.transform2622 (FastFourierTransformer. DftNormalization/STANDARD)2623 (double-array nums) TransformType/FORWARD)))2625 (def indexed (partial map-indexed vector))2627 (defn max-indexed [s]2628 (first (sort-by (comp - second) (indexed s))))2630 (defn wiggling?2631 "Is the worm wiggling?"2632 [experiences]2633 (let [analysis-interval 0x40]2634 (when (> (count experiences) analysis-interval)2635 (let [a-flex 32636 a-ex 22637 muscle-activity2638 (map :muscle (vector:last-n experiences analysis-interval))2639 base-activity2640 (map #(- (% a-flex) (% a-ex)) muscle-activity)]2641 (= 22642 (first2643 (max-indexed2644 (map #(Math/abs %)2645 (take 20 (fft base-activity))))))))))2646 #+end_src2647 #+end_listing2649 With these action predicates, I can now recognize the actions of2650 the worm while it is moving under my control and I have access to2651 all the worm's senses.2653 #+caption: Use the action predicates defined earlier to report on2654 #+caption: what the worm is doing while in simulation.2655 #+name: report-worm-activity2656 #+begin_listing clojure2657 #+begin_src clojure2658 (defn debug-experience2659 [experiences text]2660 (cond2661 (grand-circle? experiences) (.setText text "Grand Circle")2662 (curled? experiences) (.setText text "Curled")2663 (wiggling? experiences) (.setText text "Wiggling")2664 (resting? experiences) (.setText text "Resting")))2665 #+end_src2666 #+end_listing2668 #+caption: Using =debug-experience=, the body-centered predicates2669 #+caption: work together to classify the behaviour of the worm.2670 #+caption: the predicates are operating with access to the worm's2671 #+caption: full sensory data.2672 #+name: basic-worm-view2673 #+ATTR_LaTeX: :width 10cm2674 [[./images/worm-identify-init.png]]2676 These action predicates satisfy the recognition requirement of an2677 empathic recognition system. There is power in the simplicity of2678 the action predicates. They describe their actions without getting2679 confused in visual details of the worm. Each one is frame2680 independent, but more than that, they are each indepent of2681 irrelevant visual details of the worm and the environment. They2682 will work regardless of whether the worm is a different color or2683 hevaily textured, or if the environment has strange lighting.2685 The trick now is to make the action predicates work even when the2686 sensory data on which they depend is absent. If I can do that, then2687 I will have gained much,2689 ** \Phi-space describes the worm's experiences2691 As a first step towards building empathy, I need to gather all of2692 the worm's experiences during free play. I use a simple vector to2693 store all the experiences.2695 Each element of the experience vector exists in the vast space of2696 all possible worm-experiences. Most of this vast space is actually2697 unreachable due to physical constraints of the worm's body. For2698 example, the worm's segments are connected by hinge joints that put2699 a practical limit on the worm's range of motions without limiting2700 its degrees of freedom. Some groupings of senses are impossible;2701 the worm can not be bent into a circle so that its ends are2702 touching and at the same time not also experience the sensation of2703 touching itself.2705 As the worm moves around during free play and its experience vector2706 grows larger, the vector begins to define a subspace which is all2707 the sensations the worm can practicaly experience during normal2708 operation. I call this subspace \Phi-space, short for2709 physical-space. The experience vector defines a path through2710 \Phi-space. This path has interesting properties that all derive2711 from physical embodiment. The proprioceptive components are2712 completely smooth, because in order for the worm to move from one2713 position to another, it must pass through the intermediate2714 positions. The path invariably forms loops as actions are repeated.2715 Finally and most importantly, proprioception actually gives very2716 strong inference about the other senses. For example, when the worm2717 is flat, you can infer that it is touching the ground and that its2718 muscles are not active, because if the muscles were active, the2719 worm would be moving and would not be perfectly flat. In order to2720 stay flat, the worm has to be touching the ground, or it would2721 again be moving out of the flat position due to gravity. If the2722 worm is positioned in such a way that it interacts with itself,2723 then it is very likely to be feeling the same tactile feelings as2724 the last time it was in that position, because it has the same body2725 as then. If you observe multiple frames of proprioceptive data,2726 then you can become increasingly confident about the exact2727 activations of the worm's muscles, because it generally takes a2728 unique combination of muscle contractions to transform the worm's2729 body along a specific path through \Phi-space.2731 There is a simple way of taking \Phi-space and the total ordering2732 provided by an experience vector and reliably infering the rest of2733 the senses.2735 ** Empathy is the process of tracing though \Phi-space2737 Here is the core of a basic empathy algorithm, starting with an2738 experience vector:2740 First, group the experiences into tiered proprioceptive bins. I use2741 powers of 10 and 3 bins, and the smallest bin has an approximate2742 size of 0.001 radians in all proprioceptive dimensions.2744 Then, given a sequence of proprioceptive input, generate a set of2745 matching experience records for each input, using the tiered2746 proprioceptive bins.2748 Finally, to infer sensory data, select the longest consective chain2749 of experiences. Conecutive experience means that the experiences2750 appear next to each other in the experience vector.2752 This algorithm has three advantages:2754 1. It's simple2756 3. It's very fast -- retrieving possible interpretations takes2757 constant time. Tracing through chains of interpretations takes2758 time proportional to the average number of experiences in a2759 proprioceptive bin. Redundant experiences in \Phi-space can be2760 merged to save computation.2762 2. It protects from wrong interpretations of transient ambiguous2763 proprioceptive data. For example, if the worm is flat for just2764 an instant, this flattness will not be interpreted as implying2765 that the worm has its muscles relaxed, since the flattness is2766 part of a longer chain which includes a distinct pattern of2767 muscle activation. Markov chains or other memoryless statistical2768 models that operate on individual frames may very well make this2769 mistake.2771 #+caption: Program to convert an experience vector into a2772 #+caption: proprioceptively binned lookup function.2773 #+name: bin2774 #+begin_listing clojure2775 #+begin_src clojure2776 (defn bin [digits]2777 (fn [angles]2778 (->> angles2779 (flatten)2780 (map (juxt #(Math/sin %) #(Math/cos %)))2781 (flatten)2782 (mapv #(Math/round (* % (Math/pow 10 (dec digits))))))))2784 (defn gen-phi-scan2785 "Nearest-neighbors with binning. Only returns a result if2786 the propriceptive data is within 10% of a previously recorded2787 result in all dimensions."2788 [phi-space]2789 (let [bin-keys (map bin [3 2 1])2790 bin-maps2791 (map (fn [bin-key]2792 (group-by2793 (comp bin-key :proprioception phi-space)2794 (range (count phi-space)))) bin-keys)2795 lookups (map (fn [bin-key bin-map]2796 (fn [proprio] (bin-map (bin-key proprio))))2797 bin-keys bin-maps)]2798 (fn lookup [proprio-data]2799 (set (some #(% proprio-data) lookups)))))2800 #+end_src2801 #+end_listing2803 #+caption: =longest-thread= finds the longest path of consecutive2804 #+caption: experiences to explain proprioceptive worm data.2805 #+name: phi-space-history-scan2806 #+ATTR_LaTeX: :width 10cm2807 [[./images/aurellem-gray.png]]2809 =longest-thread= infers sensory data by stitching together pieces2810 from previous experience. It prefers longer chains of previous2811 experience to shorter ones. For example, during training the worm2812 might rest on the ground for one second before it performs its2813 excercises. If during recognition the worm rests on the ground for2814 five seconds, =longest-thread= will accomodate this five second2815 rest period by looping the one second rest chain five times.2817 =longest-thread= takes time proportinal to the average number of2818 entries in a proprioceptive bin, because for each element in the2819 starting bin it performes a series of set lookups in the preceeding2820 bins. If the total history is limited, then this is only a constant2821 multiple times the number of entries in the starting bin. This2822 analysis also applies even if the action requires multiple longest2823 chains -- it's still the average number of entries in a2824 proprioceptive bin times the desired chain length. Because2825 =longest-thread= is so efficient and simple, I can interpret2826 worm-actions in real time.2828 #+caption: Program to calculate empathy by tracing though \Phi-space2829 #+caption: and finding the longest (ie. most coherent) interpretation2830 #+caption: of the data.2831 #+name: longest-thread2832 #+begin_listing clojure2833 #+begin_src clojure2834 (defn longest-thread2835 "Find the longest thread from phi-index-sets. The index sets should2836 be ordered from most recent to least recent."2837 [phi-index-sets]2838 (loop [result '()2839 [thread-bases & remaining :as phi-index-sets] phi-index-sets]2840 (if (empty? phi-index-sets)2841 (vec result)2842 (let [threads2843 (for [thread-base thread-bases]2844 (loop [thread (list thread-base)2845 remaining remaining]2846 (let [next-index (dec (first thread))]2847 (cond (empty? remaining) thread2848 (contains? (first remaining) next-index)2849 (recur2850 (cons next-index thread) (rest remaining))2851 :else thread))))2852 longest-thread2853 (reduce (fn [thread-a thread-b]2854 (if (> (count thread-a) (count thread-b))2855 thread-a thread-b))2856 '(nil)2857 threads)]2858 (recur (concat longest-thread result)2859 (drop (count longest-thread) phi-index-sets))))))2860 #+end_src2861 #+end_listing2863 There is one final piece, which is to replace missing sensory data2864 with a best-guess estimate. While I could fill in missing data by2865 using a gradient over the closest known sensory data points,2866 averages can be misleading. It is certainly possible to create an2867 impossible sensory state by averaging two possible sensory states.2868 Therefore, I simply replicate the most recent sensory experience to2869 fill in the gaps.2871 #+caption: Fill in blanks in sensory experience by replicating the most2872 #+caption: recent experience.2873 #+name: infer-nils2874 #+begin_listing clojure2875 #+begin_src clojure2876 (defn infer-nils2877 "Replace nils with the next available non-nil element in the2878 sequence, or barring that, 0."2879 [s]2880 (loop [i (dec (count s))2881 v (transient s)]2882 (if (zero? i) (persistent! v)2883 (if-let [cur (v i)]2884 (if (get v (dec i) 0)2885 (recur (dec i) v)2886 (recur (dec i) (assoc! v (dec i) cur)))2887 (recur i (assoc! v i 0))))))2888 #+end_src2889 #+end_listing2891 ** Efficient action recognition with =EMPATH=2893 To use =EMPATH= with the worm, I first need to gather a set of2894 experiences from the worm that includes the actions I want to2895 recognize. The =generate-phi-space= program (listing2896 \ref{generate-phi-space} runs the worm through a series of2897 exercices and gatheres those experiences into a vector. The2898 =do-all-the-things= program is a routine expressed in a simple2899 muscle contraction script language for automated worm control. It2900 causes the worm to rest, curl, and wiggle over about 700 frames2901 (approx. 11 seconds).2903 #+caption: Program to gather the worm's experiences into a vector for2904 #+caption: further processing. The =motor-control-program= line uses2905 #+caption: a motor control script that causes the worm to execute a series2906 #+caption: of ``exercices'' that include all the action predicates.2907 #+name: generate-phi-space2908 #+begin_listing clojure2909 #+begin_src clojure2910 (def do-all-the-things2911 (concat2912 curl-script2913 [[300 :d-ex 40]2914 [320 :d-ex 0]]2915 (shift-script 280 (take 16 wiggle-script))))2917 (defn generate-phi-space []2918 (let [experiences (atom [])]2919 (run-world2920 (apply-map2921 worm-world2922 (merge2923 (worm-world-defaults)2924 {:end-frame 7002925 :motor-control2926 (motor-control-program worm-muscle-labels do-all-the-things)2927 :experiences experiences})))2928 @experiences))2929 #+end_src2930 #+end_listing2932 #+caption: Use longest thread and a phi-space generated from a short2933 #+caption: exercise routine to interpret actions during free play.2934 #+name: empathy-debug2935 #+begin_listing clojure2936 #+begin_src clojure2937 (defn init []2938 (def phi-space (generate-phi-space))2939 (def phi-scan (gen-phi-scan phi-space)))2941 (defn empathy-demonstration []2942 (let [proprio (atom ())]2943 (fn2944 [experiences text]2945 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]2946 (swap! proprio (partial cons phi-indices))2947 (let [exp-thread (longest-thread (take 300 @proprio))2948 empathy (mapv phi-space (infer-nils exp-thread))]2949 (println-repl (vector:last-n exp-thread 22))2950 (cond2951 (grand-circle? empathy) (.setText text "Grand Circle")2952 (curled? empathy) (.setText text "Curled")2953 (wiggling? empathy) (.setText text "Wiggling")2954 (resting? empathy) (.setText text "Resting")2955 :else (.setText text "Unknown")))))))2957 (defn empathy-experiment [record]2958 (.start (worm-world :experience-watch (debug-experience-phi)2959 :record record :worm worm*)))2960 #+end_src2961 #+end_listing2963 The result of running =empathy-experiment= is that the system is2964 generally able to interpret worm actions using the action-predicates2965 on simulated sensory data just as well as with actual data. Figure2966 \ref{empathy-debug-image} was generated using =empathy-experiment=:2968 #+caption: From only proprioceptive data, =EMPATH= was able to infer2969 #+caption: the complete sensory experience and classify four poses2970 #+caption: (The last panel shows a composite image of \emph{wriggling},2971 #+caption: a dynamic pose.)2972 #+name: empathy-debug-image2973 #+ATTR_LaTeX: :width 10cm :placement [H]2974 [[./images/empathy-1.png]]2976 One way to measure the performance of =EMPATH= is to compare the2977 sutiability of the imagined sense experience to trigger the same2978 action predicates as the real sensory experience.2980 #+caption: Determine how closely empathy approximates actual2981 #+caption: sensory data.2982 #+name: test-empathy-accuracy2983 #+begin_listing clojure2984 #+begin_src clojure2985 (def worm-action-label2986 (juxt grand-circle? curled? wiggling?))2988 (defn compare-empathy-with-baseline [matches]2989 (let [proprio (atom ())]2990 (fn2991 [experiences text]2992 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]2993 (swap! proprio (partial cons phi-indices))2994 (let [exp-thread (longest-thread (take 300 @proprio))2995 empathy (mapv phi-space (infer-nils exp-thread))2996 experience-matches-empathy2997 (= (worm-action-label experiences)2998 (worm-action-label empathy))]2999 (println-repl experience-matches-empathy)3000 (swap! matches #(conj % experience-matches-empathy)))))))3002 (defn accuracy [v]3003 (float (/ (count (filter true? v)) (count v))))3005 (defn test-empathy-accuracy []3006 (let [res (atom [])]3007 (run-world3008 (worm-world :experience-watch3009 (compare-empathy-with-baseline res)3010 :worm worm*))3011 (accuracy @res)))3012 #+end_src3013 #+end_listing3015 Running =test-empathy-accuracy= using the very short exercise3016 program defined in listing \ref{generate-phi-space}, and then doing3017 a similar pattern of activity manually yeilds an accuracy of around3018 73%. This is based on very limited worm experience. By training the3019 worm for longer, the accuracy dramatically improves.3021 #+caption: Program to generate \Phi-space using manual training.3022 #+name: manual-phi-space3023 #+begin_listing clojure3024 #+begin_src clojure3025 (defn init-interactive []3026 (def phi-space3027 (let [experiences (atom [])]3028 (run-world3029 (apply-map3030 worm-world3031 (merge3032 (worm-world-defaults)3033 {:experiences experiences})))3034 @experiences))3035 (def phi-scan (gen-phi-scan phi-space)))3036 #+end_src3037 #+end_listing3039 After about 1 minute of manual training, I was able to achieve 95%3040 accuracy on manual testing of the worm using =init-interactive= and3041 =test-empathy-accuracy=. The majority of errors are near the3042 boundaries of transitioning from one type of action to another.3043 During these transitions the exact label for the action is more open3044 to interpretation, and dissaggrement between empathy and experience3045 is more excusable.3047 ** Digression: bootstrapping touch using free exploration3049 In the previous section I showed how to compute actions in terms of3050 body-centered predicates which relied averate touch activation of3051 pre-defined regions of the worm's skin. What if, instead of recieving3052 touch pre-grouped into the six faces of each worm segment, the true3053 topology of the worm's skin was unknown? This is more similiar to how3054 a nerve fiber bundle might be arranged. While two fibers that are3055 close in a nerve bundle /might/ correspond to two touch sensors that3056 are close together on the skin, the process of taking a complicated3057 surface and forcing it into essentially a circle requires some cuts3058 and rerragenments.3060 In this section I show how to automatically learn the skin-topology of3061 a worm segment by free exploration. As the worm rolls around on the3062 floor, large sections of its surface get activated. If the worm has3063 stopped moving, then whatever region of skin that is touching the3064 floor is probably an important region, and should be recorded.3066 #+caption: Program to detect whether the worm is in a resting state3067 #+caption: with one face touching the floor.3068 #+name: pure-touch3069 #+begin_listing clojure3070 #+begin_src clojure3071 (def full-contact [(float 0.0) (float 0.1)])3073 (defn pure-touch?3074 "This is worm specific code to determine if a large region of touch3075 sensors is either all on or all off."3076 [[coords touch :as touch-data]]3077 (= (set (map first touch)) (set full-contact)))3078 #+end_src3079 #+end_listing3081 After collecting these important regions, there will many nearly3082 similiar touch regions. While for some purposes the subtle3083 differences between these regions will be important, for my3084 purposes I colapse them into mostly non-overlapping sets using3085 =remove-similiar= in listing \ref{remove-similiar}3087 #+caption: Program to take a lits of set of points and ``collapse them''3088 #+caption: so that the remaining sets in the list are siginificantly3089 #+caption: different from each other. Prefer smaller sets to larger ones.3090 #+name: remove-similiar3091 #+begin_listing clojure3092 #+begin_src clojure3093 (defn remove-similar3094 [coll]3095 (loop [result () coll (sort-by (comp - count) coll)]3096 (if (empty? coll) result3097 (let [[x & xs] coll3098 c (count x)]3099 (if (some3100 (fn [other-set]3101 (let [oc (count other-set)]3102 (< (- (count (union other-set x)) c) (* oc 0.1))))3103 xs)3104 (recur result xs)3105 (recur (cons x result) xs))))))3106 #+end_src3107 #+end_listing3109 Actually running this simulation is easy given =CORTEX='s facilities.3111 #+caption: Collect experiences while the worm moves around. Filter the touch3112 #+caption: sensations by stable ones, collapse similiar ones together,3113 #+caption: and report the regions learned.3114 #+name: learn-touch3115 #+begin_listing clojure3116 #+begin_src clojure3117 (defn learn-touch-regions []3118 (let [experiences (atom [])3119 world (apply-map3120 worm-world3121 (assoc (worm-segment-defaults)3122 :experiences experiences))]3123 (run-world world)3124 (->>3125 @experiences3126 (drop 175)3127 ;; access the single segment's touch data3128 (map (comp first :touch))3129 ;; only deal with "pure" touch data to determine surfaces3130 (filter pure-touch?)3131 ;; associate coordinates with touch values3132 (map (partial apply zipmap))3133 ;; select those regions where contact is being made3134 (map (partial group-by second))3135 (map #(get % full-contact))3136 (map (partial map first))3137 ;; remove redundant/subset regions3138 (map set)3139 remove-similar)))3141 (defn learn-and-view-touch-regions []3142 (map view-touch-region3143 (learn-touch-regions)))3144 #+end_src3145 #+end_listing3147 The only thing remining to define is the particular motion the worm3148 must take. I accomplish this with a simple motor control program.3150 #+caption: Motor control program for making the worm roll on the ground.3151 #+caption: This could also be replaced with random motion.3152 #+name: worm-roll3153 #+begin_listing clojure3154 #+begin_src clojure3155 (defn touch-kinesthetics []3156 [[170 :lift-1 40]3157 [190 :lift-1 19]3158 [206 :lift-1 0]3160 [400 :lift-2 40]3161 [410 :lift-2 0]3163 [570 :lift-2 40]3164 [590 :lift-2 21]3165 [606 :lift-2 0]3167 [800 :lift-1 30]3168 [809 :lift-1 0]3170 [900 :roll-2 40]3171 [905 :roll-2 20]3172 [910 :roll-2 0]3174 [1000 :roll-2 40]3175 [1005 :roll-2 20]3176 [1010 :roll-2 0]3178 [1100 :roll-2 40]3179 [1105 :roll-2 20]3180 [1110 :roll-2 0]3181 ])3182 #+end_src3183 #+end_listing3186 #+caption: The small worm rolls around on the floor, driven3187 #+caption: by the motor control program in listing \ref{worm-roll}.3188 #+name: worm-roll3189 #+ATTR_LaTeX: :width 12cm3190 [[./images/worm-roll.png]]3193 #+caption: After completing its adventures, the worm now knows3194 #+caption: how its touch sensors are arranged along its skin. These3195 #+caption: are the regions that were deemed important by3196 #+caption: =learn-touch-regions=. Note that the worm has discovered3197 #+caption: that it has six sides.3198 #+name: worm-touch-map3199 #+ATTR_LaTeX: :width 12cm3200 [[./images/touch-learn.png]]3202 While simple, =learn-touch-regions= exploits regularities in both3203 the worm's physiology and the worm's environment to correctly3204 deduce that the worm has six sides. Note that =learn-touch-regions=3205 would work just as well even if the worm's touch sense data were3206 completely scrambled. The cross shape is just for convienence. This3207 example justifies the use of pre-defined touch regions in =EMPATH=.3209 * Contributions3211 In this thesis you have seen the =CORTEX= system, a complete3212 environment for creating simulated creatures. You have seen how to3213 implement five senses including touch, proprioception, hearing,3214 vision, and muscle tension. You have seen how to create new creatues3215 using blender, a 3D modeling tool. I hope that =CORTEX= will be3216 useful in further research projects. To this end I have included the3217 full source to =CORTEX= along with a large suite of tests and3218 examples. I have also created a user guide for =CORTEX= which is3219 inculded in an appendix to this thesis.3221 You have also seen how I used =CORTEX= as a platform to attach the3222 /action recognition/ problem, which is the problem of recognizing3223 actions in video. You saw a simple system called =EMPATH= which3224 ientifies actions by first describing actions in a body-centerd,3225 rich sense language, then infering a full range of sensory3226 experience from limited data using previous experience gained from3227 free play.3229 As a minor digression, you also saw how I used =CORTEX= to enable a3230 tiny worm to discover the topology of its skin simply by rolling on3231 the ground.3233 In conclusion, the main contributions of this thesis are:3235 - =CORTEX=, a system for creating simulated creatures with rich3236 senses.3237 - =EMPATH=, a program for recognizing actions by imagining sensory3238 experience.3240 # An anatomical joke:3241 # - Training3242 # - Skeletal imitation3243 # - Sensory fleshing-out3244 # - Classification3245 #+BEGIN_LaTeX3246 \appendix3247 #+END_LaTeX3248 * Appendix: =CORTEX= User Guide3250 Those who write a thesis should endeavor to make their code not only3251 accessable, but actually useable, as a way to pay back the community3252 that made the thesis possible in the first place. This thesis would3253 not be possible without Free Software such as jMonkeyEngine3,3254 Blender, clojure, emacs, ffmpeg, and many other tools. That is why I3255 have included this user guide, in the hope that someone else might3256 find =CORTEX= useful.3258 ** Obtaining =CORTEX=3260 You can get cortex from its mercurial repository at3261 http://hg.bortreb.com/cortex. You may also download =CORTEX=3262 releases at http://aurellem.org/cortex/releases/. As a condition of3263 making this thesis, I have also provided Professor Winston the3264 =CORTEX= source, and he knows how to run the demos and get started.3265 You may also email me at =cortex@aurellem.org= and I may help where3266 I can.3268 ** Running =CORTEX=3270 =CORTEX= comes with README and INSTALL files that will guide you3271 through installation and running the test suite. In particular you3272 should look at test =cortex.test= which contains test suites that3273 run through all senses and multiple creatures.3275 ** Creating creatures3277 Creatures are created using /Blender/, a free 3D modeling program.3278 You will need Blender version 2.6 when using the =CORTEX= included3279 in this thesis. You create a =CORTEX= creature in a similiar manner3280 to modeling anything in Blender, except that you also create3281 several trees of empty nodes which define the creature's senses.3283 *** Mass3285 To give an object mass in =CORTEX=, add a ``mass'' metadata label3286 to the object with the mass in jMonkeyEngine units. Note that3287 setting the mass to 0 causes the object to be immovable.3289 *** Joints3291 Joints are created by creating an empty node named =joints= and3292 then creating any number of empty child nodes to represent your3293 creature's joints. The joint will automatically connect the3294 closest two physical objects. It will help to set the empty node's3295 display mode to ``Arrows'' so that you can clearly see the3296 direction of the axes.3298 Joint nodes should have the following metadata under the ``joint''3299 label:3301 #+BEGIN_SRC clojure3302 ;; ONE OF the following, under the label "joint":3303 {:type :point}3305 ;; OR3307 {:type :hinge3308 :limit [<limit-low> <limit-high>]3309 :axis (Vector3f. <x> <y> <z>)}3310 ;;(:axis defaults to (Vector3f. 1 0 0) if not provided for hinge joints)3312 ;; OR3314 {:type :cone3315 :limit-xz <lim-xz>3316 :limit-xy <lim-xy>3317 :twist <lim-twist>} ;(use XZY rotation mode in blender!)3318 #+END_SRC3320 *** Eyes3322 Eyes are created by creating an empty node named =eyes= and then3323 creating any number of empty child nodes to represent your3324 creature's eyes.3326 Eye nodes should have the following metadata under the ``eye''3327 label:3329 #+BEGIN_SRC clojure3330 {:red <red-retina-definition>3331 :blue <blue-retina-definition>3332 :green <green-retina-definition>3333 :all <all-retina-definition>3334 (<0xrrggbb> <custom-retina-image>)...3335 }3336 #+END_SRC3338 Any of the color channels may be omitted. You may also include3339 your own color selectors, and in fact :red is equivalent to3340 0xFF0000 and so forth. The eye will be placed at the same position3341 as the empty node and will bind to the neatest physical object.3342 The eye will point outward from the X-axis of the node, and ``up''3343 will be in the direction of the X-axis of the node. It will help3344 to set the empty node's display mode to ``Arrows'' so that you can3345 clearly see the direction of the axes.3347 Each retina file should contain white pixels whever you want to be3348 sensitive to your chosen color. If you want the entire field of3349 view, specify :all of 0xFFFFFF and a retinal map that is entirely3350 white.3352 Here is a sample retinal map:3354 #+caption: An example retinal profile image. White pixels are3355 #+caption: photo-sensitive elements. The distribution of white3356 #+caption: pixels is denser in the middle and falls off at the3357 #+caption: edges and is inspired by the human retina.3358 #+name: retina3359 #+ATTR_LaTeX: :width 7cm :placement [H]3360 [[./images/retina-small.png]]3362 *** Hearing3364 Ears are created by creating an empty node named =ears= and then3365 creating any number of empty child nodes to represent your3366 creature's ears.3368 Ear nodes do not require any metadata.3370 The ear will bind to and follow the closest physical node.3372 *** Touch3374 Touch is handled similarly to mass. To make a particular object3375 touch sensitive, add metadata of the following form under the3376 object's ``touch'' metadata field:3378 #+BEGIN_EXAMPLE3379 <touch-UV-map-file-name>3380 #+END_EXAMPLE3382 You may also include an optional ``scale'' metadata number to3383 specifiy the length of the touch feelers. The default is $0.1$,3384 and this is generally sufficient.3386 The touch UV should contain white pixels for each touch sensor.3388 Here is an example touch-uv map that approximates a human finger,3389 and its corresponding model.3391 #+caption: This is the tactile-sensor-profile for the upper segment3392 #+caption: of a fingertip. It defines regions of high touch sensitivity3393 #+caption: (where there are many white pixels) and regions of low3394 #+caption: sensitivity (where white pixels are sparse).3395 #+name: guide-fingertip-UV3396 #+ATTR_LaTeX: :width 9cm :placement [H]3397 [[./images/finger-UV.png]]3399 #+caption: The fingertip UV-image form above applied to a simple3400 #+caption: model of a fingertip.3401 #+name: guide-fingertip3402 #+ATTR_LaTeX: :width 9cm :placement [H]3403 [[./images/finger-2.png]]3405 *** Propriocepotion3407 Proprioception is tied to each joint node -- nothing special must3408 be done in a blender model to enable proprioception other than3409 creating joint nodes.3411 *** Muscles3413 Muscles are created by creating an empty node named =muscles= and3414 then creating any number of empty child nodes to represent your3415 creature's muscles.3418 Muscle nodes should have the following metadata under the3419 ``muscle'' label:3421 #+BEGIN_EXAMPLE3422 <muscle-profile-file-name>3423 #+END_EXAMPLE3425 Muscles should also have a ``strength'' metadata entry describing3426 the muscle's total strength at full activation.3428 Muscle profiles are simple images that contain the relative amount3429 of muscle power in each simulated alpha motor neuron. The width of3430 the image is the total size of the motor pool, and the redness of3431 each neuron is the relative power of that motor pool.3433 While the profile image can have any dimensions, only the first3434 line of pixels is used to define the muscle. Here is a sample3435 muscle profile image that defines a human-like muscle.3437 #+caption: A muscle profile image that describes the strengths3438 #+caption: of each motor neuron in a muscle. White is weakest3439 #+caption: and dark red is strongest. This particular pattern3440 #+caption: has weaker motor neurons at the beginning, just3441 #+caption: like human muscle.3442 #+name: muscle-recruit3443 #+ATTR_LaTeX: :width 7cm :placement [H]3444 [[./images/basic-muscle.png]]3446 Muscles twist the nearest physical object about the muscle node's3447 Z-axis. I recommend using the ``Single Arrow'' display mode for3448 muscles and using the right hand rule to determine which way the3449 muscle will twist. To make a segment that can twist in multiple3450 directions, create multiple, differently aligned muscles.3452 ** =CORTEX= API3454 These are the some functions exposed by =CORTEX= for creating3455 worlds and simulating creatures. These are in addition to3456 jMonkeyEngine3's extensive library, which is documented elsewhere.3458 *** Simulation3459 - =(world root-node key-map setup-fn update-fn)= :: create3460 a simulation.3461 - /root-node/ :: a =com.jme3.scene.Node= object which3462 contains all of the objects that should be in the3463 simulation.3465 - /key-map/ :: a map from strings describing keys to3466 functions that should be executed whenever that key is3467 pressed. the functions should take a SimpleApplication3468 object and a boolean value. The SimpleApplication is the3469 current simulation that is running, and the boolean is true3470 if the key is being pressed, and false if it is being3471 released. As an example,3472 #+BEGIN_SRC clojure3473 {"key-j" (fn [game value] (if value (println "key j pressed")))}3474 #+END_SRC3475 is a valid key-map which will cause the simulation to print3476 a message whenever the 'j' key on the keyboard is pressed.3478 - /setup-fn/ :: a function that takes a =SimpleApplication=3479 object. It is called once when initializing the simulation.3480 Use it to create things like lights, change the gravity,3481 initialize debug nodes, etc.3483 - /update-fn/ :: this function takes a =SimpleApplication=3484 object and a float and is called every frame of the3485 simulation. The float tells how many seconds is has been3486 since the last frame was rendered, according to whatever3487 clock jme is currently using. The default is to use IsoTimer3488 which will result in this value always being the same.3490 - =(position-camera world position rotation)= :: set the position3491 of the simulation's main camera.3493 - =(enable-debug world)= :: turn on debug wireframes for each3494 simulated object.3496 - =(set-gravity world gravity)= :: set the gravity of a running3497 simulation.3499 - =(box length width height & {options})= :: create a box in the3500 simulation. Options is a hash map specifying texture, mass,3501 etc. Possible options are =:name=, =:color=, =:mass=,3502 =:friction=, =:texture=, =:material=, =:position=,3503 =:rotation=, =:shape=, and =:physical?=.3505 - =(sphere radius & {options})= :: create a sphere in the simulation.3506 Options are the same as in =box=.3508 - =(load-blender-model file-name)= :: create a node structure3509 representing that described in a blender file.3511 - =(light-up-everything world)= :: distribute a standard compliment3512 of lights throught the simulation. Should be adequate for most3513 purposes.3515 - =(node-seq node)= :: return a recursuve list of the node's3516 children.3518 - =(nodify name children)= :: construct a node given a node-name and3519 desired children.3521 - =(add-element world element)= :: add an object to a running world3522 simulation.3524 - =(set-accuracy world accuracy)= :: change the accuracy of the3525 world's physics simulator.3527 - =(asset-manager)= :: get an /AssetManager/, a jMonkeyEngine3528 construct that is useful for loading textures and is required3529 for smooth interaction with jMonkeyEngine library functions.3531 - =(load-bullet)= :: unpack native libraries and initialize3532 blender. This function is required before other world building3533 functions are called.3535 *** Creature Manipulation / Import3537 - =(body! creature)= :: give the creature a physical body.3539 - =(vision! creature)= :: give the creature a sense of vision.3540 Returns a list of functions which will each, when called3541 during a simulation, return the vision data for the channel of3542 one of the eyes. The functions are ordered depending on the3543 alphabetical order of the names of the eye nodes in the3544 blender file. The data returned by the functions is a vector3545 containing the eye's /topology/, a vector of coordinates, and3546 the eye's /data/, a vector of RGB values filtered by the eye's3547 sensitivity.3549 - =(hearing! creature)= :: give the creature a sense of hearing.3550 Returns a list of functions, one for each ear, that when3551 called will return a frame's worth of hearing data for that3552 ear. The functions are ordered depending on the alphabetical3553 order of the names of the ear nodes in the blender file. The3554 data returned by the functions is an array PCM encoded wav3555 data.3557 - =(touch! creature)= :: give the creature a sense of touch. Returns3558 a single function that must be called with the /root node/ of3559 the world, and which will return a vector of /touch-data/3560 one entry for each touch sensitive component, each entry of3561 which contains a /topology/ that specifies the distribution of3562 touch sensors, and the /data/, which is a vector of3563 =[activation, length]= pairs for each touch hair.3565 - =(proprioception! creature)= :: give the creature the sense of3566 proprioception. Returns a list of functions, one for each3567 joint, that when called during a running simulation will3568 report the =[headnig, pitch, roll]= of the joint.3570 - =(movement! creature)= :: give the creature the power of movement.3571 Creates a list of functions, one for each muscle, that when3572 called with an integer, will set the recruitment of that3573 muscle to that integer, and will report the current power3574 being exerted by the muscle. Order of muscles is determined by3575 the alphabetical sort order of the names of the muscle nodes.3577 *** Visualization/Debug3579 - =(view-vision)= :: create a function that when called with a list3580 of visual data returned from the functions made by =vision!=,3581 will display that visual data on the screen.3583 - =(view-hearing)= :: same as =view-vision= but for hearing.3585 - =(view-touch)= :: same as =view-vision= but for touch.3587 - =(view-proprioception)= :: same as =view-vision= but for3588 proprioception.3590 - =(view-movement)= :: same as =view-vision= but for3591 proprioception.3593 - =(view anything)= :: =view= is a polymorphic function that allows3594 you to inspect almost anything you could reasonably expect to3595 be able to ``see'' in =CORTEX=.3597 - =(text anything)= :: =text= is a polymorphic function that allows3598 you to convert practically anything into a text string.3600 - =(println-repl anything)= :: print messages to clojure's repl3601 instead of the simulation's terminal window.3603 - =(mega-import-jme3)= :: for experimenting at the REPL. This3604 function will import all jMonkeyEngine3 classes for immediate3605 use.3607 - =(display-dialated-time world timer)= :: Shows the time as it is3608 flowing in the simulation on a HUD display.