Self-governing artificial creatures open a new chapter in
advanced robotics research.
My underwater guide is Demetri Terzopoulos,
professor in the artificial intelligence group at the University of Toronto and fellow of
the Canadian Institute for Advanced Research. With his students, Xiaoyuan Tu, Radek Grzeszczuk,
and Tamer Rabie, Terzopoulos has created an undersea arena inhabited by
functional, highly capable creatures. Tu, working with her mentor for over two
years on the project, has been instrumental in creating this unique marine
environment.
Here we find five highly authentic species, including angelfish, butterfly
fish, clown fish, surgeonfish, and leopard sharks.
But these creatures do not exist in three-dimensional space, the undersea
world has no reality, and behaviors, though lifelike, are not intended to
precisely mimic those of a particular species. Instead, each creature has a
virtual existence, being represented by patterns of electrons racing through the
silicon circuitry of a small but powerful computer.
The textured, colorful images of the active denizens of the fish world are
reminiscent of the realistic, animated images of the Tyrannosaurus and
Velociraptors in the film version of Michael Crichton's science fiction novel
Jurassic Park. Yet as realistic looking as they may be, the dinosaurs of
Jurassic Park are mere graphic puppets that require highly skilled human
animators to plot their motions from one second to the next. In contrast, each
fish in this community, known as ARTIFICIAL FISH, exists as an independent,
self-governing computer program.
None of the action here is programmed in advance. When the program is
initiated, the operator specifies only which fish are present and their initial
locations. The creatures do the rest. Tu, who designed the behavior system,
emphasizes that each fish is an autonomous agent, with actions driven by unique
perceptions, instincts, and experiences. Each agent responds to a hierarchy of
needs, and its brain considers the urgency of each situation. If there is an
obstacle in the way, the fish will avoid it at all costs, as a collision could
be fatal. Next come threats to survival, such as predators. If the need for food
has been satisfied and no predators are in sight, it might check out another
fish, perhaps a potential mate. Such autonomy is an important part of what
distinguishes the fish from their Jurassic Park counterparts.
Development of the aquatic ecosystem embodied by ARTIFICIAL FISH marks a
milestone in efforts to simulate living systems in computers. There is far more
to this software than you would find in a video game.
To create fully autonomous fishes that exhibit a large repertoire of lifelike
behaviors, the team has assembled_and, where necessary, invented_a large
collection of innovative software techniques.
Some of this work parallels advanced research in robotics, with one important
feature being the construction of individuals whose acute computer vision can
sense relevant aspects of their environment [see ``Seeing-Eye Machines,'' T^he^
W^orld^ & I, June 1994, p. 189]. A second feature is the ability to rapidly
process those images in an artificial brain, sift out relevant features, and set
appropriate behavioral priorities. A third aspect is the development of
artificial muscles and streamlined bodies that can navigate with the agility and
grace of living fish. Fourth, each fish is a fully self-governing individual,
capable of independent responses to the challenges of its microenvironment.
Advanced roboticists might protest that these artificial creatures have no
physical reality. They have no impact on the real world and cannot be harnessed
to perform useful actions. But Terzopoulos and colleagues would correctly assert
that their virtual existence permits the fish to play an important and
significantly different role than their hulking mechanical cousins: They can
serve as a controlled reference to guide construction of a functional physical
system. The ARTIFICIAL FISH world is a virtual laboratory and so has all the
advantages derived from being able to simulate a complex system before
attempting to build a physical model. Freed from the minutiae that often plague
physical prototypes, the designers can set their sights as high as their
imagination takes them.
Once a working model is constructed in silicon it becomes feasible to cast
the model in metal and plastic, because the overall, holistic integration of the
components has already been accomplished. In this, the focus on software in the
ARTIFICIAL FISH world is part of a trend that is rapidly transforming most areas
of modern technology: the use of computer simulations to design and troubleshoot
hardware before it is even built.
Designing and building a robot that can move around, sense its environment,
and decide how to respond has proven to be much more difficult than was
envisioned some 30 years ago, when the field began to blossom. Hence
commercially successful robots tend to perform a limited movement repertoire
from a fixed position.
It is one thing to build a computer-driven robot that can be programmed to
weld the chassis of a car. The task is repetitive and predictable, the parts are
uniform, and both chassis and robot are anchored to the spot. It is quite
another to build a robot that moves about and encounters novel situations in the
real world.
A traditional approach to creating mobile robots has been to program them
with a response to every object and circumstance they are likely to encounter.
However, this approach places heavy burdens on the human programmer while
creating agents that are vulnerable to the vagaries of the real world. In the
United States, the NASA Ames Intelligent Mechanisms Group (IMG) has chosen to
build robots whose actions are guided by remote human operators responding to a
virtual display of the robot's environment. In July 1994, Dante II, a remote
guided robot developed at Carnegie-Mellon University, completed a successful
exploration of the Mount Spurr volcano in Alaska. A remote guided robot that
combines the highly capable Russian rover Marsokhod with sophisticated software
developed by the IMG is being developed for exploring the surface of Mars [see
``Robot's Gear Up to Invade Mars!'' T^he^ W^orld^ & I, February 1994, p.
196].
Rodney Brooks,
a director of research in the mobile robot lab at MIT, has taken a
nontraditional approach to the creation of fully autonomous robots. He has
provided his mobile robots with a number of simple ``reflexes'' that are
executed according to local perceptions and that interact to generate more
complex behaviors. For example, one of the simple programs ensures that the
robot can ``go down a corridor without hitting stuff.'' This is a radical
departure from the centralized, highly complex, memory-intensive symbolic
programming of the past.
Grzeszczuk has taken another approach to simplification of complex behavior.
He has imbued the denizens of ARTIFICIAL FISH with the capacity to learn from
their experiences. For efficient swimming, for example, the fish learn_by trial
and error_how to coordinate their muscles, much like a human baby learns to
walk. This circumvents the need for a detailed instruction set to accomplish
complex behaviors in diverse environments.
Terzopoulos describes a sort of ``shark training camp'' in which virtual
leopard sharks learn to gradually refine their movements and ultimately swim
with great efficiency. First, he says, ``You define a goal_efficient swimming
motions_and specify the sets of muscles to be controlled.'' Then you need a way
to select for improvements in swimming motion. The algorithms (computer
instructions) for trial-and-error learning can be visualized as a sort of
miniature, three-dimensional ``fitness landscape,'' with rolling hills and peaks
and valleys. The valleys represent efficient swimming behavior, that is, the
least effort for the most speed and distance, as represented by equations of
motion. Each swimming attempt can be viewed as a marble that comes to rest at a
local minimum_low effort with high mobility_on the landscape. In each learning
attempt, you ``jiggle the marbles,'' says Terzopoulos: The programmer encourages
the marbles to roll into lower valleys without undoing the learning that has
already been accomplished.
The group showed me a video display in which the oldest, most experienced
sharks were swimming with a beautiful, sinusoidal motion, while the ``newbies''
were still flailing around without getting anywhere. With the pride of
paternity, Terzopoulos says, ``Whether or not this is the way that real fish
learn to locomote is beside the point. The important point is that it is now
possible to program a machine to learn how to move efficiently, without the need
to explicitly tell it how to do so.''
The speed with which visual images can be processed is one of the chief
limitations for autonomous robots. For this reason, simplification of those
images has become the goal of Rabie, who has given the fish a simplified
computer vision system to save on unnecessary computation. The fish have a
high-resolution view of their world only at the center of their visual field,
the fovea, much as we do. Peripheral vision is at lower resolution, which makes
visual responses much faster. Images are processed by the brain and direct the
eyes to focus where the action is_much like the real eyes of other vertebrates,
such as ourselves.
Will ARTIFICIAL FISH always be confined to the virtual display of a computer
monitor? This would probably upset its benefactors; the work has been funded by
grants from the Natural Sciences and Engineering Research Council of Canada and
Precarn Associates. In Canada, as in other countries, funding agencies are
pushing for concrete applications that will advance industry and stimulate the
economy.
So I asked Terzopoulos, Tu, and Grzeszczuk why, as they now have a bug-free,
working virtual system that is based on physical laws, it would not be possible
to build a physical implementation of ARTIFICIAL FISH, with robotic individuals
that could actually swim_and, in general, act like a real fish_in a real body of
water? If swimming, learning, and autonomy could be realized in a physical
model, this could pave the way for the development of agile, intelligent
marine-transport vehicles.
In fact, the Toronto group firmly believes that autonomous underwater
vehicles, or AUVs, could
be built with existing technology. Terzopoulos also hastened to point out that
this is precisely the goal of a research team at MIT led by Michael Triantafyllou,
professor of ocean engineering. This group has succeeded in building a
prototypic piscine robot, dubbed RoboTuna. The long-term goal of this project: a
fully autonomous fish that ``we could throw into Boston Harbor, tell to go
somewhere, and have it come back,'' according to David Barrett, a graduate
student in ocean engineering who is developing RoboTuna for his doctoral thesis.
The engineers hope that such a fish could be a reality in about four years.
Meanwhile, Terzopoulos' group is laying the groundwork for a project it hopes
will bridge the gap between the piscine world and our own. ``People wonder why
we don't focus more on human behaviors and intelligence,'' says Terzopoulos.
Yet, human senses, movement options, and cognitive processes are an integrated
package of capabilities that lies far beyond the range of any robotic models
today.
Not being ready to tackle the full complexity of humans, Terzopoulos' group
instead is moving toward what it hopes will be a viable and publicly appealing
intermediate creation: a virtual mermaid. ``In developing a mermaid,'' says
Terzopoulos, ``we can build on our solid experience with fish and move gradually
into the much more complex realm of human behavior, facial expressions, and even
motivations.
``We humans are so critical of any model that attempts to represent human
characteristics that researchers have shied away from modeling humans too
precisely The hybrid virtual mermaid may be just what is needed to begin to
bridge the gap between advanced robotics and the human realm.''
As an air-breathing observer, you may contact the ARTIFICIAL FISH world
through the medium of a high-resolution video display. In so doing, you will
find a variety of colorful fish doing what fish do naturally. These animated
images, striking in their realism, are built up in the computer, starting with a
three-dimensional geometric body. Natural textures are extracted from
photographs and superimposed on the digital 3-D bodies. These images can then be
captured from any point of view in the virtual 3-D space as the fish go about
their business.
Though the computer graphics of ARTIFICIAL FISH are stunning, an even more
profound beauty lies beneath the surface. Reading through the scientific
description of this work that is currently in press, I was struck by the many
principles of physics and biology involved in the creation of each fish.
Xiaoyuan Tu, the creator of these physics-based, dynamic fish models, explained
that each fish has a set of virtual muscles that allows it to navigate with the
grace of a true aquatic creature, flexing its torso and controlling its fins; it
responds in real time to its inner drives and to obstacles or targets in its
immediate environment. The equations that describe the thrust of the fish's
muscles and the opposite force exerted by the water are indistinguishable from
equations that describe physical laws.
Even more impressive is the ``brain'' that Tu created for these artificial
creatures. There are instincts for avoidance, escape, schooling, eating, mating,
leaving, and wandering, as appropriate for both predators and prey. A
hierarchical ``intention generator'' is designed so that the fish will first
attend to collision avoidance and then to other priorities, such as predator
detection for prey, or vice versa. These fish respond appropriately to a variety
of survival needs and are able to prioritize, based on their inner drives,
capacity to learn, and subjective perceptions.
These fish also have been endowed with the capacity for group behaviors, but,
as in real life, these behaviors depend on individual capabilities. Species
endowed with the schooling instinct form larger collections and move together
when they meet. Once assembled, the school veers up or down, left or right in
concert, deftly avoiding underwater obstacles as it races through the virtual
3-D world. Each fish responds instantaneously to its neighbors, and the result
is a glittering dance of light. Yet there is no choreography here. There is no
leader. Each fish responds only to the visual cues that it alone perceives.
At the local level, the rules that govern schooling behavior are remarkably
simple, involving instincts such as ``speed up if there is only one neighbor
within two body lengths to your front and turn if there are fewer than two to
your side.'' Add two more rules (``swim at the standard speed and turn so you
match the average orientation of your neighbors'') and the schooling algorithms,
or computer instruction set, is complete.
Because each fish has also been endowed with the instinct to avoid underwater
obstacles at all costs, the school smoothly bifurcates when, for example, it
encounters a cylindrical object in its path. Such agile behavior would be of
great value in the field of robotics: Imagine, for example, a ``herd'' of
computer-controlled, driverless vehicles, or perhaps even an end to automotive
accidents and gridlock on the highways. Again, the value of virtual simulations
is that the principles involved in the design of such hardware can be explored
within the safety of the virtual laboratory.
So fishlike are these creatures that ichthyologists are intrigued. I asked
Terzopoulos if his creatures provide insights into the biological world. ``I
hadn't thought so at first,'' he replied, ``but several ichthyologists who have
seen the work seem to be excited by the possibility of testing theories using
the models_such as strategies for optimal foraging, or the relation of form to
function and locomotion. How might swimming be affected, for example, if we move
a fin forward on the body?'' --G.L. ##
David Freedman, Brainmakers, Simon
& Schuster, New York, 1994.
Raymond Kurzweil, The
Age of Intelligent Machines, MIT Press, Cambridge, Mass., 1992.
Mitchel Resnick, Turtles,
Termites, and Traffic Jams, MIT Press, Cambridge, Mass., 1995.
Michael and George Triantafyllou,
``An Efficient Swimming Machine,'' Scientific American, March 1995, pp. 64-70.
About the author: Gene Levinson directs research in the Microgenetics
laboratory of the Genetics and IVF Institute in Fairfax, Virginia, which offers
state-of-the-art medical services in the areas of human genetics and
infertility.
**World & I: a Washington Times periodical, available
at bookstores and libraries; color illustrations of Artificial Fish in the June
article.
Watch how those fish
behave when the school catches a glimpse of the shark,'' says my underwater
guide. In a moment, a leopard shark swims into view, and the smaller fish
scatter as they attempt to evade the hungry predator. Down below, a bright blue
and green predator closes in on its smaller prey.
All the species swim with
grace, propelled by muscles that flex against the opposing force of the water.
The leaves of an aquatic plant sway passively in the current produced as a large
butterfly fish swims by it. These marine denizens have been endowed by their
creators with binocular vision, with the two eyes seeing from slightly different
perspectives, just as in real fishes. Each individual has a ``brain,'' complete
with species-specific internal drives, or instincts, with which to negotiate the
challenges to its survival in this sometimes- violent world. The artificial
brains are also capable of rudimentary learning by trial and error [see
sidebar].
Virtually genuine fishes
A real-world challenge for robotics
Artificial intelligence
Looking to the future
Sidebar to Fishes of the Silicon Sea
How to Build a Fish
Additional Reading
Two brief addenda:
Gene Levinson
tel. 703-698-3902