PereGaea

Laslo Godel


VISION



We don't really know quite what senses the Dynism might eventually evolve, whether they will include those we are familiar with such as vision, sound, smell; or others entirely beyond our ability to imagine. But let's assume for the sake of simplicity that it will acquire the sense of vision, and concentrate our attention on that exclusively. Although it may well become the Dynism's most complex sense, it will at least by its nature be easier to illustrate. 

To begin, let's assume that the Dynism has by now extended its simple photocell into a hemispherical `retina' made up of hundreds of them. However, as well as registering the actual brightness of the light they receive, the cells now also register sudden changes in it. If an object moves in such a way as to produce such a sudden change, a reflex uses the retinal positions of the cells that detect it to turn the Dynism towards the object and move it in its direction.


This reflex eventually leads to the Dynism evolving a new mechanism we'll dignify with the name `Visual Processor'. Through a `gang-switching' sub-mechanism, this centers an 8 x 8 array on any stimulated such cell or group of cells and extracts an 8x8 Input Pattern from them. 
These cells now also become sensitive to eight different levels of light intensity, which we'll call `tones'. Each cell must be at least 50% covered by a particular tone to register that tone, otherwise it will register no tone at all. The Processor can now extract eight Input Patterns from the same part of the Dynism's visual field, one for each tonal level. 
To illustrate, let's imagine that the continuous shading a sphere reveals to our eye when it is illuminated by a point source can be translated into eight tonal `stimuli' something like this:

We'll also imagine that a Retinal Array happens to capture such a sphere to extract a crude eight-tone image. The Visual Processor can then extract a set of eight Input Patterns, one for each tone. As you can see, the first pattern captures the tone of the background, the others the tonal stimuli of the larger sphere only. Those of the smaller sphere do not cover enough of each retinal call to register, Since each Pattern can only consist of black and white squares, the Processor must attach `Tone Flags' to them that records each tonal level. These Tone Flags are nothing more than three-place digital numbers like those we saw earlier; I'll come back to how they are used later on.

 

The Dynism now attempts to identify the object by matching the Input Patterns to Templates as before. However, in order to match like with like, it must `standardize' both by forming them according to certain rules. These are: 


 
RULE 1: There can be only one pattern per frame. Black squares singly or in groups not attached to the pattern by at least one side or corner are deleted. 


RULE 2: A pattern must fit its `frame' with respect to at least one dimension. As you can see in this example, the Dynism will have to move closer to the `target' object to extract an Input that fits in this way.

RULE 3: Patterns must be centered. Those that are an odd number of squares wide or high will be biased to the left or bottom of the frame respectively. 


RULE 4: Any white squares fully enclosed by black squares will themselves be converted into black squares. Such squares represent stimuli in other tones and will have their own patterns extracted from them.


In order to conform to Rules 2 and 3, the Dynism must usually be moving either directly toward or away from a stimulus. Indeed, just as most terrestrial sharks must keep swimming to keep breathing, the Dynism must keep moving to keep seeing. To keep the stimulus centered in its retina, it continuously extracts `trial' patterns as it goes. A Reflex Loop can then alter the Dynism's angle of approach according to the positions of these patterns within their frames.



The Dynism begins to minimize the need for `perceptual motion' by subdividing its retina into a much larger number of tinier cells. The Processor can then gang-switch these into groups of four, eight, 16 or even larger powers of two to correspondingly double, quadruple, or otherwise increase the size of an array. It can then extract a pattern from a stimulus at several distances, though some motion may be needed for an exact fit at points in between.

To reduce the need for motion further, the retina sub-divides into much larger numbers of tinier cells still. However, smaller cells on an external retina entails greater risk of damage from the environment. So let's assume at this point that the mantle of `Dynism' is now taken over by another species that solves this problem by evolving an eye with a single lens and an internal retina. Although this produces an inverted image on the retina, matching is not affected since the Templates are simply stored in its ROM the same way.

The advantages of this eye are considerable. For instance, instead of the arrays being gang-switched across the retinal surface to capture a stimulus, a Centering Reflex responding to a light fluctuation can move the entire eye to place the stimulus in the center of its retina. This allows the retinal arrays to remain stationary so that they form a set of Chinese Boxes, one inside the other. The largest, Box 0, subtends an arc we'll assume for the sake of illustration to be 128 degrees. Box 1 subtends an arc of 64 degrees, Box 2 32 degrees, and so on down to Box 7 which subtends an arc of just one degree. As you can see, the center 16 cells of each Box are each made up of four smaller cells from the Box within it acting in unison.


To be able to fit a stimulus closely enough to eliminate the need for motion entirely, the photocells from which each Box is made are themselves formed from 32x32 arrays of subcells. These allow a Box to shrink to nearly half its size half a cell at a time to fit a stimulus. It only need shrink to this size since capturing smaller stimuli is the role of the immediately smaller Box, the inner colored square. To ensure a stimulus does not extend beyond its boundaries, it also extracts a trial 32x32 pattern derived from the subcells themselves, then checks that this is wholly contained within the outer colored square. The two colored squares therefore define a `Limit Zone' (yellow) within which a stimulus must fit in at least one dimension before the Box can extract an Input Pattern from it.




Since the Input Patterns the Boxes extract represent images, not numbers, they must be nearest-matched in Analogue fashion, not Digital. This raises an interesting problem. As you can see here, a visual stimulus might be partly obscured either by a single large stimulus, or several very small ones. In order to reduce the chances of a mismatch, should a comparator select the template in which the mismatched squares are distributed evenly over the template, or one in which they are concentrated in contiguous bunches?

As it happens it doesn't matter, the comparator can just select the first match it encounters as before. In order to explain why though, we'll need to look at another problem: How does the Dynism determine whether a stimulus has been presented by the object that normally presents it and not some other? Responding to false stimuli not only wastes energy, it may place the Dynism in jeopardy. 
 


When an object presents a stimulus, it usually presents certain other stimuli adjacent to it or in the near vicinity. When the Dynism matches a pattern to a template with an output therefore, it must also as a `double check' match the patterns from at least one other such stimulus before it copies that output to its effectors. We'll call the mechanism that performs this operation an `Identifier'.


But before we can look at how this works in any detail, the Dynism must first acquire a few more mechanisms.


 
At this stage in its evolution a Dynism may only be able to match a few of the stimuli an object might present. To illustrate, let's imagine one of its Prey species actually looks like this (albeit somewhat contrived) object. As you can see, the further away its stimuli lie from its center, the more distorted they become. The Dynism can therefore only match the center ones - unless it evolves predistorted Templates for the others. Also, several `stimuli' that we see as `complete' are bisected by the tones of the underlying sphere, preventing the Dynism from matching them. Others may be common to other objects, so that they can't be used as `identifiers' even when they are successfully matched. The three stimuli here may well be the only ones that will allow the Dynism to Identify the object as a member of a particular Prey species. 

In order to capture any set of identifying stimuli quickly enough to identify a Predator species, the Dynism's eye must become able to extract patterns from several stimuli simultaneously. A Reflex Loop may evolve to move the eye in `raster scan' fashion over its Visual Field, but such an eye would quickly be superseded by one that scans the Boxes across the retina instead, just as its external-retina predecessor did.


 
They needn't scan it in its entirety however, each Box need only scan its immediately larger one. When it completes its scan, it moves to the center of the Retina so that the next smaller Box can in turn scan within it like this:

 
As you can see, each displacement vertically or horizontally is equal to one square of the smaller Box. The Processor therefore attempts to extract a pattern each time the Box's center arrives at each of the 81 `scan-points' its larger Box contains. This gives the Dynism a good chance of extracting sufficient Identifying patterns from whatever object its eye may center itself on. 

How though can such a scanning Retinal Box adjust its size to fit the stimulus? This would surely make the Retina impossibly complex and the pattern extraction process once again lethally slow.


The Visual Processor must therefore take over as many of the functions of the Retinal Box as possible. When the Retinal Boxes stop at their scan-points, they no longer either shrink or extract patterns. Instead they copy whatever image fragments they receive direct to a stationary `Centering Box' within the Processor itself. The sole task of this Box is to fit itself to a stimulus in the way we saw earlier. If it succeeds, it copies the stimulus to a `Virtual Box', which then does the actual Input Pattern extraction ready for matching to a Template.

 

 
Moving the processing from the Retina to the Processor also allows the latter to acquire a few extra mechanisms to improve and speed up its operation.

 
For instance, the Dynism will need far fewer ROM templates if the Centering Box can assume rectangular shapes to fit stimuli longer in one dimension than the other. This means all patterns will now extend to all four sides of their frames, allowing tilted stimuli a better chance of being matched. The extent to which the Box has been `stretched' - and the direction - will be recorded in a Proportion Flag. Again we will come back to the subject of how such Flags are used later on. 


We can now return to the Dynism's Identifier. Up until now the Dynism has only been able to respond to visual stimuli, not `objects' as we understand the term. In order to identify objects on PereGaea, the Dynism must now also be able to recognize specific spatial relationships between visual stimuli. We will use the word `object' to describe these relationships, though this is not intended to be a definition of what objects `are' to us. Object Identification will also allow the Dynism to detect shape or configurational changes in an object, as well as its size and orientation. It can then modify its response to an object according to these `attributes'.

To illustrate how this new Object Identifier works, let's imagine that the Dynism's field of view now encompasses this segment of PereGaea's Ocean - which perhaps owes more to Joan Miró than Earth. The cubic object, in moving into this position here, produced a light fluctuation which caused the Dynism's eye to center its Retinal Boxes on it. This allows the smallest Box I've drawn here to capture most of the Cube's undistorted identifying stimuli as it scans within its larger one. All the other boxes, where they capture valid stimuli at all, will probably only capture unidentifiable ones; the sphere tonings in the case of the larger, or the Cube's fine surface details in the case of the smaller.


 
 

Again through the experience of Evolution, all the Stimulus Templates in the ROM now acquire Object Number Flags. Those that belong to the same object each have the same Number. To keep things simple we will assume that these Numbers have four digital places so that the Dynism will be able to distinguish between 16 objects. I'll also represent them using symbols in squares rather than actual Numbers.

Also, the Dynism acquires a new kind of RAM memory we'll call an `Object RAM'. This stores the position in the Retina a Scanning Box stops at when a stimulus is successfully matched. Indeed you could think of the Object RAM as mapping onto the Retina. 


Now, when a Retinal Scan completes, the Identifier examines the Object RAM for patterns with identical Object Numbers.


 If it finds a `Minimum Set' of them with the same Number, perhaps three or four depending on the Object, the Identifier then attempts to match their configuration directly to an Object Template like the one below. 
 
Notice that while it is an 8x8 template like all the others we have so far seen, it is not `shrunk' onto a stimulus `group' in the same way. Firstly all Stimulus Templates with Object Numbers must also acquire individual Stimulus Numbers (represented here by the color within the Object Number squares), both are then recorded in the cells of each Object Template. The centermost such cell is now centered on the corresponding Stimulus Template in the Object RAM, its size is then used to determine that of the Object Template. If a match is found the Dynism can then react to the object, otherwise other Object Templates can be tried. Boundaries between different size Boxes are ignored. 



One major advantage of Identifying objects rather than stimuli is that, when an object is partly obscured by another, a Dynism may still detect sufficient visual stimuli to Identify and respond to it. 


Also, as we saw earlier, certain stimuli may be presented by more than one object. This is especially the case with `universal' shapes like squares, disks and triangles These can however be used to identify objects containing them if their relative positions are unique. Such universal stimuli will then acquire corresponding `universal' Stimulus Numbers, just as their three-dimensional equivalents like cubes, spheres and pyramids will acquire a universal Object Numbers. Dynisms are not at this stage however able to identify objects like `rocks' or `cliffs', they can only identify self-reproducing species likely to also contain unique stimuli such as its Predators or Prey.




We can now return to the subject of Attribute Flags like the Proportion and Rotation ones we saw earlier, as well as introduce some new ones.


The Dynism's ability to match a stimulus independently of its distance, oddly enough, prevents it from determining that distance. And to make things even worse, if the Dynism cannot determine distance, it cannot determine size, which it must be able to do to match Object Templates in the way I have just described.


 
Let's assume that most PereGaean objects, like many on Earth, tend to have limited size ranges. More advanced Dynisms can then in effect `learn' their sizes via the experience of evolution and attach Size Flags to all their ROM templates. It can then use these to determine distance.

Like the Boxes, the Numbers of these Flags range from 0 to 7. If a Stimulus fills the largest Box, Box 0, at a single unit of distance based on the focal length of the eye's lens like this, it will have a `zero' Size Flag attached to it. If this stimulus is then moved to two such Units, it will then fill Box One, and if it moves to four, then Box Two.

 
Conversely, a Size Three stimulus will fill Box 3 at Distance One, a Size Two will fill it at Distance 2, Size 1 at Distance 4, and so on. The smallest stimulus the Dynism can perceive, a Size Seven, can only have a pattern extracted from it if it is no more than one Unit away from the lens of its eye.

 
Now, when the Visual Processor extracts a Pattern from a stimulus, it also attaches a `Box' Number Flag to it to indicate which Box was used to extract it. A Distance `Tester' can compare this Flag to the one attached to the Template it is matched to and extract a `difference' Number Flag. If a stimulus's Box Flag is smaller than its Size Flag it is a short distance away; if the Flag is larger the stimulus is distant. Difference Flags therefore become Distance Flags.


Another problem the Dynism now overcomes to at least some extent is matching stimuli that have been rotated relative to its line of sight. As this drawing shows however, the Dynism need only evolve a few rotated templates for each stimulus, in this case perhaps only 1, 3, and 5, with little risk of mismatch. It may also only need them for those stimuli most significant to it. Rotation Flags are also added to these Templates so that the extent of a stimulus's rotation can be recorded.

 
This capability then evolves into one that allows a Dynism to determine an object's orientation. As I said earlier, certain objects will contain stimuli that are more significant to the Dynism than others. Obviously such an object must be oriented the right way before before the Dynism can perceive and respond to such stimuli, and up until now this has been a matter of chance. Those Dynisms that evolve the ability to reorient objects or adjust their own spatial position to reveal such stimuli will acquire an important evolutionary advantage.

When an object rotates around the x or y axes, various stimuli come into view, undergo certain changes determined by the object's three-dimensional shape, then disappear. The flexibility of the Dynism's nearest-matching system permits a stimulus to alter in shape to some extent before the pattern extracted from it will be mismatched.

Let's suppose an object can be enclosed in a spherical grid made of 18 near-equal `domains' like this at some arbitrary orientation. These grid lines represent the boundaries beyond which alternate templates for a particular stimulus become necessary. I've also shown how this odd-looking spherical grid would appear pole-on so you can see its `logic' a little more clearly.

The Dynism evolves its orientation-sensing capability by acquiring an Object Template for each grid domain. Each such Template has an Orientation Flag attached to it.

Looking now at all the Attribute Flags we have now so far seen, each Object Template may come to have several `Attribute Flags' attached to it; size, distance, rotation, orientation, and the Tone and Proportion Flags we saw earlier. A Flag Tester can then use these Flags to select between the several Output Patterns that may now be attached to an Object Template.

 
Dynisms can respond either to a stimulus or an entire object. It may for instance flee from a Predator whatever stimulus it presents, but select its response to a Prey according to whether its eye happens to fall upon a defensive mechanism, or some kind of defensive shield. The Dynism in effect behaves as if it were `applying' a Production Rule to determine how to respond to an object in a particular circumstance. In other words, it is as if the Dynism's ROM was made up of constructs like this:

 
Indeed from now on I will refer to such multiple Output sets as Production Rules. It will make some things easier to explain later on.

It's worth noting that all the Dynism's Patterns, Templates, Attribute Flags and Object RAM are basically just numbers, Its Visual Processors can therefore be similar to Earth's microprocessors, which are especially good at handling numbers. If the Dynism can process them quickly enough, it can respond to threats and opportunities from its environment in the fastest possible time. However they are still relatively crude and error-prone, so Dynisms will continue to need a high-enough reproduction rate to enable the species to survive. We will now spend a little time looking at how refinements to its visual sense might evolve.


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