rlm@516: #+title: =CORTEX= rlm@516: #+author: Robert McIntyre rlm@516: #+email: rlm@mit.edu rlm@516: #+description: Using embodied AI to facilitate Artificial Imagination. rlm@516: #+keywords: AI, clojure, embodiment rlm@516: #+LaTeX_CLASS_OPTIONS: [nofloat] rlm@516: rlm@516: * COMMENT templates rlm@516: #+caption: rlm@516: #+caption: rlm@516: #+caption: rlm@516: #+caption: rlm@516: #+name: name rlm@516: #+begin_listing clojure rlm@516: #+BEGIN_SRC clojure rlm@516: #+END_SRC rlm@516: #+end_listing rlm@516: rlm@516: #+caption: rlm@516: #+caption: rlm@516: #+caption: rlm@516: #+name: name rlm@516: #+ATTR_LaTeX: :width 10cm rlm@516: [[./images/aurellem-gray.png]] rlm@516: rlm@516: #+caption: rlm@516: #+caption: rlm@516: #+caption: rlm@516: #+caption: rlm@516: #+name: name rlm@516: #+begin_listing clojure rlm@516: #+BEGIN_SRC clojure rlm@516: #+END_SRC rlm@516: #+end_listing rlm@516: rlm@516: #+caption: rlm@516: #+caption: rlm@516: #+caption: rlm@516: #+name: name rlm@516: #+ATTR_LaTeX: :width 10cm rlm@516: [[./images/aurellem-gray.png]] rlm@516: rlm@516: rlm@516: * Empathy and Embodiment as problem solving strategies rlm@516: rlm@516: By the end of this thesis, you will have seen a novel approach to rlm@516: interpreting video using embodiment and empathy. You will have also rlm@516: seen one way to efficiently implement empathy for embodied rlm@516: creatures. Finally, you will become familiar with =CORTEX=, a system rlm@516: for designing and simulating creatures with rich senses, which you rlm@516: may choose to use in your own research. rlm@516: rlm@516: This is the core vision of my thesis: That one of the important ways rlm@516: in which we understand others is by imagining ourselves in their rlm@516: position and emphatically feeling experiences relative to our own rlm@516: bodies. By understanding events in terms of our own previous rlm@516: corporeal experience, we greatly constrain the possibilities of what rlm@516: would otherwise be an unwieldy exponential search. This extra rlm@516: constraint can be the difference between easily understanding what rlm@516: is happening in a video and being completely lost in a sea of rlm@516: incomprehensible color and movement. rlm@516: rlm@516: ** Recognizing actions in video is extremely difficult rlm@516: rlm@516: Consider for example the problem of determining what is happening rlm@516: in a video of which this is one frame: rlm@516: rlm@516: #+caption: A cat drinking some water. Identifying this action is rlm@516: #+caption: beyond the state of the art for computers. rlm@516: #+ATTR_LaTeX: :width 7cm rlm@516: [[./images/cat-drinking.jpg]] rlm@516: rlm@516: It is currently impossible for any computer program to reliably rlm@516: label such a video as ``drinking''. And rightly so -- it is a very rlm@516: hard problem! What features can you describe in terms of low level rlm@516: functions of pixels that can even begin to describe at a high level rlm@516: what is happening here? rlm@516: rlm@516: Or suppose that you are building a program that recognizes chairs. rlm@516: How could you ``see'' the chair in figure \ref{hidden-chair}? rlm@516: rlm@516: #+caption: The chair in this image is quite obvious to humans, but I rlm@516: #+caption: doubt that any modern computer vision program can find it. rlm@516: #+name: hidden-chair rlm@516: #+ATTR_LaTeX: :width 10cm rlm@516: [[./images/fat-person-sitting-at-desk.jpg]] rlm@516: rlm@516: Finally, how is it that you can easily tell the difference between rlm@516: how the girls /muscles/ are working in figure \ref{girl}? rlm@516: rlm@516: #+caption: The mysterious ``common sense'' appears here as you are able rlm@516: #+caption: to discern the difference in how the girl's arm muscles rlm@516: #+caption: are activated between the two images. rlm@516: #+name: girl rlm@516: #+ATTR_LaTeX: :width 7cm rlm@516: [[./images/wall-push.png]] rlm@516: rlm@516: Each of these examples tells us something about what might be going rlm@516: on in our minds as we easily solve these recognition problems. rlm@516: rlm@516: The hidden chairs show us that we are strongly triggered by cues rlm@516: relating to the position of human bodies, and that we can determine rlm@516: the overall physical configuration of a human body even if much of rlm@516: that body is occluded. rlm@516: rlm@516: The picture of the girl pushing against the wall tells us that we rlm@516: have common sense knowledge about the kinetics of our own bodies. rlm@516: We know well how our muscles would have to work to maintain us in rlm@516: most positions, and we can easily project this self-knowledge to rlm@516: imagined positions triggered by images of the human body. rlm@516: rlm@516: ** =EMPATH= neatly solves recognition problems rlm@516: rlm@516: I propose a system that can express the types of recognition rlm@516: problems above in a form amenable to computation. It is split into rlm@516: four parts: rlm@516: rlm@516: - Free/Guided Play :: The creature moves around and experiences the rlm@516: world through its unique perspective. Many otherwise rlm@516: complicated actions are easily described in the language of a rlm@516: full suite of body-centered, rich senses. For example, rlm@516: drinking is the feeling of water sliding down your throat, and rlm@516: cooling your insides. It's often accompanied by bringing your rlm@516: hand close to your face, or bringing your face close to water. rlm@516: Sitting down is the feeling of bending your knees, activating rlm@516: your quadriceps, then feeling a surface with your bottom and rlm@516: relaxing your legs. These body-centered action descriptions rlm@516: can be either learned or hard coded. rlm@516: - Posture Imitation :: When trying to interpret a video or image, rlm@516: the creature takes a model of itself and aligns it with rlm@516: whatever it sees. This alignment can even cross species, as rlm@516: when humans try to align themselves with things like ponies, rlm@516: dogs, or other humans with a different body type. rlm@516: - Empathy :: The alignment triggers associations with rlm@516: sensory data from prior experiences. For example, the rlm@516: alignment itself easily maps to proprioceptive data. Any rlm@516: sounds or obvious skin contact in the video can to a lesser rlm@516: extent trigger previous experience. Segments of previous rlm@516: experiences are stitched together to form a coherent and rlm@516: complete sensory portrait of the scene. rlm@516: - Recognition :: With the scene described in terms of first rlm@516: person sensory events, the creature can now run its rlm@516: action-identification programs on this synthesized sensory rlm@516: data, just as it would if it were actually experiencing the rlm@516: scene first-hand. If previous experience has been accurately rlm@516: retrieved, and if it is analogous enough to the scene, then rlm@516: the creature will correctly identify the action in the scene. rlm@516: rlm@516: For example, I think humans are able to label the cat video as rlm@516: ``drinking'' because they imagine /themselves/ as the cat, and rlm@516: imagine putting their face up against a stream of water and rlm@516: sticking out their tongue. In that imagined world, they can feel rlm@516: the cool water hitting their tongue, and feel the water entering rlm@516: their body, and are able to recognize that /feeling/ as drinking. rlm@516: So, the label of the action is not really in the pixels of the rlm@516: image, but is found clearly in a simulation inspired by those rlm@516: pixels. An imaginative system, having been trained on drinking and rlm@516: non-drinking examples and learning that the most important rlm@516: component of drinking is the feeling of water sliding down one's rlm@516: throat, would analyze a video of a cat drinking in the following rlm@516: manner: rlm@516: rlm@516: 1. Create a physical model of the video by putting a ``fuzzy'' rlm@516: model of its own body in place of the cat. Possibly also create rlm@516: a simulation of the stream of water. rlm@516: rlm@516: 2. Play out this simulated scene and generate imagined sensory rlm@516: experience. This will include relevant muscle contractions, a rlm@516: close up view of the stream from the cat's perspective, and most rlm@516: importantly, the imagined feeling of water entering the rlm@516: mouth. The imagined sensory experience can come from a rlm@516: simulation of the event, but can also be pattern-matched from rlm@516: previous, similar embodied experience. rlm@516: rlm@516: 3. The action is now easily identified as drinking by the sense of rlm@516: taste alone. The other senses (such as the tongue moving in and rlm@516: out) help to give plausibility to the simulated action. Note that rlm@516: the sense of vision, while critical in creating the simulation, rlm@516: is not critical for identifying the action from the simulation. rlm@516: rlm@516: For the chair examples, the process is even easier: rlm@516: rlm@516: 1. Align a model of your body to the person in the image. rlm@516: rlm@516: 2. Generate proprioceptive sensory data from this alignment. rlm@516: rlm@516: 3. Use the imagined proprioceptive data as a key to lookup related rlm@516: sensory experience associated with that particular proproceptive rlm@516: feeling. rlm@516: rlm@516: 4. Retrieve the feeling of your bottom resting on a surface, your rlm@516: knees bent, and your leg muscles relaxed. rlm@516: rlm@516: 5. This sensory information is consistent with the =sitting?= rlm@516: sensory predicate, so you (and the entity in the image) must be rlm@516: sitting. rlm@516: rlm@516: 6. There must be a chair-like object since you are sitting. rlm@516: rlm@516: Empathy offers yet another alternative to the age-old AI rlm@516: representation question: ``What is a chair?'' --- A chair is the rlm@516: feeling of sitting. rlm@516: rlm@516: My program, =EMPATH= uses this empathic problem solving technique rlm@516: to interpret the actions of a simple, worm-like creature. rlm@516: rlm@516: #+caption: The worm performs many actions during free play such as rlm@516: #+caption: curling, wiggling, and resting. rlm@516: #+name: worm-intro rlm@516: #+ATTR_LaTeX: :width 15cm rlm@516: [[./images/worm-intro-white.png]] rlm@516: rlm@516: #+caption: =EMPATH= recognized and classified each of these rlm@516: #+caption: poses by inferring the complete sensory experience rlm@516: #+caption: from proprioceptive data. rlm@516: #+name: worm-recognition-intro rlm@516: #+ATTR_LaTeX: :width 15cm rlm@516: [[./images/worm-poses.png]] rlm@516: rlm@516: One powerful advantage of empathic problem solving is that it rlm@516: factors the action recognition problem into two easier problems. To rlm@516: use empathy, you need an /aligner/, which takes the video and a rlm@516: model of your body, and aligns the model with the video. Then, you rlm@516: need a /recognizer/, which uses the aligned model to interpret the rlm@516: action. The power in this method lies in the fact that you describe rlm@516: all actions form a body-centered viewpoint. You are less tied to rlm@516: the particulars of any visual representation of the actions. If you rlm@516: teach the system what ``running'' is, and you have a good enough rlm@516: aligner, the system will from then on be able to recognize running rlm@516: from any point of view, even strange points of view like above or rlm@516: underneath the runner. This is in contrast to action recognition rlm@516: schemes that try to identify actions using a non-embodied approach. rlm@516: If these systems learn about running as viewed from the side, they rlm@516: will not automatically be able to recognize running from any other rlm@516: viewpoint. rlm@516: rlm@516: Another powerful advantage is that using the language of multiple rlm@516: body-centered rich senses to describe body-centerd actions offers a rlm@516: massive boost in descriptive capability. Consider how difficult it rlm@516: would be to compose a set of HOG filters to describe the action of rlm@516: a simple worm-creature ``curling'' so that its head touches its rlm@516: tail, and then behold the simplicity of describing thus action in a rlm@516: language designed for the task (listing \ref{grand-circle-intro}): rlm@516: rlm@516: #+caption: Body-centerd actions are best expressed in a body-centered rlm@516: #+caption: language. This code detects when the worm has curled into a rlm@516: #+caption: full circle. Imagine how you would replicate this functionality rlm@516: #+caption: using low-level pixel features such as HOG filters! rlm@516: #+name: grand-circle-intro rlm@516: #+begin_listing clojure rlm@516: #+begin_src clojure rlm@516: (defn grand-circle? rlm@516: "Does the worm form a majestic circle (one end touching the other)?" rlm@516: [experiences] rlm@516: (and (curled? experiences) rlm@516: (let [worm-touch (:touch (peek experiences)) rlm@516: tail-touch (worm-touch 0) rlm@516: head-touch (worm-touch 4)] rlm@516: (and (< 0.2 (contact worm-segment-bottom-tip tail-touch)) rlm@516: (< 0.2 (contact worm-segment-top-tip head-touch)))))) rlm@516: #+end_src rlm@516: #+end_listing rlm@516: rlm@516: ** =CORTEX= is a toolkit for building sensate creatures rlm@516: rlm@516: I built =CORTEX= to be a general AI research platform for doing rlm@516: experiments involving multiple rich senses and a wide variety and rlm@516: number of creatures. I intend it to be useful as a library for many rlm@516: more projects than just this thesis. =CORTEX= was necessary to meet rlm@516: a need among AI researchers at CSAIL and beyond, which is that rlm@516: people often will invent neat ideas that are best expressed in the rlm@516: language of creatures and senses, but in order to explore those rlm@516: ideas they must first build a platform in which they can create rlm@516: simulated creatures with rich senses! There are many ideas that rlm@516: would be simple to execute (such as =EMPATH=), but attached to them rlm@516: is the multi-month effort to make a good creature simulator. Often, rlm@516: that initial investment of time proves to be too much, and the rlm@516: project must make do with a lesser environment. rlm@516: rlm@516: =CORTEX= is well suited as an environment for embodied AI research rlm@516: for three reasons: rlm@516: rlm@516: - You can create new creatures using Blender, a popular 3D modeling rlm@516: program. Each sense can be specified using special blender nodes rlm@516: with biologically inspired paramaters. You need not write any rlm@516: code to create a creature, and can use a wide library of rlm@516: pre-existing blender models as a base for your own creatures. rlm@516: rlm@516: - =CORTEX= implements a wide variety of senses, including touch, rlm@516: proprioception, vision, hearing, and muscle tension. Complicated rlm@516: senses like touch, and vision involve multiple sensory elements rlm@516: embedded in a 2D surface. You have complete control over the rlm@516: distribution of these sensor elements through the use of simple rlm@516: png image files. In particular, =CORTEX= implements more rlm@516: comprehensive hearing than any other creature simulation system rlm@516: available. rlm@516: rlm@516: - =CORTEX= supports any number of creatures and any number of rlm@516: senses. Time in =CORTEX= dialates so that the simulated creatures rlm@516: always precieve a perfectly smooth flow of time, regardless of rlm@516: the actual computational load. rlm@516: rlm@516: =CORTEX= is built on top of =jMonkeyEngine3=, which is a video game rlm@516: engine designed to create cross-platform 3D desktop games. =CORTEX= rlm@516: is mainly written in clojure, a dialect of =LISP= that runs on the rlm@516: java virtual machine (JVM). The API for creating and simulating rlm@516: creatures and senses is entirely expressed in clojure, though many rlm@516: senses are implemented at the layer of jMonkeyEngine or below. For rlm@516: example, for the sense of hearing I use a layer of clojure code on rlm@516: top of a layer of java JNI bindings that drive a layer of =C++= rlm@516: code which implements a modified version of =OpenAL= to support rlm@516: multiple listeners. =CORTEX= is the only simulation environment rlm@516: that I know of that can support multiple entities that can each rlm@516: hear the world from their own perspective. Other senses also rlm@516: require a small layer of Java code. =CORTEX= also uses =bullet=, a rlm@516: physics simulator written in =C=. rlm@516: rlm@516: #+caption: Here is the worm from figure \ref{worm-intro} modeled rlm@516: #+caption: in Blender, a free 3D-modeling program. Senses and rlm@516: #+caption: joints are described using special nodes in Blender. rlm@516: #+name: worm-recognition-intro rlm@516: #+ATTR_LaTeX: :width 12cm rlm@516: [[./images/blender-worm.png]] rlm@516: rlm@516: Here are some thing I anticipate that =CORTEX= might be used for: rlm@516: rlm@516: - exploring new ideas about sensory integration rlm@516: - distributed communication among swarm creatures rlm@516: - self-learning using free exploration, rlm@516: - evolutionary algorithms involving creature construction rlm@516: - exploration of exoitic senses and effectors that are not possible rlm@516: in the real world (such as telekenisis or a semantic sense) rlm@516: - imagination using subworlds rlm@516: rlm@516: During one test with =CORTEX=, I created 3,000 creatures each with rlm@516: their own independent senses and ran them all at only 1/80 real rlm@516: time. In another test, I created a detailed model of my own hand, rlm@516: equipped with a realistic distribution of touch (more sensitive at rlm@516: the fingertips), as well as eyes and ears, and it ran at around 1/4 rlm@516: real time. rlm@516: rlm@516: #+BEGIN_LaTeX rlm@516: \begin{sidewaysfigure} rlm@516: \includegraphics[width=9.5in]{images/full-hand.png} rlm@516: \caption{ rlm@516: I modeled my own right hand in Blender and rigged it with all the rlm@516: senses that {\tt CORTEX} supports. My simulated hand has a rlm@516: biologically inspired distribution of touch sensors. The senses are rlm@516: displayed on the right, and the simulation is displayed on the rlm@516: left. Notice that my hand is curling its fingers, that it can see rlm@516: its own finger from the eye in its palm, and that it can feel its rlm@516: own thumb touching its palm.} rlm@516: \end{sidewaysfigure} rlm@516: #+END_LaTeX rlm@516: rlm@516: ** Contributions rlm@516: rlm@516: - I built =CORTEX=, a comprehensive platform for embodied AI rlm@516: experiments. =CORTEX= supports many features lacking in other rlm@516: systems, such proper simulation of hearing. It is easy to create rlm@516: new =CORTEX= creatures using Blender, a free 3D modeling program. rlm@516: rlm@516: - I built =EMPATH=, which uses =CORTEX= to identify the actions of rlm@516: a worm-like creature using a computational model of empathy. rlm@516: rlm@516: * Building =CORTEX= rlm@516: rlm@516: I intend for =CORTEX= to be used as a general-purpose library for rlm@516: building creatures and outfitting them with senses, so that it will rlm@516: be useful for other researchers who want to test out ideas of their rlm@516: own. To this end, wherver I have had to make archetictural choices rlm@516: about =CORTEX=, I have chosen to give as much freedom to the user as rlm@516: possible, so that =CORTEX= may be used for things I have not rlm@516: forseen. rlm@516: rlm@516: ** Simulation or Reality? rlm@516: rlm@516: The most important archetictural decision of all is the choice to rlm@516: use a computer-simulated environemnt in the first place! The world rlm@516: is a vast and rich place, and for now simulations are a very poor rlm@516: reflection of its complexity. It may be that there is a significant rlm@516: qualatative difference between dealing with senses in the real rlm@516: world and dealing with pale facilimilies of them in a simulation. rlm@516: What are the advantages and disadvantages of a simulation vs. rlm@516: reality? rlm@516: rlm@516: *** Simulation rlm@516: rlm@516: The advantages of virtual reality are that when everything is a rlm@516: simulation, experiments in that simulation are absolutely rlm@516: reproducible. It's also easier to change the character and world rlm@516: to explore new situations and different sensory combinations. rlm@516: rlm@516: If the world is to be simulated on a computer, then not only do rlm@516: you have to worry about whether the character's senses are rich rlm@516: enough to learn from the world, but whether the world itself is rlm@516: rendered with enough detail and realism to give enough working rlm@516: material to the character's senses. To name just a few rlm@516: difficulties facing modern physics simulators: destructibility of rlm@516: the environment, simulation of water/other fluids, large areas, rlm@516: nonrigid bodies, lots of objects, smoke. I don't know of any rlm@516: computer simulation that would allow a character to take a rock rlm@516: and grind it into fine dust, then use that dust to make a clay rlm@516: sculpture, at least not without spending years calculating the rlm@516: interactions of every single small grain of dust. Maybe a rlm@516: simulated world with today's limitations doesn't provide enough rlm@516: richness for real intelligence to evolve. rlm@516: rlm@516: *** Reality rlm@516: rlm@516: The other approach for playing with senses is to hook your rlm@516: software up to real cameras, microphones, robots, etc., and let it rlm@516: loose in the real world. This has the advantage of eliminating rlm@516: concerns about simulating the world at the expense of increasing rlm@516: the complexity of implementing the senses. Instead of just rlm@516: grabbing the current rendered frame for processing, you have to rlm@516: use an actual camera with real lenses and interact with photons to rlm@516: get an image. It is much harder to change the character, which is rlm@516: now partly a physical robot of some sort, since doing so involves rlm@516: changing things around in the real world instead of modifying rlm@516: lines of code. While the real world is very rich and definitely rlm@516: provides enough stimulation for intelligence to develop as rlm@516: evidenced by our own existence, it is also uncontrollable in the rlm@516: sense that a particular situation cannot be recreated perfectly or rlm@516: saved for later use. It is harder to conduct science because it is rlm@516: harder to repeat an experiment. The worst thing about using the rlm@516: real world instead of a simulation is the matter of time. Instead rlm@516: of simulated time you get the constant and unstoppable flow of rlm@516: real time. This severely limits the sorts of software you can use rlm@516: to program the AI because all sense inputs must be handled in real rlm@516: time. Complicated ideas may have to be implemented in hardware or rlm@516: may simply be impossible given the current speed of our rlm@516: processors. Contrast this with a simulation, in which the flow of rlm@516: time in the simulated world can be slowed down to accommodate the rlm@516: limitations of the character's programming. In terms of cost, rlm@516: doing everything in software is far cheaper than building custom rlm@516: real-time hardware. All you need is a laptop and some patience. rlm@516: rlm@516: ** Because of Time, simulation is perferable to reality rlm@516: rlm@516: I envision =CORTEX= being used to support rapid prototyping and rlm@516: iteration of ideas. Even if I could put together a well constructed rlm@516: kit for creating robots, it would still not be enough because of rlm@516: the scourge of real-time processing. Anyone who wants to test their rlm@516: ideas in the real world must always worry about getting their rlm@516: algorithms to run fast enough to process information in real time. rlm@516: The need for real time processing only increases if multiple senses rlm@516: are involved. In the extreme case, even simple algorithms will have rlm@516: to be accelerated by ASIC chips or FPGAs, turning what would rlm@516: otherwise be a few lines of code and a 10x speed penality into a rlm@516: multi-month ordeal. For this reason, =CORTEX= supports rlm@516: /time-dialiation/, which scales back the framerate of the rlm@516: simulation in proportion to the amount of processing each frame. rlm@516: From the perspective of the creatures inside the simulation, time rlm@516: always appears to flow at a constant rate, regardless of how rlm@516: complicated the envorimnent becomes or how many creatures are in rlm@516: the simulation. The cost is that =CORTEX= can sometimes run slower rlm@516: than real time. This can also be an advantage, however --- rlm@516: simulations of very simple creatures in =CORTEX= generally run at rlm@516: 40x on my machine! rlm@516: rlm@516: ** What is a sense? rlm@516: rlm@516: If =CORTEX= is to support a wide variety of senses, it would help rlm@516: to have a better understanding of what a ``sense'' actually is! rlm@516: While vision, touch, and hearing all seem like they are quite rlm@516: different things, I was supprised to learn during the course of rlm@516: this thesis that they (and all physical senses) can be expressed as rlm@516: exactly the same mathematical object due to a dimensional argument! rlm@516: rlm@516: Human beings are three-dimensional objects, and the nerves that rlm@516: transmit data from our various sense organs to our brain are rlm@516: essentially one-dimensional. This leaves up to two dimensions in rlm@516: which our sensory information may flow. For example, imagine your rlm@516: skin: it is a two-dimensional surface around a three-dimensional rlm@516: object (your body). It has discrete touch sensors embedded at rlm@516: various points, and the density of these sensors corresponds to the rlm@516: sensitivity of that region of skin. Each touch sensor connects to a rlm@516: nerve, all of which eventually are bundled together as they travel rlm@516: up the spinal cord to the brain. Intersect the spinal nerves with a rlm@516: guillotining plane and you will see all of the sensory data of the rlm@516: skin revealed in a roughly circular two-dimensional image which is rlm@516: the cross section of the spinal cord. Points on this image that are rlm@516: close together in this circle represent touch sensors that are rlm@516: /probably/ close together on the skin, although there is of course rlm@516: some cutting and rearrangement that has to be done to transfer the rlm@516: complicated surface of the skin onto a two dimensional image. rlm@516: rlm@516: Most human senses consist of many discrete sensors of various rlm@516: properties distributed along a surface at various densities. For rlm@516: skin, it is Pacinian corpuscles, Meissner's corpuscles, Merkel's rlm@516: disks, and Ruffini's endings, which detect pressure and vibration rlm@516: of various intensities. For ears, it is the stereocilia distributed rlm@516: along the basilar membrane inside the cochlea; each one is rlm@516: sensitive to a slightly different frequency of sound. For eyes, it rlm@516: is rods and cones distributed along the surface of the retina. In rlm@516: each case, we can describe the sense with a surface and a rlm@516: distribution of sensors along that surface. rlm@516: rlm@516: The neat idea is that every human sense can be effectively rlm@516: described in terms of a surface containing embedded sensors. If the rlm@516: sense had any more dimensions, then there wouldn't be enough room rlm@516: in the spinal chord to transmit the information! rlm@516: rlm@516: Therefore, =CORTEX= must support the ability to create objects and rlm@516: then be able to ``paint'' points along their surfaces to describe rlm@516: each sense. rlm@516: rlm@516: Fortunately this idea is already a well known computer graphics rlm@516: technique called called /UV-mapping/. The three-dimensional surface rlm@516: of a model is cut and smooshed until it fits on a two-dimensional rlm@516: image. You paint whatever you want on that image, and when the rlm@516: three-dimensional shape is rendered in a game the smooshing and rlm@516: cutting is reversed and the image appears on the three-dimensional rlm@516: object. rlm@516: rlm@516: To make a sense, interpret the UV-image as describing the rlm@516: distribution of that senses sensors. To get different types of rlm@516: sensors, you can either use a different color for each type of rlm@516: sensor, or use multiple UV-maps, each labeled with that sensor rlm@516: type. I generally use a white pixel to mean the presence of a rlm@516: sensor and a black pixel to mean the absence of a sensor, and use rlm@516: one UV-map for each sensor-type within a given sense. rlm@516: rlm@516: #+CAPTION: The UV-map for an elongated icososphere. The white rlm@516: #+caption: dots each represent a touch sensor. They are dense rlm@516: #+caption: in the regions that describe the tip of the finger, rlm@516: #+caption: and less dense along the dorsal side of the finger rlm@516: #+caption: opposite the tip. rlm@516: #+name: finger-UV rlm@516: #+ATTR_latex: :width 10cm rlm@516: [[./images/finger-UV.png]] rlm@516: rlm@516: #+caption: Ventral side of the UV-mapped finger. Notice the rlm@516: #+caption: density of touch sensors at the tip. rlm@516: #+name: finger-side-view rlm@516: #+ATTR_LaTeX: :width 10cm rlm@516: [[./images/finger-1.png]] rlm@516: rlm@516: ** Video game engines provide ready-made physics and shading rlm@516: rlm@516: I did not need to write my own physics simulation code or shader to rlm@516: build =CORTEX=. Doing so would lead to a system that is impossible rlm@516: for anyone but myself to use anyway. Instead, I use a video game rlm@516: engine as a base and modify it to accomodate the additional needs rlm@516: of =CORTEX=. Video game engines are an ideal starting point to rlm@516: build =CORTEX=, because they are not far from being creature rlm@516: building systems themselves. rlm@516: rlm@516: First off, general purpose video game engines come with a physics rlm@516: engine and lighting / sound system. The physics system provides rlm@516: tools that can be co-opted to serve as touch, proprioception, and rlm@516: muscles. Since some games support split screen views, a good video rlm@516: game engine will allow you to efficiently create multiple cameras rlm@516: in the simulated world that can be used as eyes. Video game systems rlm@516: offer integrated asset management for things like textures and rlm@516: creatures models, providing an avenue for defining creatures. They rlm@516: also understand UV-mapping, since this technique is used to apply a rlm@516: texture to a model. Finally, because video game engines support a rlm@516: large number of users, as long as =CORTEX= doesn't stray too far rlm@516: from the base system, other researchers can turn to this community rlm@516: for help when doing their research. rlm@516: rlm@516: ** =CORTEX= is based on jMonkeyEngine3 rlm@516: rlm@516: While preparing to build =CORTEX= I studied several video game rlm@516: engines to see which would best serve as a base. The top contenders rlm@516: were: rlm@516: rlm@516: - [[http://www.idsoftware.com][Quake II]]/[[http://www.bytonic.de/html/jake2.html][Jake2]] :: The Quake II engine was designed by ID rlm@516: software in 1997. All the source code was released by ID rlm@516: software into the Public Domain several years ago, and as a rlm@516: result it has been ported to many different languages. This rlm@516: engine was famous for its advanced use of realistic shading rlm@516: and had decent and fast physics simulation. The main advantage rlm@516: of the Quake II engine is its simplicity, but I ultimately rlm@516: rejected it because the engine is too tied to the concept of a rlm@516: first-person shooter game. One of the problems I had was that rlm@516: there does not seem to be any easy way to attach multiple rlm@516: cameras to a single character. There are also several physics rlm@516: clipping issues that are corrected in a way that only applies rlm@516: to the main character and do not apply to arbitrary objects. rlm@516: rlm@516: - [[http://source.valvesoftware.com/][Source Engine]] :: The Source Engine evolved from the Quake II rlm@516: and Quake I engines and is used by Valve in the Half-Life rlm@516: series of games. The physics simulation in the Source Engine rlm@516: is quite accurate and probably the best out of all the engines rlm@516: I investigated. There is also an extensive community actively rlm@516: working with the engine. However, applications that use the rlm@516: Source Engine must be written in C++, the code is not open, it rlm@516: only runs on Windows, and the tools that come with the SDK to rlm@516: handle models and textures are complicated and awkward to use. rlm@516: rlm@516: - [[http://jmonkeyengine.com/][jMonkeyEngine3]] :: jMonkeyEngine3 is a new library for creating rlm@516: games in Java. It uses OpenGL to render to the screen and uses rlm@516: screengraphs to avoid drawing things that do not appear on the rlm@516: screen. It has an active community and several games in the rlm@516: pipeline. The engine was not built to serve any particular rlm@516: game but is instead meant to be used for any 3D game. rlm@516: rlm@516: I chose jMonkeyEngine3 because it because it had the most features rlm@516: out of all the free projects I looked at, and because I could then rlm@516: write my code in clojure, an implementation of =LISP= that runs on rlm@516: the JVM. rlm@516: rlm@516: ** =CORTEX= uses Blender to create creature models rlm@516: rlm@516: For the simple worm-like creatures I will use later on in this rlm@516: thesis, I could define a simple API in =CORTEX= that would allow rlm@516: one to create boxes, spheres, etc., and leave that API as the sole rlm@516: way to create creatures. However, for =CORTEX= to truly be useful rlm@516: for other projects, it needs a way to construct complicated rlm@516: creatures. If possible, it would be nice to leverage work that has rlm@516: already been done by the community of 3D modelers, or at least rlm@516: enable people who are talented at moedling but not programming to rlm@516: design =CORTEX= creatures. rlm@516: rlm@516: Therefore, I use Blender, a free 3D modeling program, as the main rlm@516: way to create creatures in =CORTEX=. However, the creatures modeled rlm@516: in Blender must also be simple to simulate in jMonkeyEngine3's game rlm@516: engine, and must also be easy to rig with =CORTEX='s senses. I rlm@516: accomplish this with extensive use of Blender's ``empty nodes.'' rlm@516: rlm@516: Empty nodes have no mass, physical presence, or appearance, but rlm@516: they can hold metadata and have names. I use a tree structure of rlm@516: empty nodes to specify senses in the following manner: rlm@516: rlm@516: - Create a single top-level empty node whose name is the name of rlm@516: the sense. rlm@516: - Add empty nodes which each contain meta-data relevant to the rlm@516: sense, including a UV-map describing the number/distribution of rlm@516: sensors if applicable. rlm@516: - Make each empty-node the child of the top-level node. rlm@516: rlm@516: #+caption: An example of annoting a creature model with empty rlm@516: #+caption: nodes to describe the layout of senses. There are rlm@516: #+caption: multiple empty nodes which each describe the position rlm@516: #+caption: of muscles, ears, eyes, or joints. rlm@516: #+name: sense-nodes rlm@516: #+ATTR_LaTeX: :width 10cm rlm@516: [[./images/empty-sense-nodes.png]] rlm@516: rlm@516: ** Bodies are composed of segments connected by joints rlm@516: rlm@516: Blender is a general purpose animation tool, which has been used in rlm@516: the past to create high quality movies such as Sintel rlm@516: \cite{blender}. Though Blender can model and render even complicated rlm@516: things like water, it is crucual to keep models that are meant to rlm@516: be simulated as creatures simple. =Bullet=, which =CORTEX= uses rlm@516: though jMonkeyEngine3, is a rigid-body physics system. This offers rlm@516: a compromise between the expressiveness of a game level and the rlm@516: speed at which it can be simulated, and it means that creatures rlm@516: should be naturally expressed as rigid components held together by rlm@516: joint constraints. rlm@516: rlm@516: But humans are more like a squishy bag with wrapped around some rlm@516: hard bones which define the overall shape. When we move, our skin rlm@516: bends and stretches to accomodate the new positions of our bones. rlm@516: rlm@516: One way to make bodies composed of rigid pieces connected by joints rlm@516: /seem/ more human-like is to use an /armature/, (or /rigging/) rlm@516: system, which defines a overall ``body mesh'' and defines how the rlm@516: mesh deforms as a function of the position of each ``bone'' which rlm@516: is a standard rigid body. This technique is used extensively to rlm@516: model humans and create realistic animations. It is not a good rlm@516: technique for physical simulation, however because it creates a lie rlm@516: -- the skin is not a physical part of the simulation and does not rlm@516: interact with any objects in the world or itself. Objects will pass rlm@516: right though the skin until they come in contact with the rlm@516: underlying bone, which is a physical object. Whithout simulating rlm@516: the skin, the sense of touch has little meaning, and the creature's rlm@516: own vision will lie to it about the true extent of its body. rlm@516: Simulating the skin as a physical object requires some way to rlm@516: continuously update the physical model of the skin along with the rlm@516: movement of the bones, which is unacceptably slow compared to rigid rlm@516: body simulation. rlm@516: rlm@516: Therefore, instead of using the human-like ``deformable bag of rlm@516: bones'' approach, I decided to base my body plans on multiple solid rlm@516: objects that are connected by joints, inspired by the robot =EVE= rlm@516: from the movie WALL-E. rlm@516: rlm@516: #+caption: =EVE= from the movie WALL-E. This body plan turns rlm@516: #+caption: out to be much better suited to my purposes than a more rlm@516: #+caption: human-like one. rlm@516: #+ATTR_LaTeX: :width 10cm rlm@516: [[./images/Eve.jpg]] rlm@516: rlm@516: =EVE='s body is composed of several rigid components that are held rlm@516: together by invisible joint constraints. This is what I mean by rlm@516: ``eve-like''. The main reason that I use eve-style bodies is for rlm@516: efficiency, and so that there will be correspondence between the rlm@516: AI's semses and the physical presence of its body. Each individual rlm@516: section is simulated by a separate rigid body that corresponds rlm@516: exactly with its visual representation and does not change. rlm@516: Sections are connected by invisible joints that are well supported rlm@516: in jMonkeyEngine3. Bullet, the physics backend for jMonkeyEngine3, rlm@516: can efficiently simulate hundreds of rigid bodies connected by rlm@516: joints. Just because sections are rigid does not mean they have to rlm@516: stay as one piece forever; they can be dynamically replaced with rlm@516: multiple sections to simulate splitting in two. This could be used rlm@516: to simulate retractable claws or =EVE='s hands, which are able to rlm@516: coalesce into one object in the movie. rlm@516: rlm@516: *** Solidifying/Connecting a body rlm@516: rlm@516: =CORTEX= creates a creature in two steps: first, it traverses the rlm@516: nodes in the blender file and creates physical representations for rlm@516: any of them that have mass defined in their blender meta-data. rlm@516: rlm@516: #+caption: Program for iterating through the nodes in a blender file rlm@516: #+caption: and generating physical jMonkeyEngine3 objects with mass rlm@516: #+caption: and a matching physics shape. rlm@516: #+name: name rlm@516: #+begin_listing clojure rlm@516: #+begin_src clojure rlm@516: (defn physical! rlm@516: "Iterate through the nodes in creature and make them real physical rlm@516: objects in the simulation." rlm@516: [#^Node creature] rlm@516: (dorun rlm@516: (map rlm@516: (fn [geom] rlm@516: (let [physics-control rlm@516: (RigidBodyControl. rlm@516: (HullCollisionShape. rlm@516: (.getMesh geom)) rlm@516: (if-let [mass (meta-data geom "mass")] rlm@516: (float mass) (float 1)))] rlm@516: (.addControl geom physics-control))) rlm@516: (filter #(isa? (class %) Geometry ) rlm@516: (node-seq creature))))) rlm@516: #+end_src rlm@516: #+end_listing rlm@516: rlm@516: The next step to making a proper body is to connect those pieces rlm@516: together with joints. jMonkeyEngine has a large array of joints rlm@516: available via =bullet=, such as Point2Point, Cone, Hinge, and a rlm@516: generic Six Degree of Freedom joint, with or without spring rlm@516: restitution. rlm@516: rlm@516: Joints are treated a lot like proper senses, in that there is a rlm@516: top-level empty node named ``joints'' whose children each rlm@516: represent a joint. rlm@516: rlm@516: #+caption: View of the hand model in Blender showing the main ``joints'' rlm@516: #+caption: node (highlighted in yellow) and its children which each rlm@516: #+caption: represent a joint in the hand. Each joint node has metadata rlm@516: #+caption: specifying what sort of joint it is. rlm@516: #+name: blender-hand rlm@516: #+ATTR_LaTeX: :width 10cm rlm@516: [[./images/hand-screenshot1.png]] rlm@516: rlm@516: rlm@516: =CORTEX='s procedure for binding the creature together with joints rlm@516: is as follows: rlm@516: rlm@516: - Find the children of the ``joints'' node. rlm@516: - Determine the two spatials the joint is meant to connect. rlm@516: - Create the joint based on the meta-data of the empty node. rlm@516: rlm@516: The higher order function =sense-nodes= from =cortex.sense= rlm@516: simplifies finding the joints based on their parent ``joints'' rlm@516: node. rlm@516: rlm@516: #+caption: Retrieving the children empty nodes from a single rlm@516: #+caption: named empty node is a common pattern in =CORTEX= rlm@516: #+caption: further instances of this technique for the senses rlm@516: #+caption: will be omitted rlm@516: #+name: get-empty-nodes rlm@516: #+begin_listing clojure rlm@516: #+begin_src clojure rlm@516: (defn sense-nodes rlm@516: "For some senses there is a special empty blender node whose rlm@516: children are considered markers for an instance of that sense. This rlm@516: function generates functions to find those children, given the name rlm@516: of the special parent node." rlm@516: [parent-name] rlm@516: (fn [#^Node creature] rlm@516: (if-let [sense-node (.getChild creature parent-name)] rlm@516: (seq (.getChildren sense-node)) []))) rlm@516: rlm@516: (def rlm@516: ^{:doc "Return the children of the creature's \"joints\" node." rlm@516: :arglists '([creature])} rlm@516: joints rlm@516: (sense-nodes "joints")) rlm@516: #+end_src rlm@516: #+end_listing rlm@516: rlm@516: To find a joint's targets, =CORTEX= creates a small cube, centered rlm@516: around the empty-node, and grows the cube exponentially until it rlm@516: intersects two physical objects. The objects are ordered according rlm@516: to the joint's rotation, with the first one being the object that rlm@516: has more negative coordinates in the joint's reference frame. rlm@516: Since the objects must be physical, the empty-node itself escapes rlm@516: detection. Because the objects must be physical, =joint-targets= rlm@516: must be called /after/ =physical!= is called. rlm@516: rlm@516: #+caption: Program to find the targets of a joint node by rlm@516: #+caption: exponentiallly growth of a search cube. rlm@516: #+name: joint-targets rlm@516: #+begin_listing clojure rlm@516: #+begin_src clojure rlm@516: (defn joint-targets rlm@516: "Return the two closest two objects to the joint object, ordered rlm@516: from bottom to top according to the joint's rotation." rlm@516: [#^Node parts #^Node joint] rlm@516: (loop [radius (float 0.01)] rlm@516: (let [results (CollisionResults.)] rlm@516: (.collideWith rlm@516: parts rlm@516: (BoundingBox. (.getWorldTranslation joint) rlm@516: radius radius radius) results) rlm@516: (let [targets rlm@516: (distinct rlm@516: (map #(.getGeometry %) results))] rlm@516: (if (>= (count targets) 2) rlm@516: (sort-by rlm@516: #(let [joint-ref-frame-position rlm@516: (jme-to-blender rlm@516: (.mult rlm@516: (.inverse (.getWorldRotation joint)) rlm@516: (.subtract (.getWorldTranslation %) rlm@516: (.getWorldTranslation joint))))] rlm@516: (.dot (Vector3f. 1 1 1) joint-ref-frame-position)) rlm@516: (take 2 targets)) rlm@516: (recur (float (* radius 2)))))))) rlm@516: #+end_src rlm@516: #+end_listing rlm@516: rlm@516: Once =CORTEX= finds all joints and targets, it creates them using rlm@516: a dispatch on the metadata of each joint node. rlm@516: rlm@516: #+caption: Program to dispatch on blender metadata and create joints rlm@516: #+caption: sutiable for physical simulation. rlm@516: #+name: joint-dispatch rlm@516: #+begin_listing clojure rlm@516: #+begin_src clojure rlm@516: (defmulti joint-dispatch rlm@516: "Translate blender pseudo-joints into real JME joints." rlm@516: (fn [constraints & _] rlm@516: (:type constraints))) rlm@516: rlm@516: (defmethod joint-dispatch :point rlm@516: [constraints control-a control-b pivot-a pivot-b rotation] rlm@516: (doto (SixDofJoint. control-a control-b pivot-a pivot-b false) rlm@516: (.setLinearLowerLimit Vector3f/ZERO) rlm@516: (.setLinearUpperLimit Vector3f/ZERO))) rlm@516: rlm@516: (defmethod joint-dispatch :hinge rlm@516: [constraints control-a control-b pivot-a pivot-b rotation] rlm@516: (let [axis (if-let [axis (:axis constraints)] axis Vector3f/UNIT_X) rlm@516: [limit-1 limit-2] (:limit constraints) rlm@516: hinge-axis (.mult rotation (blender-to-jme axis))] rlm@516: (doto (HingeJoint. control-a control-b pivot-a pivot-b rlm@516: hinge-axis hinge-axis) rlm@516: (.setLimit limit-1 limit-2)))) rlm@516: rlm@516: (defmethod joint-dispatch :cone rlm@516: [constraints control-a control-b pivot-a pivot-b rotation] rlm@516: (let [limit-xz (:limit-xz constraints) rlm@516: limit-xy (:limit-xy constraints) rlm@516: twist (:twist constraints)] rlm@516: (doto (ConeJoint. control-a control-b pivot-a pivot-b rlm@516: rotation rotation) rlm@516: (.setLimit (float limit-xz) (float limit-xy) rlm@516: (float twist))))) rlm@516: #+end_src rlm@516: #+end_listing rlm@516: rlm@516: All that is left for joints it to combine the above pieces into a rlm@516: something that can operate on the collection of nodes that a rlm@516: blender file represents. rlm@516: rlm@516: #+caption: Program to completely create a joint given information rlm@516: #+caption: from a blender file. rlm@516: #+name: connect rlm@516: #+begin_listing clojure rlm@516: #+begin_src clojure rlm@516: (defn connect rlm@516: "Create a joint between 'obj-a and 'obj-b at the location of rlm@516: 'joint. The type of joint is determined by the metadata on 'joint. rlm@516: rlm@516: Here are some examples: rlm@516: {:type :point} rlm@516: {:type :hinge :limit [0 (/ Math/PI 2)] :axis (Vector3f. 0 1 0)} rlm@516: (:axis defaults to (Vector3f. 1 0 0) if not provided for hinge joints) rlm@516: rlm@516: {:type :cone :limit-xz 0] rlm@516: :limit-xy 0] rlm@516: :twist 0]} (use XZY rotation mode in blender!)" rlm@516: [#^Node obj-a #^Node obj-b #^Node joint] rlm@516: (let [control-a (.getControl obj-a RigidBodyControl) rlm@516: control-b (.getControl obj-b RigidBodyControl) rlm@516: joint-center (.getWorldTranslation joint) rlm@516: joint-rotation (.toRotationMatrix (.getWorldRotation joint)) rlm@516: pivot-a (world-to-local obj-a joint-center) rlm@516: pivot-b (world-to-local obj-b joint-center)] rlm@516: (if-let rlm@516: [constraints (map-vals eval (read-string (meta-data joint "joint")))] rlm@516: ;; A side-effect of creating a joint registers rlm@516: ;; it with both physics objects which in turn rlm@516: ;; will register the joint with the physics system rlm@516: ;; when the simulation is started. rlm@516: (joint-dispatch constraints rlm@516: control-a control-b rlm@516: pivot-a pivot-b rlm@516: joint-rotation)))) rlm@516: #+end_src rlm@516: #+end_listing rlm@516: rlm@516: In general, whenever =CORTEX= exposes a sense (or in this case rlm@516: physicality), it provides a function of the type =sense!=, which rlm@516: takes in a collection of nodes and augments it to support that rlm@516: sense. The function returns any controlls necessary to use that rlm@516: sense. In this case =body!= cerates a physical body and returns no rlm@516: control functions. rlm@516: rlm@516: #+caption: Program to give joints to a creature. rlm@516: #+name: name rlm@516: #+begin_listing clojure rlm@516: #+begin_src clojure rlm@516: (defn joints! rlm@516: "Connect the solid parts of the creature with physical joints. The rlm@516: joints are taken from the \"joints\" node in the creature." rlm@516: [#^Node creature] rlm@516: (dorun rlm@516: (map rlm@516: (fn [joint] rlm@516: (let [[obj-a obj-b] (joint-targets creature joint)] rlm@516: (connect obj-a obj-b joint))) rlm@516: (joints creature)))) rlm@516: (defn body! rlm@516: "Endow the creature with a physical body connected with joints. The rlm@516: particulars of the joints and the masses of each body part are rlm@516: determined in blender." rlm@516: [#^Node creature] rlm@516: (physical! creature) rlm@516: (joints! creature)) rlm@516: #+end_src rlm@516: #+end_listing rlm@516: rlm@516: All of the code you have just seen amounts to only 130 lines, yet rlm@516: because it builds on top of Blender and jMonkeyEngine3, those few rlm@516: lines pack quite a punch! rlm@516: rlm@516: The hand from figure \ref{blender-hand}, which was modeled after rlm@516: my own right hand, can now be given joints and simulated as a rlm@516: creature. rlm@516: rlm@516: #+caption: With the ability to create physical creatures from blender, rlm@516: #+caption: =CORTEX= gets one step closer to becomming a full creature rlm@516: #+caption: simulation environment. rlm@516: #+name: name rlm@516: #+ATTR_LaTeX: :width 15cm rlm@516: [[./images/physical-hand.png]] rlm@516: rlm@516: ** Eyes reuse standard video game components rlm@516: rlm@516: Vision is one of the most important senses for humans, so I need to rlm@516: build a simulated sense of vision for my AI. I will do this with rlm@516: simulated eyes. Each eye can be independently moved and should see rlm@516: its own version of the world depending on where it is. rlm@516: rlm@516: Making these simulated eyes a reality is simple because rlm@516: jMonkeyEngine already contains extensive support for multiple views rlm@516: of the same 3D simulated world. The reason jMonkeyEngine has this rlm@516: support is because the support is necessary to create games with rlm@516: split-screen views. Multiple views are also used to create rlm@516: efficient pseudo-reflections by rendering the scene from a certain rlm@516: perspective and then projecting it back onto a surface in the 3D rlm@516: world. rlm@516: rlm@516: #+caption: jMonkeyEngine supports multiple views to enable rlm@516: #+caption: split-screen games, like GoldenEye, which was one of rlm@516: #+caption: the first games to use split-screen views. rlm@516: #+name: name rlm@516: #+ATTR_LaTeX: :width 10cm rlm@516: [[./images/goldeneye-4-player.png]] rlm@516: rlm@516: *** A Brief Description of jMonkeyEngine's Rendering Pipeline rlm@516: rlm@516: jMonkeyEngine allows you to create a =ViewPort=, which represents a rlm@516: view of the simulated world. You can create as many of these as you rlm@516: want. Every frame, the =RenderManager= iterates through each rlm@516: =ViewPort=, rendering the scene in the GPU. For each =ViewPort= there rlm@516: is a =FrameBuffer= which represents the rendered image in the GPU. rlm@516: rlm@516: #+caption: =ViewPorts= are cameras in the world. During each frame, rlm@516: #+caption: the =RenderManager= records a snapshot of what each view rlm@516: #+caption: is currently seeing; these snapshots are =FrameBuffer= objects. rlm@516: #+name: rendermanagers rlm@516: #+ATTR_LaTeX: :width 10cm rlm@516: [[./images/diagram_rendermanager2.png]] rlm@516: rlm@516: Each =ViewPort= can have any number of attached =SceneProcessor= rlm@516: objects, which are called every time a new frame is rendered. A rlm@516: =SceneProcessor= receives its =ViewPort's= =FrameBuffer= and can do rlm@516: whatever it wants to the data. Often this consists of invoking GPU rlm@516: specific operations on the rendered image. The =SceneProcessor= can rlm@516: also copy the GPU image data to RAM and process it with the CPU. rlm@516: rlm@516: *** Appropriating Views for Vision rlm@516: rlm@516: Each eye in the simulated creature needs its own =ViewPort= so rlm@516: that it can see the world from its own perspective. To this rlm@516: =ViewPort=, I add a =SceneProcessor= that feeds the visual data to rlm@516: any arbitrary continuation function for further processing. That rlm@516: continuation function may perform both CPU and GPU operations on rlm@516: the data. To make this easy for the continuation function, the rlm@516: =SceneProcessor= maintains appropriately sized buffers in RAM to rlm@516: hold the data. It does not do any copying from the GPU to the CPU rlm@516: itself because it is a slow operation. rlm@516: rlm@516: #+caption: Function to make the rendered secne in jMonkeyEngine rlm@516: #+caption: available for further processing. rlm@516: #+name: pipeline-1 rlm@516: #+begin_listing clojure rlm@516: #+begin_src clojure rlm@516: (defn vision-pipeline rlm@516: "Create a SceneProcessor object which wraps a vision processing rlm@516: continuation function. The continuation is a function that takes rlm@516: [#^Renderer r #^FrameBuffer fb #^ByteBuffer b #^BufferedImage bi], rlm@516: each of which has already been appropriately sized." rlm@516: [continuation] rlm@516: (let [byte-buffer (atom nil) rlm@516: renderer (atom nil) rlm@516: image (atom nil)] rlm@516: (proxy [SceneProcessor] [] rlm@516: (initialize rlm@516: [renderManager viewPort] rlm@516: (let [cam (.getCamera viewPort) rlm@516: width (.getWidth cam) rlm@516: height (.getHeight cam)] rlm@516: (reset! renderer (.getRenderer renderManager)) rlm@516: (reset! byte-buffer rlm@516: (BufferUtils/createByteBuffer rlm@516: (* width height 4))) rlm@516: (reset! image (BufferedImage. rlm@516: width height rlm@516: BufferedImage/TYPE_4BYTE_ABGR)))) rlm@516: (isInitialized [] (not (nil? @byte-buffer))) rlm@516: (reshape [_ _ _]) rlm@516: (preFrame [_]) rlm@516: (postQueue [_]) rlm@516: (postFrame rlm@516: [#^FrameBuffer fb] rlm@516: (.clear @byte-buffer) rlm@516: (continuation @renderer fb @byte-buffer @image)) rlm@516: (cleanup [])))) rlm@516: #+end_src rlm@516: #+end_listing rlm@516: rlm@516: The continuation function given to =vision-pipeline= above will be rlm@516: given a =Renderer= and three containers for image data. The rlm@516: =FrameBuffer= references the GPU image data, but the pixel data rlm@516: can not be used directly on the CPU. The =ByteBuffer= and rlm@516: =BufferedImage= are initially "empty" but are sized to hold the rlm@516: data in the =FrameBuffer=. I call transferring the GPU image data rlm@516: to the CPU structures "mixing" the image data. rlm@516: rlm@516: *** Optical sensor arrays are described with images and referenced with metadata rlm@516: rlm@516: The vision pipeline described above handles the flow of rendered rlm@516: images. Now, =CORTEX= needs simulated eyes to serve as the source rlm@516: of these images. rlm@516: rlm@516: An eye is described in blender in the same way as a joint. They rlm@516: are zero dimensional empty objects with no geometry whose local rlm@516: coordinate system determines the orientation of the resulting eye. rlm@516: All eyes are children of a parent node named "eyes" just as all rlm@516: joints have a parent named "joints". An eye binds to the nearest rlm@516: physical object with =bind-sense=. rlm@516: rlm@516: #+caption: Here, the camera is created based on metadata on the rlm@516: #+caption: eye-node and attached to the nearest physical object rlm@516: #+caption: with =bind-sense= rlm@516: #+name: add-eye rlm@516: #+begin_listing clojure rlm@516: (defn add-eye! rlm@516: "Create a Camera centered on the current position of 'eye which rlm@516: follows the closest physical node in 'creature. The camera will rlm@516: point in the X direction and use the Z vector as up as determined rlm@516: by the rotation of these vectors in blender coordinate space. Use rlm@516: XZY rotation for the node in blender." rlm@516: [#^Node creature #^Spatial eye] rlm@516: (let [target (closest-node creature eye) rlm@516: [cam-width cam-height] rlm@516: ;;[640 480] ;; graphics card on laptop doesn't support rlm@516: ;; arbitray dimensions. rlm@516: (eye-dimensions eye) rlm@516: cam (Camera. cam-width cam-height) rlm@516: rot (.getWorldRotation eye)] rlm@516: (.setLocation cam (.getWorldTranslation eye)) rlm@516: (.lookAtDirection rlm@516: cam ; this part is not a mistake and rlm@516: (.mult rot Vector3f/UNIT_X) ; is consistent with using Z in rlm@516: (.mult rot Vector3f/UNIT_Y)) ; blender as the UP vector. rlm@516: (.setFrustumPerspective rlm@516: cam (float 45) rlm@516: (float (/ (.getWidth cam) (.getHeight cam))) rlm@516: (float 1) rlm@516: (float 1000)) rlm@516: (bind-sense target cam) cam)) rlm@516: #+end_listing rlm@516: rlm@516: *** Simulated Retina rlm@516: rlm@516: An eye is a surface (the retina) which contains many discrete rlm@516: sensors to detect light. These sensors can have different rlm@516: light-sensing properties. In humans, each discrete sensor is rlm@516: sensitive to red, blue, green, or gray. These different types of rlm@516: sensors can have different spatial distributions along the retina. rlm@516: In humans, there is a fovea in the center of the retina which has rlm@516: a very high density of color sensors, and a blind spot which has rlm@516: no sensors at all. Sensor density decreases in proportion to rlm@516: distance from the fovea. rlm@516: rlm@516: I want to be able to model any retinal configuration, so my rlm@516: eye-nodes in blender contain metadata pointing to images that rlm@516: describe the precise position of the individual sensors using rlm@516: white pixels. The meta-data also describes the precise sensitivity rlm@516: to light that the sensors described in the image have. An eye can rlm@516: contain any number of these images. For example, the metadata for rlm@516: an eye might look like this: rlm@516: rlm@516: #+begin_src clojure rlm@516: {0xFF0000 "Models/test-creature/retina-small.png"} rlm@516: #+end_src rlm@516: rlm@516: #+caption: An example retinal profile image. White pixels are rlm@516: #+caption: photo-sensitive elements. The distribution of white rlm@516: #+caption: pixels is denser in the middle and falls off at the rlm@516: #+caption: edges and is inspired by the human retina. rlm@516: #+name: retina rlm@516: #+ATTR_LaTeX: :width 7cm rlm@516: [[./images/retina-small.png]] rlm@516: rlm@516: Together, the number 0xFF0000 and the image image above describe rlm@516: the placement of red-sensitive sensory elements. rlm@516: rlm@516: Meta-data to very crudely approximate a human eye might be rlm@516: something like this: rlm@516: rlm@516: #+begin_src clojure rlm@516: (let [retinal-profile "Models/test-creature/retina-small.png"] rlm@516: {0xFF0000 retinal-profile rlm@516: 0x00FF00 retinal-profile rlm@516: 0x0000FF retinal-profile rlm@516: 0xFFFFFF retinal-profile}) rlm@516: #+end_src rlm@516: rlm@516: The numbers that serve as keys in the map determine a sensor's rlm@516: relative sensitivity to the channels red, green, and blue. These rlm@516: sensitivity values are packed into an integer in the order rlm@516: =|_|R|G|B|= in 8-bit fields. The RGB values of a pixel in the rlm@516: image are added together with these sensitivities as linear rlm@516: weights. Therefore, 0xFF0000 means sensitive to red only while rlm@516: 0xFFFFFF means sensitive to all colors equally (gray). rlm@516: rlm@516: #+caption: This is the core of vision in =CORTEX=. A given eye node rlm@516: #+caption: is converted into a function that returns visual rlm@516: #+caption: information from the simulation. rlm@516: #+name: vision-kernel rlm@516: #+begin_listing clojure rlm@516: #+BEGIN_SRC clojure rlm@516: (defn vision-kernel rlm@516: "Returns a list of functions, each of which will return a color rlm@516: channel's worth of visual information when called inside a running rlm@516: simulation." rlm@516: [#^Node creature #^Spatial eye & {skip :skip :or {skip 0}}] rlm@516: (let [retinal-map (retina-sensor-profile eye) rlm@516: camera (add-eye! creature eye) rlm@516: vision-image rlm@516: (atom rlm@516: (BufferedImage. (.getWidth camera) rlm@516: (.getHeight camera) rlm@516: BufferedImage/TYPE_BYTE_BINARY)) rlm@516: register-eye! rlm@516: (runonce rlm@516: (fn [world] rlm@516: (add-camera! rlm@516: world camera rlm@516: (let [counter (atom 0)] rlm@516: (fn [r fb bb bi] rlm@516: (if (zero? (rem (swap! counter inc) (inc skip))) rlm@516: (reset! vision-image rlm@516: (BufferedImage! r fb bb bi))))))))] rlm@516: (vec rlm@516: (map rlm@516: (fn [[key image]] rlm@516: (let [whites (white-coordinates image) rlm@516: topology (vec (collapse whites)) rlm@516: sensitivity (sensitivity-presets key key)] rlm@516: (attached-viewport. rlm@516: (fn [world] rlm@516: (register-eye! world) rlm@516: (vector rlm@516: topology rlm@516: (vec rlm@516: (for [[x y] whites] rlm@516: (pixel-sense rlm@516: sensitivity rlm@516: (.getRGB @vision-image x y)))))) rlm@516: register-eye!))) rlm@516: retinal-map)))) rlm@516: #+END_SRC rlm@516: #+end_listing rlm@516: rlm@516: Note that since each of the functions generated by =vision-kernel= rlm@516: shares the same =register-eye!= function, the eye will be rlm@516: registered only once the first time any of the functions from the rlm@516: list returned by =vision-kernel= is called. Each of the functions rlm@516: returned by =vision-kernel= also allows access to the =Viewport= rlm@516: through which it receives images. rlm@516: rlm@516: All the hard work has been done; all that remains is to apply rlm@516: =vision-kernel= to each eye in the creature and gather the results rlm@516: into one list of functions. rlm@516: rlm@516: rlm@516: #+caption: With =vision!=, =CORTEX= is already a fine simulation rlm@516: #+caption: environment for experimenting with different types of rlm@516: #+caption: eyes. rlm@516: #+name: vision! rlm@516: #+begin_listing clojure rlm@516: #+BEGIN_SRC clojure rlm@516: (defn vision! rlm@516: "Returns a list of functions, each of which returns visual sensory rlm@516: data when called inside a running simulation." rlm@516: [#^Node creature & {skip :skip :or {skip 0}}] rlm@516: (reduce rlm@516: concat rlm@516: (for [eye (eyes creature)] rlm@516: (vision-kernel creature eye)))) rlm@516: #+END_SRC rlm@516: #+end_listing rlm@516: rlm@516: #+caption: Simulated vision with a test creature and the rlm@516: #+caption: human-like eye approximation. Notice how each channel rlm@516: #+caption: of the eye responds differently to the differently rlm@516: #+caption: colored balls. rlm@516: #+name: worm-vision-test. rlm@516: #+ATTR_LaTeX: :width 13cm rlm@516: [[./images/worm-vision.png]] rlm@516: rlm@516: The vision code is not much more complicated than the body code, rlm@516: and enables multiple further paths for simulated vision. For rlm@516: example, it is quite easy to create bifocal vision -- you just rlm@516: make two eyes next to each other in blender! It is also possible rlm@516: to encode vision transforms in the retinal files. For example, the rlm@516: human like retina file in figure \ref{retina} approximates a rlm@516: log-polar transform. rlm@516: rlm@516: This vision code has already been absorbed by the jMonkeyEngine rlm@516: community and is now (in modified form) part of a system for rlm@516: capturing in-game video to a file. rlm@516: rlm@516: ** Hearing is hard; =CORTEX= does it right rlm@516: rlm@516: At the end of this section I will have simulated ears that work the rlm@516: same way as the simulated eyes in the last section. I will be able to rlm@516: place any number of ear-nodes in a blender file, and they will bind to rlm@516: the closest physical object and follow it as it moves around. Each ear rlm@516: will provide access to the sound data it picks up between every frame. rlm@516: rlm@516: Hearing is one of the more difficult senses to simulate, because there rlm@516: is less support for obtaining the actual sound data that is processed rlm@516: by jMonkeyEngine3. There is no "split-screen" support for rendering rlm@516: sound from different points of view, and there is no way to directly rlm@516: access the rendered sound data. rlm@516: rlm@516: =CORTEX='s hearing is unique because it does not have any rlm@516: limitations compared to other simulation environments. As far as I rlm@516: know, there is no other system that supports multiple listerers, rlm@516: and the sound demo at the end of this section is the first time rlm@516: it's been done in a video game environment. rlm@516: rlm@516: *** Brief Description of jMonkeyEngine's Sound System rlm@516: rlm@516: jMonkeyEngine's sound system works as follows: rlm@516: rlm@516: - jMonkeyEngine uses the =AppSettings= for the particular rlm@516: application to determine what sort of =AudioRenderer= should be rlm@516: used. rlm@516: - Although some support is provided for multiple AudioRendering rlm@516: backends, jMonkeyEngine at the time of this writing will either rlm@516: pick no =AudioRenderer= at all, or the =LwjglAudioRenderer=. rlm@516: - jMonkeyEngine tries to figure out what sort of system you're rlm@516: running and extracts the appropriate native libraries. rlm@516: - The =LwjglAudioRenderer= uses the [[http://lwjgl.org/][=LWJGL=]] (LightWeight Java Game rlm@516: Library) bindings to interface with a C library called [[http://kcat.strangesoft.net/openal.html][=OpenAL=]] rlm@516: - =OpenAL= renders the 3D sound and feeds the rendered sound rlm@516: directly to any of various sound output devices with which it rlm@516: knows how to communicate. rlm@516: rlm@516: A consequence of this is that there's no way to access the actual rlm@516: sound data produced by =OpenAL=. Even worse, =OpenAL= only supports rlm@516: one /listener/ (it renders sound data from only one perspective), rlm@516: which normally isn't a problem for games, but becomes a problem rlm@516: when trying to make multiple AI creatures that can each hear the rlm@516: world from a different perspective. rlm@516: rlm@516: To make many AI creatures in jMonkeyEngine that can each hear the rlm@516: world from their own perspective, or to make a single creature with rlm@516: many ears, it is necessary to go all the way back to =OpenAL= and rlm@516: implement support for simulated hearing there. rlm@516: rlm@516: *** Extending =OpenAl= rlm@516: rlm@516: Extending =OpenAL= to support multiple listeners requires 500 rlm@516: lines of =C= code and is too hairy to mention here. Instead, I rlm@516: will show a small amount of extension code and go over the high rlm@516: level stragety. Full source is of course available with the rlm@516: =CORTEX= distribution if you're interested. rlm@516: rlm@516: =OpenAL= goes to great lengths to support many different systems, rlm@516: all with different sound capabilities and interfaces. It rlm@516: accomplishes this difficult task by providing code for many rlm@516: different sound backends in pseudo-objects called /Devices/. rlm@516: There's a device for the Linux Open Sound System and the Advanced rlm@516: Linux Sound Architecture, there's one for Direct Sound on Windows, rlm@516: and there's even one for Solaris. =OpenAL= solves the problem of rlm@516: platform independence by providing all these Devices. rlm@516: rlm@516: Wrapper libraries such as LWJGL are free to examine the system on rlm@516: which they are running and then select an appropriate device for rlm@516: that system. rlm@516: rlm@516: There are also a few "special" devices that don't interface with rlm@516: any particular system. These include the Null Device, which rlm@516: doesn't do anything, and the Wave Device, which writes whatever rlm@516: sound it receives to a file, if everything has been set up rlm@516: correctly when configuring =OpenAL=. rlm@516: rlm@516: Actual mixing (doppler shift and distance.environment-based rlm@516: attenuation) of the sound data happens in the Devices, and they rlm@516: are the only point in the sound rendering process where this data rlm@516: is available. rlm@516: rlm@516: Therefore, in order to support multiple listeners, and get the rlm@516: sound data in a form that the AIs can use, it is necessary to rlm@516: create a new Device which supports this feature. rlm@516: rlm@516: Adding a device to OpenAL is rather tricky -- there are five rlm@516: separate files in the =OpenAL= source tree that must be modified rlm@516: to do so. I named my device the "Multiple Audio Send" Device, or rlm@516: =Send= Device for short, since it sends audio data back to the rlm@516: calling application like an Aux-Send cable on a mixing board. rlm@516: rlm@516: The main idea behind the Send device is to take advantage of the rlm@516: fact that LWJGL only manages one /context/ when using OpenAL. A rlm@516: /context/ is like a container that holds samples and keeps track rlm@516: of where the listener is. In order to support multiple listeners, rlm@516: the Send device identifies the LWJGL context as the master rlm@516: context, and creates any number of slave contexts to represent rlm@516: additional listeners. Every time the device renders sound, it rlm@516: synchronizes every source from the master LWJGL context to the rlm@516: slave contexts. Then, it renders each context separately, using a rlm@516: different listener for each one. The rendered sound is made rlm@516: available via JNI to jMonkeyEngine. rlm@516: rlm@516: Switching between contexts is not the normal operation of a rlm@516: Device, and one of the problems with doing so is that a Device rlm@516: normally keeps around a few pieces of state such as the rlm@516: =ClickRemoval= array above which will become corrupted if the rlm@516: contexts are not rendered in parallel. The solution is to create a rlm@516: copy of this normally global device state for each context, and rlm@516: copy it back and forth into and out of the actual device state rlm@516: whenever a context is rendered. rlm@516: rlm@516: The core of the =Send= device is the =syncSources= function, which rlm@516: does the job of copying all relevant data from one context to rlm@516: another. rlm@516: rlm@516: #+caption: Program for extending =OpenAL= to support multiple rlm@516: #+caption: listeners via context copying/switching. rlm@516: #+name: sync-openal-sources rlm@516: #+begin_listing c rlm@516: #+BEGIN_SRC c rlm@516: void syncSources(ALsource *masterSource, ALsource *slaveSource, rlm@516: ALCcontext *masterCtx, ALCcontext *slaveCtx){ rlm@516: ALuint master = masterSource->source; rlm@516: ALuint slave = slaveSource->source; rlm@516: ALCcontext *current = alcGetCurrentContext(); rlm@516: rlm@516: syncSourcef(master,slave,masterCtx,slaveCtx,AL_PITCH); rlm@516: syncSourcef(master,slave,masterCtx,slaveCtx,AL_GAIN); rlm@516: syncSourcef(master,slave,masterCtx,slaveCtx,AL_MAX_DISTANCE); rlm@516: syncSourcef(master,slave,masterCtx,slaveCtx,AL_ROLLOFF_FACTOR); rlm@516: syncSourcef(master,slave,masterCtx,slaveCtx,AL_REFERENCE_DISTANCE); rlm@516: syncSourcef(master,slave,masterCtx,slaveCtx,AL_MIN_GAIN); rlm@516: syncSourcef(master,slave,masterCtx,slaveCtx,AL_MAX_GAIN); rlm@516: syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_OUTER_GAIN); rlm@516: syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_INNER_ANGLE); rlm@516: syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_OUTER_ANGLE); rlm@516: syncSourcef(master,slave,masterCtx,slaveCtx,AL_SEC_OFFSET); rlm@516: syncSourcef(master,slave,masterCtx,slaveCtx,AL_SAMPLE_OFFSET); rlm@516: syncSourcef(master,slave,masterCtx,slaveCtx,AL_BYTE_OFFSET); rlm@516: rlm@516: syncSource3f(master,slave,masterCtx,slaveCtx,AL_POSITION); rlm@516: syncSource3f(master,slave,masterCtx,slaveCtx,AL_VELOCITY); rlm@516: syncSource3f(master,slave,masterCtx,slaveCtx,AL_DIRECTION); rlm@516: rlm@516: syncSourcei(master,slave,masterCtx,slaveCtx,AL_SOURCE_RELATIVE); rlm@516: syncSourcei(master,slave,masterCtx,slaveCtx,AL_LOOPING); rlm@516: rlm@516: alcMakeContextCurrent(masterCtx); rlm@516: ALint source_type; rlm@516: alGetSourcei(master, AL_SOURCE_TYPE, &source_type); rlm@516: rlm@516: // Only static sources are currently synchronized! rlm@516: if (AL_STATIC == source_type){ rlm@516: ALint master_buffer; rlm@516: ALint slave_buffer; rlm@516: alGetSourcei(master, AL_BUFFER, &master_buffer); rlm@516: alcMakeContextCurrent(slaveCtx); rlm@516: alGetSourcei(slave, AL_BUFFER, &slave_buffer); rlm@516: if (master_buffer != slave_buffer){ rlm@516: alSourcei(slave, AL_BUFFER, master_buffer); rlm@516: } rlm@516: } rlm@516: rlm@516: // Synchronize the state of the two sources. rlm@516: alcMakeContextCurrent(masterCtx); rlm@516: ALint masterState; rlm@516: ALint slaveState; rlm@516: rlm@516: alGetSourcei(master, AL_SOURCE_STATE, &masterState); rlm@516: alcMakeContextCurrent(slaveCtx); rlm@516: alGetSourcei(slave, AL_SOURCE_STATE, &slaveState); rlm@516: rlm@516: if (masterState != slaveState){ rlm@516: switch (masterState){ rlm@516: case AL_INITIAL : alSourceRewind(slave); break; rlm@516: case AL_PLAYING : alSourcePlay(slave); break; rlm@516: case AL_PAUSED : alSourcePause(slave); break; rlm@516: case AL_STOPPED : alSourceStop(slave); break; rlm@516: } rlm@516: } rlm@516: // Restore whatever context was previously active. rlm@516: alcMakeContextCurrent(current); rlm@516: } rlm@516: #+END_SRC rlm@516: #+end_listing rlm@516: rlm@516: With this special context-switching device, and some ugly JNI rlm@516: bindings that are not worth mentioning, =CORTEX= gains the ability rlm@516: to access multiple sound streams from =OpenAL=. rlm@516: rlm@516: #+caption: Program to create an ear from a blender empty node. The ear rlm@516: #+caption: follows around the nearest physical object and passes rlm@516: #+caption: all sensory data to a continuation function. rlm@516: #+name: add-ear rlm@516: #+begin_listing clojure rlm@516: #+BEGIN_SRC clojure rlm@516: (defn add-ear! rlm@516: "Create a Listener centered on the current position of 'ear rlm@516: which follows the closest physical node in 'creature and rlm@516: sends sound data to 'continuation." rlm@516: [#^Application world #^Node creature #^Spatial ear continuation] rlm@516: (let [target (closest-node creature ear) rlm@516: lis (Listener.) rlm@516: audio-renderer (.getAudioRenderer world) rlm@516: sp (hearing-pipeline continuation)] rlm@516: (.setLocation lis (.getWorldTranslation ear)) rlm@516: (.setRotation lis (.getWorldRotation ear)) rlm@516: (bind-sense target lis) rlm@516: (update-listener-velocity! target lis) rlm@516: (.addListener audio-renderer lis) rlm@516: (.registerSoundProcessor audio-renderer lis sp))) rlm@516: #+END_SRC rlm@516: #+end_listing rlm@516: rlm@516: The =Send= device, unlike most of the other devices in =OpenAL=, rlm@516: does not render sound unless asked. This enables the system to rlm@516: slow down or speed up depending on the needs of the AIs who are rlm@516: using it to listen. If the device tried to render samples in rlm@516: real-time, a complicated AI whose mind takes 100 seconds of rlm@516: computer time to simulate 1 second of AI-time would miss almost rlm@516: all of the sound in its environment! rlm@516: rlm@516: #+caption: Program to enable arbitrary hearing in =CORTEX= rlm@516: #+name: hearing rlm@516: #+begin_listing clojure rlm@516: #+BEGIN_SRC clojure rlm@516: (defn hearing-kernel rlm@516: "Returns a function which returns auditory sensory data when called rlm@516: inside a running simulation." rlm@516: [#^Node creature #^Spatial ear] rlm@516: (let [hearing-data (atom []) rlm@516: register-listener! rlm@516: (runonce rlm@516: (fn [#^Application world] rlm@516: (add-ear! rlm@516: world creature ear rlm@516: (comp #(reset! hearing-data %) rlm@516: byteBuffer->pulse-vector))))] rlm@516: (fn [#^Application world] rlm@516: (register-listener! world) rlm@516: (let [data @hearing-data rlm@516: topology rlm@516: (vec (map #(vector % 0) (range 0 (count data))))] rlm@516: [topology data])))) rlm@516: rlm@516: (defn hearing! rlm@516: "Endow the creature in a particular world with the sense of rlm@516: hearing. Will return a sequence of functions, one for each ear, rlm@516: which when called will return the auditory data from that ear." rlm@516: [#^Node creature] rlm@516: (for [ear (ears creature)] rlm@516: (hearing-kernel creature ear))) rlm@516: #+END_SRC rlm@516: #+end_listing rlm@516: rlm@516: Armed with these functions, =CORTEX= is able to test possibly the rlm@516: first ever instance of multiple listeners in a video game engine rlm@516: based simulation! rlm@516: rlm@516: #+caption: Here a simple creature responds to sound by changing rlm@516: #+caption: its color from gray to green when the total volume rlm@516: #+caption: goes over a threshold. rlm@516: #+name: sound-test rlm@516: #+begin_listing java rlm@516: #+BEGIN_SRC java rlm@516: /** rlm@516: * Respond to sound! This is the brain of an AI entity that rlm@516: * hears its surroundings and reacts to them. rlm@516: */ rlm@516: public void process(ByteBuffer audioSamples, rlm@516: int numSamples, AudioFormat format) { rlm@516: audioSamples.clear(); rlm@516: byte[] data = new byte[numSamples]; rlm@516: float[] out = new float[numSamples]; rlm@516: audioSamples.get(data); rlm@516: FloatSampleTools. rlm@516: byte2floatInterleaved rlm@516: (data, 0, out, 0, numSamples/format.getFrameSize(), format); rlm@516: rlm@516: float max = Float.NEGATIVE_INFINITY; rlm@516: for (float f : out){if (f > max) max = f;} rlm@516: audioSamples.clear(); rlm@516: rlm@516: if (max > 0.1){ rlm@516: entity.getMaterial().setColor("Color", ColorRGBA.Green); rlm@516: } rlm@516: else { rlm@516: entity.getMaterial().setColor("Color", ColorRGBA.Gray); rlm@516: } rlm@516: #+END_SRC rlm@516: #+end_listing rlm@516: rlm@516: #+caption: First ever simulation of multiple listerners in =CORTEX=. rlm@516: #+caption: Each cube is a creature which processes sound data with rlm@516: #+caption: the =process= function from listing \ref{sound-test}. rlm@516: #+caption: the ball is constantally emiting a pure tone of rlm@516: #+caption: constant volume. As it approaches the cubes, they each rlm@516: #+caption: change color in response to the sound. rlm@516: #+name: sound-cubes. rlm@516: #+ATTR_LaTeX: :width 10cm rlm@516: [[./images/java-hearing-test.png]] rlm@516: rlm@516: This system of hearing has also been co-opted by the rlm@516: jMonkeyEngine3 community and is used to record audio for demo rlm@516: videos. rlm@516: rlm@516: ** Touch uses hundreds of hair-like elements rlm@516: rlm@516: Touch is critical to navigation and spatial reasoning and as such I rlm@516: need a simulated version of it to give to my AI creatures. rlm@516: rlm@516: Human skin has a wide array of touch sensors, each of which rlm@516: specialize in detecting different vibrational modes and pressures. rlm@516: These sensors can integrate a vast expanse of skin (i.e. your rlm@516: entire palm), or a tiny patch of skin at the tip of your finger. rlm@516: The hairs of the skin help detect objects before they even come rlm@516: into contact with the skin proper. rlm@516: rlm@516: However, touch in my simulated world can not exactly correspond to rlm@516: human touch because my creatures are made out of completely rigid rlm@516: segments that don't deform like human skin. rlm@516: rlm@516: Instead of measuring deformation or vibration, I surround each rlm@516: rigid part with a plenitude of hair-like objects (/feelers/) which rlm@516: do not interact with the physical world. Physical objects can pass rlm@516: through them with no effect. The feelers are able to tell when rlm@516: other objects pass through them, and they constantly report how rlm@516: much of their extent is covered. So even though the creature's body rlm@516: parts do not deform, the feelers create a margin around those body rlm@516: parts which achieves a sense of touch which is a hybrid between a rlm@516: human's sense of deformation and sense from hairs. rlm@516: rlm@516: Implementing touch in jMonkeyEngine follows a different technical rlm@516: route than vision and hearing. Those two senses piggybacked off rlm@516: jMonkeyEngine's 3D audio and video rendering subsystems. To rlm@516: simulate touch, I use jMonkeyEngine's physics system to execute rlm@516: many small collision detections, one for each feeler. The placement rlm@516: of the feelers is determined by a UV-mapped image which shows where rlm@516: each feeler should be on the 3D surface of the body. rlm@516: rlm@516: *** Defining Touch Meta-Data in Blender rlm@516: rlm@516: Each geometry can have a single UV map which describes the rlm@516: position of the feelers which will constitute its sense of touch. rlm@516: This image path is stored under the ``touch'' key. The image itself rlm@516: is black and white, with black meaning a feeler length of 0 (no rlm@516: feeler is present) and white meaning a feeler length of =scale=, rlm@516: which is a float stored under the key "scale". rlm@516: rlm@516: #+caption: Touch does not use empty nodes, to store metadata, rlm@516: #+caption: because the metadata of each solid part of a rlm@516: #+caption: creature's body is sufficient. rlm@516: #+name: touch-meta-data rlm@516: #+begin_listing clojure rlm@516: #+BEGIN_SRC clojure rlm@516: (defn tactile-sensor-profile rlm@516: "Return the touch-sensor distribution image in BufferedImage format, rlm@516: or nil if it does not exist." rlm@516: [#^Geometry obj] rlm@516: (if-let [image-path (meta-data obj "touch")] rlm@516: (load-image image-path))) rlm@516: rlm@516: (defn tactile-scale rlm@516: "Return the length of each feeler. Default scale is 0.01 rlm@516: jMonkeyEngine units." rlm@516: [#^Geometry obj] rlm@516: (if-let [scale (meta-data obj "scale")] rlm@516: scale 0.1)) rlm@516: #+END_SRC rlm@516: #+end_listing rlm@516: rlm@516: Here is an example of a UV-map which specifies the position of rlm@516: touch sensors along the surface of the upper segment of a fingertip. rlm@516: rlm@516: #+caption: This is the tactile-sensor-profile for the upper segment rlm@516: #+caption: of a fingertip. It defines regions of high touch sensitivity rlm@516: #+caption: (where there are many white pixels) and regions of low rlm@516: #+caption: sensitivity (where white pixels are sparse). rlm@516: #+name: fingertip-UV rlm@516: #+ATTR_LaTeX: :width 13cm rlm@516: [[./images/finger-UV.png]] rlm@516: rlm@516: *** Implementation Summary rlm@516: rlm@516: To simulate touch there are three conceptual steps. For each solid rlm@516: object in the creature, you first have to get UV image and scale rlm@516: parameter which define the position and length of the feelers. rlm@516: Then, you use the triangles which comprise the mesh and the UV rlm@516: data stored in the mesh to determine the world-space position and rlm@516: orientation of each feeler. Then once every frame, update these rlm@516: positions and orientations to match the current position and rlm@516: orientation of the object, and use physics collision detection to rlm@516: gather tactile data. rlm@516: rlm@516: Extracting the meta-data has already been described. The third rlm@516: step, physics collision detection, is handled in =touch-kernel=. rlm@516: Translating the positions and orientations of the feelers from the rlm@516: UV-map to world-space is itself a three-step process. rlm@516: rlm@516: - Find the triangles which make up the mesh in pixel-space and in rlm@516: world-space. \\(=triangles=, =pixel-triangles=). rlm@516: rlm@516: - Find the coordinates of each feeler in world-space. These are rlm@516: the origins of the feelers. (=feeler-origins=). rlm@516: rlm@516: - Calculate the normals of the triangles in world space, and add rlm@516: them to each of the origins of the feelers. These are the rlm@516: normalized coordinates of the tips of the feelers. rlm@516: (=feeler-tips=). rlm@516: rlm@516: *** Triangle Math rlm@516: rlm@516: The rigid objects which make up a creature have an underlying rlm@516: =Geometry=, which is a =Mesh= plus a =Material= and other rlm@516: important data involved with displaying the object. rlm@516: rlm@516: A =Mesh= is composed of =Triangles=, and each =Triangle= has three rlm@516: vertices which have coordinates in world space and UV space. rlm@516: rlm@516: Here, =triangles= gets all the world-space triangles which rlm@516: comprise a mesh, while =pixel-triangles= gets those same triangles rlm@516: expressed in pixel coordinates (which are UV coordinates scaled to rlm@516: fit the height and width of the UV image). rlm@516: rlm@516: #+caption: Programs to extract triangles from a geometry and get rlm@516: #+caption: their verticies in both world and UV-coordinates. rlm@516: #+name: get-triangles rlm@516: #+begin_listing clojure rlm@516: #+BEGIN_SRC clojure rlm@516: (defn triangle rlm@516: "Get the triangle specified by triangle-index from the mesh." rlm@516: [#^Geometry geo triangle-index] rlm@516: (triangle-seq rlm@516: (let [scratch (Triangle.)] rlm@516: (.getTriangle (.getMesh geo) triangle-index scratch) scratch))) rlm@516: rlm@516: (defn triangles rlm@516: "Return a sequence of all the Triangles which comprise a given rlm@516: Geometry." rlm@516: [#^Geometry geo] rlm@516: (map (partial triangle geo) (range (.getTriangleCount (.getMesh geo))))) rlm@516: rlm@516: (defn triangle-vertex-indices rlm@516: "Get the triangle vertex indices of a given triangle from a given rlm@516: mesh." rlm@516: [#^Mesh mesh triangle-index] rlm@516: (let [indices (int-array 3)] rlm@516: (.getTriangle mesh triangle-index indices) rlm@516: (vec indices))) rlm@516: rlm@516: (defn vertex-UV-coord rlm@516: "Get the UV-coordinates of the vertex named by vertex-index" rlm@516: [#^Mesh mesh vertex-index] rlm@516: (let [UV-buffer rlm@516: (.getData rlm@516: (.getBuffer rlm@516: mesh rlm@516: VertexBuffer$Type/TexCoord))] rlm@516: [(.get UV-buffer (* vertex-index 2)) rlm@516: (.get UV-buffer (+ 1 (* vertex-index 2)))])) rlm@516: rlm@516: (defn pixel-triangle [#^Geometry geo image index] rlm@516: (let [mesh (.getMesh geo) rlm@516: width (.getWidth image) rlm@516: height (.getHeight image)] rlm@516: (vec (map (fn [[u v]] (vector (* width u) (* height v))) rlm@516: (map (partial vertex-UV-coord mesh) rlm@516: (triangle-vertex-indices mesh index)))))) rlm@516: rlm@516: (defn pixel-triangles rlm@516: "The pixel-space triangles of the Geometry, in the same order as rlm@516: (triangles geo)" rlm@516: [#^Geometry geo image] rlm@516: (let [height (.getHeight image) rlm@516: width (.getWidth image)] rlm@516: (map (partial pixel-triangle geo image) rlm@516: (range (.getTriangleCount (.getMesh geo)))))) rlm@516: #+END_SRC rlm@516: #+end_listing rlm@516: rlm@516: *** The Affine Transform from one Triangle to Another rlm@516: rlm@516: =pixel-triangles= gives us the mesh triangles expressed in pixel rlm@516: coordinates and =triangles= gives us the mesh triangles expressed rlm@516: in world coordinates. The tactile-sensor-profile gives the rlm@516: position of each feeler in pixel-space. In order to convert rlm@516: pixel-space coordinates into world-space coordinates we need rlm@516: something that takes coordinates on the surface of one triangle rlm@516: and gives the corresponding coordinates on the surface of another rlm@516: triangle. rlm@516: rlm@516: Triangles are [[http://mathworld.wolfram.com/AffineTransformation.html ][affine]], which means any triangle can be transformed rlm@516: into any other by a combination of translation, scaling, and rlm@516: rotation. The affine transformation from one triangle to another rlm@516: is readily computable if the triangle is expressed in terms of a rlm@516: $4x4$ matrix. rlm@516: rlm@516: #+BEGIN_LaTeX rlm@516: $$ rlm@516: \begin{bmatrix} rlm@516: x_1 & x_2 & x_3 & n_x \\ rlm@516: y_1 & y_2 & y_3 & n_y \\ rlm@516: z_1 & z_2 & z_3 & n_z \\ rlm@516: 1 & 1 & 1 & 1 rlm@516: \end{bmatrix} rlm@516: $$ rlm@516: #+END_LaTeX rlm@516: rlm@516: Here, the first three columns of the matrix are the vertices of rlm@516: the triangle. The last column is the right-handed unit normal of rlm@516: the triangle. rlm@516: rlm@516: With two triangles $T_{1}$ and $T_{2}$ each expressed as a rlm@516: matrix like above, the affine transform from $T_{1}$ to $T_{2}$ rlm@516: is $T_{2}T_{1}^{-1}$. rlm@516: rlm@516: The clojure code below recapitulates the formulas above, using rlm@516: jMonkeyEngine's =Matrix4f= objects, which can describe any affine rlm@516: transformation. rlm@516: rlm@516: #+caption: Program to interpert triangles as affine transforms. rlm@516: #+name: triangle-affine rlm@516: #+begin_listing clojure rlm@516: #+BEGIN_SRC clojure rlm@516: (defn triangle->matrix4f rlm@516: "Converts the triangle into a 4x4 matrix: The first three columns rlm@516: contain the vertices of the triangle; the last contains the unit rlm@516: normal of the triangle. The bottom row is filled with 1s." rlm@516: [#^Triangle t] rlm@516: (let [mat (Matrix4f.) rlm@516: [vert-1 vert-2 vert-3] rlm@516: (mapv #(.get t %) (range 3)) rlm@516: unit-normal (do (.calculateNormal t)(.getNormal t)) rlm@516: vertices [vert-1 vert-2 vert-3 unit-normal]] rlm@516: (dorun rlm@516: (for [row (range 4) col (range 3)] rlm@516: (do rlm@516: (.set mat col row (.get (vertices row) col)) rlm@516: (.set mat 3 row 1)))) mat)) rlm@516: rlm@516: (defn triangles->affine-transform rlm@516: "Returns the affine transformation that converts each vertex in the rlm@516: first triangle into the corresponding vertex in the second rlm@516: triangle." rlm@516: [#^Triangle tri-1 #^Triangle tri-2] rlm@516: (.mult rlm@516: (triangle->matrix4f tri-2) rlm@516: (.invert (triangle->matrix4f tri-1)))) rlm@516: #+END_SRC rlm@516: #+end_listing rlm@516: rlm@516: *** Triangle Boundaries rlm@516: rlm@516: For efficiency's sake I will divide the tactile-profile image into rlm@516: small squares which inscribe each pixel-triangle, then extract the rlm@516: points which lie inside the triangle and map them to 3D-space using rlm@516: =triangle-transform= above. To do this I need a function, rlm@516: =convex-bounds= which finds the smallest box which inscribes a 2D rlm@516: triangle. rlm@516: rlm@516: =inside-triangle?= determines whether a point is inside a triangle rlm@516: in 2D pixel-space. rlm@516: rlm@516: #+caption: Program to efficiently determine point includion rlm@516: #+caption: in a triangle. rlm@516: #+name: in-triangle rlm@516: #+begin_listing clojure rlm@516: #+BEGIN_SRC clojure rlm@516: (defn convex-bounds rlm@516: "Returns the smallest square containing the given vertices, as a rlm@516: vector of integers [left top width height]." rlm@516: [verts] rlm@516: (let [xs (map first verts) rlm@516: ys (map second verts) rlm@516: x0 (Math/floor (apply min xs)) rlm@516: y0 (Math/floor (apply min ys)) rlm@516: x1 (Math/ceil (apply max xs)) rlm@516: y1 (Math/ceil (apply max ys))] rlm@516: [x0 y0 (- x1 x0) (- y1 y0)])) rlm@516: rlm@516: (defn same-side? rlm@516: "Given the points p1 and p2 and the reference point ref, is point p rlm@516: on the same side of the line that goes through p1 and p2 as ref is?" rlm@516: [p1 p2 ref p] rlm@516: (<= rlm@516: 0 rlm@516: (.dot rlm@516: (.cross (.subtract p2 p1) (.subtract p p1)) rlm@516: (.cross (.subtract p2 p1) (.subtract ref p1))))) rlm@516: rlm@516: (defn inside-triangle? rlm@516: "Is the point inside the triangle?" rlm@516: {:author "Dylan Holmes"} rlm@516: [#^Triangle tri #^Vector3f p] rlm@516: (let [[vert-1 vert-2 vert-3] [(.get1 tri) (.get2 tri) (.get3 tri)]] rlm@516: (and rlm@516: (same-side? vert-1 vert-2 vert-3 p) rlm@516: (same-side? vert-2 vert-3 vert-1 p) rlm@516: (same-side? vert-3 vert-1 vert-2 p)))) rlm@516: #+END_SRC rlm@516: #+end_listing rlm@516: rlm@516: *** Feeler Coordinates rlm@516: rlm@516: The triangle-related functions above make short work of rlm@516: calculating the positions and orientations of each feeler in rlm@516: world-space. rlm@516: rlm@516: #+caption: Program to get the coordinates of ``feelers '' in rlm@516: #+caption: both world and UV-coordinates. rlm@516: #+name: feeler-coordinates rlm@516: #+begin_listing clojure rlm@516: #+BEGIN_SRC clojure rlm@516: (defn feeler-pixel-coords rlm@516: "Returns the coordinates of the feelers in pixel space in lists, one rlm@516: list for each triangle, ordered in the same way as (triangles) and rlm@516: (pixel-triangles)." rlm@516: [#^Geometry geo image] rlm@516: (map rlm@516: (fn [pixel-triangle] rlm@516: (filter rlm@516: (fn [coord] rlm@516: (inside-triangle? (->triangle pixel-triangle) rlm@516: (->vector3f coord))) rlm@516: (white-coordinates image (convex-bounds pixel-triangle)))) rlm@516: (pixel-triangles geo image))) rlm@516: rlm@516: (defn feeler-world-coords rlm@516: "Returns the coordinates of the feelers in world space in lists, one rlm@516: list for each triangle, ordered in the same way as (triangles) and rlm@516: (pixel-triangles)." rlm@516: [#^Geometry geo image] rlm@516: (let [transforms rlm@516: (map #(triangles->affine-transform rlm@516: (->triangle %1) (->triangle %2)) rlm@516: (pixel-triangles geo image) rlm@516: (triangles geo))] rlm@516: (map (fn [transform coords] rlm@516: (map #(.mult transform (->vector3f %)) coords)) rlm@516: transforms (feeler-pixel-coords geo image)))) rlm@516: #+END_SRC rlm@516: #+end_listing rlm@516: rlm@516: #+caption: Program to get the position of the base and tip of rlm@516: #+caption: each ``feeler'' rlm@516: #+name: feeler-tips rlm@516: #+begin_listing clojure rlm@516: #+BEGIN_SRC clojure rlm@516: (defn feeler-origins rlm@516: "The world space coordinates of the root of each feeler." rlm@516: [#^Geometry geo image] rlm@516: (reduce concat (feeler-world-coords geo image))) rlm@516: rlm@516: (defn feeler-tips rlm@516: "The world space coordinates of the tip of each feeler." rlm@516: [#^Geometry geo image] rlm@516: (let [world-coords (feeler-world-coords geo image) rlm@516: normals rlm@516: (map rlm@516: (fn [triangle] rlm@516: (.calculateNormal triangle) rlm@516: (.clone (.getNormal triangle))) rlm@516: (map ->triangle (triangles geo)))] rlm@516: rlm@516: (mapcat (fn [origins normal] rlm@516: (map #(.add % normal) origins)) rlm@516: world-coords normals))) rlm@516: rlm@516: (defn touch-topology rlm@516: [#^Geometry geo image] rlm@516: (collapse (reduce concat (feeler-pixel-coords geo image)))) rlm@516: #+END_SRC rlm@516: #+end_listing rlm@516: rlm@516: *** Simulated Touch rlm@516: rlm@516: Now that the functions to construct feelers are complete, rlm@516: =touch-kernel= generates functions to be called from within a rlm@516: simulation that perform the necessary physics collisions to rlm@516: collect tactile data, and =touch!= recursively applies it to every rlm@516: node in the creature. rlm@516: rlm@516: #+caption: Efficient program to transform a ray from rlm@516: #+caption: one position to another. rlm@516: #+name: set-ray rlm@516: #+begin_listing clojure rlm@516: #+BEGIN_SRC clojure rlm@516: (defn set-ray [#^Ray ray #^Matrix4f transform rlm@516: #^Vector3f origin #^Vector3f tip] rlm@516: ;; Doing everything locally reduces garbage collection by enough to rlm@516: ;; be worth it. rlm@516: (.mult transform origin (.getOrigin ray)) rlm@516: (.mult transform tip (.getDirection ray)) rlm@516: (.subtractLocal (.getDirection ray) (.getOrigin ray)) rlm@516: (.normalizeLocal (.getDirection ray))) rlm@516: #+END_SRC rlm@516: #+end_listing rlm@516: rlm@516: #+caption: This is the core of touch in =CORTEX= each feeler rlm@516: #+caption: follows the object it is bound to, reporting any rlm@516: #+caption: collisions that may happen. rlm@516: #+name: touch-kernel rlm@516: #+begin_listing clojure rlm@516: #+BEGIN_SRC clojure rlm@516: (defn touch-kernel rlm@516: "Constructs a function which will return tactile sensory data from rlm@516: 'geo when called from inside a running simulation" rlm@516: [#^Geometry geo] rlm@516: (if-let rlm@516: [profile (tactile-sensor-profile geo)] rlm@516: (let [ray-reference-origins (feeler-origins geo profile) rlm@516: ray-reference-tips (feeler-tips geo profile) rlm@516: ray-length (tactile-scale geo) rlm@516: current-rays (map (fn [_] (Ray.)) ray-reference-origins) rlm@516: topology (touch-topology geo profile) rlm@516: correction (float (* ray-length -0.2))] rlm@516: ;; slight tolerance for very close collisions. rlm@516: (dorun rlm@516: (map (fn [origin tip] rlm@516: (.addLocal origin (.mult (.subtract tip origin) rlm@516: correction))) rlm@516: ray-reference-origins ray-reference-tips)) rlm@516: (dorun (map #(.setLimit % ray-length) current-rays)) rlm@516: (fn [node] rlm@516: (let [transform (.getWorldMatrix geo)] rlm@516: (dorun rlm@516: (map (fn [ray ref-origin ref-tip] rlm@516: (set-ray ray transform ref-origin ref-tip)) rlm@516: current-rays ray-reference-origins rlm@516: ray-reference-tips)) rlm@516: (vector rlm@516: topology rlm@516: (vec rlm@516: (for [ray current-rays] rlm@516: (do rlm@516: (let [results (CollisionResults.)] rlm@516: (.collideWith node ray results) rlm@516: (let [touch-objects rlm@516: (filter #(not (= geo (.getGeometry %))) rlm@516: results) rlm@516: limit (.getLimit ray)] rlm@516: [(if (empty? touch-objects) rlm@516: limit rlm@516: (let [response rlm@516: (apply min (map #(.getDistance %) rlm@516: touch-objects))] rlm@516: (FastMath/clamp rlm@516: (float rlm@516: (if (> response limit) (float 0.0) rlm@516: (+ response correction))) rlm@516: (float 0.0) rlm@516: limit))) rlm@516: limit]))))))))))) rlm@516: #+END_SRC rlm@516: #+end_listing rlm@516: rlm@516: Armed with the =touch!= function, =CORTEX= becomes capable of rlm@516: giving creatures a sense of touch. A simple test is to create a rlm@516: cube that is outfitted with a uniform distrubition of touch rlm@516: sensors. It can feel the ground and any balls that it touches. rlm@516: rlm@516: #+caption: =CORTEX= interface for creating touch in a simulated rlm@516: #+caption: creature. rlm@516: #+name: touch rlm@516: #+begin_listing clojure rlm@516: #+BEGIN_SRC clojure rlm@516: (defn touch! rlm@516: "Endow the creature with the sense of touch. Returns a sequence of rlm@516: functions, one for each body part with a tactile-sensor-profile, rlm@516: each of which when called returns sensory data for that body part." rlm@516: [#^Node creature] rlm@516: (filter rlm@516: (comp not nil?) rlm@516: (map touch-kernel rlm@516: (filter #(isa? (class %) Geometry) rlm@516: (node-seq creature))))) rlm@516: #+END_SRC rlm@516: #+end_listing rlm@516: rlm@516: The tactile-sensor-profile image for the touch cube is a simple rlm@516: cross with a unifom distribution of touch sensors: rlm@516: rlm@516: #+caption: The touch profile for the touch-cube. Each pure white rlm@516: #+caption: pixel defines a touch sensitive feeler. rlm@516: #+name: touch-cube-uv-map rlm@516: #+ATTR_LaTeX: :width 7cm rlm@516: [[./images/touch-profile.png]] rlm@516: rlm@516: #+caption: The touch cube reacts to canonballs. The black, red, rlm@516: #+caption: and white cross on the right is a visual display of rlm@516: #+caption: the creature's touch. White means that it is feeling rlm@516: #+caption: something strongly, black is not feeling anything, rlm@516: #+caption: and gray is in-between. The cube can feel both the rlm@516: #+caption: floor and the ball. Notice that when the ball causes rlm@516: #+caption: the cube to tip, that the bottom face can still feel rlm@516: #+caption: part of the ground. rlm@516: #+name: touch-cube-uv-map rlm@516: #+ATTR_LaTeX: :width 15cm rlm@516: [[./images/touch-cube.png]] rlm@516: rlm@516: ** Proprioception is the sense that makes everything ``real'' rlm@516: rlm@516: Close your eyes, and touch your nose with your right index finger. rlm@516: How did you do it? You could not see your hand, and neither your rlm@516: hand nor your nose could use the sense of touch to guide the path rlm@516: of your hand. There are no sound cues, and Taste and Smell rlm@516: certainly don't provide any help. You know where your hand is rlm@516: without your other senses because of Proprioception. rlm@516: rlm@516: Humans can sometimes loose this sense through viral infections or rlm@516: damage to the spinal cord or brain, and when they do, they loose rlm@516: the ability to control their own bodies without looking directly at rlm@516: the parts they want to move. In [[http://en.wikipedia.org/wiki/The_Man_Who_Mistook_His_Wife_for_a_Hat][The Man Who Mistook His Wife for a rlm@516: Hat]], a woman named Christina looses this sense and has to learn how rlm@516: to move by carefully watching her arms and legs. She describes rlm@516: proprioception as the "eyes of the body, the way the body sees rlm@516: itself". rlm@516: rlm@516: Proprioception in humans is mediated by [[http://en.wikipedia.org/wiki/Articular_capsule][joint capsules]], [[http://en.wikipedia.org/wiki/Muscle_spindle][muscle rlm@516: spindles]], and the [[http://en.wikipedia.org/wiki/Golgi_tendon_organ][Golgi tendon organs]]. These measure the relative rlm@516: positions of each body part by monitoring muscle strain and length. rlm@516: rlm@516: It's clear that this is a vital sense for fluid, graceful movement. rlm@516: It's also particularly easy to implement in jMonkeyEngine. rlm@516: rlm@516: My simulated proprioception calculates the relative angles of each rlm@516: joint from the rest position defined in the blender file. This rlm@516: simulates the muscle-spindles and joint capsules. I will deal with rlm@516: Golgi tendon organs, which calculate muscle strain, in the next rlm@516: section. rlm@516: rlm@516: *** Helper functions rlm@516: rlm@516: =absolute-angle= calculates the angle between two vectors, rlm@516: relative to a third axis vector. This angle is the number of rlm@516: radians you have to move counterclockwise around the axis vector rlm@516: to get from the first to the second vector. It is not commutative rlm@516: like a normal dot-product angle is. rlm@516: rlm@516: The purpose of these functions is to build a system of angle rlm@516: measurement that is biologically plausable. rlm@516: rlm@516: #+caption: Program to measure angles along a vector rlm@516: #+name: helpers rlm@516: #+begin_listing clojure rlm@516: #+BEGIN_SRC clojure rlm@516: (defn right-handed? rlm@516: "true iff the three vectors form a right handed coordinate rlm@516: system. The three vectors do not have to be normalized or rlm@516: orthogonal." rlm@516: [vec1 vec2 vec3] rlm@516: (pos? (.dot (.cross vec1 vec2) vec3))) rlm@516: rlm@516: (defn absolute-angle rlm@516: "The angle between 'vec1 and 'vec2 around 'axis. In the range rlm@516: [0 (* 2 Math/PI)]." rlm@516: [vec1 vec2 axis] rlm@516: (let [angle (.angleBetween vec1 vec2)] rlm@516: (if (right-handed? vec1 vec2 axis) rlm@516: angle (- (* 2 Math/PI) angle)))) rlm@516: #+END_SRC rlm@516: #+end_listing rlm@516: rlm@516: *** Proprioception Kernel rlm@516: rlm@516: Given a joint, =proprioception-kernel= produces a function that rlm@516: calculates the Euler angles between the the objects the joint rlm@516: connects. The only tricky part here is making the angles relative rlm@516: to the joint's initial ``straightness''. rlm@516: rlm@516: #+caption: Program to return biologially reasonable proprioceptive rlm@516: #+caption: data for each joint. rlm@516: #+name: proprioception rlm@516: #+begin_listing clojure rlm@516: #+BEGIN_SRC clojure rlm@516: (defn proprioception-kernel rlm@516: "Returns a function which returns proprioceptive sensory data when rlm@516: called inside a running simulation." rlm@516: [#^Node parts #^Node joint] rlm@516: (let [[obj-a obj-b] (joint-targets parts joint) rlm@516: joint-rot (.getWorldRotation joint) rlm@516: x0 (.mult joint-rot Vector3f/UNIT_X) rlm@516: y0 (.mult joint-rot Vector3f/UNIT_Y) rlm@516: z0 (.mult joint-rot Vector3f/UNIT_Z)] rlm@516: (fn [] rlm@516: (let [rot-a (.clone (.getWorldRotation obj-a)) rlm@516: rot-b (.clone (.getWorldRotation obj-b)) rlm@516: x (.mult rot-a x0) rlm@516: y (.mult rot-a y0) rlm@516: z (.mult rot-a z0) rlm@516: rlm@516: X (.mult rot-b x0) rlm@516: Y (.mult rot-b y0) rlm@516: Z (.mult rot-b z0) rlm@516: heading (Math/atan2 (.dot X z) (.dot X x)) rlm@516: pitch (Math/atan2 (.dot X y) (.dot X x)) rlm@516: rlm@516: ;; rotate x-vector back to origin rlm@516: reverse rlm@516: (doto (Quaternion.) rlm@516: (.fromAngleAxis rlm@516: (.angleBetween X x) rlm@516: (let [cross (.normalize (.cross X x))] rlm@516: (if (= 0 (.length cross)) y cross)))) rlm@516: roll (absolute-angle (.mult reverse Y) y x)] rlm@516: [heading pitch roll])))) rlm@516: rlm@516: (defn proprioception! rlm@516: "Endow the creature with the sense of proprioception. Returns a rlm@516: sequence of functions, one for each child of the \"joints\" node in rlm@516: the creature, which each report proprioceptive information about rlm@516: that joint." rlm@516: [#^Node creature] rlm@516: ;; extract the body's joints rlm@516: (let [senses (map (partial proprioception-kernel creature) rlm@516: (joints creature))] rlm@516: (fn [] rlm@516: (map #(%) senses)))) rlm@516: #+END_SRC rlm@516: #+end_listing rlm@516: rlm@516: =proprioception!= maps =proprioception-kernel= across all the rlm@516: joints of the creature. It uses the same list of joints that rlm@516: =joints= uses. Proprioception is the easiest sense to implement in rlm@516: =CORTEX=, and it will play a crucial role when efficiently rlm@516: implementing empathy. rlm@516: rlm@516: #+caption: In the upper right corner, the three proprioceptive rlm@516: #+caption: angle measurements are displayed. Red is yaw, Green is rlm@516: #+caption: pitch, and White is roll. rlm@516: #+name: proprio rlm@516: #+ATTR_LaTeX: :width 11cm rlm@516: [[./images/proprio.png]] rlm@516: rlm@516: ** Muscles are both effectors and sensors rlm@516: rlm@516: Surprisingly enough, terrestrial creatures only move by using rlm@516: torque applied about their joints. There's not a single straight rlm@516: line of force in the human body at all! (A straight line of force rlm@516: would correspond to some sort of jet or rocket propulsion.) rlm@516: rlm@516: In humans, muscles are composed of muscle fibers which can contract rlm@516: to exert force. The muscle fibers which compose a muscle are rlm@516: partitioned into discrete groups which are each controlled by a rlm@516: single alpha motor neuron. A single alpha motor neuron might rlm@516: control as little as three or as many as one thousand muscle rlm@516: fibers. When the alpha motor neuron is engaged by the spinal cord, rlm@516: it activates all of the muscle fibers to which it is attached. The rlm@516: spinal cord generally engages the alpha motor neurons which control rlm@516: few muscle fibers before the motor neurons which control many rlm@516: muscle fibers. This recruitment strategy allows for precise rlm@516: movements at low strength. The collection of all motor neurons that rlm@516: control a muscle is called the motor pool. The brain essentially rlm@516: says "activate 30% of the motor pool" and the spinal cord recruits rlm@516: motor neurons until 30% are activated. Since the distribution of rlm@516: power among motor neurons is unequal and recruitment goes from rlm@516: weakest to strongest, the first 30% of the motor pool might be 5% rlm@516: of the strength of the muscle. rlm@516: rlm@516: My simulated muscles follow a similar design: Each muscle is rlm@516: defined by a 1-D array of numbers (the "motor pool"). Each entry in rlm@516: the array represents a motor neuron which controls a number of rlm@516: muscle fibers equal to the value of the entry. Each muscle has a rlm@516: scalar strength factor which determines the total force the muscle rlm@516: can exert when all motor neurons are activated. The effector rlm@516: function for a muscle takes a number to index into the motor pool, rlm@516: and then "activates" all the motor neurons whose index is lower or rlm@516: equal to the number. Each motor-neuron will apply force in rlm@516: proportion to its value in the array. Lower values cause less rlm@516: force. The lower values can be put at the "beginning" of the 1-D rlm@516: array to simulate the layout of actual human muscles, which are rlm@516: capable of more precise movements when exerting less force. Or, the rlm@516: motor pool can simulate more exotic recruitment strategies which do rlm@516: not correspond to human muscles. rlm@516: rlm@516: This 1D array is defined in an image file for ease of rlm@516: creation/visualization. Here is an example muscle profile image. rlm@516: rlm@516: #+caption: A muscle profile image that describes the strengths rlm@516: #+caption: of each motor neuron in a muscle. White is weakest rlm@516: #+caption: and dark red is strongest. This particular pattern rlm@516: #+caption: has weaker motor neurons at the beginning, just rlm@516: #+caption: like human muscle. rlm@516: #+name: muscle-recruit rlm@516: #+ATTR_LaTeX: :width 7cm rlm@516: [[./images/basic-muscle.png]] rlm@516: rlm@516: *** Muscle meta-data rlm@516: rlm@516: #+caption: Program to deal with loading muscle data from a blender rlm@516: #+caption: file's metadata. rlm@516: #+name: motor-pool rlm@516: #+begin_listing clojure rlm@516: #+BEGIN_SRC clojure rlm@516: (defn muscle-profile-image rlm@516: "Get the muscle-profile image from the node's blender meta-data." rlm@516: [#^Node muscle] rlm@516: (if-let [image (meta-data muscle "muscle")] rlm@516: (load-image image))) rlm@516: rlm@516: (defn muscle-strength rlm@516: "Return the strength of this muscle, or 1 if it is not defined." rlm@516: [#^Node muscle] rlm@516: (if-let [strength (meta-data muscle "strength")] rlm@516: strength 1)) rlm@516: rlm@516: (defn motor-pool rlm@516: "Return a vector where each entry is the strength of the \"motor rlm@516: neuron\" at that part in the muscle." rlm@516: [#^Node muscle] rlm@516: (let [profile (muscle-profile-image muscle)] rlm@516: (vec rlm@516: (let [width (.getWidth profile)] rlm@516: (for [x (range width)] rlm@516: (- 255 rlm@516: (bit-and rlm@516: 0x0000FF rlm@516: (.getRGB profile x 0)))))))) rlm@516: #+END_SRC rlm@516: #+end_listing rlm@516: rlm@516: Of note here is =motor-pool= which interprets the muscle-profile rlm@516: image in a way that allows me to use gradients between white and rlm@516: red, instead of shades of gray as I've been using for all the rlm@516: other senses. This is purely an aesthetic touch. rlm@516: rlm@516: *** Creating muscles rlm@516: rlm@516: #+caption: This is the core movement functoion in =CORTEX=, which rlm@516: #+caption: implements muscles that report on their activation. rlm@516: #+name: muscle-kernel rlm@516: #+begin_listing clojure rlm@516: #+BEGIN_SRC clojure rlm@516: (defn movement-kernel rlm@516: "Returns a function which when called with a integer value inside a rlm@516: running simulation will cause movement in the creature according rlm@516: to the muscle's position and strength profile. Each function rlm@516: returns the amount of force applied / max force." rlm@516: [#^Node creature #^Node muscle] rlm@516: (let [target (closest-node creature muscle) rlm@516: axis rlm@516: (.mult (.getWorldRotation muscle) Vector3f/UNIT_Y) rlm@516: strength (muscle-strength muscle) rlm@516: rlm@516: pool (motor-pool muscle) rlm@516: pool-integral (reductions + pool) rlm@516: forces rlm@516: (vec (map #(float (* strength (/ % (last pool-integral)))) rlm@516: pool-integral)) rlm@516: control (.getControl target RigidBodyControl)] rlm@516: ;;(println-repl (.getName target) axis) rlm@516: (fn [n] rlm@516: (let [pool-index (max 0 (min n (dec (count pool)))) rlm@516: force (forces pool-index)] rlm@516: (.applyTorque control (.mult axis force)) rlm@516: (float (/ force strength)))))) rlm@516: rlm@516: (defn movement! rlm@516: "Endow the creature with the power of movement. Returns a sequence rlm@516: of functions, each of which accept an integer value and will rlm@516: activate their corresponding muscle." rlm@516: [#^Node creature] rlm@516: (for [muscle (muscles creature)] rlm@516: (movement-kernel creature muscle))) rlm@516: #+END_SRC rlm@516: #+end_listing rlm@516: rlm@516: rlm@516: =movement-kernel= creates a function that will move the nearest rlm@516: physical object to the muscle node. The muscle exerts a rotational rlm@516: force dependent on it's orientation to the object in the blender rlm@516: file. The function returned by =movement-kernel= is also a sense rlm@516: function: it returns the percent of the total muscle strength that rlm@516: is currently being employed. This is analogous to muscle tension rlm@516: in humans and completes the sense of proprioception begun in the rlm@516: last section. rlm@516: rlm@516: ** =CORTEX= brings complex creatures to life! rlm@516: rlm@516: The ultimate test of =CORTEX= is to create a creature with the full rlm@516: gamut of senses and put it though its paces. rlm@516: rlm@516: With all senses enabled, my right hand model looks like an rlm@516: intricate marionette hand with several strings for each finger: rlm@516: rlm@516: #+caption: View of the hand model with all sense nodes. You can see rlm@516: #+caption: the joint, muscle, ear, and eye nodess here. rlm@516: #+name: hand-nodes-1 rlm@516: #+ATTR_LaTeX: :width 11cm rlm@516: [[./images/hand-with-all-senses2.png]] rlm@516: rlm@516: #+caption: An alternate view of the hand. rlm@516: #+name: hand-nodes-2 rlm@516: #+ATTR_LaTeX: :width 15cm rlm@516: [[./images/hand-with-all-senses3.png]] rlm@516: rlm@516: With the hand fully rigged with senses, I can run it though a test rlm@516: that will test everything. rlm@516: rlm@516: #+caption: A full test of the hand with all senses. Note expecially rlm@516: #+caption: the interactions the hand has with itself: it feels rlm@516: #+caption: its own palm and fingers, and when it curls its fingers, rlm@516: #+caption: it sees them with its eye (which is located in the center rlm@516: #+caption: of the palm. The red block appears with a pure tone sound. rlm@516: #+caption: The hand then uses its muscles to launch the cube! rlm@516: #+name: integration rlm@516: #+ATTR_LaTeX: :width 16cm rlm@516: [[./images/integration.png]] rlm@516: rlm@516: ** =CORTEX= enables many possiblities for further research rlm@516: rlm@516: Often times, the hardest part of building a system involving rlm@516: creatures is dealing with physics and graphics. =CORTEX= removes rlm@516: much of this initial difficulty and leaves researchers free to rlm@516: directly pursue their ideas. I hope that even undergrads with a rlm@516: passing curiosity about simulated touch or creature evolution will rlm@516: be able to use cortex for experimentation. =CORTEX= is a completely rlm@516: simulated world, and far from being a disadvantage, its simulated rlm@516: nature enables you to create senses and creatures that would be rlm@516: impossible to make in the real world. rlm@516: rlm@516: While not by any means a complete list, here are some paths rlm@516: =CORTEX= is well suited to help you explore: rlm@516: rlm@516: - Empathy :: my empathy program leaves many areas for rlm@516: improvement, among which are using vision to infer rlm@516: proprioception and looking up sensory experience with imagined rlm@516: vision, touch, and sound. rlm@516: - Evolution :: Karl Sims created a rich environment for rlm@516: simulating the evolution of creatures on a connection rlm@516: machine. Today, this can be redone and expanded with =CORTEX= rlm@516: on an ordinary computer. rlm@516: - Exotic senses :: Cortex enables many fascinating senses that are rlm@516: not possible to build in the real world. For example, rlm@516: telekinesis is an interesting avenue to explore. You can also rlm@516: make a ``semantic'' sense which looks up metadata tags on rlm@516: objects in the environment the metadata tags might contain rlm@516: other sensory information. rlm@516: - Imagination via subworlds :: this would involve a creature with rlm@516: an effector which creates an entire new sub-simulation where rlm@516: the creature has direct control over placement/creation of rlm@516: objects via simulated telekinesis. The creature observes this rlm@516: sub-world through it's normal senses and uses its observations rlm@516: to make predictions about its top level world. rlm@516: - Simulated prescience :: step the simulation forward a few ticks, rlm@516: gather sensory data, then supply this data for the creature as rlm@516: one of its actual senses. The cost of prescience is slowing rlm@516: the simulation down by a factor proportional to however far rlm@516: you want the entities to see into the future. What happens rlm@516: when two evolved creatures that can each see into the future rlm@516: fight each other? rlm@516: - Swarm creatures :: Program a group of creatures that cooperate rlm@516: with each other. Because the creatures would be simulated, you rlm@516: could investigate computationally complex rules of behavior rlm@516: which still, from the group's point of view, would happen in rlm@516: ``real time''. Interactions could be as simple as cellular rlm@516: organisms communicating via flashing lights, or as complex as rlm@516: humanoids completing social tasks, etc. rlm@516: - =HACKER= for writing muscle-control programs :: Presented with rlm@516: low-level muscle control/ sense API, generate higher level rlm@516: programs for accomplishing various stated goals. Example goals rlm@516: might be "extend all your fingers" or "move your hand into the rlm@516: area with blue light" or "decrease the angle of this joint". rlm@516: It would be like Sussman's HACKER, except it would operate rlm@516: with much more data in a more realistic world. Start off with rlm@516: "calisthenics" to develop subroutines over the motor control rlm@516: API. This would be the "spinal chord" of a more intelligent rlm@516: creature. The low level programming code might be a turning rlm@516: machine that could develop programs to iterate over a "tape" rlm@516: where each entry in the tape could control recruitment of the rlm@516: fibers in a muscle. rlm@516: - Sense fusion :: There is much work to be done on sense rlm@516: integration -- building up a coherent picture of the world and rlm@516: the things in it with =CORTEX= as a base, you can explore rlm@516: concepts like self-organizing maps or cross modal clustering rlm@516: in ways that have never before been tried. rlm@516: - Inverse kinematics :: experiments in sense guided motor control rlm@516: are easy given =CORTEX='s support -- you can get right to the rlm@516: hard control problems without worrying about physics or rlm@516: senses. rlm@516: rlm@516: * Empathy in a simulated worm rlm@516: rlm@516: Here I develop a computational model of empathy, using =CORTEX= as a rlm@516: base. Empathy in this context is the ability to observe another rlm@516: creature and infer what sorts of sensations that creature is rlm@516: feeling. My empathy algorithm involves multiple phases. First is rlm@516: free-play, where the creature moves around and gains sensory rlm@516: experience. From this experience I construct a representation of the rlm@516: creature's sensory state space, which I call \Phi-space. Using rlm@516: \Phi-space, I construct an efficient function which takes the rlm@516: limited data that comes from observing another creature and enriches rlm@516: it full compliment of imagined sensory data. I can then use the rlm@516: imagined sensory data to recognize what the observed creature is rlm@516: doing and feeling, using straightforward embodied action predicates. rlm@516: This is all demonstrated with using a simple worm-like creature, and rlm@516: recognizing worm-actions based on limited data. rlm@516: rlm@516: #+caption: Here is the worm with which we will be working. rlm@516: #+caption: It is composed of 5 segments. Each segment has a rlm@516: #+caption: pair of extensor and flexor muscles. Each of the rlm@516: #+caption: worm's four joints is a hinge joint which allows rlm@516: #+caption: about 30 degrees of rotation to either side. Each segment rlm@516: #+caption: of the worm is touch-capable and has a uniform rlm@516: #+caption: distribution of touch sensors on each of its faces. rlm@516: #+caption: Each joint has a proprioceptive sense to detect rlm@516: #+caption: relative positions. The worm segments are all the rlm@516: #+caption: same except for the first one, which has a much rlm@516: #+caption: higher weight than the others to allow for easy rlm@516: #+caption: manual motor control. rlm@516: #+name: basic-worm-view rlm@516: #+ATTR_LaTeX: :width 10cm rlm@516: [[./images/basic-worm-view.png]] rlm@516: rlm@516: #+caption: Program for reading a worm from a blender file and rlm@516: #+caption: outfitting it with the senses of proprioception, rlm@516: #+caption: touch, and the ability to move, as specified in the rlm@516: #+caption: blender file. rlm@516: #+name: get-worm rlm@516: #+begin_listing clojure rlm@516: #+begin_src clojure rlm@516: (defn worm [] rlm@516: (let [model (load-blender-model "Models/worm/worm.blend")] rlm@516: {:body (doto model (body!)) rlm@516: :touch (touch! model) rlm@516: :proprioception (proprioception! model) rlm@516: :muscles (movement! model)})) rlm@516: #+end_src rlm@516: #+end_listing rlm@516: rlm@516: ** Embodiment factors action recognition into managable parts rlm@516: rlm@516: Using empathy, I divide the problem of action recognition into a rlm@516: recognition process expressed in the language of a full compliment rlm@516: of senses, and an imaganitive process that generates full sensory rlm@516: data from partial sensory data. Splitting the action recognition rlm@516: problem in this manner greatly reduces the total amount of work to rlm@516: recognize actions: The imaganitive process is mostly just matching rlm@516: previous experience, and the recognition process gets to use all rlm@516: the senses to directly describe any action. rlm@516: rlm@516: ** Action recognition is easy with a full gamut of senses rlm@516: rlm@516: Embodied representations using multiple senses such as touch, rlm@516: proprioception, and muscle tension turns out be be exceedingly rlm@516: efficient at describing body-centered actions. It is the ``right rlm@516: language for the job''. For example, it takes only around 5 lines rlm@516: of LISP code to describe the action of ``curling'' using embodied rlm@516: primitives. It takes about 10 lines to describe the seemingly rlm@516: complicated action of wiggling. rlm@516: rlm@516: The following action predicates each take a stream of sensory rlm@516: experience, observe however much of it they desire, and decide rlm@516: whether the worm is doing the action they describe. =curled?= rlm@516: relies on proprioception, =resting?= relies on touch, =wiggling?= rlm@516: relies on a fourier analysis of muscle contraction, and rlm@516: =grand-circle?= relies on touch and reuses =curled?= as a gaurd. rlm@516: rlm@516: #+caption: Program for detecting whether the worm is curled. This is the rlm@516: #+caption: simplest action predicate, because it only uses the last frame rlm@516: #+caption: of sensory experience, and only uses proprioceptive data. Even rlm@516: #+caption: this simple predicate, however, is automatically frame rlm@516: #+caption: independent and ignores vermopomorphic differences such as rlm@516: #+caption: worm textures and colors. rlm@516: #+name: curled rlm@516: #+begin_listing clojure rlm@516: #+begin_src clojure rlm@516: (defn curled? rlm@516: "Is the worm curled up?" rlm@516: [experiences] rlm@516: (every? rlm@516: (fn [[_ _ bend]] rlm@516: (> (Math/sin bend) 0.64)) rlm@516: (:proprioception (peek experiences)))) rlm@516: #+end_src rlm@516: #+end_listing rlm@516: rlm@516: #+caption: Program for summarizing the touch information in a patch rlm@516: #+caption: of skin. rlm@516: #+name: touch-summary rlm@516: #+begin_listing clojure rlm@516: #+begin_src clojure rlm@516: (defn contact rlm@516: "Determine how much contact a particular worm segment has with rlm@516: other objects. Returns a value between 0 and 1, where 1 is full rlm@516: contact and 0 is no contact." rlm@516: [touch-region [coords contact :as touch]] rlm@516: (-> (zipmap coords contact) rlm@516: (select-keys touch-region) rlm@516: (vals) rlm@516: (#(map first %)) rlm@516: (average) rlm@516: (* 10) rlm@516: (- 1) rlm@516: (Math/abs))) rlm@516: #+end_src rlm@516: #+end_listing rlm@516: rlm@516: rlm@516: #+caption: Program for detecting whether the worm is at rest. This program rlm@516: #+caption: uses a summary of the tactile information from the underbelly rlm@516: #+caption: of the worm, and is only true if every segment is touching the rlm@516: #+caption: floor. Note that this function contains no references to rlm@516: #+caption: proprioction at all. rlm@516: #+name: resting rlm@516: #+begin_listing clojure rlm@516: #+begin_src clojure rlm@516: (def worm-segment-bottom (rect-region [8 15] [14 22])) rlm@516: rlm@516: (defn resting? rlm@516: "Is the worm resting on the ground?" rlm@516: [experiences] rlm@516: (every? rlm@516: (fn [touch-data] rlm@516: (< 0.9 (contact worm-segment-bottom touch-data))) rlm@516: (:touch (peek experiences)))) rlm@516: #+end_src rlm@516: #+end_listing rlm@516: rlm@516: #+caption: Program for detecting whether the worm is curled up into a rlm@516: #+caption: full circle. Here the embodied approach begins to shine, as rlm@516: #+caption: I am able to both use a previous action predicate (=curled?=) rlm@516: #+caption: as well as the direct tactile experience of the head and tail. rlm@516: #+name: grand-circle rlm@516: #+begin_listing clojure rlm@516: #+begin_src clojure rlm@516: (def worm-segment-bottom-tip (rect-region [15 15] [22 22])) rlm@516: rlm@516: (def worm-segment-top-tip (rect-region [0 15] [7 22])) rlm@516: rlm@516: (defn grand-circle? rlm@516: "Does the worm form a majestic circle (one end touching the other)?" rlm@516: [experiences] rlm@516: (and (curled? experiences) rlm@516: (let [worm-touch (:touch (peek experiences)) rlm@516: tail-touch (worm-touch 0) rlm@516: head-touch (worm-touch 4)] rlm@516: (and (< 0.55 (contact worm-segment-bottom-tip tail-touch)) rlm@516: (< 0.55 (contact worm-segment-top-tip head-touch)))))) rlm@516: #+end_src rlm@516: #+end_listing rlm@516: rlm@516: rlm@516: #+caption: Program for detecting whether the worm has been wiggling for rlm@516: #+caption: the last few frames. It uses a fourier analysis of the muscle rlm@516: #+caption: contractions of the worm's tail to determine wiggling. This is rlm@516: #+caption: signigicant because there is no particular frame that clearly rlm@516: #+caption: indicates that the worm is wiggling --- only when multiple frames rlm@516: #+caption: are analyzed together is the wiggling revealed. Defining rlm@516: #+caption: wiggling this way also gives the worm an opportunity to learn rlm@516: #+caption: and recognize ``frustrated wiggling'', where the worm tries to rlm@516: #+caption: wiggle but can't. Frustrated wiggling is very visually different rlm@516: #+caption: from actual wiggling, but this definition gives it to us for free. rlm@516: #+name: wiggling rlm@516: #+begin_listing clojure rlm@516: #+begin_src clojure rlm@516: (defn fft [nums] rlm@516: (map rlm@516: #(.getReal %) rlm@516: (.transform rlm@516: (FastFourierTransformer. DftNormalization/STANDARD) rlm@516: (double-array nums) TransformType/FORWARD))) rlm@516: rlm@516: (def indexed (partial map-indexed vector)) rlm@516: rlm@516: (defn max-indexed [s] rlm@516: (first (sort-by (comp - second) (indexed s)))) rlm@516: rlm@516: (defn wiggling? rlm@516: "Is the worm wiggling?" rlm@516: [experiences] rlm@516: (let [analysis-interval 0x40] rlm@516: (when (> (count experiences) analysis-interval) rlm@516: (let [a-flex 3 rlm@516: a-ex 2 rlm@516: muscle-activity rlm@516: (map :muscle (vector:last-n experiences analysis-interval)) rlm@516: base-activity rlm@516: (map #(- (% a-flex) (% a-ex)) muscle-activity)] rlm@516: (= 2 rlm@516: (first rlm@516: (max-indexed rlm@516: (map #(Math/abs %) rlm@516: (take 20 (fft base-activity)))))))))) rlm@516: #+end_src rlm@516: #+end_listing rlm@516: rlm@516: With these action predicates, I can now recognize the actions of rlm@516: the worm while it is moving under my control and I have access to rlm@516: all the worm's senses. rlm@516: rlm@516: #+caption: Use the action predicates defined earlier to report on rlm@516: #+caption: what the worm is doing while in simulation. rlm@516: #+name: report-worm-activity rlm@516: #+begin_listing clojure rlm@516: #+begin_src clojure rlm@516: (defn debug-experience rlm@516: [experiences text] rlm@516: (cond rlm@516: (grand-circle? experiences) (.setText text "Grand Circle") rlm@516: (curled? experiences) (.setText text "Curled") rlm@516: (wiggling? experiences) (.setText text "Wiggling") rlm@516: (resting? experiences) (.setText text "Resting"))) rlm@516: #+end_src rlm@516: #+end_listing rlm@516: rlm@516: #+caption: Using =debug-experience=, the body-centered predicates rlm@516: #+caption: work together to classify the behaviour of the worm. rlm@516: #+caption: the predicates are operating with access to the worm's rlm@516: #+caption: full sensory data. rlm@516: #+name: basic-worm-view rlm@516: #+ATTR_LaTeX: :width 10cm rlm@516: [[./images/worm-identify-init.png]] rlm@516: rlm@516: These action predicates satisfy the recognition requirement of an rlm@516: empathic recognition system. There is power in the simplicity of rlm@516: the action predicates. They describe their actions without getting rlm@516: confused in visual details of the worm. Each one is frame rlm@516: independent, but more than that, they are each indepent of rlm@516: irrelevant visual details of the worm and the environment. They rlm@516: will work regardless of whether the worm is a different color or rlm@516: hevaily textured, or if the environment has strange lighting. rlm@516: rlm@516: The trick now is to make the action predicates work even when the rlm@516: sensory data on which they depend is absent. If I can do that, then rlm@516: I will have gained much, rlm@516: rlm@516: ** \Phi-space describes the worm's experiences rlm@516: rlm@516: As a first step towards building empathy, I need to gather all of rlm@516: the worm's experiences during free play. I use a simple vector to rlm@516: store all the experiences. rlm@516: rlm@516: Each element of the experience vector exists in the vast space of rlm@516: all possible worm-experiences. Most of this vast space is actually rlm@516: unreachable due to physical constraints of the worm's body. For rlm@516: example, the worm's segments are connected by hinge joints that put rlm@516: a practical limit on the worm's range of motions without limiting rlm@516: its degrees of freedom. Some groupings of senses are impossible; rlm@516: the worm can not be bent into a circle so that its ends are rlm@516: touching and at the same time not also experience the sensation of rlm@516: touching itself. rlm@516: rlm@516: As the worm moves around during free play and its experience vector rlm@516: grows larger, the vector begins to define a subspace which is all rlm@516: the sensations the worm can practicaly experience during normal rlm@516: operation. I call this subspace \Phi-space, short for rlm@516: physical-space. The experience vector defines a path through rlm@516: \Phi-space. This path has interesting properties that all derive rlm@516: from physical embodiment. The proprioceptive components are rlm@516: completely smooth, because in order for the worm to move from one rlm@516: position to another, it must pass through the intermediate rlm@516: positions. The path invariably forms loops as actions are repeated. rlm@516: Finally and most importantly, proprioception actually gives very rlm@516: strong inference about the other senses. For example, when the worm rlm@516: is flat, you can infer that it is touching the ground and that its rlm@516: muscles are not active, because if the muscles were active, the rlm@516: worm would be moving and would not be perfectly flat. In order to rlm@516: stay flat, the worm has to be touching the ground, or it would rlm@516: again be moving out of the flat position due to gravity. If the rlm@516: worm is positioned in such a way that it interacts with itself, rlm@516: then it is very likely to be feeling the same tactile feelings as rlm@516: the last time it was in that position, because it has the same body rlm@516: as then. If you observe multiple frames of proprioceptive data, rlm@516: then you can become increasingly confident about the exact rlm@516: activations of the worm's muscles, because it generally takes a rlm@516: unique combination of muscle contractions to transform the worm's rlm@516: body along a specific path through \Phi-space. rlm@516: rlm@516: There is a simple way of taking \Phi-space and the total ordering rlm@516: provided by an experience vector and reliably infering the rest of rlm@516: the senses. rlm@516: rlm@516: ** Empathy is the process of tracing though \Phi-space rlm@516: rlm@516: Here is the core of a basic empathy algorithm, starting with an rlm@516: experience vector: rlm@516: rlm@516: First, group the experiences into tiered proprioceptive bins. I use rlm@516: powers of 10 and 3 bins, and the smallest bin has an approximate rlm@516: size of 0.001 radians in all proprioceptive dimensions. rlm@516: rlm@516: Then, given a sequence of proprioceptive input, generate a set of rlm@516: matching experience records for each input, using the tiered rlm@516: proprioceptive bins. rlm@516: rlm@516: Finally, to infer sensory data, select the longest consective chain rlm@516: of experiences. Conecutive experience means that the experiences rlm@516: appear next to each other in the experience vector. rlm@516: rlm@516: This algorithm has three advantages: rlm@516: rlm@516: 1. It's simple rlm@516: rlm@516: 3. It's very fast -- retrieving possible interpretations takes rlm@516: constant time. Tracing through chains of interpretations takes rlm@516: time proportional to the average number of experiences in a rlm@516: proprioceptive bin. Redundant experiences in \Phi-space can be rlm@516: merged to save computation. rlm@516: rlm@516: 2. It protects from wrong interpretations of transient ambiguous rlm@516: proprioceptive data. For example, if the worm is flat for just rlm@516: an instant, this flattness will not be interpreted as implying rlm@516: that the worm has its muscles relaxed, since the flattness is rlm@516: part of a longer chain which includes a distinct pattern of rlm@516: muscle activation. Markov chains or other memoryless statistical rlm@516: models that operate on individual frames may very well make this rlm@516: mistake. rlm@516: rlm@516: #+caption: Program to convert an experience vector into a rlm@516: #+caption: proprioceptively binned lookup function. rlm@516: #+name: bin rlm@516: #+begin_listing clojure rlm@516: #+begin_src clojure rlm@516: (defn bin [digits] rlm@516: (fn [angles] rlm@516: (->> angles rlm@516: (flatten) rlm@516: (map (juxt #(Math/sin %) #(Math/cos %))) rlm@516: (flatten) rlm@516: (mapv #(Math/round (* % (Math/pow 10 (dec digits)))))))) rlm@516: rlm@516: (defn gen-phi-scan rlm@516: "Nearest-neighbors with binning. Only returns a result if rlm@516: the propriceptive data is within 10% of a previously recorded rlm@516: result in all dimensions." rlm@516: [phi-space] rlm@516: (let [bin-keys (map bin [3 2 1]) rlm@516: bin-maps rlm@516: (map (fn [bin-key] rlm@516: (group-by rlm@516: (comp bin-key :proprioception phi-space) rlm@516: (range (count phi-space)))) bin-keys) rlm@516: lookups (map (fn [bin-key bin-map] rlm@516: (fn [proprio] (bin-map (bin-key proprio)))) rlm@516: bin-keys bin-maps)] rlm@516: (fn lookup [proprio-data] rlm@516: (set (some #(% proprio-data) lookups))))) rlm@516: #+end_src rlm@516: #+end_listing rlm@516: rlm@516: #+caption: =longest-thread= finds the longest path of consecutive rlm@516: #+caption: experiences to explain proprioceptive worm data. rlm@516: #+name: phi-space-history-scan rlm@516: #+ATTR_LaTeX: :width 10cm rlm@516: [[./images/aurellem-gray.png]] rlm@516: rlm@516: =longest-thread= infers sensory data by stitching together pieces rlm@516: from previous experience. It prefers longer chains of previous rlm@516: experience to shorter ones. For example, during training the worm rlm@516: might rest on the ground for one second before it performs its rlm@516: excercises. If during recognition the worm rests on the ground for rlm@516: five seconds, =longest-thread= will accomodate this five second rlm@516: rest period by looping the one second rest chain five times. rlm@516: rlm@516: =longest-thread= takes time proportinal to the average number of rlm@516: entries in a proprioceptive bin, because for each element in the rlm@516: starting bin it performes a series of set lookups in the preceeding rlm@516: bins. If the total history is limited, then this is only a constant rlm@516: multiple times the number of entries in the starting bin. This rlm@516: analysis also applies even if the action requires multiple longest rlm@516: chains -- it's still the average number of entries in a rlm@516: proprioceptive bin times the desired chain length. Because rlm@516: =longest-thread= is so efficient and simple, I can interpret rlm@516: worm-actions in real time. rlm@516: rlm@516: #+caption: Program to calculate empathy by tracing though \Phi-space rlm@516: #+caption: and finding the longest (ie. most coherent) interpretation rlm@516: #+caption: of the data. rlm@516: #+name: longest-thread rlm@516: #+begin_listing clojure rlm@516: #+begin_src clojure rlm@516: (defn longest-thread rlm@516: "Find the longest thread from phi-index-sets. The index sets should rlm@516: be ordered from most recent to least recent." rlm@516: [phi-index-sets] rlm@516: (loop [result '() rlm@516: [thread-bases & remaining :as phi-index-sets] phi-index-sets] rlm@516: (if (empty? phi-index-sets) rlm@516: (vec result) rlm@516: (let [threads rlm@516: (for [thread-base thread-bases] rlm@516: (loop [thread (list thread-base) rlm@516: remaining remaining] rlm@516: (let [next-index (dec (first thread))] rlm@516: (cond (empty? remaining) thread rlm@516: (contains? (first remaining) next-index) rlm@516: (recur rlm@516: (cons next-index thread) (rest remaining)) rlm@516: :else thread)))) rlm@516: longest-thread rlm@516: (reduce (fn [thread-a thread-b] rlm@516: (if (> (count thread-a) (count thread-b)) rlm@516: thread-a thread-b)) rlm@516: '(nil) rlm@516: threads)] rlm@516: (recur (concat longest-thread result) rlm@516: (drop (count longest-thread) phi-index-sets)))))) rlm@516: #+end_src rlm@516: #+end_listing rlm@516: rlm@516: There is one final piece, which is to replace missing sensory data rlm@516: with a best-guess estimate. While I could fill in missing data by rlm@516: using a gradient over the closest known sensory data points, rlm@516: averages can be misleading. It is certainly possible to create an rlm@516: impossible sensory state by averaging two possible sensory states. rlm@516: Therefore, I simply replicate the most recent sensory experience to rlm@516: fill in the gaps. rlm@516: rlm@516: #+caption: Fill in blanks in sensory experience by replicating the most rlm@516: #+caption: recent experience. rlm@516: #+name: infer-nils rlm@516: #+begin_listing clojure rlm@516: #+begin_src clojure rlm@516: (defn infer-nils rlm@516: "Replace nils with the next available non-nil element in the rlm@516: sequence, or barring that, 0." rlm@516: [s] rlm@516: (loop [i (dec (count s)) rlm@516: v (transient s)] rlm@516: (if (zero? i) (persistent! v) rlm@516: (if-let [cur (v i)] rlm@516: (if (get v (dec i) 0) rlm@516: (recur (dec i) v) rlm@516: (recur (dec i) (assoc! v (dec i) cur))) rlm@516: (recur i (assoc! v i 0)))))) rlm@516: #+end_src rlm@516: #+end_listing rlm@516: rlm@516: ** Efficient action recognition with =EMPATH= rlm@516: rlm@516: To use =EMPATH= with the worm, I first need to gather a set of rlm@516: experiences from the worm that includes the actions I want to rlm@516: recognize. The =generate-phi-space= program (listing rlm@516: \ref{generate-phi-space} runs the worm through a series of rlm@516: exercices and gatheres those experiences into a vector. The rlm@516: =do-all-the-things= program is a routine expressed in a simple rlm@516: muscle contraction script language for automated worm control. It rlm@516: causes the worm to rest, curl, and wiggle over about 700 frames rlm@516: (approx. 11 seconds). rlm@516: rlm@516: #+caption: Program to gather the worm's experiences into a vector for rlm@516: #+caption: further processing. The =motor-control-program= line uses rlm@516: #+caption: a motor control script that causes the worm to execute a series rlm@516: #+caption: of ``exercices'' that include all the action predicates. rlm@516: #+name: generate-phi-space rlm@516: #+begin_listing clojure rlm@516: #+begin_src clojure rlm@516: (def do-all-the-things rlm@516: (concat rlm@516: curl-script rlm@516: [[300 :d-ex 40] rlm@516: [320 :d-ex 0]] rlm@516: (shift-script 280 (take 16 wiggle-script)))) rlm@516: rlm@516: (defn generate-phi-space [] rlm@516: (let [experiences (atom [])] rlm@516: (run-world rlm@516: (apply-map rlm@516: worm-world rlm@516: (merge rlm@516: (worm-world-defaults) rlm@516: {:end-frame 700 rlm@516: :motor-control rlm@516: (motor-control-program worm-muscle-labels do-all-the-things) rlm@516: :experiences experiences}))) rlm@516: @experiences)) rlm@516: #+end_src rlm@516: #+end_listing rlm@516: rlm@516: #+caption: Use longest thread and a phi-space generated from a short rlm@516: #+caption: exercise routine to interpret actions during free play. rlm@516: #+name: empathy-debug rlm@516: #+begin_listing clojure rlm@516: #+begin_src clojure rlm@516: (defn init [] rlm@516: (def phi-space (generate-phi-space)) rlm@516: (def phi-scan (gen-phi-scan phi-space))) rlm@516: rlm@516: (defn empathy-demonstration [] rlm@516: (let [proprio (atom ())] rlm@516: (fn rlm@516: [experiences text] rlm@516: (let [phi-indices (phi-scan (:proprioception (peek experiences)))] rlm@516: (swap! proprio (partial cons phi-indices)) rlm@516: (let [exp-thread (longest-thread (take 300 @proprio)) rlm@516: empathy (mapv phi-space (infer-nils exp-thread))] rlm@516: (println-repl (vector:last-n exp-thread 22)) rlm@516: (cond rlm@516: (grand-circle? empathy) (.setText text "Grand Circle") rlm@516: (curled? empathy) (.setText text "Curled") rlm@516: (wiggling? empathy) (.setText text "Wiggling") rlm@516: (resting? empathy) (.setText text "Resting") rlm@516: :else (.setText text "Unknown"))))))) rlm@516: rlm@516: (defn empathy-experiment [record] rlm@516: (.start (worm-world :experience-watch (debug-experience-phi) rlm@516: :record record :worm worm*))) rlm@516: #+end_src rlm@516: #+end_listing rlm@516: rlm@516: The result of running =empathy-experiment= is that the system is rlm@516: generally able to interpret worm actions using the action-predicates rlm@516: on simulated sensory data just as well as with actual data. Figure rlm@516: \ref{empathy-debug-image} was generated using =empathy-experiment=: rlm@516: rlm@516: #+caption: From only proprioceptive data, =EMPATH= was able to infer rlm@516: #+caption: the complete sensory experience and classify four poses rlm@516: #+caption: (The last panel shows a composite image of \emph{wriggling}, rlm@516: #+caption: a dynamic pose.) rlm@516: #+name: empathy-debug-image rlm@516: #+ATTR_LaTeX: :width 10cm :placement [H] rlm@516: [[./images/empathy-1.png]] rlm@516: rlm@516: One way to measure the performance of =EMPATH= is to compare the rlm@516: sutiability of the imagined sense experience to trigger the same rlm@516: action predicates as the real sensory experience. rlm@516: rlm@516: #+caption: Determine how closely empathy approximates actual rlm@516: #+caption: sensory data. rlm@516: #+name: test-empathy-accuracy rlm@516: #+begin_listing clojure rlm@516: #+begin_src clojure rlm@516: (def worm-action-label rlm@516: (juxt grand-circle? curled? wiggling?)) rlm@516: rlm@516: (defn compare-empathy-with-baseline [matches] rlm@516: (let [proprio (atom ())] rlm@516: (fn rlm@516: [experiences text] rlm@516: (let [phi-indices (phi-scan (:proprioception (peek experiences)))] rlm@516: (swap! proprio (partial cons phi-indices)) rlm@516: (let [exp-thread (longest-thread (take 300 @proprio)) rlm@516: empathy (mapv phi-space (infer-nils exp-thread)) rlm@516: experience-matches-empathy rlm@516: (= (worm-action-label experiences) rlm@516: (worm-action-label empathy))] rlm@516: (println-repl experience-matches-empathy) rlm@516: (swap! matches #(conj % experience-matches-empathy))))))) rlm@516: rlm@516: (defn accuracy [v] rlm@516: (float (/ (count (filter true? v)) (count v)))) rlm@516: rlm@516: (defn test-empathy-accuracy [] rlm@516: (let [res (atom [])] rlm@516: (run-world rlm@516: (worm-world :experience-watch rlm@516: (compare-empathy-with-baseline res) rlm@516: :worm worm*)) rlm@516: (accuracy @res))) rlm@516: #+end_src rlm@516: #+end_listing rlm@516: rlm@516: Running =test-empathy-accuracy= using the very short exercise rlm@516: program defined in listing \ref{generate-phi-space}, and then doing rlm@516: a similar pattern of activity manually yeilds an accuracy of around rlm@516: 73%. This is based on very limited worm experience. By training the rlm@516: worm for longer, the accuracy dramatically improves. rlm@516: rlm@516: #+caption: Program to generate \Phi-space using manual training. rlm@516: #+name: manual-phi-space rlm@516: #+begin_listing clojure rlm@516: #+begin_src clojure rlm@516: (defn init-interactive [] rlm@516: (def phi-space rlm@516: (let [experiences (atom [])] rlm@516: (run-world rlm@516: (apply-map rlm@516: worm-world rlm@516: (merge rlm@516: (worm-world-defaults) rlm@516: {:experiences experiences}))) rlm@516: @experiences)) rlm@516: (def phi-scan (gen-phi-scan phi-space))) rlm@516: #+end_src rlm@516: #+end_listing rlm@516: rlm@516: After about 1 minute of manual training, I was able to achieve 95% rlm@516: accuracy on manual testing of the worm using =init-interactive= and rlm@516: =test-empathy-accuracy=. The majority of errors are near the rlm@516: boundaries of transitioning from one type of action to another. rlm@516: During these transitions the exact label for the action is more open rlm@516: to interpretation, and dissaggrement between empathy and experience rlm@516: is more excusable. rlm@516: rlm@516: ** Digression: bootstrapping touch using free exploration rlm@516: rlm@516: In the previous section I showed how to compute actions in terms of rlm@516: body-centered predicates which relied averate touch activation of rlm@516: pre-defined regions of the worm's skin. What if, instead of recieving rlm@516: touch pre-grouped into the six faces of each worm segment, the true rlm@516: topology of the worm's skin was unknown? This is more similiar to how rlm@516: a nerve fiber bundle might be arranged. While two fibers that are rlm@516: close in a nerve bundle /might/ correspond to two touch sensors that rlm@516: are close together on the skin, the process of taking a complicated rlm@516: surface and forcing it into essentially a circle requires some cuts rlm@516: and rerragenments. rlm@516: rlm@516: In this section I show how to automatically learn the skin-topology of rlm@516: a worm segment by free exploration. As the worm rolls around on the rlm@516: floor, large sections of its surface get activated. If the worm has rlm@516: stopped moving, then whatever region of skin that is touching the rlm@516: floor is probably an important region, and should be recorded. rlm@516: rlm@516: #+caption: Program to detect whether the worm is in a resting state rlm@516: #+caption: with one face touching the floor. rlm@516: #+name: pure-touch rlm@516: #+begin_listing clojure rlm@516: #+begin_src clojure rlm@516: (def full-contact [(float 0.0) (float 0.1)]) rlm@516: rlm@516: (defn pure-touch? rlm@516: "This is worm specific code to determine if a large region of touch rlm@516: sensors is either all on or all off." rlm@516: [[coords touch :as touch-data]] rlm@516: (= (set (map first touch)) (set full-contact))) rlm@516: #+end_src rlm@516: #+end_listing rlm@516: rlm@516: After collecting these important regions, there will many nearly rlm@516: similiar touch regions. While for some purposes the subtle rlm@516: differences between these regions will be important, for my rlm@516: purposes I colapse them into mostly non-overlapping sets using rlm@516: =remove-similiar= in listing \ref{remove-similiar} rlm@516: rlm@516: #+caption: Program to take a lits of set of points and ``collapse them'' rlm@516: #+caption: so that the remaining sets in the list are siginificantly rlm@516: #+caption: different from each other. Prefer smaller sets to larger ones. rlm@516: #+name: remove-similiar rlm@516: #+begin_listing clojure rlm@516: #+begin_src clojure rlm@516: (defn remove-similar rlm@516: [coll] rlm@516: (loop [result () coll (sort-by (comp - count) coll)] rlm@516: (if (empty? coll) result rlm@516: (let [[x & xs] coll rlm@516: c (count x)] rlm@516: (if (some rlm@516: (fn [other-set] rlm@516: (let [oc (count other-set)] rlm@516: (< (- (count (union other-set x)) c) (* oc 0.1)))) rlm@516: xs) rlm@516: (recur result xs) rlm@516: (recur (cons x result) xs)))))) rlm@516: #+end_src rlm@516: #+end_listing rlm@516: rlm@516: Actually running this simulation is easy given =CORTEX='s facilities. rlm@516: rlm@516: #+caption: Collect experiences while the worm moves around. Filter the touch rlm@516: #+caption: sensations by stable ones, collapse similiar ones together, rlm@516: #+caption: and report the regions learned. rlm@516: #+name: learn-touch rlm@516: #+begin_listing clojure rlm@516: #+begin_src clojure rlm@516: (defn learn-touch-regions [] rlm@516: (let [experiences (atom []) rlm@516: world (apply-map rlm@516: worm-world rlm@516: (assoc (worm-segment-defaults) rlm@516: :experiences experiences))] rlm@516: (run-world world) rlm@516: (->> rlm@516: @experiences rlm@516: (drop 175) rlm@516: ;; access the single segment's touch data rlm@516: (map (comp first :touch)) rlm@516: ;; only deal with "pure" touch data to determine surfaces rlm@516: (filter pure-touch?) rlm@516: ;; associate coordinates with touch values rlm@516: (map (partial apply zipmap)) rlm@516: ;; select those regions where contact is being made rlm@516: (map (partial group-by second)) rlm@516: (map #(get % full-contact)) rlm@516: (map (partial map first)) rlm@516: ;; remove redundant/subset regions rlm@516: (map set) rlm@516: remove-similar))) rlm@516: rlm@516: (defn learn-and-view-touch-regions [] rlm@516: (map view-touch-region rlm@516: (learn-touch-regions))) rlm@516: #+end_src rlm@516: #+end_listing rlm@516: rlm@516: The only thing remining to define is the particular motion the worm rlm@516: must take. I accomplish this with a simple motor control program. rlm@516: rlm@516: #+caption: Motor control program for making the worm roll on the ground. rlm@516: #+caption: This could also be replaced with random motion. rlm@516: #+name: worm-roll rlm@516: #+begin_listing clojure rlm@516: #+begin_src clojure rlm@516: (defn touch-kinesthetics [] rlm@516: [[170 :lift-1 40] rlm@516: [190 :lift-1 19] rlm@516: [206 :lift-1 0] rlm@516: rlm@516: [400 :lift-2 40] rlm@516: [410 :lift-2 0] rlm@516: rlm@516: [570 :lift-2 40] rlm@516: [590 :lift-2 21] rlm@516: [606 :lift-2 0] rlm@516: rlm@516: [800 :lift-1 30] rlm@516: [809 :lift-1 0] rlm@516: rlm@516: [900 :roll-2 40] rlm@516: [905 :roll-2 20] rlm@516: [910 :roll-2 0] rlm@516: rlm@516: [1000 :roll-2 40] rlm@516: [1005 :roll-2 20] rlm@516: [1010 :roll-2 0] rlm@516: rlm@516: [1100 :roll-2 40] rlm@516: [1105 :roll-2 20] rlm@516: [1110 :roll-2 0] rlm@516: ]) rlm@516: #+end_src rlm@516: #+end_listing rlm@516: rlm@516: rlm@516: #+caption: The small worm rolls around on the floor, driven rlm@516: #+caption: by the motor control program in listing \ref{worm-roll}. rlm@516: #+name: worm-roll rlm@516: #+ATTR_LaTeX: :width 12cm rlm@516: [[./images/worm-roll.png]] rlm@516: rlm@516: rlm@516: #+caption: After completing its adventures, the worm now knows rlm@516: #+caption: how its touch sensors are arranged along its skin. These rlm@516: #+caption: are the regions that were deemed important by rlm@516: #+caption: =learn-touch-regions=. Note that the worm has discovered rlm@516: #+caption: that it has six sides. rlm@516: #+name: worm-touch-map rlm@516: #+ATTR_LaTeX: :width 12cm rlm@516: [[./images/touch-learn.png]] rlm@516: rlm@516: While simple, =learn-touch-regions= exploits regularities in both rlm@516: the worm's physiology and the worm's environment to correctly rlm@516: deduce that the worm has six sides. Note that =learn-touch-regions= rlm@516: would work just as well even if the worm's touch sense data were rlm@516: completely scrambled. The cross shape is just for convienence. This rlm@516: example justifies the use of pre-defined touch regions in =EMPATH=. rlm@516: rlm@516: * Contributions rlm@516: rlm@516: In this thesis you have seen the =CORTEX= system, a complete rlm@516: environment for creating simulated creatures. You have seen how to rlm@516: implement five senses including touch, proprioception, hearing, rlm@516: vision, and muscle tension. You have seen how to create new creatues rlm@516: using blender, a 3D modeling tool. I hope that =CORTEX= will be rlm@516: useful in further research projects. To this end I have included the rlm@516: full source to =CORTEX= along with a large suite of tests and rlm@516: examples. I have also created a user guide for =CORTEX= which is rlm@516: inculded in an appendix to this thesis. rlm@516: rlm@516: You have also seen how I used =CORTEX= as a platform to attach the rlm@516: /action recognition/ problem, which is the problem of recognizing rlm@516: actions in video. You saw a simple system called =EMPATH= which rlm@516: ientifies actions by first describing actions in a body-centerd, rlm@516: rich sense language, then infering a full range of sensory rlm@516: experience from limited data using previous experience gained from rlm@516: free play. rlm@516: rlm@516: As a minor digression, you also saw how I used =CORTEX= to enable a rlm@516: tiny worm to discover the topology of its skin simply by rolling on rlm@516: the ground. rlm@516: rlm@516: In conclusion, the main contributions of this thesis are: rlm@516: rlm@516: - =CORTEX=, a system for creating simulated creatures with rich rlm@516: senses. rlm@516: - =EMPATH=, a program for recognizing actions by imagining sensory rlm@516: experience. rlm@516: rlm@516: # An anatomical joke: rlm@516: # - Training rlm@516: # - Skeletal imitation rlm@516: # - Sensory fleshing-out rlm@516: # - Classification rlm@516: #+BEGIN_LaTeX rlm@516: \appendix rlm@516: #+END_LaTeX rlm@516: * Appendix: =CORTEX= User Guide rlm@516: rlm@516: Those who write a thesis should endeavor to make their code not only rlm@516: accessable, but actually useable, as a way to pay back the community rlm@516: that made the thesis possible in the first place. This thesis would rlm@516: not be possible without Free Software such as jMonkeyEngine3, rlm@516: Blender, clojure, emacs, ffmpeg, and many other tools. That is why I rlm@516: have included this user guide, in the hope that someone else might rlm@516: find =CORTEX= useful. rlm@516: rlm@516: ** Obtaining =CORTEX= rlm@516: rlm@516: You can get cortex from its mercurial repository at rlm@516: http://hg.bortreb.com/cortex. You may also download =CORTEX= rlm@516: releases at http://aurellem.org/cortex/releases/. As a condition of rlm@516: making this thesis, I have also provided Professor Winston the rlm@516: =CORTEX= source, and he knows how to run the demos and get started. rlm@516: You may also email me at =cortex@aurellem.org= and I may help where rlm@516: I can. rlm@516: rlm@516: ** Running =CORTEX= rlm@516: rlm@516: =CORTEX= comes with README and INSTALL files that will guide you rlm@516: through installation and running the test suite. In particular you rlm@516: should look at test =cortex.test= which contains test suites that rlm@516: run through all senses and multiple creatures. rlm@516: rlm@516: ** Creating creatures rlm@516: rlm@516: Creatures are created using /Blender/, a free 3D modeling program. rlm@516: You will need Blender version 2.6 when using the =CORTEX= included rlm@516: in this thesis. You create a =CORTEX= creature in a similiar manner rlm@516: to modeling anything in Blender, except that you also create rlm@516: several trees of empty nodes which define the creature's senses. rlm@516: rlm@516: *** Mass rlm@516: rlm@516: To give an object mass in =CORTEX=, add a ``mass'' metadata label rlm@516: to the object with the mass in jMonkeyEngine units. Note that rlm@516: setting the mass to 0 causes the object to be immovable. rlm@516: rlm@516: *** Joints rlm@516: rlm@516: Joints are created by creating an empty node named =joints= and rlm@516: then creating any number of empty child nodes to represent your rlm@516: creature's joints. The joint will automatically connect the rlm@516: closest two physical objects. It will help to set the empty node's rlm@516: display mode to ``Arrows'' so that you can clearly see the rlm@516: direction of the axes. rlm@516: rlm@516: Joint nodes should have the following metadata under the ``joint'' rlm@516: label: rlm@516: rlm@516: #+BEGIN_SRC clojure rlm@516: ;; ONE OF the following, under the label "joint": rlm@516: {:type :point} rlm@516: rlm@516: ;; OR rlm@516: rlm@516: {:type :hinge rlm@516: :limit [ ] rlm@516: :axis (Vector3f. )} rlm@516: ;;(:axis defaults to (Vector3f. 1 0 0) if not provided for hinge joints) rlm@516: rlm@516: ;; OR rlm@516: rlm@516: {:type :cone rlm@516: :limit-xz rlm@516: :limit-xy rlm@516: :twist } ;(use XZY rotation mode in blender!) rlm@516: #+END_SRC rlm@516: rlm@516: *** Eyes rlm@516: rlm@516: Eyes are created by creating an empty node named =eyes= and then rlm@516: creating any number of empty child nodes to represent your rlm@516: creature's eyes. rlm@516: rlm@516: Eye nodes should have the following metadata under the ``eye'' rlm@516: label: rlm@516: rlm@516: #+BEGIN_SRC clojure rlm@516: {:red rlm@516: :blue rlm@516: :green rlm@516: :all rlm@516: (<0xrrggbb> )... rlm@516: } rlm@516: #+END_SRC rlm@516: rlm@516: Any of the color channels may be omitted. You may also include rlm@516: your own color selectors, and in fact :red is equivalent to rlm@516: 0xFF0000 and so forth. The eye will be placed at the same position rlm@516: as the empty node and will bind to the neatest physical object. rlm@516: The eye will point outward from the X-axis of the node, and ``up'' rlm@516: will be in the direction of the X-axis of the node. It will help rlm@516: to set the empty node's display mode to ``Arrows'' so that you can rlm@516: clearly see the direction of the axes. rlm@516: rlm@516: Each retina file should contain white pixels whever you want to be rlm@516: sensitive to your chosen color. If you want the entire field of rlm@516: view, specify :all of 0xFFFFFF and a retinal map that is entirely rlm@516: white. rlm@516: rlm@516: Here is a sample retinal map: rlm@516: rlm@516: #+caption: An example retinal profile image. White pixels are rlm@516: #+caption: photo-sensitive elements. The distribution of white rlm@516: #+caption: pixels is denser in the middle and falls off at the rlm@516: #+caption: edges and is inspired by the human retina. rlm@516: #+name: retina rlm@516: #+ATTR_LaTeX: :width 7cm :placement [H] rlm@516: [[./images/retina-small.png]] rlm@516: rlm@516: *** Hearing rlm@516: rlm@516: Ears are created by creating an empty node named =ears= and then rlm@516: creating any number of empty child nodes to represent your rlm@516: creature's ears. rlm@516: rlm@516: Ear nodes do not require any metadata. rlm@516: rlm@516: The ear will bind to and follow the closest physical node. rlm@516: rlm@516: *** Touch rlm@516: rlm@516: Touch is handled similarly to mass. To make a particular object rlm@516: touch sensitive, add metadata of the following form under the rlm@516: object's ``touch'' metadata field: rlm@516: rlm@516: #+BEGIN_EXAMPLE rlm@516: rlm@516: #+END_EXAMPLE rlm@516: rlm@516: You may also include an optional ``scale'' metadata number to rlm@516: specifiy the length of the touch feelers. The default is $0.1$, rlm@516: and this is generally sufficient. rlm@516: rlm@516: The touch UV should contain white pixels for each touch sensor. rlm@516: rlm@516: Here is an example touch-uv map that approximates a human finger, rlm@516: and its corresponding model. rlm@516: rlm@516: #+caption: This is the tactile-sensor-profile for the upper segment rlm@516: #+caption: of a fingertip. It defines regions of high touch sensitivity rlm@516: #+caption: (where there are many white pixels) and regions of low rlm@516: #+caption: sensitivity (where white pixels are sparse). rlm@516: #+name: guide-fingertip-UV rlm@516: #+ATTR_LaTeX: :width 9cm :placement [H] rlm@516: [[./images/finger-UV.png]] rlm@516: rlm@516: #+caption: The fingertip UV-image form above applied to a simple rlm@516: #+caption: model of a fingertip. rlm@516: #+name: guide-fingertip rlm@516: #+ATTR_LaTeX: :width 9cm :placement [H] rlm@516: [[./images/finger-2.png]] rlm@516: rlm@516: *** Propriocepotion rlm@516: rlm@516: Proprioception is tied to each joint node -- nothing special must rlm@516: be done in a blender model to enable proprioception other than rlm@516: creating joint nodes. rlm@516: rlm@516: *** Muscles rlm@516: rlm@516: Muscles are created by creating an empty node named =muscles= and rlm@516: then creating any number of empty child nodes to represent your rlm@516: creature's muscles. rlm@516: rlm@516: rlm@516: Muscle nodes should have the following metadata under the rlm@516: ``muscle'' label: rlm@516: rlm@516: #+BEGIN_EXAMPLE rlm@516: rlm@516: #+END_EXAMPLE rlm@516: rlm@516: Muscles should also have a ``strength'' metadata entry describing rlm@516: the muscle's total strength at full activation. rlm@516: rlm@516: Muscle profiles are simple images that contain the relative amount rlm@516: of muscle power in each simulated alpha motor neuron. The width of rlm@516: the image is the total size of the motor pool, and the redness of rlm@516: each neuron is the relative power of that motor pool. rlm@516: rlm@516: While the profile image can have any dimensions, only the first rlm@516: line of pixels is used to define the muscle. Here is a sample rlm@516: muscle profile image that defines a human-like muscle. rlm@516: rlm@516: #+caption: A muscle profile image that describes the strengths rlm@516: #+caption: of each motor neuron in a muscle. White is weakest rlm@516: #+caption: and dark red is strongest. This particular pattern rlm@516: #+caption: has weaker motor neurons at the beginning, just rlm@516: #+caption: like human muscle. rlm@516: #+name: muscle-recruit rlm@516: #+ATTR_LaTeX: :width 7cm :placement [H] rlm@516: [[./images/basic-muscle.png]] rlm@516: rlm@516: Muscles twist the nearest physical object about the muscle node's rlm@516: Z-axis. I recommend using the ``Single Arrow'' display mode for rlm@516: muscles and using the right hand rule to determine which way the rlm@516: muscle will twist. To make a segment that can twist in multiple rlm@516: directions, create multiple, differently aligned muscles. rlm@516: rlm@516: ** =CORTEX= API rlm@516: rlm@516: These are the some functions exposed by =CORTEX= for creating rlm@516: worlds and simulating creatures. These are in addition to rlm@516: jMonkeyEngine3's extensive library, which is documented elsewhere. rlm@516: rlm@516: *** Simulation rlm@516: - =(world root-node key-map setup-fn update-fn)= :: create rlm@516: a simulation. rlm@516: - /root-node/ :: a =com.jme3.scene.Node= object which rlm@516: contains all of the objects that should be in the rlm@516: simulation. rlm@516: rlm@516: - /key-map/ :: a map from strings describing keys to rlm@516: functions that should be executed whenever that key is rlm@516: pressed. the functions should take a SimpleApplication rlm@516: object and a boolean value. The SimpleApplication is the rlm@516: current simulation that is running, and the boolean is true rlm@516: if the key is being pressed, and false if it is being rlm@516: released. As an example, rlm@516: #+BEGIN_SRC clojure rlm@516: {"key-j" (fn [game value] (if value (println "key j pressed")))} rlm@516: #+END_SRC rlm@516: is a valid key-map which will cause the simulation to print rlm@516: a message whenever the 'j' key on the keyboard is pressed. rlm@516: rlm@516: - /setup-fn/ :: a function that takes a =SimpleApplication= rlm@516: object. It is called once when initializing the simulation. rlm@516: Use it to create things like lights, change the gravity, rlm@516: initialize debug nodes, etc. rlm@516: rlm@516: - /update-fn/ :: this function takes a =SimpleApplication= rlm@516: object and a float and is called every frame of the rlm@516: simulation. The float tells how many seconds is has been rlm@516: since the last frame was rendered, according to whatever rlm@516: clock jme is currently using. The default is to use IsoTimer rlm@516: which will result in this value always being the same. rlm@516: rlm@516: - =(position-camera world position rotation)= :: set the position rlm@516: of the simulation's main camera. rlm@516: rlm@516: - =(enable-debug world)= :: turn on debug wireframes for each rlm@516: simulated object. rlm@516: rlm@516: - =(set-gravity world gravity)= :: set the gravity of a running rlm@516: simulation. rlm@516: rlm@516: - =(box length width height & {options})= :: create a box in the rlm@516: simulation. Options is a hash map specifying texture, mass, rlm@516: etc. Possible options are =:name=, =:color=, =:mass=, rlm@516: =:friction=, =:texture=, =:material=, =:position=, rlm@516: =:rotation=, =:shape=, and =:physical?=. rlm@516: rlm@516: - =(sphere radius & {options})= :: create a sphere in the simulation. rlm@516: Options are the same as in =box=. rlm@516: rlm@516: - =(load-blender-model file-name)= :: create a node structure rlm@516: representing that described in a blender file. rlm@516: rlm@516: - =(light-up-everything world)= :: distribute a standard compliment rlm@516: of lights throught the simulation. Should be adequate for most rlm@516: purposes. rlm@516: rlm@516: - =(node-seq node)= :: return a recursuve list of the node's rlm@516: children. rlm@516: rlm@516: - =(nodify name children)= :: construct a node given a node-name and rlm@516: desired children. rlm@516: rlm@516: - =(add-element world element)= :: add an object to a running world rlm@516: simulation. rlm@516: rlm@516: - =(set-accuracy world accuracy)= :: change the accuracy of the rlm@516: world's physics simulator. rlm@516: rlm@516: - =(asset-manager)= :: get an /AssetManager/, a jMonkeyEngine rlm@516: construct that is useful for loading textures and is required rlm@516: for smooth interaction with jMonkeyEngine library functions. rlm@516: rlm@516: - =(load-bullet)= :: unpack native libraries and initialize rlm@516: blender. This function is required before other world building rlm@516: functions are called. rlm@516: rlm@516: *** Creature Manipulation / Import rlm@516: rlm@516: - =(body! creature)= :: give the creature a physical body. rlm@516: rlm@516: - =(vision! creature)= :: give the creature a sense of vision. rlm@516: Returns a list of functions which will each, when called rlm@516: during a simulation, return the vision data for the channel of rlm@516: one of the eyes. The functions are ordered depending on the rlm@516: alphabetical order of the names of the eye nodes in the rlm@516: blender file. The data returned by the functions is a vector rlm@516: containing the eye's /topology/, a vector of coordinates, and rlm@516: the eye's /data/, a vector of RGB values filtered by the eye's rlm@516: sensitivity. rlm@516: rlm@516: - =(hearing! creature)= :: give the creature a sense of hearing. rlm@516: Returns a list of functions, one for each ear, that when rlm@516: called will return a frame's worth of hearing data for that rlm@516: ear. The functions are ordered depending on the alphabetical rlm@516: order of the names of the ear nodes in the blender file. The rlm@516: data returned by the functions is an array PCM encoded wav rlm@516: data. rlm@516: rlm@516: - =(touch! creature)= :: give the creature a sense of touch. Returns rlm@516: a single function that must be called with the /root node/ of rlm@516: the world, and which will return a vector of /touch-data/ rlm@516: one entry for each touch sensitive component, each entry of rlm@516: which contains a /topology/ that specifies the distribution of rlm@516: touch sensors, and the /data/, which is a vector of rlm@516: =[activation, length]= pairs for each touch hair. rlm@516: rlm@516: - =(proprioception! creature)= :: give the creature the sense of rlm@516: proprioception. Returns a list of functions, one for each rlm@516: joint, that when called during a running simulation will rlm@516: report the =[headnig, pitch, roll]= of the joint. rlm@516: rlm@516: - =(movement! creature)= :: give the creature the power of movement. rlm@516: Creates a list of functions, one for each muscle, that when rlm@516: called with an integer, will set the recruitment of that rlm@516: muscle to that integer, and will report the current power rlm@516: being exerted by the muscle. Order of muscles is determined by rlm@516: the alphabetical sort order of the names of the muscle nodes. rlm@516: rlm@516: *** Visualization/Debug rlm@516: rlm@516: - =(view-vision)= :: create a function that when called with a list rlm@516: of visual data returned from the functions made by =vision!=, rlm@516: will display that visual data on the screen. rlm@516: rlm@516: - =(view-hearing)= :: same as =view-vision= but for hearing. rlm@516: rlm@516: - =(view-touch)= :: same as =view-vision= but for touch. rlm@516: rlm@516: - =(view-proprioception)= :: same as =view-vision= but for rlm@516: proprioception. rlm@516: rlm@516: - =(view-movement)= :: same as =view-vision= but for rlm@516: proprioception. rlm@516: rlm@516: - =(view anything)= :: =view= is a polymorphic function that allows rlm@516: you to inspect almost anything you could reasonably expect to rlm@516: be able to ``see'' in =CORTEX=. rlm@516: rlm@516: - =(text anything)= :: =text= is a polymorphic function that allows rlm@516: you to convert practically anything into a text string. rlm@516: rlm@516: - =(println-repl anything)= :: print messages to clojure's repl rlm@516: instead of the simulation's terminal window. rlm@516: rlm@516: - =(mega-import-jme3)= :: for experimenting at the REPL. This rlm@516: function will import all jMonkeyEngine3 classes for immediate rlm@516: use. rlm@516: rlm@516: - =(display-dialated-time world timer)= :: Shows the time as it is rlm@516: flowing in the simulation on a HUD display. rlm@516: rlm@516: rlm@516: