Self-governing artificial creatures open a new chapter
in advanced robotics research.
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.
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.
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].
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.
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