rlm@572: rlm@572: \section{Empathy $\backslash$ Embodiment: problem solving strategies} rlm@572: \label{sec-1} rlm@572: rlm@572: By the time you have read this thesis, you will understand a novel rlm@572: approach to representing and recognizing physical actions using rlm@572: embodiment and empathy. You will also see one way to efficiently rlm@572: implement physical empathy for embodied creatures. Finally, you will rlm@572: become familiar with \texttt{CORTEX}, a system for designing and simulating rlm@572: creatures with rich senses, which I have designed as a library that rlm@572: you can use in your own research. Note that I \emph{do not} process video rlm@572: directly --- I start with knowledge of the positions of a creature's rlm@572: body parts and work from there. rlm@572: rlm@572: This is the core vision of my thesis: That one of the important ways rlm@572: in which we understand others is by imagining ourselves in their rlm@572: position and empathically feeling experiences relative to our own rlm@572: bodies. By understanding events in terms of our own previous rlm@572: corporeal experience, we greatly constrain the possibilities of what rlm@572: would otherwise be an unwieldy exponential search. This extra rlm@572: constraint can be the difference between easily understanding what rlm@572: is happening in a video and being completely lost in a sea of rlm@572: incomprehensible color and movement. rlm@572: rlm@572: \subsection{The problem: recognizing actions is hard!} rlm@572: \label{sec-1-1} rlm@572: rlm@572: Examine figure \ref{cat-drink}. What is happening? As you, and rlm@572: indeed very young children, can easily determine, this is an image rlm@572: of drinking. rlm@572: rlm@572: \begin{figure}[htb] rlm@572: \centering rlm@572: \includegraphics[width=7cm]{./images/cat-drinking.jpg} rlm@572: \caption{\label{cat-drink}A cat drinking some water. Identifying this action is beyond the capabilities of existing computer vision systems.} rlm@572: \end{figure} rlm@572: rlm@572: Nevertheless, it is beyond the state of the art for a computer rlm@572: vision program to describe what's happening in this image. Part of rlm@572: the problem is that many computer vision systems focus on rlm@572: pixel-level details or comparisons to example images (such as rlm@572: \cite{volume-action-recognition}), but the 3D world is so variable rlm@572: that it is hard to describe the world in terms of possible images. rlm@572: rlm@572: In fact, the contents of a scene may have much less to do with rlm@572: pixel probabilities than with recognizing various affordances: rlm@572: things you can move, objects you can grasp, spaces that can be rlm@572: filled . For example, what processes might enable you to see the rlm@572: chair in figure \ref{hidden-chair}? rlm@572: rlm@572: \begin{figure}[htb] rlm@572: \centering rlm@572: \includegraphics[width=10cm]{./images/fat-person-sitting-at-desk.jpg} rlm@572: \caption{\label{hidden-chair}The chair in this image is quite obvious to humans, but it can't be found by any modern computer vision program.} rlm@572: \end{figure} rlm@572: rlm@572: Finally, how is it that you can easily tell the difference between rlm@572: how the girl's \emph{muscles} are working in figure \ref{girl}? rlm@572: rlm@572: \begin{figure}[htb] rlm@572: \centering rlm@572: \includegraphics[width=7cm]{./images/wall-push.png} rlm@572: \caption{\label{girl}The mysterious ``common sense'' appears here as you are able to discern the difference in how the girl's arm muscles are activated between the two images. When you compare these two images, do you feel something in your own arm muscles?} rlm@572: \end{figure} rlm@572: rlm@572: Each of these examples tells us something about what might be going rlm@572: on in our minds as we easily solve these recognition problems: rlm@572: rlm@572: \begin{itemize} rlm@572: \item The hidden chair shows us that we are strongly triggered by cues rlm@572: relating to the position of human bodies, and that we can rlm@572: determine the overall physical configuration of a human body even rlm@572: if much of that body is occluded. rlm@572: rlm@572: \item The picture of the girl pushing against the wall tells us that we rlm@572: have common sense knowledge about the kinetics of our own bodies. rlm@572: We know well how our muscles would have to work to maintain us in rlm@572: most positions, and we can easily project this self-knowledge to rlm@572: imagined positions triggered by images of the human body. rlm@572: rlm@572: \item The cat tells us that imagination of some kind plays an important rlm@572: role in understanding actions. The question is: Can we be more rlm@572: precise about what sort of imagination is required to understand rlm@572: these actions? rlm@572: \end{itemize} rlm@572: rlm@572: \subsection{A step forward: the sensorimotor-centered approach} rlm@572: \label{sec-1-2} rlm@572: rlm@572: In this thesis, I explore the idea that our knowledge of our own rlm@572: bodies, combined with our own rich senses, enables us to recognize rlm@572: the actions of others. rlm@572: rlm@572: For example, I think humans are able to label the cat video as rlm@572: ``drinking'' because they imagine \emph{themselves} as the cat, and rlm@572: imagine putting their face up against a stream of water and rlm@572: sticking out their tongue. In that imagined world, they can feel rlm@572: the cool water hitting their tongue, and feel the water entering rlm@572: their body, and are able to recognize that \emph{feeling} as drinking. rlm@572: So, the label of the action is not really in the pixels of the rlm@572: image, but is found clearly in a simulation / recollection inspired rlm@572: by those pixels. An imaginative system, having been trained on rlm@572: drinking and non-drinking examples and learning that the most rlm@572: important component of drinking is the feeling of water flowing rlm@572: down one's throat, would analyze a video of a cat drinking in the rlm@572: following manner: rlm@572: rlm@572: \begin{enumerate} rlm@572: \item Create a physical model of the video by putting a ``fuzzy'' rlm@572: model of its own body in place of the cat. Possibly also create rlm@572: a simulation of the stream of water. rlm@572: rlm@572: \item Play out this simulated scene and generate imagined sensory rlm@572: experience. This will include relevant muscle contractions, a rlm@572: close up view of the stream from the cat's perspective, and most rlm@572: importantly, the imagined feeling of water entering the mouth. rlm@572: The imagined sensory experience can come from a simulation of rlm@572: the event, but can also be pattern-matched from previous, rlm@572: similar embodied experience. rlm@572: rlm@572: \item The action is now easily identified as drinking by the sense of rlm@572: taste alone. The other senses (such as the tongue moving in and rlm@572: out) help to give plausibility to the simulated action. Note that rlm@572: the sense of vision, while critical in creating the simulation, rlm@572: is not critical for identifying the action from the simulation. rlm@572: \end{enumerate} rlm@572: rlm@572: For the chair examples, the process is even easier: rlm@572: rlm@572: \begin{enumerate} rlm@572: \item Align a model of your body to the person in the image. rlm@572: rlm@572: \item Generate proprioceptive sensory data from this alignment. rlm@572: rlm@572: \item Use the imagined proprioceptive data as a key to lookup related rlm@572: sensory experience associated with that particular proprioceptive rlm@572: feeling. rlm@572: rlm@572: \item Retrieve the feeling of your bottom resting on a surface, your rlm@572: knees bent, and your leg muscles relaxed. rlm@572: rlm@572: \item This sensory information is consistent with your \texttt{sitting?} rlm@572: sensory predicate, so you (and the entity in the image) must be rlm@572: sitting. rlm@572: rlm@572: \item There must be a chair-like object since you are sitting. rlm@572: \end{enumerate} rlm@572: rlm@572: Empathy offers yet another alternative to the age-old AI rlm@572: representation question: ``What is a chair?'' --- A chair is the rlm@572: feeling of sitting! rlm@572: rlm@572: One powerful advantage of empathic problem solving is that it rlm@572: factors the action recognition problem into two easier problems. To rlm@572: use empathy, you need an \emph{aligner}, which takes the video and a rlm@572: model of your body, and aligns the model with the video. Then, you rlm@572: need a \emph{recognizer}, which uses the aligned model to interpret the rlm@572: action. The power in this method lies in the fact that you describe rlm@572: all actions from a body-centered viewpoint. You are less tied to rlm@572: the particulars of any visual representation of the actions. If you rlm@572: teach the system what ``running'' is, and you have a good enough rlm@572: aligner, the system will from then on be able to recognize running rlm@572: from any point of view -- even strange points of view like above or rlm@572: underneath the runner. This is in contrast to action recognition rlm@572: schemes that try to identify actions using a non-embodied approach. rlm@572: If these systems learn about running as viewed from the side, they rlm@572: will not automatically be able to recognize running from any other rlm@572: viewpoint. rlm@572: rlm@572: Another powerful advantage is that using the language of multiple rlm@572: body-centered rich senses to describe body-centered actions offers rlm@572: a massive boost in descriptive capability. Consider how difficult rlm@572: it would be to compose a set of HOG (Histogram of Oriented rlm@572: Gradients) filters to describe the action of a simple worm-creature rlm@572: ``curling'' so that its head touches its tail, and then behold the rlm@572: simplicity of describing thus action in a language designed for the rlm@572: task (listing \ref{grand-circle-intro}): rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: (defn grand-circle? rlm@572: "Does the worm form a majestic circle (one end touching the other)?" rlm@572: [experiences] rlm@572: (and (curled? experiences) rlm@572: (let [worm-touch (:touch (peek experiences)) rlm@572: tail-touch (worm-touch 0) rlm@572: head-touch (worm-touch 4)] rlm@572: (and (< 0.2 (contact worm-segment-bottom-tip tail-touch)) rlm@572: (< 0.2 (contact worm-segment-top-tip head-touch)))))) rlm@572: \end{verbatim} rlm@572: \caption{\label{grand-circle-intro}Body-centered actions are best expressed in a body-centered language. This code detects when the worm has curled into a full circle. Imagine how you would replicate this functionality using low-level pixel features such as HOG filters!} rlm@572: \end{listing} rlm@572: rlm@572: \subsection{\texttt{EMPATH} recognizes actions using empathy} rlm@572: \label{sec-1-3} rlm@572: rlm@572: Exploring these ideas further demands a concrete implementation, so rlm@572: first, I built a system for constructing virtual creatures with rlm@572: physiologically plausible sensorimotor systems and detailed rlm@572: environments. The result is \texttt{CORTEX}, which I describe in chapter rlm@572: \ref{sec-2}. rlm@572: rlm@572: Next, I wrote routines which enabled a simple worm-like creature to rlm@572: infer the actions of a second worm-like creature, using only its rlm@572: own prior sensorimotor experiences and knowledge of the second rlm@572: worm's joint positions. This program, \texttt{EMPATH}, is described in rlm@572: chapter \ref{sec-3}. It's main components are: rlm@572: rlm@572: \begin{description} rlm@572: \item[{Embodied Action Definitions}] Many otherwise complicated actions rlm@572: are easily described in the language of a full suite of rlm@572: body-centered, rich senses and experiences. For example, rlm@572: drinking is the feeling of water flowing down your throat, and rlm@572: cooling your insides. It's often accompanied by bringing your rlm@572: hand close to your face, or bringing your face close to water. rlm@572: Sitting down is the feeling of bending your knees, activating rlm@572: your quadriceps, then feeling a surface with your bottom and rlm@572: relaxing your legs. These body-centered action descriptions rlm@572: can be either learned or hard coded. rlm@572: rlm@572: \item[{Guided Play }] The creature moves around and experiences the rlm@572: world through its unique perspective. As the creature moves, rlm@572: it gathers experiences that satisfy the embodied action rlm@572: definitions. rlm@572: rlm@572: \item[{Posture Imitation}] When trying to interpret a video or image, rlm@572: the creature takes a model of itself and aligns it with rlm@572: whatever it sees. This alignment might even cross species, as rlm@572: when humans try to align themselves with things like ponies, rlm@572: dogs, or other humans with a different body type. rlm@572: rlm@572: \item[{Empathy }] The alignment triggers associations with rlm@572: sensory data from prior experiences. For example, the rlm@572: alignment itself easily maps to proprioceptive data. Any rlm@572: sounds or obvious skin contact in the video can to a lesser rlm@572: extent trigger previous experience keyed to hearing or touch. rlm@572: Segments of previous experiences gained from play are stitched rlm@572: together to form a coherent and complete sensory portrait of rlm@572: the scene. rlm@572: rlm@572: \item[{Recognition}] With the scene described in terms of remembered rlm@572: first person sensory events, the creature can now run its rlm@572: action-definition programs (such as the one in listing rlm@572: \ref{grand-circle-intro}) on this synthesized sensory data, rlm@572: just as it would if it were actually experiencing the scene rlm@572: first-hand. If previous experience has been accurately rlm@572: retrieved, and if it is analogous enough to the scene, then rlm@572: the creature will correctly identify the action in the scene. rlm@572: \end{description} rlm@572: rlm@572: My program \texttt{EMPATH} uses this empathic problem solving technique rlm@572: to interpret the actions of a simple, worm-like creature. rlm@572: rlm@572: \begin{figure}[htb] rlm@572: \centering rlm@572: \includegraphics[width=15cm]{./images/worm-intro-white.png} rlm@572: \caption{\label{worm-intro}The worm performs many actions during free play such as curling, wiggling, and resting.} rlm@572: \end{figure} rlm@572: rlm@572: \begin{figure}[htb] rlm@572: \centering rlm@572: \includegraphics[width=15cm]{./images/worm-poses.png} rlm@572: \caption{\label{worm-recognition-intro}\texttt{EMPATH} recognized and classified each of these poses by inferring the complete sensory experience from proprioceptive data.} rlm@572: \end{figure} rlm@572: rlm@572: \subsubsection{Main Results} rlm@572: \label{sec-1-3-1} rlm@572: rlm@572: \begin{itemize} rlm@572: \item After one-shot supervised training, \texttt{EMPATH} was able to rlm@572: recognize a wide variety of static poses and dynamic rlm@572: actions---ranging from curling in a circle to wiggling with a rlm@572: particular frequency --- with 95$\backslash$ accuracy. rlm@572: rlm@572: \item These results were completely independent of viewing angle rlm@572: because the underlying body-centered language fundamentally is rlm@572: independent; once an action is learned, it can be recognized rlm@572: equally well from any viewing angle. rlm@572: rlm@572: \item \texttt{EMPATH} is surprisingly short; the sensorimotor-centered rlm@572: language provided by \texttt{CORTEX} resulted in extremely economical rlm@572: recognition routines --- about 500 lines in all --- suggesting rlm@572: that such representations are very powerful, and often rlm@572: indispensable for the types of recognition tasks considered here. rlm@572: rlm@572: \item For expediency's sake, I relied on direct knowledge of joint rlm@572: positions in this proof of concept. However, I believe that the rlm@572: structure of \texttt{EMPATH} and \texttt{CORTEX} will make future work to rlm@572: enable video analysis much easier than it would otherwise be. rlm@572: \end{itemize} rlm@572: rlm@572: \subsection{\texttt{EMPATH} is built on \texttt{CORTEX}, a creature builder.} rlm@572: \label{sec-1-4} rlm@572: rlm@572: I built \texttt{CORTEX} to be a general AI research platform for doing rlm@572: experiments involving multiple rich senses and a wide variety and rlm@572: number of creatures. I intend it to be useful as a library for many rlm@572: more projects than just this thesis. \texttt{CORTEX} was necessary to meet rlm@572: a need among AI researchers at CSAIL and beyond, which is that rlm@572: people often will invent wonderful ideas that are best expressed in rlm@572: the language of creatures and senses, but in order to explore those rlm@572: ideas they must first build a platform in which they can create rlm@572: simulated creatures with rich senses! There are many ideas that rlm@572: would be simple to execute (such as \texttt{EMPATH} or Larson's rlm@572: self-organizing maps (\cite{larson-symbols})), but attached to them rlm@572: is the multi-month effort to make a good creature simulator. Often, rlm@572: that initial investment of time proves to be too much, and the rlm@572: project must make do with a lesser environment or be abandoned rlm@572: entirely. rlm@572: rlm@572: \texttt{CORTEX} is well suited as an environment for embodied AI research rlm@572: for three reasons: rlm@572: rlm@572: \begin{itemize} rlm@572: \item You can design new creatures using Blender (\cite{blender}), a rlm@572: popular, free 3D modeling program. Each sense can be specified rlm@572: using special Blender nodes with biologically inspired rlm@572: parameters. You need not write any code to create a creature, and rlm@572: can use a wide library of pre-existing Blender models as a base rlm@572: for your own creatures. rlm@572: rlm@572: \item \texttt{CORTEX} implements a wide variety of senses: touch, rlm@572: proprioception, vision, hearing, and muscle tension. Complicated rlm@572: senses like touch and vision involve multiple sensory elements rlm@572: embedded in a 2D surface. You have complete control over the rlm@572: distribution of these sensor elements through the use of simple rlm@572: image files. \texttt{CORTEX} implements more comprehensive hearing than rlm@572: any other creature simulation system available. rlm@572: rlm@572: \item \texttt{CORTEX} supports any number of creatures and any number of rlm@572: senses. Time in \texttt{CORTEX} dilates so that the simulated creatures rlm@572: always perceive a perfectly smooth flow of time, regardless of rlm@572: the actual computational load. rlm@572: \end{itemize} rlm@572: rlm@572: \texttt{CORTEX} is built on top of \texttt{jMonkeyEngine3} rlm@572: (\cite{jmonkeyengine}), which is a video game engine designed to rlm@572: create cross-platform 3D desktop games. \texttt{CORTEX} is mainly written rlm@572: in clojure, a dialect of \texttt{LISP} that runs on the Java Virtual rlm@572: Machine (JVM). The API for creating and simulating creatures and rlm@572: senses is entirely expressed in clojure, though many senses are rlm@572: implemented at the layer of jMonkeyEngine or below. For example, rlm@572: for the sense of hearing I use a layer of clojure code on top of a rlm@572: layer of java JNI bindings that drive a layer of \texttt{C++} code which rlm@572: implements a modified version of \texttt{OpenAL} to support multiple rlm@572: listeners. \texttt{CORTEX} is the only simulation environment that I know rlm@572: of that can support multiple entities that can each hear the world rlm@572: from their own perspective. Other senses also require a small layer rlm@572: of Java code. \texttt{CORTEX} also uses \texttt{bullet}, a physics simulator rlm@572: written in \texttt{C}. rlm@572: rlm@572: \begin{figure}[htb] rlm@572: \centering rlm@572: \includegraphics[width=12cm]{./images/blender-worm.png} rlm@572: \caption{\label{worm-recognition-intro-2}Here is the worm from figure \ref{worm-intro} modeled in Blender, a free 3D-modeling program. Senses and joints are described using special nodes in Blender.} rlm@572: \end{figure} rlm@572: rlm@572: Here are some things I anticipate that \texttt{CORTEX} might be used for: rlm@572: rlm@572: \begin{itemize} rlm@572: \item exploring new ideas about sensory integration rlm@572: \item distributed communication among swarm creatures rlm@572: \item self-learning using free exploration, rlm@572: \item evolutionary algorithms involving creature construction rlm@572: \item exploration of exotic senses and effectors that are not possible rlm@572: in the real world (such as telekinesis or a semantic sense) rlm@572: \item imagination using subworlds rlm@572: \end{itemize} rlm@572: rlm@572: During one test with \texttt{CORTEX}, I created 3,000 creatures each with rlm@572: its own independent senses and ran them all at only 1/80 real time. rlm@572: In another test, I created a detailed model of my own hand, rlm@572: equipped with a realistic distribution of touch (more sensitive at rlm@572: the fingertips), as well as eyes and ears, and it ran at around 1/4 rlm@572: real time. rlm@572: rlm@572: \begin{sidewaysfigure} rlm@572: \includegraphics[width=8.5in]{images/full-hand.png} rlm@572: \caption{ rlm@572: I modeled my own right hand in Blender and rigged it with all the rlm@572: senses that {\tt CORTEX} supports. My simulated hand has a rlm@572: biologically inspired distribution of touch sensors. The senses are rlm@572: displayed on the right (the red/black squares are raw sensory output), rlm@572: and the simulation is displayed on the rlm@572: left. Notice that my hand is curling its fingers, that it can see rlm@572: its own finger from the eye in its palm, and that it can feel its rlm@572: own thumb touching its palm.} rlm@572: \end{sidewaysfigure} rlm@572: rlm@572: \section{Designing \texttt{CORTEX}} rlm@572: \label{sec-2} rlm@572: rlm@572: In this chapter, I outline the design decisions that went into rlm@572: making \texttt{CORTEX}, along with some details about its implementation. rlm@572: (A practical guide to getting started with \texttt{CORTEX}, which skips rlm@572: over the history and implementation details presented here, is rlm@572: provided in an appendix at the end of this thesis.) rlm@572: rlm@572: Throughout this project, I intended for \texttt{CORTEX} to be flexible and rlm@572: extensible enough to be useful for other researchers who want to rlm@572: test ideas of their own. To this end, wherever I have had to make rlm@572: architectural choices about \texttt{CORTEX}, I have chosen to give as much rlm@572: freedom to the user as possible, so that \texttt{CORTEX} may be used for rlm@572: things I have not foreseen. rlm@572: rlm@572: \subsection{Building in simulation versus reality} rlm@572: \label{sec-2-1} rlm@572: The most important architectural decision of all is the choice to rlm@572: use a computer-simulated environment in the first place! The world rlm@572: is a vast and rich place, and for now simulations are a very poor rlm@572: reflection of its complexity. It may be that there is a significant rlm@572: qualitative difference between dealing with senses in the real rlm@572: world and dealing with pale facsimiles of them in a simulation rlm@572: (\cite{brooks-representation}). What are the advantages and rlm@572: disadvantages of a simulation vs. reality? rlm@572: rlm@572: \subsubsection{Simulation} rlm@572: \label{sec-2-1-1} rlm@572: rlm@572: The advantages of virtual reality are that when everything is a rlm@572: simulation, experiments in that simulation are absolutely rlm@572: reproducible. It's also easier to change the creature and rlm@572: environment to explore new situations and different sensory rlm@572: combinations. rlm@572: rlm@572: If the world is to be simulated on a computer, then not only do rlm@572: you have to worry about whether the creature's senses are rich rlm@572: enough to learn from the world, but whether the world itself is rlm@572: rendered with enough detail and realism to give enough working rlm@572: material to the creature's senses. To name just a few rlm@572: difficulties facing modern physics simulators: destructibility of rlm@572: the environment, simulation of water/other fluids, large areas, rlm@572: nonrigid bodies, lots of objects, smoke. I don't know of any rlm@572: computer simulation that would allow a creature to take a rock rlm@572: and grind it into fine dust, then use that dust to make a clay rlm@572: sculpture, at least not without spending years calculating the rlm@572: interactions of every single small grain of dust. Maybe a rlm@572: simulated world with today's limitations doesn't provide enough rlm@572: richness for real intelligence to evolve. rlm@572: rlm@572: \subsubsection{Reality} rlm@572: \label{sec-2-1-2} rlm@572: rlm@572: The other approach for playing with senses is to hook your rlm@572: software up to real cameras, microphones, robots, etc., and let it rlm@572: loose in the real world. This has the advantage of eliminating rlm@572: concerns about simulating the world at the expense of increasing rlm@572: the complexity of implementing the senses. Instead of just rlm@572: grabbing the current rendered frame for processing, you have to rlm@572: use an actual camera with real lenses and interact with photons to rlm@572: get an image. It is much harder to change the creature, which is rlm@572: now partly a physical robot of some sort, since doing so involves rlm@572: changing things around in the real world instead of modifying rlm@572: lines of code. While the real world is very rich and definitely rlm@572: provides enough stimulation for intelligence to develop (as rlm@572: evidenced by our own existence), it is also uncontrollable in the rlm@572: sense that a particular situation cannot be recreated perfectly or rlm@572: saved for later use. It is harder to conduct Science because it is rlm@572: harder to repeat an experiment. The worst thing about using the rlm@572: real world instead of a simulation is the matter of time. Instead rlm@572: of simulated time you get the constant and unstoppable flow of rlm@572: real time. This severely limits the sorts of software you can use rlm@572: to program an AI, because all sense inputs must be handled in real rlm@572: time. Complicated ideas may have to be implemented in hardware or rlm@572: may simply be impossible given the current speed of our rlm@572: processors. Contrast this with a simulation, in which the flow of rlm@572: time in the simulated world can be slowed down to accommodate the rlm@572: limitations of the creature's programming. In terms of cost, doing rlm@572: everything in software is far cheaper than building custom rlm@572: real-time hardware. All you need is a laptop and some patience. rlm@572: rlm@572: \subsection{Simulated time enables rapid prototyping $\backslash$ simple programs} rlm@572: \label{sec-2-2} rlm@572: rlm@572: I envision \texttt{CORTEX} being used to support rapid prototyping and rlm@572: iteration of ideas. Even if I could put together a well constructed rlm@572: kit for creating robots, it would still not be enough because of rlm@572: the scourge of real-time processing. Anyone who wants to test their rlm@572: ideas in the real world must always worry about getting their rlm@572: algorithms to run fast enough to process information in real time. rlm@572: The need for real time processing only increases if multiple senses rlm@572: are involved. In the extreme case, even simple algorithms will have rlm@572: to be accelerated by ASIC chips or FPGAs, turning what would rlm@572: otherwise be a few lines of code and a 10x speed penalty into a rlm@572: multi-month ordeal. For this reason, \texttt{CORTEX} supports rlm@572: \emph{time-dilation}, which scales back the framerate of the simulation rlm@572: in proportion to the amount of processing each frame. From the rlm@572: perspective of the creatures inside the simulation, time always rlm@572: appears to flow at a constant rate, regardless of how complicated rlm@572: the environment becomes or how many creatures are in the rlm@572: simulation. The cost is that \texttt{CORTEX} can sometimes run slower than rlm@572: real time. Time dilation works both ways, however --- simulations rlm@572: of very simple creatures in \texttt{CORTEX} generally run at 40x real-time rlm@572: on my machine! rlm@572: rlm@572: \subsection{All sense organs are two-dimensional surfaces} rlm@572: \label{sec-2-3} rlm@572: rlm@572: If \texttt{CORTEX} is to support a wide variety of senses, it would help rlm@572: to have a better understanding of what a sense actually is! While rlm@572: vision, touch, and hearing all seem like they are quite different rlm@572: things, I was surprised to learn during the course of this thesis rlm@572: that they (and all physical senses) can be expressed as exactly the rlm@572: same mathematical object! rlm@572: rlm@572: Human beings are three-dimensional objects, and the nerves that rlm@572: transmit data from our various sense organs to our brain are rlm@572: essentially one-dimensional. This leaves up to two dimensions in rlm@572: which our sensory information may flow. For example, imagine your rlm@572: skin: it is a two-dimensional surface around a three-dimensional rlm@572: object (your body). It has discrete touch sensors embedded at rlm@572: various points, and the density of these sensors corresponds to the rlm@572: sensitivity of that region of skin. Each touch sensor connects to a rlm@572: nerve, all of which eventually are bundled together as they travel rlm@572: up the spinal cord to the brain. Intersect the spinal nerves with a rlm@572: guillotining plane and you will see all of the sensory data of the rlm@572: skin revealed in a roughly circular two-dimensional image which is rlm@572: the cross section of the spinal cord. Points on this image that are rlm@572: close together in this circle represent touch sensors that are rlm@572: \emph{probably} close together on the skin, although there is of course rlm@572: some cutting and rearrangement that has to be done to transfer the rlm@572: complicated surface of the skin onto a two dimensional image. rlm@572: rlm@572: Most human senses consist of many discrete sensors of various rlm@572: properties distributed along a surface at various densities. For rlm@572: skin, it is Pacinian corpuscles, Meissner's corpuscles, Merkel's rlm@572: disks, and Ruffini's endings (\cite{textbook901}), which detect rlm@572: pressure and vibration of various intensities. For ears, it is the rlm@572: stereocilia distributed along the basilar membrane inside the rlm@572: cochlea; each one is sensitive to a slightly different frequency of rlm@572: sound. For eyes, it is rods and cones distributed along the surface rlm@572: of the retina. In each case, we can describe the sense with a rlm@572: surface and a distribution of sensors along that surface. rlm@572: rlm@572: In fact, almost every human sense can be effectively described in rlm@572: terms of a surface containing embedded sensors. If the sense had rlm@572: any more dimensions, then there wouldn't be enough room in the rlm@572: spinal cord to transmit the information! rlm@572: rlm@572: Therefore, \texttt{CORTEX} must support the ability to create objects and rlm@572: then be able to ``paint'' points along their surfaces to describe rlm@572: each sense. rlm@572: rlm@572: Fortunately this idea is already a well known computer graphics rlm@572: technique called \emph{UV-mapping}. In UV-mapping, the three-dimensional rlm@572: surface of a model is cut and smooshed until it fits on a rlm@572: two-dimensional image. You paint whatever you want on that image, rlm@572: and when the three-dimensional shape is rendered in a game the rlm@572: smooshing and cutting is reversed and the image appears on the rlm@572: three-dimensional object. rlm@572: rlm@572: To make a sense, interpret the UV-image as describing the rlm@572: distribution of that senses' sensors. To get different types of rlm@572: sensors, you can either use a different color for each type of rlm@572: sensor, or use multiple UV-maps, each labeled with that sensor rlm@572: type. I generally use a white pixel to mean the presence of a rlm@572: sensor and a black pixel to mean the absence of a sensor, and use rlm@572: one UV-map for each sensor-type within a given sense. rlm@572: rlm@572: \begin{figure}[htb] rlm@572: \centering rlm@572: \includegraphics[width=10cm]{./images/finger-UV.png} rlm@572: \caption{\label{finger-UV}The UV-map for an elongated icososphere. The white dots each represent a touch sensor. They are dense in the regions that describe the tip of the finger, and less dense along the dorsal side of the finger opposite the tip.} rlm@572: \end{figure} rlm@572: rlm@572: \begin{figure}[htb] rlm@572: \centering rlm@572: \includegraphics[width=10cm]{./images/finger-1.png} rlm@572: \caption{\label{finger-side-view}Ventral side of the UV-mapped finger. Note the density of touch sensors at the tip.} rlm@572: \end{figure} rlm@572: rlm@572: \subsection{Video game engines provide ready-made physics and shading} rlm@572: \label{sec-2-4} rlm@572: rlm@572: I did not need to write my own physics simulation code or shader to rlm@572: build \texttt{CORTEX}. Doing so would lead to a system that is impossible rlm@572: for anyone but myself to use anyway. Instead, I use a video game rlm@572: engine as a base and modify it to accommodate the additional needs rlm@572: of \texttt{CORTEX}. Video game engines are an ideal starting point to rlm@572: build \texttt{CORTEX}, because they are not far from being creature rlm@572: building systems themselves. rlm@572: rlm@572: First off, general purpose video game engines come with a physics rlm@572: engine and lighting / sound system. The physics system provides rlm@572: tools that can be co-opted to serve as touch, proprioception, and rlm@572: muscles. Because some games support split screen views, a good rlm@572: video game engine will allow you to efficiently create multiple rlm@572: cameras in the simulated world that can be used as eyes. Video game rlm@572: systems offer integrated asset management for things like textures rlm@572: and creature models, providing an avenue for defining creatures. rlm@572: They also understand UV-mapping, because this technique is used to rlm@572: apply a texture to a model. Finally, because video game engines rlm@572: support a large number of developers, as long as \texttt{CORTEX} doesn't rlm@572: stray too far from the base system, other researchers can turn to rlm@572: this community for help when doing their research. rlm@572: rlm@572: \subsection{\texttt{CORTEX} is based on jMonkeyEngine3} rlm@572: \label{sec-2-5} rlm@572: rlm@572: While preparing to build \texttt{CORTEX} I studied several video game rlm@572: engines to see which would best serve as a base. The top contenders rlm@572: were: rlm@572: rlm@572: \begin{description} rlm@572: \item[{\href{http://www.idsoftware.com}{Quake II}/\href{http://www.bytonic.de/html/jake2.html}{Jake2}}] The Quake II engine was designed by ID software rlm@572: in 1997. All the source code was released by ID software into rlm@572: the Public Domain several years ago, and as a result it has rlm@572: been ported to many different languages. This engine was rlm@572: famous for its advanced use of realistic shading and it had rlm@572: decent and fast physics simulation. The main advantage of the rlm@572: Quake II engine is its simplicity, but I ultimately rejected rlm@572: it because the engine is too tied to the concept of a rlm@572: first-person shooter game. One of the problems I had was that rlm@572: there does not seem to be any easy way to attach multiple rlm@572: cameras to a single character. There are also several physics rlm@572: clipping issues that are corrected in a way that only applies rlm@572: to the main character and do not apply to arbitrary objects. rlm@572: rlm@572: \item[{\href{http://source.valvesoftware.com/}{Source Engine} }] The Source Engine evolved from the Quake II rlm@572: and Quake I engines and is used by Valve in the Half-Life rlm@572: series of games. The physics simulation in the Source Engine rlm@572: is quite accurate and probably the best out of all the engines rlm@572: I investigated. There is also an extensive community actively rlm@572: working with the engine. However, applications that use the rlm@572: Source Engine must be written in C++, the code is not open, it rlm@572: only runs on Windows, and the tools that come with the SDK to rlm@572: handle models and textures are complicated and awkward to use. rlm@572: rlm@572: \item[{\href{http://jmonkeyengine.com/}{jMonkeyEngine3}}] jMonkeyEngine3 is a new library for creating rlm@572: games in Java. It uses OpenGL to render to the screen and uses rlm@572: screengraphs to avoid drawing things that do not appear on the rlm@572: screen. It has an active community and several games in the rlm@572: pipeline. The engine was not built to serve any particular rlm@572: game but is instead meant to be used for any 3D game. rlm@572: \end{description} rlm@572: rlm@572: I chose jMonkeyEngine3 because it had the most features out of all rlm@572: the free projects I looked at, and because I could then write my rlm@572: code in clojure, an implementation of \texttt{LISP} that runs on the JVM. rlm@572: rlm@572: \subsection{\texttt{CORTEX} uses Blender to create creature models} rlm@572: \label{sec-2-6} rlm@572: rlm@572: For the simple worm-like creatures I will use later on in this rlm@572: thesis, I could define a simple API in \texttt{CORTEX} that would allow rlm@572: one to create boxes, spheres, etc., and leave that API as the sole rlm@572: way to create creatures. However, for \texttt{CORTEX} to truly be useful rlm@572: for other projects, it needs a way to construct complicated rlm@572: creatures. If possible, it would be nice to leverage work that has rlm@572: already been done by the community of 3D modelers, or at least rlm@572: enable people who are talented at modeling but not programming to rlm@572: design \texttt{CORTEX} creatures. rlm@572: rlm@572: Therefore I use Blender, a free 3D modeling program, as the main rlm@572: way to create creatures in \texttt{CORTEX}. However, the creatures modeled rlm@572: in Blender must also be simple to simulate in jMonkeyEngine3's game rlm@572: engine, and must also be easy to rig with \texttt{CORTEX}'s senses. I rlm@572: accomplish this with extensive use of Blender's ``empty nodes.'' rlm@572: rlm@572: Empty nodes have no mass, physical presence, or appearance, but rlm@572: they can hold metadata and have names. I use a tree structure of rlm@572: empty nodes to specify senses in the following manner: rlm@572: rlm@572: \begin{itemize} rlm@572: \item Create a single top-level empty node whose name is the name of rlm@572: the sense. rlm@572: \item Add empty nodes which each contain meta-data relevant to the rlm@572: sense, including a UV-map describing the number/distribution of rlm@572: sensors if applicable. rlm@572: \item Make each empty-node the child of the top-level node. rlm@572: \end{itemize} rlm@572: rlm@572: \begin{figure}[htb] rlm@572: \centering rlm@572: \includegraphics[width=10cm]{./images/empty-sense-nodes.png} rlm@572: \caption{\label{sense-nodes}An example of annotating a creature model with empty nodes to describe the layout of senses. There are multiple empty nodes which each describe the position of muscles, ears, eyes, or joints.} rlm@572: \end{figure} rlm@572: rlm@572: \subsection{Bodies are composed of segments connected by joints} rlm@572: \label{sec-2-7} rlm@572: rlm@572: Blender is a general purpose animation tool, which has been used in rlm@572: the past to create high quality movies such as Sintel rlm@572: (\cite{blender}). Though Blender can model and render even rlm@572: complicated things like water, it is crucial to keep models that rlm@572: are meant to be simulated as creatures simple. \texttt{Bullet}, which rlm@572: \texttt{CORTEX} uses though jMonkeyEngine3, is a rigid-body physics rlm@572: system. This offers a compromise between the expressiveness of a rlm@572: game level and the speed at which it can be simulated, and it means rlm@572: that creatures should be naturally expressed as rigid components rlm@572: held together by joint constraints. rlm@572: rlm@572: But humans are more like a squishy bag wrapped around some hard rlm@572: bones which define the overall shape. When we move, our skin bends rlm@572: and stretches to accommodate the new positions of our bones. rlm@572: rlm@572: One way to make bodies composed of rigid pieces connected by joints rlm@572: \emph{seem} more human-like is to use an \emph{armature}, (or \emph{rigging}) rlm@572: system, which defines a overall ``body mesh'' and defines how the rlm@572: mesh deforms as a function of the position of each ``bone'' which rlm@572: is a standard rigid body. This technique is used extensively to rlm@572: model humans and create realistic animations. It is not a good rlm@572: technique for physical simulation because it is a lie -- the skin rlm@572: is not a physical part of the simulation and does not interact with rlm@572: any objects in the world or itself. Objects will pass right though rlm@572: the skin until they come in contact with the underlying bone, which rlm@572: is a physical object. Without simulating the skin, the sense of rlm@572: touch has little meaning, and the creature's own vision will lie to rlm@572: it about the true extent of its body. Simulating the skin as a rlm@572: physical object requires some way to continuously update the rlm@572: physical model of the skin along with the movement of the bones, rlm@572: which is unacceptably slow compared to rigid body simulation. rlm@572: rlm@572: Therefore, instead of using the human-like ``bony meatbag'' rlm@572: approach, I decided to base my body plans on multiple solid objects rlm@572: that are connected by joints, inspired by the robot \texttt{EVE} from the rlm@572: movie WALL-E. rlm@572: rlm@572: \begin{figure}[htb] rlm@572: \centering rlm@572: \includegraphics[width=10cm]{./images/Eve.jpg} rlm@572: \caption{\texttt{EVE} from the movie WALL-E. This body plan turns out to be much better suited to my purposes than a more human-like one.} rlm@572: \end{figure} rlm@572: rlm@572: \texttt{EVE}'s body is composed of several rigid components that are held rlm@572: together by invisible joint constraints. This is what I mean by rlm@572: \emph{eve-like}. The main reason that I use eve-like bodies is for rlm@572: simulation efficiency, and so that there will be correspondence rlm@572: between the AI's senses and the physical presence of its body. Each rlm@572: individual section is simulated by a separate rigid body that rlm@572: corresponds exactly with its visual representation and does not rlm@572: change. Sections are connected by invisible joints that are well rlm@572: supported in jMonkeyEngine3. Bullet, the physics backend for rlm@572: jMonkeyEngine3, can efficiently simulate hundreds of rigid bodies rlm@572: connected by joints. Just because sections are rigid does not mean rlm@572: they have to stay as one piece forever; they can be dynamically rlm@572: replaced with multiple sections to simulate splitting in two. This rlm@572: could be used to simulate retractable claws or \texttt{EVE}'s hands, which rlm@572: are able to coalesce into one object in the movie. rlm@572: rlm@572: \subsubsection{Solidifying/Connecting a body} rlm@572: \label{sec-2-7-1} rlm@572: rlm@572: \texttt{CORTEX} creates a creature in two steps: first, it traverses the rlm@572: nodes in the Blender file and creates physical representations for rlm@572: any of them that have mass defined in their Blender meta-data. rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: (defn physical! rlm@572: "Iterate through the nodes in creature and make them real physical rlm@572: objects in the simulation." rlm@572: [#^Node creature] rlm@572: (dorun rlm@572: (map rlm@572: (fn [geom] rlm@572: (let [physics-control rlm@572: (RigidBodyControl. rlm@572: (HullCollisionShape. rlm@572: (.getMesh geom)) rlm@572: (if-let [mass (meta-data geom "mass")] rlm@572: (float mass) (float 1)))] rlm@572: (.addControl geom physics-control))) rlm@572: (filter #(isa? (class %) Geometry ) rlm@572: (node-seq creature))))) rlm@572: \end{verbatim} rlm@572: \caption{\label{physical}Program for iterating through the nodes in a Blender file and generating physical jMonkeyEngine3 objects with mass and a matching physics shape.} rlm@572: \end{listing} rlm@572: rlm@572: The next step to making a proper body is to connect those pieces rlm@572: together with joints. jMonkeyEngine has a large array of joints rlm@572: available via \texttt{bullet}, such as Point2Point, Cone, Hinge, and a rlm@572: generic Six Degree of Freedom joint, with or without spring rlm@572: restitution. rlm@572: rlm@572: Joints are treated a lot like proper senses, in that there is a rlm@572: top-level empty node named ``joints'' whose children each rlm@572: represent a joint. rlm@572: rlm@572: \begin{figure}[htb] rlm@572: \centering rlm@572: \includegraphics[width=10cm]{./images/hand-screenshot1.png} rlm@572: \caption{\label{blender-hand}View of the hand model in Blender showing the main ``joints'' node (highlighted in yellow) and its children which each represent a joint in the hand. Each joint node has metadata specifying what sort of joint it is.} rlm@572: \end{figure} rlm@572: rlm@572: rlm@572: \texttt{CORTEX}'s procedure for binding the creature together with joints rlm@572: is as follows: rlm@572: rlm@572: \begin{itemize} rlm@572: \item Find the children of the ``joints'' node. rlm@572: \item Determine the two spatials the joint is meant to connect. rlm@572: \item Create the joint based on the meta-data of the empty node. rlm@572: \end{itemize} rlm@572: rlm@572: The higher order function \texttt{sense-nodes} from \texttt{cortex.sense} rlm@572: simplifies finding the joints based on their parent ``joints'' rlm@572: node. rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: (defn sense-nodes rlm@572: "For some senses there is a special empty Blender node whose rlm@572: children are considered markers for an instance of that sense. This rlm@572: function generates functions to find those children, given the name rlm@572: of the special parent node." rlm@572: [parent-name] rlm@572: (fn [#^Node creature] rlm@572: (if-let [sense-node (.getChild creature parent-name)] rlm@572: (seq (.getChildren sense-node)) []))) rlm@572: rlm@572: (def rlm@572: ^{:doc "Return the children of the creature's \"joints\" node." rlm@572: :arglists '([creature])} rlm@572: joints rlm@572: (sense-nodes "joints")) rlm@572: \end{verbatim} rlm@572: \caption{\label{get-empty-nodes}Retrieving the children empty nodes from a single named empty node is a common pattern in \texttt{CORTEX}. Further instances of this technique for the senses will be omitted} rlm@572: \end{listing} rlm@572: rlm@572: To find a joint's targets, \texttt{CORTEX} creates a small cube, centered rlm@572: around the empty-node, and grows the cube exponentially until it rlm@572: intersects two physical objects. The objects are ordered according rlm@572: to the joint's rotation, with the first one being the object that rlm@572: has more negative coordinates in the joint's reference frame. rlm@572: Because the objects must be physical, the empty-node itself rlm@572: escapes detection. Because the objects must be physical, rlm@572: \texttt{joint-targets} must be called \emph{after} \texttt{physical!} is called. rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: (defn joint-targets rlm@572: "Return the two closest two objects to the joint object, ordered rlm@572: from bottom to top according to the joint's rotation." rlm@572: [#^Node parts #^Node joint] rlm@572: (loop [radius (float 0.01)] rlm@572: (let [results (CollisionResults.)] rlm@572: (.collideWith rlm@572: parts rlm@572: (BoundingBox. (.getWorldTranslation joint) rlm@572: radius radius radius) results) rlm@572: (let [targets rlm@572: (distinct rlm@572: (map #(.getGeometry %) results))] rlm@572: (if (>= (count targets) 2) rlm@572: (sort-by rlm@572: #(let [joint-ref-frame-position rlm@572: (jme-to-blender rlm@572: (.mult rlm@572: (.inverse (.getWorldRotation joint)) rlm@572: (.subtract (.getWorldTranslation %) rlm@572: (.getWorldTranslation joint))))] rlm@572: (.dot (Vector3f. 1 1 1) joint-ref-frame-position)) rlm@572: (take 2 targets)) rlm@572: (recur (float (* radius 2)))))))) rlm@572: \end{verbatim} rlm@572: \caption{\label{joint-targets}Program to find the targets of a joint node by exponentially growth of a search cube.} rlm@572: \end{listing} rlm@572: rlm@572: Once \texttt{CORTEX} finds all joints and targets, it creates them using rlm@572: a dispatch on the metadata of each joint node. rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: (defmulti joint-dispatch rlm@572: "Translate Blender pseudo-joints into real JME joints." rlm@572: (fn [constraints & _] rlm@572: (:type constraints))) rlm@572: rlm@572: (defmethod joint-dispatch :point rlm@572: [constraints control-a control-b pivot-a pivot-b rotation] rlm@572: (doto (SixDofJoint. control-a control-b pivot-a pivot-b false) rlm@572: (.setLinearLowerLimit Vector3f/ZERO) rlm@572: (.setLinearUpperLimit Vector3f/ZERO))) rlm@572: rlm@572: (defmethod joint-dispatch :hinge rlm@572: [constraints control-a control-b pivot-a pivot-b rotation] rlm@572: (let [axis (if-let [axis (:axis constraints)] axis Vector3f/UNIT_X) rlm@572: [limit-1 limit-2] (:limit constraints) rlm@572: hinge-axis (.mult rotation (blender-to-jme axis))] rlm@572: (doto (HingeJoint. control-a control-b pivot-a pivot-b rlm@572: hinge-axis hinge-axis) rlm@572: (.setLimit limit-1 limit-2)))) rlm@572: rlm@572: (defmethod joint-dispatch :cone rlm@572: [constraints control-a control-b pivot-a pivot-b rotation] rlm@572: (let [limit-xz (:limit-xz constraints) rlm@572: limit-xy (:limit-xy constraints) rlm@572: twist (:twist constraints)] rlm@572: (doto (ConeJoint. control-a control-b pivot-a pivot-b rlm@572: rotation rotation) rlm@572: (.setLimit (float limit-xz) (float limit-xy) rlm@572: (float twist))))) rlm@572: \end{verbatim} rlm@572: \caption{\label{joint-dispatch}Program to dispatch on Blender metadata and create joints suitable for physical simulation.} rlm@572: \end{listing} rlm@572: rlm@572: All that is left for joints is to combine the above pieces into rlm@572: something that can operate on the collection of nodes that a rlm@572: Blender file represents. rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: (defn connect rlm@572: "Create a joint between 'obj-a and 'obj-b at the location of rlm@572: 'joint. The type of joint is determined by the metadata on 'joint. rlm@572: rlm@572: Here are some examples: rlm@572: {:type :point} rlm@572: {:type :hinge :limit [0 (/ Math/PI 2)] :axis (Vector3f. 0 1 0)} rlm@572: (:axis defaults to (Vector3f. 1 0 0) if not provided for hinge joints) rlm@572: rlm@572: {:type :cone :limit-xz 0] rlm@572: :limit-xy 0] rlm@572: :twist 0]} (use XZY rotation mode in Blender!)" rlm@572: [#^Node obj-a #^Node obj-b #^Node joint] rlm@572: (let [control-a (.getControl obj-a RigidBodyControl) rlm@572: control-b (.getControl obj-b RigidBodyControl) rlm@572: joint-center (.getWorldTranslation joint) rlm@572: joint-rotation (.toRotationMatrix (.getWorldRotation joint)) rlm@572: pivot-a (world-to-local obj-a joint-center) rlm@572: pivot-b (world-to-local obj-b joint-center)] rlm@572: (if-let rlm@572: [constraints (map-vals eval (read-string (meta-data joint "joint")))] rlm@572: ;; A side-effect of creating a joint registers rlm@572: ;; it with both physics objects which in turn rlm@572: ;; will register the joint with the physics system rlm@572: ;; when the simulation is started. rlm@572: (joint-dispatch constraints rlm@572: control-a control-b rlm@572: pivot-a pivot-b rlm@572: joint-rotation)))) rlm@572: \end{verbatim} rlm@572: \caption{\label{connect}Program to completely create a joint given information from a Blender file.} rlm@572: \end{listing} rlm@572: rlm@572: In general, whenever \texttt{CORTEX} exposes a sense (or in this case rlm@572: physicality), it provides a function of the type \texttt{sense!}, which rlm@572: takes in a collection of nodes and augments it to support that rlm@572: sense. The function returns any controls necessary to use that rlm@572: sense. In this case \texttt{body!} creates a physical body and returns no rlm@572: control functions. rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: (defn joints! rlm@572: "Connect the solid parts of the creature with physical joints. The rlm@572: joints are taken from the \"joints\" node in the creature." rlm@572: [#^Node creature] rlm@572: (dorun rlm@572: (map rlm@572: (fn [joint] rlm@572: (let [[obj-a obj-b] (joint-targets creature joint)] rlm@572: (connect obj-a obj-b joint))) rlm@572: (joints creature)))) rlm@572: (defn body! rlm@572: "Endow the creature with a physical body connected with joints. The rlm@572: particulars of the joints and the masses of each body part are rlm@572: determined in Blender." rlm@572: [#^Node creature] rlm@572: (physical! creature) rlm@572: (joints! creature)) rlm@572: \end{verbatim} rlm@572: \caption{\label{joints}Program to give joints to a creature.} rlm@572: \end{listing} rlm@572: rlm@572: All of the code you have just seen amounts to only 130 lines, yet rlm@572: because it builds on top of Blender and jMonkeyEngine3, those few rlm@572: lines pack quite a punch! rlm@572: rlm@572: The hand from figure \ref{blender-hand}, which was modeled after rlm@572: my own right hand, can now be given joints and simulated as a rlm@572: creature. rlm@572: rlm@572: \begin{figure}[htb] rlm@572: \centering rlm@572: \includegraphics[width=15cm]{./images/physical-hand.png} rlm@572: \caption{\label{physical-hand}With the ability to create physical creatures from Blender, \texttt{CORTEX} gets one step closer to becoming a full creature simulation environment.} rlm@572: \end{figure} rlm@572: rlm@572: \subsection{Sight reuses standard video game components\ldots{}} rlm@572: \label{sec-2-8} rlm@572: rlm@572: Vision is one of the most important senses for humans, so I need to rlm@572: build a simulated sense of vision for my AI. I will do this with rlm@572: simulated eyes. Each eye can be independently moved and should see rlm@572: its own version of the world depending on where it is. rlm@572: rlm@572: Making these simulated eyes a reality is simple because rlm@572: jMonkeyEngine already contains extensive support for multiple views rlm@572: of the same 3D simulated world. The reason jMonkeyEngine has this rlm@572: support is because the support is necessary to create games with rlm@572: split-screen views. Multiple views are also used to create rlm@572: efficient pseudo-reflections by rendering the scene from a certain rlm@572: perspective and then projecting it back onto a surface in the 3D rlm@572: world. rlm@572: rlm@572: \begin{figure}[htb] rlm@572: \centering rlm@572: \includegraphics[width=10cm]{./images/goldeneye-4-player.png} rlm@572: \caption{\label{goldeneye}jMonkeyEngine supports multiple views to enable split-screen games, like GoldenEye, which was one of the first games to use split-screen views.} rlm@572: \end{figure} rlm@572: rlm@572: \subsubsection{A Brief Description of jMonkeyEngine's Rendering Pipeline} rlm@572: \label{sec-2-8-1} rlm@572: rlm@572: jMonkeyEngine allows you to create a \texttt{ViewPort}, which represents a rlm@572: view of the simulated world. You can create as many of these as you rlm@572: want. Every frame, the \texttt{RenderManager} iterates through each rlm@572: \texttt{ViewPort}, rendering the scene in the GPU. For each \texttt{ViewPort} there rlm@572: is a \texttt{FrameBuffer} which represents the rendered image in the GPU. rlm@572: rlm@572: \begin{figure}[htb] rlm@572: \centering rlm@572: \includegraphics[width=10cm]{./images/diagram_rendermanager2.png} rlm@572: \caption{\label{rendermanagers}\texttt{ViewPorts} are cameras in the world. During each frame, the \texttt{RenderManager} records a snapshot of what each view is currently seeing; these snapshots are \texttt{FrameBuffer} objects.} rlm@572: \end{figure} rlm@572: rlm@572: Each \texttt{ViewPort} can have any number of attached \texttt{SceneProcessor} rlm@572: objects, which are called every time a new frame is rendered. A rlm@572: \texttt{SceneProcessor} receives its \texttt{ViewPort's} \texttt{FrameBuffer} and can do rlm@572: whatever it wants to the data. Often this consists of invoking GPU rlm@572: specific operations on the rendered image. The \texttt{SceneProcessor} can rlm@572: also copy the GPU image data to RAM and process it with the CPU. rlm@572: rlm@572: \subsubsection{Appropriating Views for Vision} rlm@572: \label{sec-2-8-2} rlm@572: rlm@572: Each eye in the simulated creature needs its own \texttt{ViewPort} so rlm@572: that it can see the world from its own perspective. To this rlm@572: \texttt{ViewPort}, I add a \texttt{SceneProcessor} that feeds the visual data to rlm@572: any arbitrary continuation function for further processing. That rlm@572: continuation function may perform both CPU and GPU operations on rlm@572: the data. To make this easy for the continuation function, the rlm@572: \texttt{SceneProcessor} maintains appropriately sized buffers in RAM to rlm@572: hold the data. It does not do any copying from the GPU to the CPU rlm@572: itself because it is a slow operation. rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: (defn vision-pipeline rlm@572: "Create a SceneProcessor object which wraps a vision processing rlm@572: continuation function. The continuation is a function that takes rlm@572: [#^Renderer r #^FrameBuffer fb #^ByteBuffer b #^BufferedImage bi], rlm@572: each of which has already been appropriately sized." rlm@572: [continuation] rlm@572: (let [byte-buffer (atom nil) rlm@572: renderer (atom nil) rlm@572: image (atom nil)] rlm@572: (proxy [SceneProcessor] [] rlm@572: (initialize rlm@572: [renderManager viewPort] rlm@572: (let [cam (.getCamera viewPort) rlm@572: width (.getWidth cam) rlm@572: height (.getHeight cam)] rlm@572: (reset! renderer (.getRenderer renderManager)) rlm@572: (reset! byte-buffer rlm@572: (BufferUtils/createByteBuffer rlm@572: (* width height 4))) rlm@572: (reset! image (BufferedImage. rlm@572: width height rlm@572: BufferedImage/TYPE_4BYTE_ABGR)))) rlm@572: (isInitialized [] (not (nil? @byte-buffer))) rlm@572: (reshape [_ _ _]) rlm@572: (preFrame [_]) rlm@572: (postQueue [_]) rlm@572: (postFrame rlm@572: [#^FrameBuffer fb] rlm@572: (.clear @byte-buffer) rlm@572: (continuation @renderer fb @byte-buffer @image)) rlm@572: (cleanup [])))) rlm@572: \end{verbatim} rlm@572: \caption{\label{pipeline-1}Function to make the rendered scene in jMonkeyEngine available for further processing.} rlm@572: \end{listing} rlm@572: rlm@572: The continuation function given to \texttt{vision-pipeline} above will be rlm@572: given a \texttt{Renderer} and three containers for image data. The rlm@572: \texttt{FrameBuffer} references the GPU image data, but the pixel data rlm@572: can not be used directly on the CPU. The \texttt{ByteBuffer} and rlm@572: \texttt{BufferedImage} are initially "empty" but are sized to hold the rlm@572: data in the \texttt{FrameBuffer}. I call transferring the GPU image data rlm@572: to the CPU structures "mixing" the image data. rlm@572: rlm@572: \subsubsection{Optical sensor arrays are described with images and referenced with metadata} rlm@572: \label{sec-2-8-3} rlm@572: rlm@572: The vision pipeline described above handles the flow of rendered rlm@572: images. Now, \texttt{CORTEX} needs simulated eyes to serve as the source rlm@572: of these images. rlm@572: rlm@572: An eye is described in Blender in the same way as a joint. They rlm@572: are zero dimensional empty objects with no geometry whose local rlm@572: coordinate system determines the orientation of the resulting eye. rlm@572: All eyes are children of a parent node named "eyes" just as all rlm@572: joints have a parent named "joints". An eye binds to the nearest rlm@572: physical object with \texttt{bind-sense}. rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: (defn add-eye! rlm@572: "Create a Camera centered on the current position of 'eye which rlm@572: follows the closest physical node in 'creature. The camera will rlm@572: point in the X direction and use the Z vector as up as determined rlm@572: by the rotation of these vectors in Blender coordinate space. Use rlm@572: XZY rotation for the node in Blender." rlm@572: [#^Node creature #^Spatial eye] rlm@572: (let [target (closest-node creature eye) rlm@572: [cam-width cam-height] rlm@572: ;;[640 480] ;; graphics card on laptop doesn't support rlm@572: ;; arbitrary dimensions. rlm@572: (eye-dimensions eye) rlm@572: cam (Camera. cam-width cam-height) rlm@572: rot (.getWorldRotation eye)] rlm@572: (.setLocation cam (.getWorldTranslation eye)) rlm@572: (.lookAtDirection rlm@572: cam ; this part is not a mistake and rlm@572: (.mult rot Vector3f/UNIT_X) ; is consistent with using Z in rlm@572: (.mult rot Vector3f/UNIT_Y)) ; Blender as the UP vector. rlm@572: (.setFrustumPerspective rlm@572: cam (float 45) rlm@572: (float (/ (.getWidth cam) (.getHeight cam))) rlm@572: (float 1) rlm@572: (float 1000)) rlm@572: (bind-sense target cam) cam)) rlm@572: \end{verbatim} rlm@572: \caption{\label{add-eye}Here, the camera is created based on metadata on the eye-node and attached to the nearest physical object with \texttt{bind-sense}} rlm@572: \end{listing} rlm@572: rlm@572: \subsubsection{Simulated Retina} rlm@572: \label{sec-2-8-4} rlm@572: rlm@572: An eye is a surface (the retina) which contains many discrete rlm@572: sensors to detect light. These sensors can have different rlm@572: light-sensing properties. In humans, each discrete sensor is rlm@572: sensitive to red, blue, green, or gray. These different types of rlm@572: sensors can have different spatial distributions along the retina. rlm@572: In humans, there is a fovea in the center of the retina which has rlm@572: a very high density of color sensors, and a blind spot which has rlm@572: no sensors at all. Sensor density decreases in proportion to rlm@572: distance from the fovea. rlm@572: rlm@572: I want to be able to model any retinal configuration, so my rlm@572: eye-nodes in Blender contain metadata pointing to images that rlm@572: describe the precise position of the individual sensors using rlm@572: white pixels. The meta-data also describes the precise sensitivity rlm@572: to light that the sensors described in the image have. An eye can rlm@572: contain any number of these images. For example, the metadata for rlm@572: an eye might look like this: rlm@572: rlm@572: \begin{verbatim} rlm@572: {0xFF0000 "Models/test-creature/retina-small.png"} rlm@572: \end{verbatim} rlm@572: rlm@572: \begin{figure}[htb] rlm@572: \centering rlm@572: \includegraphics[width=7cm]{./images/retina-small.png} rlm@572: \caption{\label{retina}An example retinal profile image. White pixels are photo-sensitive elements. The distribution of white pixels is denser in the middle and falls off at the edges and is inspired by the human retina.} rlm@572: \end{figure} rlm@572: rlm@572: Together, the number 0xFF0000 and the image above describe the rlm@572: placement of red-sensitive sensory elements. rlm@572: rlm@572: Meta-data to very crudely approximate a human eye might be rlm@572: something like this: rlm@572: rlm@572: \begin{verbatim} rlm@572: (let [retinal-profile "Models/test-creature/retina-small.png"] rlm@572: {0xFF0000 retinal-profile rlm@572: 0x00FF00 retinal-profile rlm@572: 0x0000FF retinal-profile rlm@572: 0xFFFFFF retinal-profile}) rlm@572: \end{verbatim} rlm@572: rlm@572: The numbers that serve as keys in the map determine a sensor's rlm@572: relative sensitivity to the channels red, green, and blue. These rlm@572: sensitivity values are packed into an integer in the order rlm@572: \texttt{|\_|R|G|B|} in 8-bit fields. The RGB values of a pixel in the rlm@572: image are added together with these sensitivities as linear rlm@572: weights. Therefore, 0xFF0000 means sensitive to red only while rlm@572: 0xFFFFFF means sensitive to all colors equally (gray). rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: (defn vision-kernel rlm@572: "Returns a list of functions, each of which will return a color rlm@572: channel's worth of visual information when called inside a running rlm@572: simulation." rlm@572: [#^Node creature #^Spatial eye & {skip :skip :or {skip 0}}] rlm@572: (let [retinal-map (retina-sensor-profile eye) rlm@572: camera (add-eye! creature eye) rlm@572: vision-image rlm@572: (atom rlm@572: (BufferedImage. (.getWidth camera) rlm@572: (.getHeight camera) rlm@572: BufferedImage/TYPE_BYTE_BINARY)) rlm@572: register-eye! rlm@572: (runonce rlm@572: (fn [world] rlm@572: (add-camera! rlm@572: world camera rlm@572: (let [counter (atom 0)] rlm@572: (fn [r fb bb bi] rlm@572: (if (zero? (rem (swap! counter inc) (inc skip))) rlm@572: (reset! vision-image rlm@572: (BufferedImage! r fb bb bi))))))))] rlm@572: (vec rlm@572: (map rlm@572: (fn [[key image]] rlm@572: (let [whites (white-coordinates image) rlm@572: topology (vec (collapse whites)) rlm@572: sensitivity (sensitivity-presets key key)] rlm@572: (attached-viewport. rlm@572: (fn [world] rlm@572: (register-eye! world) rlm@572: (vector rlm@572: topology rlm@572: (vec rlm@572: (for [[x y] whites] rlm@572: (pixel-sense rlm@572: sensitivity rlm@572: (.getRGB @vision-image x y)))))) rlm@572: register-eye!))) rlm@572: retinal-map)))) rlm@572: \end{verbatim} rlm@572: \caption{\label{vision-kernel}This is the core of vision in \texttt{CORTEX}. A given eye node is converted into a function that returns visual information from the simulation.} rlm@572: \end{listing} rlm@572: rlm@572: Note that because each of the functions generated by rlm@572: \texttt{vision-kernel} shares the same \texttt{register-eye!} function, the eye rlm@572: will be registered only once the first time any of the functions rlm@572: from the list returned by \texttt{vision-kernel} is called. Each of the rlm@572: functions returned by \texttt{vision-kernel} also allows access to the rlm@572: \texttt{Viewport} through which it receives images. rlm@572: rlm@572: All the hard work has been done; all that remains is to apply rlm@572: \texttt{vision-kernel} to each eye in the creature and gather the results rlm@572: into one list of functions. rlm@572: rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: (defn vision! rlm@572: "Returns a list of functions, each of which returns visual sensory rlm@572: data when called inside a running simulation." rlm@572: [#^Node creature & {skip :skip :or {skip 0}}] rlm@572: (reduce rlm@572: concat rlm@572: (for [eye (eyes creature)] rlm@572: (vision-kernel creature eye)))) rlm@572: \end{verbatim} rlm@572: \caption{\label{vision}With \texttt{vision!}, \texttt{CORTEX} is already a fine simulation environment for experimenting with different types of eyes.} rlm@572: \end{listing} rlm@572: rlm@572: \begin{figure}[htb] rlm@572: \centering rlm@572: \includegraphics[width=13cm]{./images/worm-vision.png} rlm@572: \caption{\label{worm-vision-test.}Simulated vision with a test creature and the human-like eye approximation. Notice how each channel of the eye responds differently to the differently colored balls.} rlm@572: \end{figure} rlm@572: rlm@572: The vision code is not much more complicated than the body code, rlm@572: and enables multiple further paths for simulated vision. For rlm@572: example, it is quite easy to create bifocal vision -- you just rlm@572: make two eyes next to each other in Blender! It is also possible rlm@572: to encode vision transforms in the retinal files. For example, the rlm@572: human like retina file in figure \ref{retina} approximates a rlm@572: log-polar transform. rlm@572: rlm@572: This vision code has already been absorbed by the jMonkeyEngine rlm@572: community and is now (in modified form) part of a system for rlm@572: capturing in-game video to a file. rlm@572: rlm@572: \subsection{\ldots{}but hearing must be built from scratch} rlm@572: \label{sec-2-9} rlm@572: rlm@572: At the end of this chapter I will have simulated ears that work the rlm@572: same way as the simulated eyes in the last chapter. I will be able to rlm@572: place any number of ear-nodes in a Blender file, and they will bind to rlm@572: the closest physical object and follow it as it moves around. Each ear rlm@572: will provide access to the sound data it picks up between every frame. rlm@572: rlm@572: Hearing is one of the more difficult senses to simulate, because there rlm@572: is less support for obtaining the actual sound data that is processed rlm@572: by jMonkeyEngine3. There is no "split-screen" support for rendering rlm@572: sound from different points of view, and there is no way to directly rlm@572: access the rendered sound data. rlm@572: rlm@572: \texttt{CORTEX}'s hearing is unique because it does not have any rlm@572: limitations compared to other simulation environments. As far as I rlm@572: know, there is no other system that supports multiple listeners, rlm@572: and the sound demo at the end of this chapter is the first time rlm@572: it's been done in a video game environment. rlm@572: rlm@572: \subsubsection{Brief Description of jMonkeyEngine's Sound System} rlm@572: \label{sec-2-9-1} rlm@572: rlm@572: jMonkeyEngine's sound system works as follows: rlm@572: rlm@572: \begin{itemize} rlm@572: \item jMonkeyEngine uses the \texttt{AppSettings} for the particular rlm@572: application to determine what sort of \texttt{AudioRenderer} should be rlm@572: used. rlm@572: \item Although some support is provided for multiple AudioRenderer rlm@572: backends, jMonkeyEngine at the time of this writing will either rlm@572: pick no \texttt{AudioRenderer} at all, or the \texttt{LwjglAudioRenderer}. rlm@572: \item jMonkeyEngine tries to figure out what sort of system you're rlm@572: running and extracts the appropriate native libraries. rlm@572: \item The \texttt{LwjglAudioRenderer} uses the \href{http://lwjgl.org/}{\texttt{LWJGL}} (LightWeight Java Game rlm@572: Library) bindings to interface with a C library called \href{http://kcat.strangesoft.net/openal.html}{\texttt{OpenAL}} rlm@572: \item \texttt{OpenAL} renders the 3D sound and feeds the rendered sound rlm@572: directly to any of various sound output devices with which it rlm@572: knows how to communicate. rlm@572: \end{itemize} rlm@572: rlm@572: A consequence of this is that there's no way to access the actual rlm@572: sound data produced by \texttt{OpenAL}. Even worse, \texttt{OpenAL} only supports rlm@572: one \emph{listener} (it renders sound data from only one perspective), rlm@572: which normally isn't a problem for games, but becomes a problem rlm@572: when trying to make multiple AI creatures that can each hear the rlm@572: world from a different perspective. rlm@572: rlm@572: To make many AI creatures in jMonkeyEngine that can each hear the rlm@572: world from their own perspective, or to make a single creature with rlm@572: many ears, it is necessary to go all the way back to \texttt{OpenAL} and rlm@572: implement support for simulated hearing there. rlm@572: rlm@572: \subsubsection{Extending \texttt{OpenAl}} rlm@572: \label{sec-2-9-2} rlm@572: rlm@572: Extending \texttt{OpenAL} to support multiple listeners requires 500 rlm@572: lines of \texttt{C} code and is too complicated to mention here. Instead, rlm@572: I will show a small amount of extension code and go over the high rlm@572: level strategy. Full source is of course available with the rlm@572: \texttt{CORTEX} distribution if you're interested. rlm@572: rlm@572: \texttt{OpenAL} goes to great lengths to support many different systems, rlm@572: all with different sound capabilities and interfaces. It rlm@572: accomplishes this difficult task by providing code for many rlm@572: different sound backends in pseudo-objects called \emph{Devices}. rlm@572: There's a device for the Linux Open Sound System and the Advanced rlm@572: Linux Sound Architecture, there's one for Direct Sound on Windows, rlm@572: and there's even one for Solaris. \texttt{OpenAL} solves the problem of rlm@572: platform independence by providing all these Devices. rlm@572: rlm@572: Wrapper libraries such as LWJGL are free to examine the system on rlm@572: which they are running and then select an appropriate device for rlm@572: that system. rlm@572: rlm@572: There are also a few "special" devices that don't interface with rlm@572: any particular system. These include the Null Device, which rlm@572: doesn't do anything, and the Wave Device, which writes whatever rlm@572: sound it receives to a file, if everything has been set up rlm@572: correctly when configuring \texttt{OpenAL}. rlm@572: rlm@572: Actual mixing (Doppler shift and distance.environment-based rlm@572: attenuation) of the sound data happens in the Devices, and they rlm@572: are the only point in the sound rendering process where this data rlm@572: is available. rlm@572: rlm@572: Therefore, in order to support multiple listeners, and get the rlm@572: sound data in a form that the AIs can use, it is necessary to rlm@572: create a new Device which supports this feature. rlm@572: rlm@572: Adding a device to OpenAL is rather tricky -- there are five rlm@572: separate files in the \texttt{OpenAL} source tree that must be modified rlm@572: to do so. I named my device the "Multiple Audio Send" Device, or rlm@572: \texttt{Send} Device for short, since it sends audio data back to the rlm@572: calling application like an Aux-Send cable on a mixing board. rlm@572: rlm@572: The main idea behind the Send device is to take advantage of the rlm@572: fact that LWJGL only manages one \emph{context} when using OpenAL. A rlm@572: \emph{context} is like a container that holds samples and keeps track rlm@572: of where the listener is. In order to support multiple listeners, rlm@572: the Send device identifies the LWJGL context as the master rlm@572: context, and creates any number of slave contexts to represent rlm@572: additional listeners. Every time the device renders sound, it rlm@572: synchronizes every source from the master LWJGL context to the rlm@572: slave contexts. Then, it renders each context separately, using a rlm@572: different listener for each one. The rendered sound is made rlm@572: available via JNI to jMonkeyEngine. rlm@572: rlm@572: Switching between contexts is not the normal operation of a rlm@572: Device, and one of the problems with doing so is that a Device rlm@572: normally keeps around a few pieces of state such as the rlm@572: \texttt{ClickRemoval} array above which will become corrupted if the rlm@572: contexts are not rendered in parallel. The solution is to create a rlm@572: copy of this normally global device state for each context, and rlm@572: copy it back and forth into and out of the actual device state rlm@572: whenever a context is rendered. rlm@572: rlm@572: The core of the \texttt{Send} device is the \texttt{syncSources} function, which rlm@572: does the job of copying all relevant data from one context to rlm@572: another. rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: void syncSources(ALsource *masterSource, ALsource *slaveSource, rlm@572: ALCcontext *masterCtx, ALCcontext *slaveCtx){ rlm@572: ALuint master = masterSource->source; rlm@572: ALuint slave = slaveSource->source; rlm@572: ALCcontext *current = alcGetCurrentContext(); rlm@572: rlm@572: syncSourcef(master,slave,masterCtx,slaveCtx,AL_PITCH); rlm@572: syncSourcef(master,slave,masterCtx,slaveCtx,AL_GAIN); rlm@572: syncSourcef(master,slave,masterCtx,slaveCtx,AL_MAX_DISTANCE); rlm@572: syncSourcef(master,slave,masterCtx,slaveCtx,AL_ROLLOFF_FACTOR); rlm@572: syncSourcef(master,slave,masterCtx,slaveCtx,AL_REFERENCE_DISTANCE); rlm@572: syncSourcef(master,slave,masterCtx,slaveCtx,AL_MIN_GAIN); rlm@572: syncSourcef(master,slave,masterCtx,slaveCtx,AL_MAX_GAIN); rlm@572: syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_OUTER_GAIN); rlm@572: syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_INNER_ANGLE); rlm@572: syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_OUTER_ANGLE); rlm@572: syncSourcef(master,slave,masterCtx,slaveCtx,AL_SEC_OFFSET); rlm@572: syncSourcef(master,slave,masterCtx,slaveCtx,AL_SAMPLE_OFFSET); rlm@572: syncSourcef(master,slave,masterCtx,slaveCtx,AL_BYTE_OFFSET); rlm@572: rlm@572: syncSource3f(master,slave,masterCtx,slaveCtx,AL_POSITION); rlm@572: syncSource3f(master,slave,masterCtx,slaveCtx,AL_VELOCITY); rlm@572: syncSource3f(master,slave,masterCtx,slaveCtx,AL_DIRECTION); rlm@572: rlm@572: syncSourcei(master,slave,masterCtx,slaveCtx,AL_SOURCE_RELATIVE); rlm@572: syncSourcei(master,slave,masterCtx,slaveCtx,AL_LOOPING); rlm@572: rlm@572: alcMakeContextCurrent(masterCtx); rlm@572: ALint source_type; rlm@572: alGetSourcei(master, AL_SOURCE_TYPE, &source_type); rlm@572: rlm@572: // Only static sources are currently synchronized! rlm@572: if (AL_STATIC == source_type){ rlm@572: ALint master_buffer; rlm@572: ALint slave_buffer; rlm@572: alGetSourcei(master, AL_BUFFER, &master_buffer); rlm@572: alcMakeContextCurrent(slaveCtx); rlm@572: alGetSourcei(slave, AL_BUFFER, &slave_buffer); rlm@572: if (master_buffer != slave_buffer){ rlm@572: alSourcei(slave, AL_BUFFER, master_buffer); rlm@572: } rlm@572: } rlm@572: rlm@572: // Synchronize the state of the two sources. rlm@572: alcMakeContextCurrent(masterCtx); rlm@572: ALint masterState; rlm@572: ALint slaveState; rlm@572: rlm@572: alGetSourcei(master, AL_SOURCE_STATE, &masterState); rlm@572: alcMakeContextCurrent(slaveCtx); rlm@572: alGetSourcei(slave, AL_SOURCE_STATE, &slaveState); rlm@572: rlm@572: if (masterState != slaveState){ rlm@572: switch (masterState){ rlm@572: case AL_INITIAL : alSourceRewind(slave); break; rlm@572: case AL_PLAYING : alSourcePlay(slave); break; rlm@572: case AL_PAUSED : alSourcePause(slave); break; rlm@572: case AL_STOPPED : alSourceStop(slave); break; rlm@572: } rlm@572: } rlm@572: // Restore whatever context was previously active. rlm@572: alcMakeContextCurrent(current); rlm@572: } rlm@572: \end{verbatim} rlm@572: \caption{\label{sync-openal-sources}Program for extending \texttt{OpenAL} to support multiple listeners via context copying/switching.} rlm@572: \end{listing} rlm@572: rlm@572: With this special context-switching device, and some ugly JNI rlm@572: bindings that are not worth mentioning, \texttt{CORTEX} gains the ability rlm@572: to access multiple sound streams from \texttt{OpenAL}. rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: (defn add-ear! rlm@572: "Create a Listener centered on the current position of 'ear rlm@572: which follows the closest physical node in 'creature and rlm@572: sends sound data to 'continuation." rlm@572: [#^Application world #^Node creature #^Spatial ear continuation] rlm@572: (let [target (closest-node creature ear) rlm@572: lis (Listener.) rlm@572: audio-renderer (.getAudioRenderer world) rlm@572: sp (hearing-pipeline continuation)] rlm@572: (.setLocation lis (.getWorldTranslation ear)) rlm@572: (.setRotation lis (.getWorldRotation ear)) rlm@572: (bind-sense target lis) rlm@572: (update-listener-velocity! target lis) rlm@572: (.addListener audio-renderer lis) rlm@572: (.registerSoundProcessor audio-renderer lis sp))) rlm@572: \end{verbatim} rlm@572: \caption{\label{add-ear}Program to create an ear from a Blender empty node. The ear follows around the nearest physical object and passes all sensory data to a continuation function.} rlm@572: \end{listing} rlm@572: rlm@572: The \texttt{Send} device, unlike most of the other devices in \texttt{OpenAL}, rlm@572: does not render sound unless asked. This enables the system to rlm@572: slow down or speed up depending on the needs of the AIs who are rlm@572: using it to listen. If the device tried to render samples in rlm@572: real-time, a complicated AI whose mind takes 100 seconds of rlm@572: computer time to simulate 1 second of AI-time would miss almost rlm@572: all of the sound in its environment! rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: (defn hearing-kernel rlm@572: "Returns a function which returns auditory sensory data when called rlm@572: inside a running simulation." rlm@572: [#^Node creature #^Spatial ear] rlm@572: (let [hearing-data (atom []) rlm@572: register-listener! rlm@572: (runonce rlm@572: (fn [#^Application world] rlm@572: (add-ear! rlm@572: world creature ear rlm@572: (comp #(reset! hearing-data %) rlm@572: byteBuffer->pulse-vector))))] rlm@572: (fn [#^Application world] rlm@572: (register-listener! world) rlm@572: (let [data @hearing-data rlm@572: topology rlm@572: (vec (map #(vector % 0) (range 0 (count data))))] rlm@572: [topology data])))) rlm@572: rlm@572: (defn hearing! rlm@572: "Endow the creature in a particular world with the sense of rlm@572: hearing. Will return a sequence of functions, one for each ear, rlm@572: which when called will return the auditory data from that ear." rlm@572: [#^Node creature] rlm@572: (for [ear (ears creature)] rlm@572: (hearing-kernel creature ear))) rlm@572: \end{verbatim} rlm@572: \caption{\label{hearing}Program to enable arbitrary hearing in \texttt{CORTEX}} rlm@572: \end{listing} rlm@572: rlm@572: Armed with these functions, \texttt{CORTEX} is able to test possibly the rlm@572: first ever instance of multiple listeners in a video game engine rlm@572: based simulation! rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: /** rlm@572: * Respond to sound! This is the brain of an AI entity that rlm@572: * hears its surroundings and reacts to them. rlm@572: */ rlm@572: public void process(ByteBuffer audioSamples, rlm@572: int numSamples, AudioFormat format) { rlm@572: audioSamples.clear(); rlm@572: byte[] data = new byte[numSamples]; rlm@572: float[] out = new float[numSamples]; rlm@572: audioSamples.get(data); rlm@572: FloatSampleTools. rlm@572: byte2floatInterleaved rlm@572: (data, 0, out, 0, numSamples/format.getFrameSize(), format); rlm@572: rlm@572: float max = Float.NEGATIVE_INFINITY; rlm@572: for (float f : out){if (f > max) max = f;} rlm@572: audioSamples.clear(); rlm@572: rlm@572: if (max > 0.1){ rlm@572: entity.getMaterial().setColor("Color", ColorRGBA.Green); rlm@572: } rlm@572: else { rlm@572: entity.getMaterial().setColor("Color", ColorRGBA.Gray); rlm@572: } rlm@572: \end{verbatim} rlm@572: \caption{\label{sound-test}Here a simple creature responds to sound by changing its color from gray to green when the total volume goes over a threshold.} rlm@572: \end{listing} rlm@572: rlm@572: \begin{figure}[htb] rlm@572: \centering rlm@572: \includegraphics[width=10cm]{./images/java-hearing-test.png} rlm@572: \caption{\label{sound-cubes.}First ever simulation of multiple listeners in \texttt{CORTEX}. Each cube is a creature which processes sound data with the \texttt{process} function from listing \ref{sound-test}. the ball is constantly emitting a pure tone of constant volume. As it approaches the cubes, they each change color in response to the sound.} rlm@572: \end{figure} rlm@572: rlm@572: This system of hearing has also been co-opted by the rlm@572: jMonkeyEngine3 community and is used to record audio for demo rlm@572: videos. rlm@572: rlm@572: \subsection{Hundreds of hair-like elements provide a sense of touch} rlm@572: \label{sec-2-10} rlm@572: rlm@572: Touch is critical to navigation and spatial reasoning and as such I rlm@572: need a simulated version of it to give to my AI creatures. rlm@572: rlm@572: Human skin has a wide array of touch sensors, each of which rlm@572: specialize in detecting different vibrational modes and pressures. rlm@572: These sensors can integrate a vast expanse of skin (i.e. your rlm@572: entire palm), or a tiny patch of skin at the tip of your finger. rlm@572: The hairs of the skin help detect objects before they even come rlm@572: into contact with the skin proper. rlm@572: rlm@572: However, touch in my simulated world can not exactly correspond to rlm@572: human touch because my creatures are made out of completely rigid rlm@572: segments that don't deform like human skin. rlm@572: rlm@572: Instead of measuring deformation or vibration, I surround each rlm@572: rigid part with a plenitude of hair-like objects (\emph{feelers}) which rlm@572: do not interact with the physical world. Physical objects can pass rlm@572: through them with no effect. The feelers are able to tell when rlm@572: other objects pass through them, and they constantly report how rlm@572: much of their extent is covered. So even though the creature's body rlm@572: parts do not deform, the feelers create a margin around those body rlm@572: parts which achieves a sense of touch which is a hybrid between a rlm@572: human's sense of deformation and sense from hairs. rlm@572: rlm@572: Implementing touch in jMonkeyEngine follows a different technical rlm@572: route than vision and hearing. Those two senses piggybacked off rlm@572: jMonkeyEngine's 3D audio and video rendering subsystems. To rlm@572: simulate touch, I use jMonkeyEngine's physics system to execute rlm@572: many small collision detections, one for each feeler. The placement rlm@572: of the feelers is determined by a UV-mapped image which shows where rlm@572: each feeler should be on the 3D surface of the body. rlm@572: rlm@572: \subsubsection{Defining Touch Meta-Data in Blender} rlm@572: \label{sec-2-10-1} rlm@572: rlm@572: Each geometry can have a single UV map which describes the rlm@572: position of the feelers which will constitute its sense of touch. rlm@572: This image path is stored under the ``touch'' key. The image itself rlm@572: is black and white, with black meaning a feeler length of 0 (no rlm@572: feeler is present) and white meaning a feeler length of \texttt{scale}, rlm@572: which is a float stored under the key "scale". rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: (defn tactile-sensor-profile rlm@572: "Return the touch-sensor distribution image in BufferedImage format, rlm@572: or nil if it does not exist." rlm@572: [#^Geometry obj] rlm@572: (if-let [image-path (meta-data obj "touch")] rlm@572: (load-image image-path))) rlm@572: rlm@572: (defn tactile-scale rlm@572: "Return the length of each feeler. Default scale is 0.01 rlm@572: jMonkeyEngine units." rlm@572: [#^Geometry obj] rlm@572: (if-let [scale (meta-data obj "scale")] rlm@572: scale 0.1)) rlm@572: \end{verbatim} rlm@572: \caption{\label{touch-meta-data}Touch does not use empty nodes, to store metadata, because the metadata of each solid part of a creature's body is sufficient.} rlm@572: \end{listing} rlm@572: rlm@572: Here is an example of a UV-map which specifies the position of rlm@572: touch sensors along the surface of the upper segment of a fingertip. rlm@572: rlm@572: \begin{figure}[htb] rlm@572: \centering rlm@572: \includegraphics[width=13cm]{./images/finger-UV.png} rlm@572: \caption{\label{fingertip-UV}This is the tactile-sensor-profile for the upper segment of a fingertip. It defines regions of high touch sensitivity (where there are many white pixels) and regions of low sensitivity (where white pixels are sparse).} rlm@572: \end{figure} rlm@572: rlm@572: \subsubsection{Implementation Summary} rlm@572: \label{sec-2-10-2} rlm@572: rlm@572: To simulate touch there are three conceptual steps. For each solid rlm@572: object in the creature, you first have to get UV image and scale rlm@572: parameter which define the position and length of the feelers. rlm@572: Then, you use the triangles which comprise the mesh and the UV rlm@572: data stored in the mesh to determine the world-space position and rlm@572: orientation of each feeler. Then once every frame, update these rlm@572: positions and orientations to match the current position and rlm@572: orientation of the object, and use physics collision detection to rlm@572: gather tactile data. rlm@572: rlm@572: Extracting the meta-data has already been described. The third rlm@572: step, physics collision detection, is handled in \texttt{touch-kernel}. rlm@572: Translating the positions and orientations of the feelers from the rlm@572: UV-map to world-space is itself a three-step process. rlm@572: rlm@572: \begin{itemize} rlm@572: \item Find the triangles which make up the mesh in pixel-space and in rlm@572: world-space. $\backslash$(\texttt{triangles}, \texttt{pixel-triangles}). rlm@572: rlm@572: \item Find the coordinates of each feeler in world-space. These are rlm@572: the origins of the feelers. (\texttt{feeler-origins}). rlm@572: rlm@572: \item Calculate the normals of the triangles in world space, and add rlm@572: them to each of the origins of the feelers. These are the rlm@572: normalized coordinates of the tips of the feelers. rlm@572: (\texttt{feeler-tips}). rlm@572: \end{itemize} rlm@572: rlm@572: \subsubsection{Triangle Math} rlm@572: \label{sec-2-10-3} rlm@572: rlm@572: The rigid objects which make up a creature have an underlying rlm@572: \texttt{Geometry}, which is a \texttt{Mesh} plus a \texttt{Material} and other rlm@572: important data involved with displaying the object. rlm@572: rlm@572: A \texttt{Mesh} is composed of \texttt{Triangles}, and each \texttt{Triangle} has three rlm@572: vertices which have coordinates in world space and UV space. rlm@572: rlm@572: Here, \texttt{triangles} gets all the world-space triangles which rlm@572: comprise a mesh, while \texttt{pixel-triangles} gets those same triangles rlm@572: expressed in pixel coordinates (which are UV coordinates scaled to rlm@572: fit the height and width of the UV image). rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: (defn triangle rlm@572: "Get the triangle specified by triangle-index from the mesh." rlm@572: [#^Geometry geo triangle-index] rlm@572: (triangle-seq rlm@572: (let [scratch (Triangle.)] rlm@572: (.getTriangle (.getMesh geo) triangle-index scratch) scratch))) rlm@572: rlm@572: (defn triangles rlm@572: "Return a sequence of all the Triangles which comprise a given rlm@572: Geometry." rlm@572: [#^Geometry geo] rlm@572: (map (partial triangle geo) (range (.getTriangleCount (.getMesh geo))))) rlm@572: rlm@572: (defn triangle-vertex-indices rlm@572: "Get the triangle vertex indices of a given triangle from a given rlm@572: mesh." rlm@572: [#^Mesh mesh triangle-index] rlm@572: (let [indices (int-array 3)] rlm@572: (.getTriangle mesh triangle-index indices) rlm@572: (vec indices))) rlm@572: rlm@572: (defn vertex-UV-coord rlm@572: "Get the UV-coordinates of the vertex named by vertex-index" rlm@572: [#^Mesh mesh vertex-index] rlm@572: (let [UV-buffer rlm@572: (.getData rlm@572: (.getBuffer rlm@572: mesh rlm@572: VertexBuffer$Type/TexCoord))] rlm@572: [(.get UV-buffer (* vertex-index 2)) rlm@572: (.get UV-buffer (+ 1 (* vertex-index 2)))])) rlm@572: rlm@572: (defn pixel-triangle [#^Geometry geo image index] rlm@572: (let [mesh (.getMesh geo) rlm@572: width (.getWidth image) rlm@572: height (.getHeight image)] rlm@572: (vec (map (fn [[u v]] (vector (* width u) (* height v))) rlm@572: (map (partial vertex-UV-coord mesh) rlm@572: (triangle-vertex-indices mesh index)))))) rlm@572: rlm@572: (defn pixel-triangles rlm@572: "The pixel-space triangles of the Geometry, in the same order as rlm@572: (triangles geo)" rlm@572: [#^Geometry geo image] rlm@572: (let [height (.getHeight image) rlm@572: width (.getWidth image)] rlm@572: (map (partial pixel-triangle geo image) rlm@572: (range (.getTriangleCount (.getMesh geo)))))) rlm@572: \end{verbatim} rlm@572: \caption{\label{get-triangles}Programs to extract triangles from a geometry and get their vertices in both world and UV-coordinates.} rlm@572: \end{listing} rlm@572: rlm@572: \subsubsection{The Affine Transform from one Triangle to Another} rlm@572: \label{sec-2-10-4} rlm@572: rlm@572: \texttt{pixel-triangles} gives us the mesh triangles expressed in pixel rlm@572: coordinates and \texttt{triangles} gives us the mesh triangles expressed rlm@572: in world coordinates. The tactile-sensor-profile gives the rlm@572: position of each feeler in pixel-space. In order to convert rlm@572: pixel-space coordinates into world-space coordinates we need rlm@572: something that takes coordinates on the surface of one triangle rlm@572: and gives the corresponding coordinates on the surface of another rlm@572: triangle. rlm@572: rlm@572: Triangles are \href{http://mathworld.wolfram.com/AffineTransformation.html }{affine}, which means any triangle can be transformed rlm@572: into any other by a combination of translation, scaling, and rlm@572: rotation. The affine transformation from one triangle to another rlm@572: is readily computable if the triangle is expressed in terms of a rlm@572: \(4x4\) matrix. rlm@572: rlm@572: $$ rlm@572: \begin{bmatrix} rlm@572: x_1 & x_2 & x_3 & n_x \\ rlm@572: y_1 & y_2 & y_3 & n_y \\ rlm@572: z_1 & z_2 & z_3 & n_z \\ rlm@572: 1 & 1 & 1 & 1 rlm@572: \end{bmatrix} rlm@572: $$ rlm@572: rlm@572: Here, the first three columns of the matrix are the vertices of rlm@572: the triangle. The last column is the right-handed unit normal of rlm@572: the triangle. rlm@572: rlm@572: With two triangles \(T_{1}\) and \(T_{2}\) each expressed as a rlm@572: matrix like above, the affine transform from \(T_{1}\) to \(T_{2}\) rlm@572: is \(T_{2}T_{1}^{-1}\). rlm@572: rlm@572: The clojure code below recapitulates the formulas above, using rlm@572: jMonkeyEngine's \texttt{Matrix4f} objects, which can describe any affine rlm@572: transformation. rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: (defn triangle->matrix4f rlm@572: "Converts the triangle into a 4x4 matrix: The first three columns rlm@572: contain the vertices of the triangle; the last contains the unit rlm@572: normal of the triangle. The bottom row is filled with 1s." rlm@572: [#^Triangle t] rlm@572: (let [mat (Matrix4f.) rlm@572: [vert-1 vert-2 vert-3] rlm@572: (mapv #(.get t %) (range 3)) rlm@572: unit-normal (do (.calculateNormal t)(.getNormal t)) rlm@572: vertices [vert-1 vert-2 vert-3 unit-normal]] rlm@572: (dorun rlm@572: (for [row (range 4) col (range 3)] rlm@572: (do rlm@572: (.set mat col row (.get (vertices row) col)) rlm@572: (.set mat 3 row 1)))) mat)) rlm@572: rlm@572: (defn triangles->affine-transform rlm@572: "Returns the affine transformation that converts each vertex in the rlm@572: first triangle into the corresponding vertex in the second rlm@572: triangle." rlm@572: [#^Triangle tri-1 #^Triangle tri-2] rlm@572: (.mult rlm@572: (triangle->matrix4f tri-2) rlm@572: (.invert (triangle->matrix4f tri-1)))) rlm@572: \end{verbatim} rlm@572: \caption{\label{triangle-affine}Program to interpret triangles as affine transforms.} rlm@572: \end{listing} rlm@572: rlm@572: \subsubsection{Triangle Boundaries} rlm@572: \label{sec-2-10-5} rlm@572: rlm@572: For efficiency's sake I will divide the tactile-profile image into rlm@572: small squares which inscribe each pixel-triangle, then extract the rlm@572: points which lie inside the triangle and map them to 3D-space using rlm@572: \texttt{triangle-transform} above. To do this I need a function, rlm@572: \texttt{convex-bounds} which finds the smallest box which inscribes a 2D rlm@572: triangle. rlm@572: rlm@572: \texttt{inside-triangle?} determines whether a point is inside a triangle rlm@572: in 2D pixel-space. rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: (defn convex-bounds rlm@572: "Returns the smallest square containing the given vertices, as a rlm@572: vector of integers [left top width height]." rlm@572: [verts] rlm@572: (let [xs (map first verts) rlm@572: ys (map second verts) rlm@572: x0 (Math/floor (apply min xs)) rlm@572: y0 (Math/floor (apply min ys)) rlm@572: x1 (Math/ceil (apply max xs)) rlm@572: y1 (Math/ceil (apply max ys))] rlm@572: [x0 y0 (- x1 x0) (- y1 y0)])) rlm@572: rlm@572: (defn same-side? rlm@572: "Given the points p1 and p2 and the reference point ref, is point p rlm@572: on the same side of the line that goes through p1 and p2 as ref is?" rlm@572: [p1 p2 ref p] rlm@572: (<= rlm@572: 0 rlm@572: (.dot rlm@572: (.cross (.subtract p2 p1) (.subtract p p1)) rlm@572: (.cross (.subtract p2 p1) (.subtract ref p1))))) rlm@572: rlm@572: (defn inside-triangle? rlm@572: "Is the point inside the triangle?" rlm@572: {:author "Dylan Holmes"} rlm@572: [#^Triangle tri #^Vector3f p] rlm@572: (let [[vert-1 vert-2 vert-3] [(.get1 tri) (.get2 tri) (.get3 tri)]] rlm@572: (and rlm@572: (same-side? vert-1 vert-2 vert-3 p) rlm@572: (same-side? vert-2 vert-3 vert-1 p) rlm@572: (same-side? vert-3 vert-1 vert-2 p)))) rlm@572: \end{verbatim} rlm@572: \caption{\label{in-triangle}Program to efficiently determine point inclusion in a triangle.} rlm@572: \end{listing} rlm@572: rlm@572: \subsubsection{Feeler Coordinates} rlm@572: \label{sec-2-10-6} rlm@572: rlm@572: The triangle-related functions above make short work of rlm@572: calculating the positions and orientations of each feeler in rlm@572: world-space. rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: (defn feeler-pixel-coords rlm@572: "Returns the coordinates of the feelers in pixel space in lists, one rlm@572: list for each triangle, ordered in the same way as (triangles) and rlm@572: (pixel-triangles)." rlm@572: [#^Geometry geo image] rlm@572: (map rlm@572: (fn [pixel-triangle] rlm@572: (filter rlm@572: (fn [coord] rlm@572: (inside-triangle? (->triangle pixel-triangle) rlm@572: (->vector3f coord))) rlm@572: (white-coordinates image (convex-bounds pixel-triangle)))) rlm@572: (pixel-triangles geo image))) rlm@572: rlm@572: (defn feeler-world-coords rlm@572: "Returns the coordinates of the feelers in world space in lists, one rlm@572: list for each triangle, ordered in the same way as (triangles) and rlm@572: (pixel-triangles)." rlm@572: [#^Geometry geo image] rlm@572: (let [transforms rlm@572: (map #(triangles->affine-transform rlm@572: (->triangle %1) (->triangle %2)) rlm@572: (pixel-triangles geo image) rlm@572: (triangles geo))] rlm@572: (map (fn [transform coords] rlm@572: (map #(.mult transform (->vector3f %)) coords)) rlm@572: transforms (feeler-pixel-coords geo image)))) rlm@572: \end{verbatim} rlm@572: \caption{\label{feeler-coordinates}Program to get the coordinates of ``feelers '' in both world and UV-coordinates.} rlm@572: \end{listing} rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: (defn feeler-origins rlm@572: "The world space coordinates of the root of each feeler." rlm@572: [#^Geometry geo image] rlm@572: (reduce concat (feeler-world-coords geo image))) rlm@572: rlm@572: (defn feeler-tips rlm@572: "The world space coordinates of the tip of each feeler." rlm@572: [#^Geometry geo image] rlm@572: (let [world-coords (feeler-world-coords geo image) rlm@572: normals rlm@572: (map rlm@572: (fn [triangle] rlm@572: (.calculateNormal triangle) rlm@572: (.clone (.getNormal triangle))) rlm@572: (map ->triangle (triangles geo)))] rlm@572: rlm@572: (mapcat (fn [origins normal] rlm@572: (map #(.add % normal) origins)) rlm@572: world-coords normals))) rlm@572: rlm@572: (defn touch-topology rlm@572: [#^Geometry geo image] rlm@572: (collapse (reduce concat (feeler-pixel-coords geo image)))) rlm@572: \end{verbatim} rlm@572: \caption{\label{feeler-tips}Program to get the position of the base and tip of each ``feeler''} rlm@572: \end{listing} rlm@572: rlm@572: \subsubsection{Simulated Touch} rlm@572: \label{sec-2-10-7} rlm@572: rlm@572: Now that the functions to construct feelers are complete, rlm@572: \texttt{touch-kernel} generates functions to be called from within a rlm@572: simulation that perform the necessary physics collisions to rlm@572: collect tactile data, and \texttt{touch!} recursively applies it to every rlm@572: node in the creature. rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: (defn set-ray [#^Ray ray #^Matrix4f transform rlm@572: #^Vector3f origin #^Vector3f tip] rlm@572: ;; Doing everything locally reduces garbage collection by enough to rlm@572: ;; be worth it. rlm@572: (.mult transform origin (.getOrigin ray)) rlm@572: (.mult transform tip (.getDirection ray)) rlm@572: (.subtractLocal (.getDirection ray) (.getOrigin ray)) rlm@572: (.normalizeLocal (.getDirection ray))) rlm@572: \end{verbatim} rlm@572: \caption{\label{set-ray}Efficient program to transform a ray from one position to another.} rlm@572: \end{listing} rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: (defn touch-kernel rlm@572: "Constructs a function which will return tactile sensory data from rlm@572: 'geo when called from inside a running simulation" rlm@572: [#^Geometry geo] rlm@572: (if-let rlm@572: [profile (tactile-sensor-profile geo)] rlm@572: (let [ray-reference-origins (feeler-origins geo profile) rlm@572: ray-reference-tips (feeler-tips geo profile) rlm@572: ray-length (tactile-scale geo) rlm@572: current-rays (map (fn [_] (Ray.)) ray-reference-origins) rlm@572: topology (touch-topology geo profile) rlm@572: correction (float (* ray-length -0.2))] rlm@572: ;; slight tolerance for very close collisions. rlm@572: (dorun rlm@572: (map (fn [origin tip] rlm@572: (.addLocal origin (.mult (.subtract tip origin) rlm@572: correction))) rlm@572: ray-reference-origins ray-reference-tips)) rlm@572: (dorun (map #(.setLimit % ray-length) current-rays)) rlm@572: (fn [node] rlm@572: (let [transform (.getWorldMatrix geo)] rlm@572: (dorun rlm@572: (map (fn [ray ref-origin ref-tip] rlm@572: (set-ray ray transform ref-origin ref-tip)) rlm@572: current-rays ray-reference-origins rlm@572: ray-reference-tips)) rlm@572: (vector rlm@572: topology rlm@572: (vec rlm@572: (for [ray current-rays] rlm@572: (do rlm@572: (let [results (CollisionResults.)] rlm@572: (.collideWith node ray results) rlm@572: (let [touch-objects rlm@572: (filter #(not (= geo (.getGeometry %))) rlm@572: results) rlm@572: limit (.getLimit ray)] rlm@572: [(if (empty? touch-objects) rlm@572: limit rlm@572: (let [response rlm@572: (apply min (map #(.getDistance %) rlm@572: touch-objects))] rlm@572: (FastMath/clamp rlm@572: (float rlm@572: (if (> response limit) (float 0.0) rlm@572: (+ response correction))) rlm@572: (float 0.0) rlm@572: limit))) rlm@572: limit]))))))))))) rlm@572: \end{verbatim} rlm@572: \caption{\label{touch-kernel}This is the core of touch in \texttt{CORTEX} each feeler follows the object it is bound to, reporting any collisions that may happen.} rlm@572: \end{listing} rlm@572: rlm@572: Armed with the \texttt{touch!} function, \texttt{CORTEX} becomes capable of rlm@572: giving creatures a sense of touch. A simple test is to create a rlm@572: cube that is outfitted with a uniform distribution of touch rlm@572: sensors. It can feel the ground and any balls that it touches. rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: (defn touch! rlm@572: "Endow the creature with the sense of touch. Returns a sequence of rlm@572: functions, one for each body part with a tactile-sensor-profile, rlm@572: each of which when called returns sensory data for that body part." rlm@572: [#^Node creature] rlm@572: (filter rlm@572: (comp not nil?) rlm@572: (map touch-kernel rlm@572: (filter #(isa? (class %) Geometry) rlm@572: (node-seq creature))))) rlm@572: \end{verbatim} rlm@572: \caption{\label{touch}\texttt{CORTEX} interface for creating touch in a simulated creature.} rlm@572: \end{listing} rlm@572: rlm@572: The tactile-sensor-profile image for the touch cube is a simple rlm@572: cross with a uniform distribution of touch sensors: rlm@572: rlm@572: \begin{figure}[htb] rlm@572: \centering rlm@572: \includegraphics[width=7cm]{./images/touch-profile.png} rlm@572: \caption{\label{touch-cube-uv-map}The touch profile for the touch-cube. Each pure white pixel defines a touch sensitive feeler.} rlm@572: \end{figure} rlm@572: rlm@572: \begin{figure}[htb] rlm@572: \centering rlm@572: \includegraphics[width=15cm]{./images/touch-cube.png} rlm@572: \caption{\label{touch-cube-uv-map-2}The touch cube reacts to cannonballs. The black, red, and white cross on the right is a visual display of the creature's touch. White means that it is feeling something strongly, black is not feeling anything, and gray is in-between. The cube can feel both the floor and the ball. Notice that when the ball causes the cube to tip, that the bottom face can still feel part of the ground.} rlm@572: \end{figure} rlm@572: rlm@572: \subsection{Proprioception provides knowledge of your own body's position} rlm@572: \label{sec-2-11} rlm@572: rlm@572: Close your eyes, and touch your nose with your right index finger. rlm@572: How did you do it? You could not see your hand, and neither your rlm@572: hand nor your nose could use the sense of touch to guide the path rlm@572: of your hand. There are no sound cues, and Taste and Smell rlm@572: certainly don't provide any help. You know where your hand is rlm@572: without your other senses because of Proprioception. rlm@572: rlm@572: Humans can sometimes loose this sense through viral infections or rlm@572: damage to the spinal cord or brain, and when they do, they loose rlm@572: the ability to control their own bodies without looking directly at rlm@572: the parts they want to move. In \href{http://en.wikipedia.org/wiki/The_Man_Who_Mistook_His_Wife_for_a_Hat}{The Man Who Mistook His Wife for a rlm@572: Hat} (\cite{man-wife-hat}), a woman named Christina looses this rlm@572: sense and has to learn how to move by carefully watching her arms rlm@572: and legs. She describes proprioception as the "eyes of the body, rlm@572: the way the body sees itself". rlm@572: rlm@572: Proprioception in humans is mediated by \href{http://en.wikipedia.org/wiki/Articular_capsule}{joint capsules}, \href{http://en.wikipedia.org/wiki/Muscle_spindle}{muscle rlm@572: spindles}, and the \href{http://en.wikipedia.org/wiki/Golgi_tendon_organ}{Golgi tendon organs}. These measure the relative rlm@572: positions of each body part by monitoring muscle strain and length. rlm@572: rlm@572: It's clear that this is a vital sense for fluid, graceful movement. rlm@572: It's also particularly easy to implement in jMonkeyEngine. rlm@572: rlm@572: My simulated proprioception calculates the relative angles of each rlm@572: joint from the rest position defined in the Blender file. This rlm@572: simulates the muscle-spindles and joint capsules. I will deal with rlm@572: Golgi tendon organs, which calculate muscle strain, in the next rlm@572: section (2.12). rlm@572: rlm@572: \subsubsection{Helper functions} rlm@572: \label{sec-2-11-1} rlm@572: rlm@572: \texttt{absolute-angle} calculates the angle between two vectors, rlm@572: relative to a third axis vector. This angle is the number of rlm@572: radians you have to move counterclockwise around the axis vector rlm@572: to get from the first to the second vector. It is not commutative rlm@572: like a normal dot-product angle is. rlm@572: rlm@572: The purpose of these functions is to build a system of angle rlm@572: measurement that is biologically plausible. rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: (defn right-handed? rlm@572: "true iff the three vectors form a right handed coordinate rlm@572: system. The three vectors do not have to be normalized or rlm@572: orthogonal." rlm@572: [vec1 vec2 vec3] rlm@572: (pos? (.dot (.cross vec1 vec2) vec3))) rlm@572: rlm@572: (defn absolute-angle rlm@572: "The angle between 'vec1 and 'vec2 around 'axis. In the range rlm@572: [0 (* 2 Math/PI)]." rlm@572: [vec1 vec2 axis] rlm@572: (let [angle (.angleBetween vec1 vec2)] rlm@572: (if (right-handed? vec1 vec2 axis) rlm@572: angle (- (* 2 Math/PI) angle)))) rlm@572: \end{verbatim} rlm@572: \caption{\label{helpers}Program to measure angles along a vector} rlm@572: \end{listing} rlm@572: rlm@572: \subsubsection{Proprioception Kernel} rlm@572: \label{sec-2-11-2} rlm@572: rlm@572: Given a joint, \texttt{proprioception-kernel} produces a function that rlm@572: calculates the Euler angles between the objects the joint rlm@572: connects. The only tricky part here is making the angles relative rlm@572: to the joint's initial ``straightness''. rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: (defn proprioception-kernel rlm@572: "Returns a function which returns proprioceptive sensory data when rlm@572: called inside a running simulation." rlm@572: [#^Node parts #^Node joint] rlm@572: (let [[obj-a obj-b] (joint-targets parts joint) rlm@572: joint-rot (.getWorldRotation joint) rlm@572: x0 (.mult joint-rot Vector3f/UNIT_X) rlm@572: y0 (.mult joint-rot Vector3f/UNIT_Y) rlm@572: z0 (.mult joint-rot Vector3f/UNIT_Z)] rlm@572: (fn [] rlm@572: (let [rot-a (.clone (.getWorldRotation obj-a)) rlm@572: rot-b (.clone (.getWorldRotation obj-b)) rlm@572: x (.mult rot-a x0) rlm@572: y (.mult rot-a y0) rlm@572: z (.mult rot-a z0) rlm@572: rlm@572: X (.mult rot-b x0) rlm@572: Y (.mult rot-b y0) rlm@572: Z (.mult rot-b z0) rlm@572: heading (Math/atan2 (.dot X z) (.dot X x)) rlm@572: pitch (Math/atan2 (.dot X y) (.dot X x)) rlm@572: rlm@572: ;; rotate x-vector back to origin rlm@572: reverse rlm@572: (doto (Quaternion.) rlm@572: (.fromAngleAxis rlm@572: (.angleBetween X x) rlm@572: (let [cross (.normalize (.cross X x))] rlm@572: (if (= 0 (.length cross)) y cross)))) rlm@572: roll (absolute-angle (.mult reverse Y) y x)] rlm@572: [heading pitch roll])))) rlm@572: rlm@572: (defn proprioception! rlm@572: "Endow the creature with the sense of proprioception. Returns a rlm@572: sequence of functions, one for each child of the \"joints\" node in rlm@572: the creature, which each report proprioceptive information about rlm@572: that joint." rlm@572: [#^Node creature] rlm@572: ;; extract the body's joints rlm@572: (let [senses (map (partial proprioception-kernel creature) rlm@572: (joints creature))] rlm@572: (fn [] rlm@572: (map #(%) senses)))) rlm@572: \end{verbatim} rlm@572: \caption{\label{proprioception}Program to return biologically reasonable proprioceptive data for each joint.} rlm@572: \end{listing} rlm@572: rlm@572: \texttt{proprioception!} maps \texttt{proprioception-kernel} across all the rlm@572: joints of the creature. It uses the same list of joints that rlm@572: \texttt{joints} uses. Proprioception is the easiest sense to implement in rlm@572: \texttt{CORTEX}, and it will play a crucial role when efficiently rlm@572: implementing empathy. rlm@572: rlm@572: \begin{figure}[htb] rlm@572: \centering rlm@572: \includegraphics[width=11cm]{./images/proprio.png} rlm@572: \caption{\label{proprio}In the upper right corner, the three proprioceptive angle measurements are displayed. Red is yaw, Green is pitch, and White is roll.} rlm@572: \end{figure} rlm@572: rlm@572: \subsection{Muscles contain both sensors and effectors} rlm@572: \label{sec-2-12} rlm@572: rlm@572: Surprisingly enough, terrestrial creatures only move by using rlm@572: torque applied about their joints. There's not a single straight rlm@572: line of force in the human body at all! (A straight line of force rlm@572: would correspond to some sort of jet or rocket propulsion.) rlm@572: rlm@572: In humans, muscles are composed of muscle fibers which can contract rlm@572: to exert force. The muscle fibers which compose a muscle are rlm@572: partitioned into discrete groups which are each controlled by a rlm@572: single alpha motor neuron. A single alpha motor neuron might rlm@572: control as little as three or as many as one thousand muscle rlm@572: fibers. When the alpha motor neuron is engaged by the spinal cord, rlm@572: it activates all of the muscle fibers to which it is attached. The rlm@572: spinal cord generally engages the alpha motor neurons which control rlm@572: few muscle fibers before the motor neurons which control many rlm@572: muscle fibers. This recruitment strategy allows for precise rlm@572: movements at low strength. The collection of all motor neurons that rlm@572: control a muscle is called the motor pool. The brain essentially rlm@572: says "activate 30\% of the motor pool" and the spinal cord recruits rlm@572: motor neurons until 30\% are activated. Since the distribution of rlm@572: power among motor neurons is unequal and recruitment goes from rlm@572: weakest to strongest, the first 30\% of the motor pool might be 5\% rlm@572: of the strength of the muscle. rlm@572: rlm@572: My simulated muscles follow a similar design: Each muscle is rlm@572: defined by a 1-D array of numbers (the "motor pool"). Each entry in rlm@572: the array represents a motor neuron which controls a number of rlm@572: muscle fibers equal to the value of the entry. Each muscle has a rlm@572: scalar strength factor which determines the total force the muscle rlm@572: can exert when all motor neurons are activated. The effector rlm@572: function for a muscle takes a number to index into the motor pool, rlm@572: and then "activates" all the motor neurons whose index is lower or rlm@572: equal to the number. Each motor-neuron will apply force in rlm@572: proportion to its value in the array. Lower values cause less rlm@572: force. The lower values can be put at the "beginning" of the 1-D rlm@572: array to simulate the layout of actual human muscles, which are rlm@572: capable of more precise movements when exerting less force. Or, the rlm@572: motor pool can simulate more exotic recruitment strategies which do rlm@572: not correspond to human muscles. rlm@572: rlm@572: This 1D array is defined in an image file for ease of rlm@572: creation/visualization. Here is an example muscle profile image. rlm@572: rlm@572: \begin{figure}[htb] rlm@572: \centering rlm@572: \includegraphics[width=7cm]{./images/basic-muscle.png} rlm@572: \caption{\label{muscle-recruit}A muscle profile image that describes the strengths of each motor neuron in a muscle. White is weakest and dark red is strongest. This particular pattern has weaker motor neurons at the beginning, just like human muscle.} rlm@572: \end{figure} rlm@572: rlm@572: \subsubsection{Muscle meta-data} rlm@572: \label{sec-2-12-1} rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: (defn muscle-profile-image rlm@572: "Get the muscle-profile image from the node's Blender meta-data." rlm@572: [#^Node muscle] rlm@572: (if-let [image (meta-data muscle "muscle")] rlm@572: (load-image image))) rlm@572: rlm@572: (defn muscle-strength rlm@572: "Return the strength of this muscle, or 1 if it is not defined." rlm@572: [#^Node muscle] rlm@572: (if-let [strength (meta-data muscle "strength")] rlm@572: strength 1)) rlm@572: rlm@572: (defn motor-pool rlm@572: "Return a vector where each entry is the strength of the \"motor rlm@572: neuron\" at that part in the muscle." rlm@572: [#^Node muscle] rlm@572: (let [profile (muscle-profile-image muscle)] rlm@572: (vec rlm@572: (let [width (.getWidth profile)] rlm@572: (for [x (range width)] rlm@572: (- 255 rlm@572: (bit-and rlm@572: 0x0000FF rlm@572: (.getRGB profile x 0)))))))) rlm@572: \end{verbatim} rlm@572: \caption{\label{motor-pool}Program to deal with loading muscle data from a Blender file's metadata.} rlm@572: \end{listing} rlm@572: rlm@572: Of note here is \texttt{motor-pool} which interprets the muscle-profile rlm@572: image in a way that allows me to use gradients between white and rlm@572: red, instead of shades of gray as I've been using for all the rlm@572: other senses. This is purely an aesthetic touch. rlm@572: rlm@572: \subsubsection{Creating muscles} rlm@572: \label{sec-2-12-2} rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: (defn movement-kernel rlm@572: "Returns a function which when called with a integer value inside a rlm@572: running simulation will cause movement in the creature according rlm@572: to the muscle's position and strength profile. Each function rlm@572: returns the amount of force applied / max force." rlm@572: [#^Node creature #^Node muscle] rlm@572: (let [target (closest-node creature muscle) rlm@572: axis rlm@572: (.mult (.getWorldRotation muscle) Vector3f/UNIT_Y) rlm@572: strength (muscle-strength muscle) rlm@572: rlm@572: pool (motor-pool muscle) rlm@572: pool-integral (reductions + pool) rlm@572: forces rlm@572: (vec (map #(float (* strength (/ % (last pool-integral)))) rlm@572: pool-integral)) rlm@572: control (.getControl target RigidBodyControl)] rlm@572: (fn [n] rlm@572: (let [pool-index (max 0 (min n (dec (count pool)))) rlm@572: force (forces pool-index)] rlm@572: (.applyTorque control (.mult axis force)) rlm@572: (float (/ force strength)))))) rlm@572: rlm@572: (defn movement! rlm@572: "Endow the creature with the power of movement. Returns a sequence rlm@572: of functions, each of which accept an integer value and will rlm@572: activate their corresponding muscle." rlm@572: [#^Node creature] rlm@572: (for [muscle (muscles creature)] rlm@572: (movement-kernel creature muscle))) rlm@572: \end{verbatim} rlm@572: \caption{\label{muscle-kernel}This is the core movement function in \texttt{CORTEX}, which implements muscles that report on their activation.} rlm@572: \end{listing} rlm@572: rlm@572: rlm@572: \texttt{movement-kernel} creates a function that controls the movement rlm@572: of the nearest physical node to the muscle node. The muscle exerts rlm@572: a rotational force dependent on it's orientation to the object in rlm@572: the Blender file. The function returned by \texttt{movement-kernel} is rlm@572: also a sense function: it returns the percent of the total muscle rlm@572: strength that is currently being employed. This is analogous to rlm@572: muscle tension in humans and completes the sense of proprioception rlm@572: begun in the last chapter. rlm@572: rlm@572: \subsection{\texttt{CORTEX} brings complex creatures to life!} rlm@572: \label{sec-2-13} rlm@572: rlm@572: The ultimate test of \texttt{CORTEX} is to create a creature with the full rlm@572: gamut of senses and put it though its paces. rlm@572: rlm@572: With all senses enabled, my right hand model looks like an rlm@572: intricate marionette hand with several strings for each finger: rlm@572: rlm@572: \begin{figure}[htb] rlm@572: \centering rlm@572: \includegraphics[width=11cm]{./images/hand-with-all-senses2.png} rlm@572: \caption{\label{hand-nodes-1}View of the hand model with all sense nodes. You can see the joint, muscle, ear, and eye nodes here.} rlm@572: \end{figure} rlm@572: rlm@572: \begin{figure}[htb] rlm@572: \centering rlm@572: \includegraphics[width=15cm]{./images/hand-with-all-senses3.png} rlm@572: \caption{\label{hand-nodes-2}An alternate view of the hand.} rlm@572: \end{figure} rlm@572: rlm@572: With the hand fully rigged with senses, I can run it though a test rlm@572: that will test everything. rlm@572: rlm@572: \begin{figure}[htb] rlm@572: \centering rlm@572: \includegraphics[width=15cm]{./images/integration.png} rlm@572: \caption{\label{integration}Selected frames from a full test of the hand with all senses. Note especially the interactions the hand has with itself: it feels its own palm and fingers, and when it curls its fingers, it sees them with its eye (which is located in the center of the palm. The red block appears with a pure tone sound. The hand then uses its muscles to launch the cube!} rlm@572: \end{figure} rlm@572: rlm@572: \subsection{\texttt{CORTEX} enables many possibilities for further research} rlm@572: \label{sec-2-14} rlm@572: rlm@572: Often times, the hardest part of building a system involving rlm@572: creatures is dealing with physics and graphics. \texttt{CORTEX} removes rlm@572: much of this initial difficulty and leaves researchers free to rlm@572: directly pursue their ideas. I hope that even novices with a rlm@572: passing curiosity about simulated touch or creature evolution will rlm@572: be able to use cortex for experimentation. \texttt{CORTEX} is a completely rlm@572: simulated world, and far from being a disadvantage, its simulated rlm@572: nature enables you to create senses and creatures that would be rlm@572: impossible to make in the real world. rlm@572: rlm@572: While not by any means a complete list, here are some paths rlm@572: \texttt{CORTEX} is well suited to help you explore: rlm@572: rlm@572: \begin{description} rlm@572: \item[{Empathy }] my empathy program leaves many areas for rlm@572: improvement, among which are using vision to infer rlm@572: proprioception and looking up sensory experience with imagined rlm@572: vision, touch, and sound. rlm@572: \item[{Evolution}] Karl Sims created a rich environment for simulating rlm@572: the evolution of creatures on a Connection Machine rlm@572: (\cite{sims-evolving-creatures}). Today, this can be redone rlm@572: and expanded with \texttt{CORTEX} on an ordinary computer. rlm@572: \item[{Exotic senses }] Cortex enables many fascinating senses that are rlm@572: not possible to build in the real world. For example, rlm@572: telekinesis is an interesting avenue to explore. You can also rlm@572: make a ``semantic'' sense which looks up metadata tags on rlm@572: objects in the environment the metadata tags might contain rlm@572: other sensory information. rlm@572: \item[{Imagination via subworlds}] this would involve a creature with rlm@572: an effector which creates an entire new sub-simulation where rlm@572: the creature has direct control over placement/creation of rlm@572: objects via simulated telekinesis. The creature observes this rlm@572: sub-world through its normal senses and uses its observations rlm@572: to make predictions about its top level world. rlm@572: \item[{Simulated prescience}] step the simulation forward a few ticks, rlm@572: gather sensory data, then supply this data for the creature as rlm@572: one of its actual senses. The cost of prescience is slowing rlm@572: the simulation down by a factor proportional to however far rlm@572: you want the entities to see into the future. What happens rlm@572: when two evolved creatures that can each see into the future rlm@572: fight each other? rlm@572: \item[{Swarm creatures}] Program a group of creatures that cooperate rlm@572: with each other. Because the creatures would be simulated, you rlm@572: could investigate computationally complex rules of behavior rlm@572: which still, from the group's point of view, would happen in rlm@572: real time. Interactions could be as simple as cellular rlm@572: organisms communicating via flashing lights, or as complex as rlm@572: humanoids completing social tasks, etc. rlm@572: \item[{\texttt{HACKER} for writing muscle-control programs}] Presented with a rlm@572: low-level muscle control / sense API, generate higher level rlm@572: programs for accomplishing various stated goals. Example goals rlm@572: might be "extend all your fingers" or "move your hand into the rlm@572: area with blue light" or "decrease the angle of this joint". rlm@572: It would be like Sussman's HACKER, except it would operate rlm@572: with much more data in a more realistic world. Start off with rlm@572: "calisthenics" to develop subroutines over the motor control rlm@572: API. The low level programming code might be a turning machine rlm@572: that could develop programs to iterate over a "tape" where rlm@572: each entry in the tape could control recruitment of the fibers rlm@572: in a muscle. rlm@572: \item[{Sense fusion}] There is much work to be done on sense rlm@572: integration -- building up a coherent picture of the world and rlm@572: the things in it. With \texttt{CORTEX} as a base, you can explore rlm@572: concepts like self-organizing maps or cross modal clustering rlm@572: in ways that have never before been tried. rlm@572: \item[{Inverse kinematics}] experiments in sense guided motor control rlm@572: are easy given \texttt{CORTEX}'s support -- you can get right to the rlm@572: hard control problems without worrying about physics or rlm@572: senses. rlm@572: \end{description} rlm@572: rlm@572: \newpage rlm@572: rlm@572: \section{\texttt{EMPATH}: action recognition in a simulated worm} rlm@572: \label{sec-3} rlm@572: rlm@572: Here I develop a computational model of empathy, using \texttt{CORTEX} as a rlm@572: base. Empathy in this context is the ability to observe another rlm@572: creature and infer what sorts of sensations that creature is rlm@572: feeling. My empathy algorithm involves multiple phases. First is rlm@572: free-play, where the creature moves around and gains sensory rlm@572: experience. From this experience I construct a representation of the rlm@572: creature's sensory state space, which I call \(\Phi\)-space. Using rlm@572: \(\Phi\)-space, I construct an efficient function which takes the rlm@572: limited data that comes from observing another creature and enriches rlm@572: it with a full compliment of imagined sensory data. I can then use rlm@572: the imagined sensory data to recognize what the observed creature is rlm@572: doing and feeling, using straightforward embodied action predicates. rlm@572: This is all demonstrated with using a simple worm-like creature, and rlm@572: recognizing worm-actions based on limited data. rlm@572: rlm@572: \begin{figure}[htb] rlm@572: \centering rlm@572: \includegraphics[width=10cm]{./images/basic-worm-view.png} rlm@572: \caption{\label{basic-worm-view}Here is the worm with which we will be working. It is composed of 5 segments. Each segment has a pair of extensor and flexor muscles. Each of the worm's four joints is a hinge joint which allows about 30 degrees of rotation to either side. Each segment of the worm is touch-capable and has a uniform distribution of touch sensors on each of its faces. Each joint has a proprioceptive sense to detect relative positions. The worm segments are all the same except for the first one, which has a much higher weight than the others to allow for easy manual motor control.} rlm@572: \end{figure} rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: (defn worm [] rlm@572: (let [model (load-blender-model "Models/worm/worm.blend")] rlm@572: {:body (doto model (body!)) rlm@572: :touch (touch! model) rlm@572: :proprioception (proprioception! model) rlm@572: :muscles (movement! model)})) rlm@572: \end{verbatim} rlm@572: \caption{\label{get-worm}Program for reading a worm from a Blender file and outfitting it with the senses of proprioception, touch, and the ability to move, as specified in the Blender file.} rlm@572: \end{listing} rlm@572: rlm@572: \subsection{Embodiment factors action recognition into manageable parts} rlm@572: \label{sec-3-1} rlm@572: rlm@572: Using empathy, I divide the problem of action recognition into a rlm@572: recognition process expressed in the language of a full compliment rlm@572: of senses, and an imaginative process that generates full sensory rlm@572: data from partial sensory data. Splitting the action recognition rlm@572: problem in this manner greatly reduces the total amount of work to rlm@572: recognize actions: The imaginative process is mostly just matching rlm@572: previous experience, and the recognition process gets to use all rlm@572: the senses to directly describe any action. rlm@572: rlm@572: \subsection{Action recognition is easy with a full gamut of senses} rlm@572: \label{sec-3-2} rlm@572: rlm@572: Embodied representation using multiple senses such as touch, rlm@572: proprioception, and muscle tension turns out be exceedingly rlm@572: efficient at describing body-centered actions. It is the right rlm@572: language for the job. For example, it takes only around 5 lines of rlm@572: clojure code to describe the action of curling using embodied rlm@572: primitives. It takes about 10 lines to describe the seemingly rlm@572: complicated action of wiggling. rlm@572: rlm@572: The following action predicates each take a stream of sensory rlm@572: experience, observe however much of it they desire, and decide rlm@572: whether the worm is doing the action they describe. \texttt{curled?} rlm@572: relies on proprioception, \texttt{resting?} relies on touch, \texttt{wiggling?} rlm@572: relies on a Fourier analysis of muscle contraction, and rlm@572: \texttt{grand-circle?} relies on touch and reuses \texttt{curled?} in its rlm@572: definition, showing how embodied predicates can be composed. rlm@572: rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: (defn curled? rlm@572: "Is the worm curled up?" rlm@572: [experiences] rlm@572: (every? rlm@572: (fn [[_ _ bend]] rlm@572: (> (Math/sin bend) 0.64)) rlm@572: (:proprioception (peek experiences)))) rlm@572: \end{verbatim} rlm@572: \caption{\label{curled}Program for detecting whether the worm is curled. This is the simplest action predicate, because it only uses the last frame of sensory experience, and only uses proprioceptive data. Even this simple predicate, however, is automatically frame independent and ignores vermopomorphic\protect\footnotemark \space differences such as worm textures and colors.} rlm@572: \end{listing} rlm@572: rlm@572: \footnotetext{Like \emph{anthropomorphic} except for worms instead of humans.} rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: (defn contact rlm@572: "Determine how much contact a particular worm segment has with rlm@572: other objects. Returns a value between 0 and 1, where 1 is full rlm@572: contact and 0 is no contact." rlm@572: [touch-region [coords contact :as touch]] rlm@572: (-> (zipmap coords contact) rlm@572: (select-keys touch-region) rlm@572: (vals) rlm@572: (#(map first %)) rlm@572: (average) rlm@572: (* 10) rlm@572: (- 1) rlm@572: (Math/abs))) rlm@572: \end{verbatim} rlm@572: \caption{\label{touch-summary}Program for summarizing the touch information in a patch of skin.} rlm@572: \end{listing} rlm@572: rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: (def worm-segment-bottom (rect-region [8 15] [14 22])) rlm@572: rlm@572: (defn resting? rlm@572: "Is the worm resting on the ground?" rlm@572: [experiences] rlm@572: (every? rlm@572: (fn [touch-data] rlm@572: (< 0.9 (contact worm-segment-bottom touch-data))) rlm@572: (:touch (peek experiences)))) rlm@572: \end{verbatim} rlm@572: \caption{\label{resting}Program for detecting whether the worm is at rest. This program uses a summary of the tactile information from the underbelly of the worm, and is only true if every segment is touching the floor. Note that this function contains no references to proprioception at all.} rlm@572: \end{listing} rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: (def worm-segment-bottom-tip (rect-region [15 15] [22 22])) rlm@572: rlm@572: (def worm-segment-top-tip (rect-region [0 15] [7 22])) rlm@572: rlm@572: (defn grand-circle? rlm@572: "Does the worm form a majestic circle (one end touching the other)?" rlm@572: [experiences] rlm@572: (and (curled? experiences) rlm@572: (let [worm-touch (:touch (peek experiences)) rlm@572: tail-touch (worm-touch 0) rlm@572: head-touch (worm-touch 4)] rlm@572: (and (< 0.55 (contact worm-segment-bottom-tip tail-touch)) rlm@572: (< 0.55 (contact worm-segment-top-tip head-touch)))))) rlm@572: \end{verbatim} rlm@572: \caption{\label{grand-circle}Program for detecting whether the worm is curled up into a full circle. Here the embodied approach begins to shine, as I am able to both use a previous action predicate (\texttt{curled?}) as well as the direct tactile experience of the head and tail.} rlm@572: \end{listing} rlm@572: rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: (defn fft [nums] rlm@572: (map rlm@572: #(.getReal %) rlm@572: (.transform rlm@572: (FastFourierTransformer. DftNormalization/STANDARD) rlm@572: (double-array nums) TransformType/FORWARD))) rlm@572: rlm@572: (def indexed (partial map-indexed vector)) rlm@572: rlm@572: (defn max-indexed [s] rlm@572: (first (sort-by (comp - second) (indexed s)))) rlm@572: rlm@572: (defn wiggling? rlm@572: "Is the worm wiggling?" rlm@572: [experiences] rlm@572: (let [analysis-interval 0x40] rlm@572: (when (> (count experiences) analysis-interval) rlm@572: (let [a-flex 3 rlm@572: a-ex 2 rlm@572: muscle-activity rlm@572: (map :muscle (vector:last-n experiences analysis-interval)) rlm@572: base-activity rlm@572: (map #(- (% a-flex) (% a-ex)) muscle-activity)] rlm@572: (= 2 rlm@572: (first rlm@572: (max-indexed rlm@572: (map #(Math/abs %) rlm@572: (take 20 (fft base-activity)))))))))) rlm@572: \end{verbatim} rlm@572: \caption{\label{wiggling}Program for detecting whether the worm has been wiggling for the last few frames. It uses a Fourier analysis of the muscle contractions of the worm's tail to determine wiggling. This is significant because there is no particular frame that clearly indicates that the worm is wiggling --- only when multiple frames are analyzed together is the wiggling revealed. Defining wiggling this way also gives the worm an opportunity to learn and recognize ``frustrated wiggling'', where the worm tries to wiggle but can't. Frustrated wiggling is very visually different from actual wiggling, but this definition gives it to us for free.} rlm@572: \end{listing} rlm@572: rlm@572: With these action predicates, I can now recognize the actions of rlm@572: the worm while it is moving under my control and I have access to rlm@572: all the worm's senses. rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: (defn debug-experience rlm@572: [experiences text] rlm@572: (cond rlm@572: (grand-circle? experiences) (.setText text "Grand Circle") rlm@572: (curled? experiences) (.setText text "Curled") rlm@572: (wiggling? experiences) (.setText text "Wiggling") rlm@572: (resting? experiences) (.setText text "Resting"))) rlm@572: \end{verbatim} rlm@572: \caption{\label{report-worm-activity}Use the action predicates defined earlier to report on what the worm is doing while in simulation.} rlm@572: \end{listing} rlm@572: rlm@572: \begin{figure}[htb] rlm@572: \centering rlm@572: \includegraphics[width=10cm]{./images/worm-identify-init.png} rlm@572: \caption{\label{basic-worm-view}Using \texttt{debug-experience}, the body-centered predicates work together to classify the behavior of the worm. the predicates are operating with access to the worm's full sensory data.} rlm@572: \end{figure} rlm@572: rlm@572: These action predicates satisfy the recognition requirement of an rlm@572: empathic recognition system. There is power in the simplicity of rlm@572: the action predicates. They describe their actions without getting rlm@572: confused in visual details of the worm. Each one is independent of rlm@572: position and rotation, but more than that, they are each rlm@572: independent of irrelevant visual details of the worm and the rlm@572: environment. They will work regardless of whether the worm is a rlm@572: different color or heavily textured, or if the environment has rlm@572: strange lighting. rlm@572: rlm@572: Consider how the human act of jumping might be described with rlm@572: body-centered action predicates: You might specify that jumping is rlm@572: mainly the feeling of your knees bending, your thigh muscles rlm@572: contracting, and your inner ear experiencing a certain sort of back rlm@572: and forth acceleration. This representation is a very concrete rlm@572: description of jumping, couched in terms of muscles and senses, but rlm@572: it also has the ability to describe almost all kinds of jumping, a rlm@572: generality that you might think could only be achieved by a very rlm@572: abstract description. The body centered jumping predicate does not rlm@572: have terms that consider the color of a person's skin or whether rlm@572: they are male or female, instead it gets right to the meat of what rlm@572: jumping actually \emph{is}. rlm@572: rlm@572: Of course, the action predicates are not directly applicable to rlm@572: video data, which lacks the advanced sensory information which they rlm@572: require! rlm@572: rlm@572: The trick now is to make the action predicates work even when the rlm@572: sensory data on which they depend is absent! rlm@572: rlm@572: \subsection{\(\Phi\)-space describes the worm's experiences} rlm@572: \label{sec-3-3} rlm@572: rlm@572: As a first step towards building empathy, I need to gather all of rlm@572: the worm's experiences during free play. I use a simple vector to rlm@572: store all the experiences. rlm@572: rlm@572: Each element of the experience vector exists in the vast space of rlm@572: all possible worm-experiences. Most of this vast space is actually rlm@572: unreachable due to physical constraints of the worm's body. For rlm@572: example, the worm's segments are connected by hinge joints that put rlm@572: a practical limit on the worm's range of motions without limiting rlm@572: its degrees of freedom. Some groupings of senses are impossible; rlm@572: the worm can not be bent into a circle so that its ends are rlm@572: touching and at the same time not also experience the sensation of rlm@572: touching itself. rlm@572: rlm@572: As the worm moves around during free play and its experience vector rlm@572: grows larger, the vector begins to define a subspace which is all rlm@572: the sensations the worm can practically experience during normal rlm@572: operation. I call this subspace \(\Phi\)-space, short for rlm@572: physical-space. The experience vector defines a path through rlm@572: \(\Phi\)-space. This path has interesting properties that all derive rlm@572: from physical embodiment. The proprioceptive components of the path rlm@572: vary smoothly, because in order for the worm to move from one rlm@572: position to another, it must pass through the intermediate rlm@572: positions. The path invariably forms loops as common actions are rlm@572: repeated. Finally and most importantly, proprioception alone rlm@572: actually gives very strong inference about the other senses. For rlm@572: example, when the worm is proprioceptively flat over several rlm@572: frames, you can infer that it is touching the ground and that its rlm@572: muscles are not active, because if the muscles were active, the rlm@572: worm would be moving and would not remain perfectly flat. In order rlm@572: to stay flat, the worm has to be touching the ground, or it would rlm@572: again be moving out of the flat position due to gravity. If the rlm@572: worm is positioned in such a way that it interacts with itself, rlm@572: then it is very likely to be feeling the same tactile feelings as rlm@572: the last time it was in that position, because it has the same body rlm@572: as then. As you observe multiple frames of proprioceptive data, you rlm@572: can become increasingly confident about the exact activations of rlm@572: the worm's muscles, because it generally takes a unique combination rlm@572: of muscle contractions to transform the worm's body along a rlm@572: specific path through \(\Phi\)-space. rlm@572: rlm@572: The worm's total life experience is a long looping path through rlm@572: \(\Phi\)-space. I will now introduce simple way of taking that rlm@572: experience path and building a function that can infer complete rlm@572: sensory experience given only a stream of proprioceptive data. This rlm@572: \emph{empathy} function will provide a bridge to use the body centered rlm@572: action predicates on video-like streams of information. rlm@572: rlm@572: \subsection{Empathy is the process of building paths in \(\Phi\)-space} rlm@572: \label{sec-3-4} rlm@572: rlm@572: Here is the core of a basic empathy algorithm, starting with an rlm@572: experience vector: rlm@572: rlm@572: An \emph{experience-index} is an index into the grand experience vector rlm@572: that defines the worm's life. It is a time-stamp for each set of rlm@572: sensations the worm has experienced. rlm@572: rlm@572: First, I group the experience-indices into bins according to the rlm@572: similarity of their proprioceptive data. I organize my bins into a rlm@572: 3 level hierarchy. The smallest bins have an approximate size of rlm@572: 0.001 radians in all proprioceptive dimensions. Each higher level rlm@572: is 10x bigger than the level below it. rlm@572: rlm@572: The bins serve as a hashing function for proprioceptive data. Given rlm@572: a single piece of proprioceptive experience, the bins allow me to rlm@572: rapidly find all other similar experience-indices of past rlm@572: experience that had a very similar proprioceptive configuration. rlm@572: When looking up a proprioceptive experience, if the smallest bin rlm@572: does not match any previous experience, then I use successively rlm@572: larger bins until a match is found or I reach the largest bin. rlm@572: rlm@572: Given a sequence of proprioceptive input, I use the bins to rlm@572: generate a set of similar experiences for each input using the rlm@572: tiered proprioceptive bins. rlm@572: rlm@572: Finally, to infer sensory data, I select the longest consecutive rlm@572: chain of experiences that threads through the sets of similar rlm@572: experiences, starting with the current moment as a root and going rlm@572: backwards. Consecutive experience means that the experiences appear rlm@572: next to each other in the experience vector. rlm@572: rlm@572: A stream of proprioceptive input might be: rlm@572: rlm@572: \begin{verbatim} rlm@572: [ flat, flat, flat, flat, flat, flat, lift-head ] rlm@572: \end{verbatim} rlm@572: rlm@572: The worm's previous experience of lying on the ground and lifting rlm@572: its head generates possible interpretations for each frame (the rlm@572: numbers are experience-indices): rlm@572: rlm@572: \clearpage rlm@572: rlm@572: \begin{verbatim} rlm@572: [ flat, flat, flat, flat, flat, flat, flat, lift-head ] rlm@572: 1 1 1 1 1 1 1 4 rlm@572: 2 2 2 2 2 2 2 rlm@572: 3 3 3 3 3 3 3 rlm@572: 6 6 6 6 6 6 6 rlm@572: 7 7 7 7 7 7 7 rlm@572: 8 8 8 8 8 8 8 rlm@572: 9 9 9 9 9 9 9 rlm@572: \end{verbatim} rlm@572: rlm@572: These interpretations suggest a new path through phi space: rlm@572: rlm@572: \begin{verbatim} rlm@572: [ flat, flat, flat, flat, flat, flat, flat, lift-head ] rlm@572: 6 7 8 9 1 2 3 4 rlm@572: \end{verbatim} rlm@572: rlm@572: The new path through \(\Phi\)-space is synthesized from two actual rlm@572: paths that the creature has experienced: the "1-2-3-4" chain and rlm@572: the "6-7-8-9" chain. The "1-2-3-4" chain is necessary because it rlm@572: ends with the worm lifting its head. It originated from a short rlm@572: training session where the worm rested on the floor for a brief rlm@572: while and then raised its head. The "6-7-8-9" chain is part of a rlm@572: longer chain of inactivity where the worm simply rested on the rlm@572: floor without moving. It is preferred over a "1-2-3" chain (which rlm@572: also describes inactivity) because it is longer. The main ideas rlm@572: again: rlm@572: rlm@572: \begin{itemize} rlm@572: \item Imagined \(\Phi\)-space paths are synthesized by looping and mixing rlm@572: previous experiences. rlm@572: rlm@572: \item Longer experience paths (less edits) are preferred. rlm@572: rlm@572: \item The present is more important than the past --- more recent rlm@572: events take precedence in interpretation. rlm@572: \end{itemize} rlm@572: rlm@572: This algorithm has three advantages: rlm@572: rlm@572: \begin{enumerate} rlm@572: \item It's simple rlm@572: rlm@572: \item It's very fast -- retrieving possible interpretations takes rlm@572: constant time. Tracing through chains of interpretations takes rlm@572: time proportional to the average number of experiences in a rlm@572: proprioceptive bin. Redundant experiences in \(\Phi\)-space can be rlm@572: merged to save computation. rlm@572: rlm@572: \item It protects from wrong interpretations of transient ambiguous rlm@572: proprioceptive data. For example, if the worm is flat for just rlm@572: an instant, this flatness will not be interpreted as implying rlm@572: that the worm has its muscles relaxed, since the flatness is rlm@572: part of a longer chain which includes a distinct pattern of rlm@572: muscle activation. Markov chains or other memoryless statistical rlm@572: models that operate on individual frames may very well make this rlm@572: mistake. rlm@572: \end{enumerate} rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: (defn bin [digits] rlm@572: (fn [angles] rlm@572: (->> angles rlm@572: (flatten) rlm@572: (map (juxt #(Math/sin %) #(Math/cos %))) rlm@572: (flatten) rlm@572: (mapv #(Math/round (* % (Math/pow 10 (dec digits)))))))) rlm@572: rlm@572: (defn gen-phi-scan rlm@572: "Nearest-neighbors with binning. Only returns a result if rlm@572: the proprioceptive data is within 10% of a previously recorded rlm@572: result in all dimensions." rlm@572: [phi-space] rlm@572: (let [bin-keys (map bin [3 2 1]) rlm@572: bin-maps rlm@572: (map (fn [bin-key] rlm@572: (group-by rlm@572: (comp bin-key :proprioception phi-space) rlm@572: (range (count phi-space)))) bin-keys) rlm@572: lookups (map (fn [bin-key bin-map] rlm@572: (fn [proprio] (bin-map (bin-key proprio)))) rlm@572: bin-keys bin-maps)] rlm@572: (fn lookup [proprio-data] rlm@572: (set (some #(% proprio-data) lookups))))) rlm@572: \end{verbatim} rlm@572: \caption{\label{bin}Program to convert an experience vector into a proprioceptively binned lookup function.} rlm@572: \end{listing} rlm@572: rlm@572: \begin{figure}[htb] rlm@572: \centering rlm@572: \includegraphics[width=10cm]{./images/film-of-imagination.png} rlm@572: \caption{\label{phi-space-history-scan}\texttt{longest-thread} finds the longest path of consecutive past experiences to explain proprioceptive worm data from previous data. Here, the film strip represents the creature's previous experience. Sort sequences of memories are spliced together to match the proprioceptive data. Their carry the other senses along with them.} rlm@572: \end{figure} rlm@572: rlm@572: \texttt{longest-thread} infers sensory data by stitching together pieces rlm@572: from previous experience. It prefers longer chains of previous rlm@572: experience to shorter ones. For example, during training the worm rlm@572: might rest on the ground for one second before it performs its rlm@572: exercises. If during recognition the worm rests on the ground for rlm@572: five seconds, \texttt{longest-thread} will accommodate this five second rlm@572: rest period by looping the one second rest chain five times. rlm@572: rlm@572: \texttt{longest-thread} takes time proportional to the average number of rlm@572: entries in a proprioceptive bin, because for each element in the rlm@572: starting bin it performs a series of set lookups in the preceding rlm@572: bins. If the total history is limited, then this takes time rlm@572: proportional to a only a constant multiple of the number of entries rlm@572: in the starting bin. This analysis also applies, even if the action rlm@572: requires multiple longest chains -- it's still the average number rlm@572: of entries in a proprioceptive bin times the desired chain length. rlm@572: Because \texttt{longest-thread} is so efficient and simple, I can rlm@572: interpret worm-actions in real time. rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: (defn longest-thread rlm@572: "Find the longest thread from phi-index-sets. The index sets should rlm@572: be ordered from most recent to least recent." rlm@572: [phi-index-sets] rlm@572: (loop [result '() rlm@572: [thread-bases & remaining :as phi-index-sets] phi-index-sets] rlm@572: (if (empty? phi-index-sets) rlm@572: (vec result) rlm@572: (let [threads rlm@572: (for [thread-base thread-bases] rlm@572: (loop [thread (list thread-base) rlm@572: remaining remaining] rlm@572: (let [next-index (dec (first thread))] rlm@572: (cond (empty? remaining) thread rlm@572: (contains? (first remaining) next-index) rlm@572: (recur rlm@572: (cons next-index thread) (rest remaining)) rlm@572: :else thread)))) rlm@572: longest-thread rlm@572: (reduce (fn [thread-a thread-b] rlm@572: (if (> (count thread-a) (count thread-b)) rlm@572: thread-a thread-b)) rlm@572: '(nil) rlm@572: threads)] rlm@572: (recur (concat longest-thread result) rlm@572: (drop (count longest-thread) phi-index-sets)))))) rlm@572: \end{verbatim} rlm@572: \caption{\label{longest-thread}Program to calculate empathy by tracing though \(\Phi\)-space and finding the longest (ie. most coherent) interpretation of the data.} rlm@572: \end{listing} rlm@572: rlm@572: There is one final piece, which is to replace missing sensory data rlm@572: with a best-guess estimate. While I could fill in missing data by rlm@572: using a gradient over the closest known sensory data points, rlm@572: averages can be misleading. It is certainly possible to create an rlm@572: impossible sensory state by averaging two possible sensory states. rlm@572: For example, consider moving your hand in an arc over your head. If rlm@572: for some reason you only have the initial and final positions of rlm@572: this movement in your \(\Phi\)-space, averaging them together will rlm@572: produce the proprioceptive sensation of having your hand \emph{inside} rlm@572: your head, which is physically impossible to ever experience rlm@572: (barring motor adaption illusions). Therefore I simply replicate rlm@572: the most recent sensory experience to fill in the gaps. rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: (defn infer-nils rlm@572: "Replace nils with the next available non-nil element in the rlm@572: sequence, or barring that, 0." rlm@572: [s] rlm@572: (loop [i (dec (count s)) rlm@572: v (transient s)] rlm@572: (if (zero? i) (persistent! v) rlm@572: (if-let [cur (v i)] rlm@572: (if (get v (dec i) 0) rlm@572: (recur (dec i) v) rlm@572: (recur (dec i) (assoc! v (dec i) cur))) rlm@572: (recur i (assoc! v i 0)))))) rlm@572: \end{verbatim} rlm@572: \caption{\label{infer-nils}Fill in blanks in sensory experience by replicating the most recent experience.} rlm@572: \end{listing} rlm@572: rlm@572: \subsection{\texttt{EMPATH} recognizes actions efficiently} rlm@572: \label{sec-3-5} rlm@572: rlm@572: To use \texttt{EMPATH} with the worm, I first need to gather a set of rlm@572: experiences from the worm that includes the actions I want to rlm@572: recognize. The \texttt{generate-phi-space} program (listing rlm@572: \ref{generate-phi-space} runs the worm through a series of rlm@572: exercises and gathers those experiences into a vector. The rlm@572: \texttt{do-all-the-things} program is a routine expressed in a simple rlm@572: muscle contraction script language for automated worm control. It rlm@572: causes the worm to rest, curl, and wiggle over about 700 frames rlm@572: (approx. 11 seconds). rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: (def do-all-the-things rlm@572: (concat rlm@572: curl-script rlm@572: [[300 :d-ex 40] rlm@572: [320 :d-ex 0]] rlm@572: (shift-script 280 (take 16 wiggle-script)))) rlm@572: rlm@572: (defn generate-phi-space [] rlm@572: (let [experiences (atom [])] rlm@572: (run-world rlm@572: (apply-map rlm@572: worm-world rlm@572: (merge rlm@572: (worm-world-defaults) rlm@572: {:end-frame 700 rlm@572: :motor-control rlm@572: (motor-control-program worm-muscle-labels do-all-the-things) rlm@572: :experiences experiences}))) rlm@572: @experiences)) rlm@572: \end{verbatim} rlm@572: \caption{\label{generate-phi-space}Program to gather the worm's experiences into a vector for further processing. The \texttt{motor-control-program} line uses a motor control script that causes the worm to execute a series of ``exercises'' that include all the action predicates.} rlm@572: \end{listing} rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: (defn init [] rlm@572: (def phi-space (generate-phi-space)) rlm@572: (def phi-scan (gen-phi-scan phi-space))) rlm@572: rlm@572: (defn empathy-demonstration [] rlm@572: (let [proprio (atom ())] rlm@572: (fn rlm@572: [experiences text] rlm@572: (let [phi-indices (phi-scan (:proprioception (peek experiences)))] rlm@572: (swap! proprio (partial cons phi-indices)) rlm@572: (let [exp-thread (longest-thread (take 300 @proprio)) rlm@572: empathy (mapv phi-space (infer-nils exp-thread))] rlm@572: (println-repl (vector:last-n exp-thread 22)) rlm@572: (cond rlm@572: (grand-circle? empathy) (.setText text "Grand Circle") rlm@572: (curled? empathy) (.setText text "Curled") rlm@572: (wiggling? empathy) (.setText text "Wiggling") rlm@572: (resting? empathy) (.setText text "Resting") rlm@572: :else (.setText text "Unknown"))))))) rlm@572: rlm@572: (defn empathy-experiment [record] rlm@572: (.start (worm-world :experience-watch (debug-experience-phi) rlm@572: :record record :worm worm*))) rlm@572: \end{verbatim} rlm@572: \caption{\label{empathy-debug}Use \texttt{longest-thread} and a \(\Phi\)-space generated from a short exercise routine to interpret actions during free play.} rlm@572: \end{listing} rlm@572: rlm@572: These programs create a test for the empathy system. First, the rlm@572: worm's \(\Phi\)-space is generated from a simple motor script. Then the rlm@572: worm is re-created in an environment almost exactly identical to rlm@572: the testing environment for the action-predicates, with one major rlm@572: difference : the only sensory information available to the system rlm@572: is proprioception. From just the proprioception data and rlm@572: \(\Phi\)-space, \texttt{longest-thread} synthesizes a complete record the last rlm@572: 300 sensory experiences of the worm. These synthesized experiences rlm@572: are fed directly into the action predicates \texttt{grand-circle?}, rlm@572: \texttt{curled?}, \texttt{wiggling?}, and \texttt{resting?} and their outputs are rlm@572: printed to the screen at each frame. rlm@572: rlm@572: The result of running \texttt{empathy-experiment} is that the system is rlm@572: generally able to interpret worm actions using the action-predicates rlm@572: on simulated sensory data just as well as with actual data. Figure rlm@572: \ref{empathy-debug-image} was generated using \texttt{empathy-experiment}: rlm@572: rlm@572: \begin{figure}[htb] rlm@572: \centering rlm@572: \includegraphics[width=10cm]{./images/empathy-1.png} rlm@572: \caption{\label{empathy-debug-image}From only proprioceptive data, \texttt{EMPATH} was able to infer the complete sensory experience and classify four poses (The last panel shows a composite image of \emph{wiggling}, a dynamic pose.)} rlm@572: \end{figure} rlm@572: rlm@572: One way to measure the performance of \texttt{EMPATH} is to compare the rlm@572: suitability of the imagined sense experience to trigger the same rlm@572: action predicates as the real sensory experience. rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: (def worm-action-label rlm@572: (juxt grand-circle? curled? wiggling?)) rlm@572: rlm@572: (defn compare-empathy-with-baseline [matches] rlm@572: (let [proprio (atom ())] rlm@572: (fn rlm@572: [experiences text] rlm@572: (let [phi-indices (phi-scan (:proprioception (peek experiences)))] rlm@572: (swap! proprio (partial cons phi-indices)) rlm@572: (let [exp-thread (longest-thread (take 300 @proprio)) rlm@572: empathy (mapv phi-space (infer-nils exp-thread)) rlm@572: experience-matches-empathy rlm@572: (= (worm-action-label experiences) rlm@572: (worm-action-label empathy))] rlm@572: (println-repl experience-matches-empathy) rlm@572: (swap! matches #(conj % experience-matches-empathy))))))) rlm@572: rlm@572: (defn accuracy [v] rlm@572: (float (/ (count (filter true? v)) (count v)))) rlm@572: rlm@572: (defn test-empathy-accuracy [] rlm@572: (let [res (atom [])] rlm@572: (run-world rlm@572: (worm-world :experience-watch rlm@572: (compare-empathy-with-baseline res) rlm@572: :worm worm*)) rlm@572: (accuracy @res))) rlm@572: \end{verbatim} rlm@572: \caption{\label{test-empathy-accuracy}Determine how closely empathy approximates actual sensory data.} rlm@572: \end{listing} rlm@572: rlm@572: Running \texttt{test-empathy-accuracy} using the very short exercise rlm@572: program \texttt{do-all-the-things} defined in listing rlm@572: \ref{generate-phi-space}, and then doing a similar pattern of rlm@572: activity using manual control of the worm, yields an accuracy of rlm@572: around 73\%. This is based on very limited worm experience, and rlm@572: almost all errors are due to the worm's \(\Phi\)-space being too rlm@572: incomplete to properly interpret common poses. By manually training rlm@572: the worm for longer using \texttt{init-interactive} defined in listing rlm@572: \ref{manual-phi-space}, the accuracy dramatically improves: rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: (defn init-interactive [] rlm@572: (def phi-space rlm@572: (let [experiences (atom [])] rlm@572: (run-world rlm@572: (apply-map rlm@572: worm-world rlm@572: (merge rlm@572: (worm-world-defaults) rlm@572: {:experiences experiences}))) rlm@572: @experiences)) rlm@572: (def phi-scan (gen-phi-scan phi-space))) rlm@572: \end{verbatim} rlm@572: \caption{\label{manual-phi-space}Program to generate \(\Phi\)-space using manual training.} rlm@572: \end{listing} rlm@572: rlm@572: \texttt{init-interactive} allows me to take direct control of the worm's rlm@572: muscles and run it through each characteristic movement I care rlm@572: about. After about 1 minute of manual training, I was able to rlm@572: achieve 95\% accuracy on manual testing of the worm using rlm@572: \texttt{test-empathy-accuracy}. The majority of disagreements are near the rlm@572: transition boundaries from one type of action to another. During rlm@572: these transitions the exact label for the action is often unclear, rlm@572: and disagreement between empathy and experience is practically rlm@572: irrelevant. Thus, the system's effective identification accuracy is rlm@572: even higher than 95\%. When I watch this system myself, I generally rlm@572: see no errors in action identification compared to my own judgment rlm@572: of what the worm is doing. rlm@572: rlm@572: \subsection{Digression: Learning touch sensor layout through free play} rlm@572: \label{sec-3-6} rlm@572: rlm@572: In the previous chapter I showed how to compute actions in terms of rlm@572: body-centered predicates, but some of those predicates relied on rlm@572: the average touch activation of pre-defined regions of the worm's rlm@572: skin. What if, instead of receiving touch pre-grouped into the six rlm@572: faces of each worm segment, the true partitioning of the worm's rlm@572: skin was unknown? This is more similar to how a nerve fiber bundle rlm@572: might be arranged inside an animal. While two fibers that are close rlm@572: in a nerve bundle \emph{might} correspond to two touch sensors that are rlm@572: close together on the skin, the process of taking a complicated rlm@572: surface and forcing it into essentially a 2D circle requires that rlm@572: some regions of skin that are close together in the animal end up rlm@572: far apart in the nerve bundle. rlm@572: rlm@572: In this chapter I show how to automatically learn the rlm@572: skin-partitioning of a worm segment by free exploration. As the rlm@572: worm rolls around on the floor, large sections of its surface get rlm@572: activated. If the worm has stopped moving, then whatever region of rlm@572: skin that is touching the floor is probably an important region, rlm@572: and should be recorded. The code I provide relies on the worm rlm@572: segment having flat faces, but still demonstrates a primitive kind rlm@572: of multi-sensory bootstrapping that I find appealing. rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: (def full-contact [(float 0.0) (float 0.1)]) rlm@572: rlm@572: (defn pure-touch? rlm@572: "This is worm specific code to determine if a large region of touch rlm@572: sensors is either all on or all off." rlm@572: [[coords touch :as touch-data]] rlm@572: (= (set (map first touch)) (set full-contact))) rlm@572: \end{verbatim} rlm@572: \caption{\label{pure-touch}Program to detect whether the worm is in a resting state with one face touching the floor.} rlm@572: \end{listing} rlm@572: rlm@572: After collecting these important regions, there will many nearly rlm@572: similar touch regions. While for some purposes the subtle rlm@572: differences between these regions will be important, for my rlm@572: purposes I collapse them into mostly non-overlapping sets using rlm@572: \texttt{remove-similar} in listing \ref{remove-similar} rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: (defn remove-similar rlm@572: [coll] rlm@572: (loop [result () coll (sort-by (comp - count) coll)] rlm@572: (if (empty? coll) result rlm@572: (let [[x & xs] coll rlm@572: c (count x)] rlm@572: (if (some rlm@572: (fn [other-set] rlm@572: (let [oc (count other-set)] rlm@572: (< (- (count (union other-set x)) c) (* oc 0.1)))) rlm@572: xs) rlm@572: (recur result xs) rlm@572: (recur (cons x result) xs)))))) rlm@572: \end{verbatim} rlm@572: \caption{\label{remove-similar}Program to take a list of sets of points and ``collapse them'' so that the remaining sets in the list are significantly different from each other. Prefer smaller sets to larger ones.} rlm@572: \end{listing} rlm@572: rlm@572: Actually running this simulation is easy given \texttt{CORTEX}'s facilities. rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: (defn learn-touch-regions [] rlm@572: (let [experiences (atom []) rlm@572: world (apply-map rlm@572: worm-world rlm@572: (assoc (worm-segment-defaults) rlm@572: :experiences experiences))] rlm@572: (run-world world) rlm@572: (->> rlm@572: @experiences rlm@572: (drop 175) rlm@572: ;; access the single segment's touch data rlm@572: (map (comp first :touch)) rlm@572: ;; only deal with "pure" touch data to determine surfaces rlm@572: (filter pure-touch?) rlm@572: ;; associate coordinates with touch values rlm@572: (map (partial apply zipmap)) rlm@572: ;; select those regions where contact is being made rlm@572: (map (partial group-by second)) rlm@572: (map #(get % full-contact)) rlm@572: (map (partial map first)) rlm@572: ;; remove redundant/subset regions rlm@572: (map set) rlm@572: remove-similar))) rlm@572: rlm@572: (defn learn-and-view-touch-regions [] rlm@572: (map view-touch-region rlm@572: (learn-touch-regions))) rlm@572: \end{verbatim} rlm@572: \caption{\label{learn-touch}Collect experiences while the worm moves around. Filter the touch sensations by stable ones, collapse similar ones together, and report the regions learned.} rlm@572: \end{listing} rlm@572: rlm@572: The only thing remaining to define is the particular motion the worm rlm@572: must take. I accomplish this with a simple motor control program. rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: (defn touch-kinesthetics [] rlm@572: [[170 :lift-1 40] rlm@572: [190 :lift-1 19] rlm@572: [206 :lift-1 0] rlm@572: rlm@572: [400 :lift-2 40] rlm@572: [410 :lift-2 0] rlm@572: rlm@572: [570 :lift-2 40] rlm@572: [590 :lift-2 21] rlm@572: [606 :lift-2 0] rlm@572: rlm@572: [800 :lift-1 30] rlm@572: [809 :lift-1 0] rlm@572: rlm@572: [900 :roll-2 40] rlm@572: [905 :roll-2 20] rlm@572: [910 :roll-2 0] rlm@572: rlm@572: [1000 :roll-2 40] rlm@572: [1005 :roll-2 20] rlm@572: [1010 :roll-2 0] rlm@572: rlm@572: [1100 :roll-2 40] rlm@572: [1105 :roll-2 20] rlm@572: [1110 :roll-2 0] rlm@572: ]) rlm@572: \end{verbatim} rlm@572: \caption{\label{worm-roll}Motor control program for making the worm roll on the ground. This could also be replaced with random motion.} rlm@572: \end{listing} rlm@572: rlm@572: rlm@572: \begin{figure}[htb] rlm@572: \centering rlm@572: \includegraphics[width=12cm]{./images/worm-roll.png} rlm@572: \caption{\label{worm-roll}The small worm rolls around on the floor, driven by the motor control program in listing \ref{worm-roll}.} rlm@572: \end{figure} rlm@572: rlm@572: \begin{figure}[htb] rlm@572: \centering rlm@572: \includegraphics[width=12cm]{./images/touch-learn.png} rlm@572: \caption{\label{worm-touch-map}After completing its adventures, the worm now knows how its touch sensors are arranged along its skin. Each of these six rectangles are touch sensory patterns that were deemed important by \texttt{learn-touch-regions}. Each white square in the rectangles above is a cluster of ``related" touch nodes as determined by the system. The worm has correctly discovered that it has six faces, and has partitioned its sensory map into these six faces.} rlm@572: \end{figure} rlm@572: rlm@572: While simple, \texttt{learn-touch-regions} exploits regularities in both rlm@572: the worm's physiology and the worm's environment to correctly rlm@572: deduce that the worm has six sides. Note that \texttt{learn-touch-regions} rlm@572: would work just as well even if the worm's touch sense data were rlm@572: completely scrambled. The cross shape is just for convenience. This rlm@572: example justifies the use of pre-defined touch regions in \texttt{EMPATH}. rlm@572: rlm@572: \subsection{Recognizing an object using embodied representation} rlm@572: \label{sec-3-7} rlm@572: rlm@572: At the beginning of the thesis, I suggested that we might recognize rlm@572: the chair in Figure \ref{hidden-chair} by imagining ourselves in rlm@572: the position of the man and realizing that he must be sitting on rlm@572: something in order to maintain that position. Here, I present a rlm@572: brief elaboration on how to this might be done. rlm@572: rlm@572: First, I need the feeling of leaning or resting \emph{on} some other rlm@572: object that is not the floor. This feeling is easy to describe rlm@572: using an embodied representation. rlm@572: rlm@572: \begin{listing} rlm@572: \begin{verbatim} rlm@572: (defn draped? rlm@572: "Is the worm: rlm@572: -- not flat (the floor is not a 'chair') rlm@572: -- supported (not using its muscles to hold its position) rlm@572: -- stable (not changing its position) rlm@572: -- touching something (must register contact)" rlm@572: [experiences] rlm@572: (let [b2-hash (bin 2) rlm@572: touch (:touch (peek experiences)) rlm@572: total-contact rlm@572: (reduce rlm@572: + rlm@572: (map #(contact all-touch-coordinates %) rlm@572: (rest touch)))] rlm@572: (println total-contact) rlm@572: (and (not (resting? experiences)) rlm@572: (every? rlm@572: zero? rlm@572: (-> experiences rlm@572: (vector:last-n 25) rlm@572: (#(map :muscle %)) rlm@572: (flatten))) rlm@572: (-> experiences rlm@572: (vector:last-n 20) rlm@572: (#(map (comp b2-hash flatten :proprioception) %)) rlm@572: (set) rlm@572: (count) (= 1)) rlm@572: (< 0.03 total-contact)))) rlm@572: \end{verbatim} rlm@572: \caption{\label{draped}Program describing the sense of leaning or resting on something. This involves a relaxed posture, the feeling of touching something, and a period of stability where the worm does not move.} rlm@572: \end{listing} rlm@572: rlm@572: \begin{figure}[htb] rlm@572: \centering rlm@572: \includegraphics[width=13cm]{./images/draped.png} rlm@572: \caption{\label{draped-video}The \texttt{draped?} predicate detects the presence of the cube whenever the worm interacts with it. The details of the cube are irrelevant; only the way it influences the worm's body matters. The ``unknown'' label on the fifth frame is due to the fact that the worm is not stationary. \texttt{draped?} will only declare that the worm is draped if it has been still for a while.} rlm@572: \end{figure} rlm@572: rlm@572: Though this is a simple example, using the \texttt{draped?} predicate to rlm@572: detect a cube has interesting advantages. The \texttt{draped?} predicate rlm@572: describes the cube not in terms of properties that the cube has, rlm@572: but instead in terms of how the worm interacts with it physically. rlm@572: This means that the cube can still be detected even if it is not rlm@572: visible, as long as its influence on the worm's body is visible. rlm@572: rlm@572: This system will also see the virtual cube created by a rlm@572: ``mimeworm", which uses its muscles in a very controlled way to rlm@572: mimic the appearance of leaning on a cube. The system will rlm@572: anticipate that there is an actual invisible cube that provides rlm@572: support! rlm@572: rlm@572: \begin{figure}[htb] rlm@572: \centering rlm@572: \includegraphics[width=6cm]{./images/pablo-the-mime.png} rlm@572: \caption{\label{mime}Can you see the thing that this person is leaning on? What properties does it have, other than how it makes the man's elbow and shoulder feel? I wonder if people who can actually maintain this pose easily still see the support?} rlm@572: \end{figure} rlm@572: rlm@572: This makes me wonder about the psychology of actual mimes. Suppose rlm@572: for a moment that people have something analogous to \(\Phi\)-space and rlm@572: that one of the ways that they find objects in a scene is by their rlm@572: relation to other people's bodies. Suppose that a person watches a rlm@572: person miming an invisible wall. For a person with no experience rlm@572: with miming, their \(\Phi\)-space will only have entries that describe rlm@572: the scene with the sensation of their hands touching a wall. This rlm@572: sensation of touch will create a strong impression of a wall, even rlm@572: though the wall would have to be invisible. A person with rlm@572: experience in miming however, will have entries in their \(\Phi\)-space rlm@572: that describe the wall-miming position without a sense of touch. It rlm@572: will not seem to such as person that an invisible wall is present, rlm@572: but merely that the mime is holding out their hands in a special rlm@572: way. Thus, the theory that humans use something like \(\Phi\)-space rlm@572: weakly predicts that learning how to mime should break the power of rlm@572: miming illusions. Most optical illusions still work no matter how rlm@572: much you know about them, so this proposal would be quite rlm@572: interesting to test, as it predicts a non-standard result! rlm@572: rlm@572: rlm@572: \clearpage rlm@572: rlm@572: \section{Contributions} rlm@572: \label{sec-4} rlm@572: rlm@572: The big idea behind this thesis is a new way to represent and rlm@572: recognize physical actions, which I call \emph{empathic representation}. rlm@572: Actions are represented as predicates which have access to the rlm@572: totality of a creature's sensory abilities. To recognize the rlm@572: physical actions of another creature similar to yourself, you rlm@572: imagine what they would feel by examining the position of their body rlm@572: and relating it to your own previous experience. rlm@572: rlm@572: Empathic representation of physical actions is robust and general. rlm@572: Because the representation is body-centered, it avoids baking in a rlm@572: particular viewpoint like you might get from learning from example rlm@572: videos. Because empathic representation relies on all of a rlm@572: creature's senses, it can describe exactly what an action \emph{feels rlm@572: like} without getting caught up in irrelevant details such as visual rlm@572: appearance. I think it is important that a correct description of rlm@572: jumping (for example) should not include irrelevant details such as rlm@572: the color of a person's clothes or skin; empathic representation can rlm@572: get right to the heart of what jumping is by describing it in terms rlm@572: of touch, muscle contractions, and a brief feeling of rlm@572: weightlessness. Empathic representation is very low-level in that it rlm@572: describes actions using concrete sensory data with little rlm@572: abstraction, but it has the generality of much more abstract rlm@572: representations! rlm@572: rlm@572: Another important contribution of this thesis is the development of rlm@572: the \texttt{CORTEX} system, a complete environment for creating simulated rlm@572: creatures. You have seen how to implement five senses: touch, rlm@572: proprioception, hearing, vision, and muscle tension. You have seen rlm@572: how to create new creatures using Blender, a 3D modeling tool. rlm@572: rlm@572: As a minor digression, you also saw how I used \texttt{CORTEX} to enable a rlm@572: tiny worm to discover the topology of its skin simply by rolling on rlm@572: the ground. You also saw how to detect objects using only embodied rlm@572: predicates. rlm@572: rlm@572: In conclusion, for this thesis I: rlm@572: rlm@572: \begin{itemize} rlm@572: \item Developed the idea of embodied representation, which describes rlm@572: actions that a creature can do in terms of first-person sensory rlm@572: data. rlm@572: rlm@572: \item Developed a method of empathic action recognition which uses rlm@572: previous embodied experience and embodied representation of rlm@572: actions to greatly constrain the possible interpretations of an rlm@572: action. rlm@572: rlm@572: \item Created \texttt{EMPATH}, a program which uses empathic action rlm@572: recognition to recognize physical actions in a simple model rlm@572: involving segmented worm-like creatures. rlm@572: rlm@572: \item Created \texttt{CORTEX}, a comprehensive platform for embodied AI rlm@572: experiments. It is the base on which \texttt{EMPATH} is built. rlm@572: \end{itemize} rlm@572: rlm@572: \clearpage rlm@572: \appendix rlm@572: rlm@572: \section{Appendix: \texttt{CORTEX} User Guide} rlm@572: \label{sec-5} rlm@572: rlm@572: Those who write a thesis should endeavor to make their code not only rlm@572: accessible, but actually usable, as a way to pay back the community rlm@572: that made the thesis possible in the first place. This thesis would rlm@572: not be possible without Free Software such as jMonkeyEngine3, rlm@572: Blender, clojure, \texttt{emacs}, \texttt{ffmpeg}, and many other tools. That is rlm@572: why I have included this user guide, in the hope that someone else rlm@572: might find \texttt{CORTEX} useful. rlm@572: rlm@572: \subsection{Obtaining \texttt{CORTEX}} rlm@572: \label{sec-5-1} rlm@572: rlm@572: You can get cortex from its mercurial repository at rlm@572: \url{http://hg.bortreb.com/cortex}. You may also download \texttt{CORTEX} rlm@572: releases at \url{http://aurellem.org/cortex/releases/}. As a condition of rlm@572: making this thesis, I have also provided Professor Winston the rlm@572: \texttt{CORTEX} source, and he knows how to run the demos and get started. rlm@572: You may also email me at \texttt{cortex@aurellem.org} and I may help where rlm@572: I can. rlm@572: rlm@572: \subsection{Running \texttt{CORTEX}} rlm@572: \label{sec-5-2} rlm@572: rlm@572: \texttt{CORTEX} comes with README and INSTALL files that will guide you rlm@572: through installation and running the test suite. In particular you rlm@572: should look at test \texttt{cortex.test} which contains test suites that rlm@572: run through all senses and multiple creatures. rlm@572: rlm@572: \subsection{Creating creatures} rlm@572: \label{sec-5-3} rlm@572: rlm@572: Creatures are created using \emph{Blender}, a free 3D modeling program. rlm@572: You will need Blender version 2.6 when using the \texttt{CORTEX} included rlm@572: in this thesis. You create a \texttt{CORTEX} creature in a similar manner rlm@572: to modeling anything in Blender, except that you also create rlm@572: several trees of empty nodes which define the creature's senses. rlm@572: rlm@572: \subsubsection{Mass} rlm@572: \label{sec-5-3-1} rlm@572: rlm@572: To give an object mass in \texttt{CORTEX}, add a ``mass'' metadata label rlm@572: to the object with the mass in jMonkeyEngine units. Note that rlm@572: setting the mass to 0 causes the object to be immovable. rlm@572: rlm@572: \subsubsection{Joints} rlm@572: \label{sec-5-3-2} rlm@572: rlm@572: Joints are created by creating an empty node named \texttt{joints} and rlm@572: then creating any number of empty child nodes to represent your rlm@572: creature's joints. The joint will automatically connect the rlm@572: closest two physical objects. It will help to set the empty node's rlm@572: display mode to ``Arrows'' so that you can clearly see the rlm@572: direction of the axes. rlm@572: rlm@572: Joint nodes should have the following metadata under the ``joint'' rlm@572: label: rlm@572: rlm@572: \begin{verbatim} rlm@572: ;; ONE of the following, under the label "joint": rlm@572: {:type :point} rlm@572: rlm@572: ;; OR rlm@572: rlm@572: {:type :hinge rlm@572: :limit [ ] rlm@572: :axis (Vector3f. )} rlm@572: ;;(:axis defaults to (Vector3f. 1 0 0) if not provided for hinge joints) rlm@572: rlm@572: ;; OR rlm@572: rlm@572: {:type :cone rlm@572: :limit-xz rlm@572: :limit-xy rlm@572: :twist } ;(use XZY rotation mode in Blender!) rlm@572: \end{verbatim} rlm@572: rlm@572: \subsubsection{Eyes} rlm@572: \label{sec-5-3-3} rlm@572: rlm@572: Eyes are created by creating an empty node named \texttt{eyes} and then rlm@572: creating any number of empty child nodes to represent your rlm@572: creature's eyes. rlm@572: rlm@572: Eye nodes should have the following metadata under the ``eye'' rlm@572: label: rlm@572: rlm@572: \begin{verbatim} rlm@572: {:red rlm@572: :blue rlm@572: :green rlm@572: :all rlm@572: (<0xrrggbb> )... rlm@572: } rlm@572: \end{verbatim} rlm@572: rlm@572: Any of the color channels may be omitted. You may also include rlm@572: your own color selectors, and in fact :red is equivalent to rlm@572: 0xFF0000 and so forth. The eye will be placed at the same position rlm@572: as the empty node and will bind to the neatest physical object. rlm@572: The eye will point outward from the X-axis of the node, and ``up'' rlm@572: will be in the direction of the X-axis of the node. It will help rlm@572: to set the empty node's display mode to ``Arrows'' so that you can rlm@572: clearly see the direction of the axes. rlm@572: rlm@572: Each retina file should contain white pixels wherever you want to be rlm@572: sensitive to your chosen color. If you want the entire field of rlm@572: view, specify :all of 0xFFFFFF and a retinal map that is entirely rlm@572: white. rlm@572: rlm@572: Here is a sample retinal map: rlm@572: rlm@572: \begin{figure}[H] rlm@572: \centering rlm@572: \includegraphics[width=7cm]{./images/retina-small.png} rlm@572: \caption{\label{retina}An example retinal profile image. White pixels are photo-sensitive elements. The distribution of white pixels is denser in the middle and falls off at the edges and is inspired by the human retina.} rlm@572: \end{figure} rlm@572: rlm@572: \subsubsection{Hearing} rlm@572: \label{sec-5-3-4} rlm@572: rlm@572: Ears are created by creating an empty node named \texttt{ears} and then rlm@572: creating any number of empty child nodes to represent your rlm@572: creature's ears. rlm@572: rlm@572: Ear nodes do not require any metadata. rlm@572: rlm@572: The ear will bind to and follow the closest physical node. rlm@572: rlm@572: \subsubsection{Touch} rlm@572: \label{sec-5-3-5} rlm@572: rlm@572: Touch is handled similarly to mass. To make a particular object rlm@572: touch sensitive, add metadata of the following form under the rlm@572: object's ``touch'' metadata field: rlm@572: rlm@572: \begin{verbatim} rlm@572: rlm@572: \end{verbatim} rlm@572: rlm@572: You may also include an optional ``scale'' metadata number to rlm@572: specify the length of the touch feelers. The default is \(0.1\), rlm@572: and this is generally sufficient. rlm@572: rlm@572: The touch UV should contain white pixels for each touch sensor. rlm@572: rlm@572: Here is an example touch-uv map that approximates a human finger, rlm@572: and its corresponding model. rlm@572: rlm@572: \begin{figure}[htb] rlm@572: \centering rlm@572: \includegraphics[width=9cm]{./images/finger-UV.png} rlm@572: \caption{\label{guide-fingertip-UV}This is the tactile-sensor-profile for the upper segment of a fingertip. It defines regions of high touch sensitivity (where there are many white pixels) and regions of low sensitivity (where white pixels are sparse).} rlm@572: \end{figure} rlm@572: rlm@572: \begin{figure}[htb] rlm@572: \centering rlm@572: \includegraphics[width=9cm]{./images/finger-1.png} rlm@572: \caption{\label{guide-fingertip}The fingertip UV-image form above applied to a simple model of a fingertip.} rlm@572: \end{figure} rlm@572: rlm@572: \subsubsection{Proprioception} rlm@572: \label{sec-5-3-6} rlm@572: rlm@572: Proprioception is tied to each joint node -- nothing special must rlm@572: be done in a Blender model to enable proprioception other than rlm@572: creating joint nodes. rlm@572: rlm@572: \subsubsection{Muscles} rlm@572: \label{sec-5-3-7} rlm@572: rlm@572: Muscles are created by creating an empty node named \texttt{muscles} and rlm@572: then creating any number of empty child nodes to represent your rlm@572: creature's muscles. rlm@572: rlm@572: rlm@572: Muscle nodes should have the following metadata under the rlm@572: ``muscle'' label: rlm@572: rlm@572: \begin{verbatim} rlm@572: rlm@572: \end{verbatim} rlm@572: rlm@572: Muscles should also have a ``strength'' metadata entry describing rlm@572: the muscle's total strength at full activation. rlm@572: rlm@572: Muscle profiles are simple images that contain the relative amount rlm@572: of muscle power in each simulated alpha motor neuron. The width of rlm@572: the image is the total size of the motor pool, and the redness of rlm@572: each neuron is the relative power of that motor pool. rlm@572: rlm@572: While the profile image can have any dimensions, only the first rlm@572: line of pixels is used to define the muscle. Here is a sample rlm@572: muscle profile image that defines a human-like muscle. rlm@572: rlm@572: \begin{figure}[htb] rlm@572: \centering rlm@572: \includegraphics[width=7cm]{./images/basic-muscle.png} rlm@572: \caption{\label{muscle-recruit}A muscle profile image that describes the strengths of each motor neuron in a muscle. White is weakest and dark red is strongest. This particular pattern has weaker motor neurons at the beginning, just like human muscle.} rlm@572: \end{figure} rlm@572: rlm@572: Muscles twist the nearest physical object about the muscle node's rlm@572: Z-axis. I recommend using the ``Single Arrow'' display mode for rlm@572: muscles and using the right hand rule to determine which way the rlm@572: muscle will twist. To make a segment that can twist in multiple rlm@572: directions, create multiple, differently aligned muscles. rlm@572: rlm@572: \subsection{\texttt{CORTEX} API} rlm@572: \label{sec-5-4} rlm@572: rlm@572: These are the some functions exposed by \texttt{CORTEX} for creating rlm@572: worlds and simulating creatures. These are in addition to rlm@572: jMonkeyEngine3's extensive library, which is documented elsewhere. rlm@572: rlm@572: \subsubsection{Simulation} rlm@572: \label{sec-5-4-1} rlm@572: \begin{description} rlm@572: \item[{\texttt{(world root-node key-map setup-fn update-fn)}}] create rlm@572: a simulation. rlm@572: \begin{description} rlm@572: \item[{\emph{root-node} }] a \texttt{com.jme3.scene.Node} object which rlm@572: contains all of the objects that should be in the rlm@572: simulation. rlm@572: rlm@572: \item[{\emph{key-map} }] a map from strings describing keys to rlm@572: functions that should be executed whenever that key is rlm@572: pressed. the functions should take a SimpleApplication rlm@572: object and a boolean value. The SimpleApplication is the rlm@572: current simulation that is running, and the boolean is true rlm@572: if the key is being pressed, and false if it is being rlm@572: released. As an example, rlm@572: \begin{verbatim} rlm@572: {"key-j" (fn [game value] (if value (println "key j pressed")))} rlm@572: \end{verbatim} rlm@572: is a valid key-map which will cause the simulation to print rlm@572: a message whenever the 'j' key on the keyboard is pressed. rlm@572: rlm@572: \item[{\emph{setup-fn} }] a function that takes a \texttt{SimpleApplication} rlm@572: object. It is called once when initializing the simulation. rlm@572: Use it to create things like lights, change the gravity, rlm@572: initialize debug nodes, etc. rlm@572: rlm@572: \item[{\emph{update-fn} }] this function takes a \texttt{SimpleApplication} rlm@572: object and a float and is called every frame of the rlm@572: simulation. The float tells how many seconds is has been rlm@572: since the last frame was rendered, according to whatever rlm@572: clock jme is currently using. The default is to use IsoTimer rlm@572: which will result in this value always being the same. rlm@572: \end{description} rlm@572: rlm@572: \item[{\texttt{(position-camera world position rotation)}}] set the position rlm@572: of the simulation's main camera. rlm@572: rlm@572: \item[{\texttt{(enable-debug world)}}] turn on debug wireframes for each rlm@572: simulated object. rlm@572: rlm@572: \item[{\texttt{(set-gravity world gravity)}}] set the gravity of a running rlm@572: simulation. rlm@572: rlm@572: \item[{\texttt{(box length width height \& \{options\})}}] create a box in the rlm@572: simulation. Options is a hash map specifying texture, mass, rlm@572: etc. Possible options are \texttt{:name}, \texttt{:color}, \texttt{:mass}, rlm@572: \texttt{:friction}, \texttt{:texture}, \texttt{:material}, \texttt{:position}, rlm@572: \texttt{:rotation}, \texttt{:shape}, and \texttt{:physical?}. rlm@572: rlm@572: \item[{\texttt{(sphere radius \& \{options\})}}] create a sphere in the simulation. rlm@572: Options are the same as in \texttt{box}. rlm@572: rlm@572: \item[{\texttt{(load-blender-model file-name)}}] create a node structure rlm@572: representing the model described in a Blender file. rlm@572: rlm@572: \item[{\texttt{(light-up-everything world)}}] distribute a standard compliment rlm@572: of lights throughout the simulation. Should be adequate for most rlm@572: purposes. rlm@572: rlm@572: \item[{\texttt{(node-seq node)}}] return a recursive list of the node's rlm@572: children. rlm@572: rlm@572: \item[{\texttt{(nodify name children)}}] construct a node given a node-name and rlm@572: desired children. rlm@572: rlm@572: \item[{\texttt{(add-element world element)}}] add an object to a running world rlm@572: simulation. rlm@572: rlm@572: \item[{\texttt{(set-accuracy world accuracy)}}] change the accuracy of the rlm@572: world's physics simulator. rlm@572: rlm@572: \item[{\texttt{(asset-manager)}}] get an \emph{AssetManager}, a jMonkeyEngine rlm@572: construct that is useful for loading textures and is required rlm@572: for smooth interaction with jMonkeyEngine library functions. rlm@572: rlm@572: \item[{\texttt{(load-bullet)} }] unpack native libraries and initialize the rlm@572: bullet physics subsystem. This function is required before rlm@572: other world building functions are called. rlm@572: \end{description} rlm@572: rlm@572: \subsubsection{Creature Manipulation / Import} rlm@572: \label{sec-5-4-2} rlm@572: rlm@572: \begin{description} rlm@572: \item[{\texttt{(body! creature)}}] give the creature a physical body. rlm@572: rlm@572: \item[{\texttt{(vision! creature)}}] give the creature a sense of vision. rlm@572: Returns a list of functions which will each, when called rlm@572: during a simulation, return the vision data for the channel of rlm@572: one of the eyes. The functions are ordered depending on the rlm@572: alphabetical order of the names of the eye nodes in the rlm@572: Blender file. The data returned by the functions is a vector rlm@572: containing the eye's \emph{topology}, a vector of coordinates, and rlm@572: the eye's \emph{data}, a vector of RGB values filtered by the eye's rlm@572: sensitivity. rlm@572: rlm@572: \item[{\texttt{(hearing! creature)}}] give the creature a sense of hearing. rlm@572: Returns a list of functions, one for each ear, that when rlm@572: called will return a frame's worth of hearing data for that rlm@572: ear. The functions are ordered depending on the alphabetical rlm@572: order of the names of the ear nodes in the Blender file. The rlm@572: data returned by the functions is an array of PCM (pulse code rlm@572: modulated) wav data. rlm@572: rlm@572: \item[{\texttt{(touch! creature)}}] give the creature a sense of touch. Returns rlm@572: a single function that must be called with the \emph{root node} of rlm@572: the world, and which will return a vector of \emph{touch-data} rlm@572: one entry for each touch sensitive component, each entry of rlm@572: which contains a \emph{topology} that specifies the distribution of rlm@572: touch sensors, and the \emph{data}, which is a vector of rlm@572: \texttt{[activation, length]} pairs for each touch hair. rlm@572: rlm@572: \item[{\texttt{(proprioception! creature)}}] give the creature the sense of rlm@572: proprioception. Returns a list of functions, one for each rlm@572: joint, that when called during a running simulation will rlm@572: report the \texttt{[heading, pitch, roll]} of the joint. rlm@572: rlm@572: \item[{\texttt{(movement! creature)}}] give the creature the power of movement. rlm@572: Creates a list of functions, one for each muscle, that when rlm@572: called with an integer, will set the recruitment of that rlm@572: muscle to that integer, and will report the current power rlm@572: being exerted by the muscle. Order of muscles is determined by rlm@572: the alphabetical sort order of the names of the muscle nodes. rlm@572: \end{description} rlm@572: rlm@572: \subsubsection{Visualization/Debug} rlm@572: \label{sec-5-4-3} rlm@572: rlm@572: \begin{description} rlm@572: \item[{\texttt{(view-vision)}}] create a function that when called with a list rlm@572: of visual data returned from the functions made by \texttt{vision!}, rlm@572: will display that visual data on the screen. rlm@572: rlm@572: \item[{\texttt{(view-hearing)}}] same as \texttt{view-vision} but for hearing. rlm@572: rlm@572: \item[{\texttt{(view-touch)}}] same as \texttt{view-vision} but for touch. rlm@572: rlm@572: \item[{\texttt{(view-proprioception)}}] same as \texttt{view-vision} but for rlm@572: proprioception. rlm@572: rlm@572: \item[{\texttt{(view-movement)}}] same as \texttt{view-vision} but for muscles. rlm@572: rlm@572: \item[{\texttt{(view anything)}}] \texttt{view} is a polymorphic function that allows rlm@572: you to inspect almost anything you could reasonably expect to rlm@572: be able to ``see'' in \texttt{CORTEX}. rlm@572: rlm@572: \item[{\texttt{(text anything)}}] \texttt{text} is a polymorphic function that allows rlm@572: you to convert practically anything into a text string. rlm@572: rlm@572: \item[{\texttt{(println-repl anything)}}] print messages to clojure's repl rlm@572: instead of the simulation's terminal window. rlm@572: rlm@572: \item[{\texttt{(mega-import-jme3)}}] for experimenting at the REPL. This rlm@572: function will import all jMonkeyEngine3 classes for immediate rlm@572: use. rlm@572: rlm@572: \item[{\texttt{(display-dilated-time world timer)}}] Shows the time as it is rlm@572: flowing in the simulation on a HUD display. rlm@572: \end{description}