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1 #+title: =CORTEX=
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2 #+author: Robert McIntyre
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3 #+email: rlm@mit.edu
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4 #+description: Using embodied AI to facilitate Artificial Imagination.
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5 #+keywords: AI, clojure, embodiment
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6 #+LaTeX_CLASS_OPTIONS: [nofloat]
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7
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8 * Empathy and Embodiment as problem solving strategieszzzzzzz
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9
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10 By the end of this thesis, you will have seen a novel approach to
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11 interpreting video using embodiment and empathy. You will have also
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12 seen one way to efficiently implement empathy for embodied
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13 creatures. Finally, you will become familiar with =CORTEX=, a system
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14 for designing and simulating creatures with rich senses, which you
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15 may choose to use in your own research.
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16
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17 This is the core vision of my thesis: That one of the important ways
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18 in which we understand others is by imagining ourselves in their
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19 position and emphatically feeling experiences relative to our own
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20 bodies. By understanding events in terms of our own previous
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21 corporeal experience, we greatly constrain the possibilities of what
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22 would otherwise be an unwieldy exponential search. This extra
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23 constraint can be the difference between easily understanding what
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24 is happening in a video and being completely lost in a sea of
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25 incomprehensible color and movement.
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26
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27 ** Recognizing actions in video is extremely difficult
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28
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29 Consider for example the problem of determining what is happening
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30 in a video of which this is one frame:
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31
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32 #+caption: A cat drinking some water. Identifying this action is
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33 #+caption: beyond the state of the art for computers.
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34 #+ATTR_LaTeX: :width 7cm
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35 [[./images/cat-drinking.jpg]]
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36
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37 It is currently impossible for any computer program to reliably
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38 label such a video as ``drinking''. And rightly so -- it is a very
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39 hard problem! What features can you describe in terms of low level
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40 functions of pixels that can even begin to describe at a high level
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41 what is happening here?
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42
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43 Or suppose that you are building a program that recognizes chairs.
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44 How could you ``see'' the chair in figure \ref{hidden-chair}?
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45
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46 #+caption: The chair in this image is quite obvious to humans, but I
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47 #+caption: doubt that any modern computer vision program can find it.
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48 #+name: hidden-chair
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49 #+ATTR_LaTeX: :width 10cm
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50 [[./images/fat-person-sitting-at-desk.jpg]]
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51
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52 Finally, how is it that you can easily tell the difference between
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53 how the girls /muscles/ are working in figure \ref{girl}?
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54
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55 #+caption: The mysterious ``common sense'' appears here as you are able
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56 #+caption: to discern the difference in how the girl's arm muscles
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57 #+caption: are activated between the two images.
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58 #+name: girl
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59 #+ATTR_LaTeX: :width 7cm
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60 [[./images/wall-push.png]]
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61
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62 Each of these examples tells us something about what might be going
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63 on in our minds as we easily solve these recognition problems.
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64
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65 The hidden chairs show us that we are strongly triggered by cues
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66 relating to the position of human bodies, and that we can determine
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67 the overall physical configuration of a human body even if much of
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68 that body is occluded.
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69
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70 The picture of the girl pushing against the wall tells us that we
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71 have common sense knowledge about the kinetics of our own bodies.
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72 We know well how our muscles would have to work to maintain us in
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73 most positions, and we can easily project this self-knowledge to
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74 imagined positions triggered by images of the human body.
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75
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76 ** =EMPATH= neatly solves recognition problems
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77
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78 I propose a system that can express the types of recognition
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79 problems above in a form amenable to computation. It is split into
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80 four parts:
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81
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82 - Free/Guided Play :: The creature moves around and experiences the
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83 world through its unique perspective. Many otherwise
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84 complicated actions are easily described in the language of a
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85 full suite of body-centered, rich senses. For example,
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86 drinking is the feeling of water sliding down your throat, and
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87 cooling your insides. It's often accompanied by bringing your
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88 hand close to your face, or bringing your face close to water.
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89 Sitting down is the feeling of bending your knees, activating
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90 your quadriceps, then feeling a surface with your bottom and
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91 relaxing your legs. These body-centered action descriptions
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92 can be either learned or hard coded.
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93 - Posture Imitation :: When trying to interpret a video or image,
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94 the creature takes a model of itself and aligns it with
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95 whatever it sees. This alignment can even cross species, as
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96 when humans try to align themselves with things like ponies,
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97 dogs, or other humans with a different body type.
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98 - Empathy :: The alignment triggers associations with
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99 sensory data from prior experiences. For example, the
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100 alignment itself easily maps to proprioceptive data. Any
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101 sounds or obvious skin contact in the video can to a lesser
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102 extent trigger previous experience. Segments of previous
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103 experiences are stitched together to form a coherent and
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104 complete sensory portrait of the scene.
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105 - Recognition :: With the scene described in terms of first
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106 person sensory events, the creature can now run its
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107 action-identification programs on this synthesized sensory
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108 data, just as it would if it were actually experiencing the
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109 scene first-hand. If previous experience has been accurately
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110 retrieved, and if it is analogous enough to the scene, then
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111 the creature will correctly identify the action in the scene.
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112
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113 For example, I think humans are able to label the cat video as
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114 ``drinking'' because they imagine /themselves/ as the cat, and
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115 imagine putting their face up against a stream of water and
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116 sticking out their tongue. In that imagined world, they can feel
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117 the cool water hitting their tongue, and feel the water entering
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118 their body, and are able to recognize that /feeling/ as drinking.
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119 So, the label of the action is not really in the pixels of the
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120 image, but is found clearly in a simulation inspired by those
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121 pixels. An imaginative system, having been trained on drinking and
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122 non-drinking examples and learning that the most important
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123 component of drinking is the feeling of water sliding down one's
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124 throat, would analyze a video of a cat drinking in the following
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125 manner:
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126
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127 1. Create a physical model of the video by putting a ``fuzzy''
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128 model of its own body in place of the cat. Possibly also create
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129 a simulation of the stream of water.
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130
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131 2. Play out this simulated scene and generate imagined sensory
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132 experience. This will include relevant muscle contractions, a
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133 close up view of the stream from the cat's perspective, and most
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134 importantly, the imagined feeling of water entering the
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135 mouth. The imagined sensory experience can come from a
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136 simulation of the event, but can also be pattern-matched from
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137 previous, similar embodied experience.
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138
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139 3. The action is now easily identified as drinking by the sense of
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140 taste alone. The other senses (such as the tongue moving in and
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141 out) help to give plausibility to the simulated action. Note that
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142 the sense of vision, while critical in creating the simulation,
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143 is not critical for identifying the action from the simulation.
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144
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145 For the chair examples, the process is even easier:
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146
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147 1. Align a model of your body to the person in the image.
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148
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149 2. Generate proprioceptive sensory data from this alignment.
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150
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151 3. Use the imagined proprioceptive data as a key to lookup related
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152 sensory experience associated with that particular proproceptive
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153 feeling.
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154
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155 4. Retrieve the feeling of your bottom resting on a surface, your
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156 knees bent, and your leg muscles relaxed.
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157
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158 5. This sensory information is consistent with the =sitting?=
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159 sensory predicate, so you (and the entity in the image) must be
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160 sitting.
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161
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162 6. There must be a chair-like object since you are sitting.
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163
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164 Empathy offers yet another alternative to the age-old AI
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165 representation question: ``What is a chair?'' --- A chair is the
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166 feeling of sitting.
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167
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168 My program, =EMPATH= uses this empathic problem solving technique
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169 to interpret the actions of a simple, worm-like creature.
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170
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171 #+caption: The worm performs many actions during free play such as
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172 #+caption: curling, wiggling, and resting.
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173 #+name: worm-intro
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174 #+ATTR_LaTeX: :width 15cm
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175 [[./images/worm-intro-white.png]]
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176
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177 #+caption: =EMPATH= recognized and classified each of these poses by
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178 #+caption: inferring the complete sensory experience from
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179 #+caption: proprioceptive data.
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180 #+name: worm-recognition-intro
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181 #+ATTR_LaTeX: :width 15cm
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182 [[./images/worm-poses.png]]
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183
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184 One powerful advantage of empathic problem solving is that it
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185 factors the action recognition problem into two easier problems. To
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186 use empathy, you need an /aligner/, which takes the video and a
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187 model of your body, and aligns the model with the video. Then, you
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188 need a /recognizer/, which uses the aligned model to interpret the
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189 action. The power in this method lies in the fact that you describe
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190 all actions form a body-centered viewpoint. You are less tied to
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191 the particulars of any visual representation of the actions. If you
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192 teach the system what ``running'' is, and you have a good enough
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193 aligner, the system will from then on be able to recognize running
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194 from any point of view, even strange points of view like above or
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195 underneath the runner. This is in contrast to action recognition
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196 schemes that try to identify actions using a non-embodied approach.
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197 If these systems learn about running as viewed from the side, they
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198 will not automatically be able to recognize running from any other
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199 viewpoint.
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200
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201 Another powerful advantage is that using the language of multiple
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202 body-centered rich senses to describe body-centerd actions offers a
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203 massive boost in descriptive capability. Consider how difficult it
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204 would be to compose a set of HOG filters to describe the action of
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205 a simple worm-creature ``curling'' so that its head touches its
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206 tail, and then behold the simplicity of describing thus action in a
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207 language designed for the task (listing \ref{grand-circle-intro}):
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208
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209 #+caption: Body-centerd actions are best expressed in a body-centered
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210 #+caption: language. This code detects when the worm has curled into a
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211 #+caption: full circle. Imagine how you would replicate this functionality
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212 #+caption: using low-level pixel features such as HOG filters!
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213 #+name: grand-circle-intro
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214 #+begin_listing clojure
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215 #+begin_src clojure
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216 (defn grand-circle?
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217 "Does the worm form a majestic circle (one end touching the other)?"
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218 [experiences]
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219 (and (curled? experiences)
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220 (let [worm-touch (:touch (peek experiences))
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221 tail-touch (worm-touch 0)
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222 head-touch (worm-touch 4)]
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223 (and (< 0.55 (contact worm-segment-bottom-tip tail-touch))
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224 (< 0.55 (contact worm-segment-top-tip head-touch))))))
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225 #+end_src
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226 #+end_listing
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227
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228
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229 ** =CORTEX= is a toolkit for building sensate creatures
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230
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231 I built =CORTEX= to be a general AI research platform for doing
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232 experiments involving multiple rich senses and a wide variety and
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233 number of creatures. I intend it to be useful as a library for many
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234 more projects than just this one. =CORTEX= was necessary to meet a
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235 need among AI researchers at CSAIL and beyond, which is that people
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236 often will invent neat ideas that are best expressed in the
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237 language of creatures and senses, but in order to explore those
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238 ideas they must first build a platform in which they can create
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239 simulated creatures with rich senses! There are many ideas that
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240 would be simple to execute (such as =EMPATH=), but attached to them
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241 is the multi-month effort to make a good creature simulator. Often,
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242 that initial investment of time proves to be too much, and the
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243 project must make do with a lesser environment.
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244
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245 =CORTEX= is well suited as an environment for embodied AI research
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246 for three reasons:
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247
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248 - You can create new creatures using Blender, a popular 3D modeling
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249 program. Each sense can be specified using special blender nodes
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250 with biologically inspired paramaters. You need not write any
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251 code to create a creature, and can use a wide library of
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252 pre-existing blender models as a base for your own creatures.
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253
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254 - =CORTEX= implements a wide variety of senses, including touch,
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255 proprioception, vision, hearing, and muscle tension. Complicated
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256 senses like touch, and vision involve multiple sensory elements
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257 embedded in a 2D surface. You have complete control over the
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258 distribution of these sensor elements through the use of simple
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259 png image files. In particular, =CORTEX= implements more
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260 comprehensive hearing than any other creature simulation system
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261 available.
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262
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263 - =CORTEX= supports any number of creatures and any number of
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264 senses. Time in =CORTEX= dialates so that the simulated creatures
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265 always precieve a perfectly smooth flow of time, regardless of
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266 the actual computational load.
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267
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268 =CORTEX= is built on top of =jMonkeyEngine3=, which is a video game
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269 engine designed to create cross-platform 3D desktop games. =CORTEX=
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270 is mainly written in clojure, a dialect of =LISP= that runs on the
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271 java virtual machine (JVM). The API for creating and simulating
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272 creatures and senses is entirely expressed in clojure, though many
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273 senses are implemented at the layer of jMonkeyEngine or below. For
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274 example, for the sense of hearing I use a layer of clojure code on
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275 top of a layer of java JNI bindings that drive a layer of =C++=
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276 code which implements a modified version of =OpenAL= to support
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277 multiple listeners. =CORTEX= is the only simulation environment
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278 that I know of that can support multiple entities that can each
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279 hear the world from their own perspective. Other senses also
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280 require a small layer of Java code. =CORTEX= also uses =bullet=, a
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281 physics simulator written in =C=.
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282
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283 #+caption: Here is the worm from above modeled in Blender, a free
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284 #+caption: 3D-modeling program. Senses and joints are described
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285 #+caption: using special nodes in Blender.
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286 #+name: worm-recognition-intro
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287 #+ATTR_LaTeX: :width 12cm
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288 [[./images/blender-worm.png]]
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289
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290 Here are some thing I anticipate that =CORTEX= might be used for:
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291
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292 - exploring new ideas about sensory integration
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293 - distributed communication among swarm creatures
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294 - self-learning using free exploration,
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295 - evolutionary algorithms involving creature construction
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296 - exploration of exoitic senses and effectors that are not possible
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297 in the real world (such as telekenisis or a semantic sense)
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298 - imagination using subworlds
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299
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300 During one test with =CORTEX=, I created 3,000 creatures each with
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301 their own independent senses and ran them all at only 1/80 real
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302 time. In another test, I created a detailed model of my own hand,
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303 equipped with a realistic distribution of touch (more sensitive at
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304 the fingertips), as well as eyes and ears, and it ran at around 1/4
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305 real time.
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306
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307 #+BEGIN_LaTeX
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308 \begin{sidewaysfigure}
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309 \includegraphics[width=9.5in]{images/full-hand.png}
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310 \caption{
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311 I modeled my own right hand in Blender and rigged it with all the
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312 senses that {\tt CORTEX} supports. My simulated hand has a
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313 biologically inspired distribution of touch sensors. The senses are
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314 displayed on the right, and the simulation is displayed on the
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315 left. Notice that my hand is curling its fingers, that it can see
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316 its own finger from the eye in its palm, and that it can feel its
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317 own thumb touching its palm.}
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318 \end{sidewaysfigure}
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319 #+END_LaTeX
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320
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321 ** Contributions
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322
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323 - I built =CORTEX=, a comprehensive platform for embodied AI
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324 experiments. =CORTEX= supports many features lacking in other
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325 systems, such proper simulation of hearing. It is easy to create
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326 new =CORTEX= creatures using Blender, a free 3D modeling program.
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327
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328 - I built =EMPATH=, which uses =CORTEX= to identify the actions of
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329 a worm-like creature using a computational model of empathy.
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330
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331 * Building =CORTEX=
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332
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333 ** To explore embodiment, we need a world, body, and senses
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334
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335 ** Because of Time, simulation is perferable to reality
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336
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337 ** Video game engines are a great starting point
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338
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339 ** Bodies are composed of segments connected by joints
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340
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341 ** Eyes reuse standard video game components
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342
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343 ** Hearing is hard; =CORTEX= does it right
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344
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345 ** Touch uses hundreds of hair-like elements
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346
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347 ** Proprioception is the sense that makes everything ``real''
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348
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349 ** Muscles are both effectors and sensors
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350
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351 ** =CORTEX= brings complex creatures to life!
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352
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353 ** =CORTEX= enables many possiblities for further research
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354
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355 * Empathy in a simulated worm
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356
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357 Here I develop a computational model of empathy, using =CORTEX= as a
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358 base. Empathy in this context is the ability to observe another
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359 creature and infer what sorts of sensations that creature is
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360 feeling. My empathy algorithm involves multiple phases. First is
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361 free-play, where the creature moves around and gains sensory
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362 experience. From this experience I construct a representation of the
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363 creature's sensory state space, which I call \Phi-space. Using
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364 \Phi-space, I construct an efficient function which takes the
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365 limited data that comes from observing another creature and enriches
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366 it full compliment of imagined sensory data. I can then use the
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367 imagined sensory data to recognize what the observed creature is
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368 doing and feeling, using straightforward embodied action predicates.
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369 This is all demonstrated with using a simple worm-like creature, and
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370 recognizing worm-actions based on limited data.
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371
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372 #+caption: Here is the worm with which we will be working.
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373 #+caption: It is composed of 5 segments. Each segment has a
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374 #+caption: pair of extensor and flexor muscles. Each of the
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375 #+caption: worm's four joints is a hinge joint which allows
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376 #+caption: about 30 degrees of rotation to either side. Each segment
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377 #+caption: of the worm is touch-capable and has a uniform
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378 #+caption: distribution of touch sensors on each of its faces.
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379 #+caption: Each joint has a proprioceptive sense to detect
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380 #+caption: relative positions. The worm segments are all the
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381 #+caption: same except for the first one, which has a much
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382 #+caption: higher weight than the others to allow for easy
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383 #+caption: manual motor control.
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384 #+name: basic-worm-view
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385 #+ATTR_LaTeX: :width 10cm
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386 [[./images/basic-worm-view.png]]
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387
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388 #+caption: Program for reading a worm from a blender file and
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389 #+caption: outfitting it with the senses of proprioception,
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390 #+caption: touch, and the ability to move, as specified in the
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391 #+caption: blender file.
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392 #+name: get-worm
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393 #+begin_listing clojure
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rlm@449
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394 #+begin_src clojure
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395 (defn worm []
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396 (let [model (load-blender-model "Models/worm/worm.blend")]
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397 {:body (doto model (body!))
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398 :touch (touch! model)
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399 :proprioception (proprioception! model)
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400 :muscles (movement! model)}))
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rlm@449
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401 #+end_src
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rlm@449
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402 #+end_listing
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403
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404 ** Embodiment factors action recognition into managable parts
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405
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406 Using empathy, I divide the problem of action recognition into a
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407 recognition process expressed in the language of a full compliment
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408 of senses, and an imaganitive process that generates full sensory
|
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409 data from partial sensory data. Splitting the action recognition
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410 problem in this manner greatly reduces the total amount of work to
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411 recognize actions: The imaganitive process is mostly just matching
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412 previous experience, and the recognition process gets to use all
|
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413 the senses to directly describe any action.
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414
|
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415 ** Action recognition is easy with a full gamut of senses
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416
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417 Embodied representations using multiple senses such as touch,
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418 proprioception, and muscle tension turns out be be exceedingly
|
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419 efficient at describing body-centered actions. It is the ``right
|
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420 language for the job''. For example, it takes only around 5 lines
|
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421 of LISP code to describe the action of ``curling'' using embodied
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422 primitives. It takes about 10 lines to describe the seemingly
|
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423 complicated action of wiggling.
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424
|
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425 The following action predicates each take a stream of sensory
|
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426 experience, observe however much of it they desire, and decide
|
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427 whether the worm is doing the action they describe. =curled?=
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428 relies on proprioception, =resting?= relies on touch, =wiggling?=
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429 relies on a fourier analysis of muscle contraction, and
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430 =grand-circle?= relies on touch and reuses =curled?= as a gaurd.
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431
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432 #+caption: Program for detecting whether the worm is curled. This is the
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433 #+caption: simplest action predicate, because it only uses the last frame
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434 #+caption: of sensory experience, and only uses proprioceptive data. Even
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435 #+caption: this simple predicate, however, is automatically frame
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436 #+caption: independent and ignores vermopomorphic differences such as
|
rlm@449
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437 #+caption: worm textures and colors.
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438 #+name: curled
|
rlm@449
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439 #+begin_listing clojure
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rlm@449
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440 #+begin_src clojure
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rlm@449
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441 (defn curled?
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rlm@449
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442 "Is the worm curled up?"
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443 [experiences]
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444 (every?
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445 (fn [[_ _ bend]]
|
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446 (> (Math/sin bend) 0.64))
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rlm@449
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447 (:proprioception (peek experiences))))
|
rlm@449
|
448 #+end_src
|
rlm@449
|
449 #+end_listing
|
rlm@449
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450
|
rlm@449
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451 #+caption: Program for summarizing the touch information in a patch
|
rlm@449
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452 #+caption: of skin.
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rlm@449
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453 #+name: touch-summary
|
rlm@449
|
454 #+begin_listing clojure
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rlm@449
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455 #+begin_src clojure
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rlm@449
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456 (defn contact
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457 "Determine how much contact a particular worm segment has with
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458 other objects. Returns a value between 0 and 1, where 1 is full
|
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459 contact and 0 is no contact."
|
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460 [touch-region [coords contact :as touch]]
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461 (-> (zipmap coords contact)
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462 (select-keys touch-region)
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463 (vals)
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464 (#(map first %))
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465 (average)
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466 (* 10)
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467 (- 1)
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468 (Math/abs)))
|
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469 #+end_src
|
rlm@449
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470 #+end_listing
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471
|
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472
|
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473 #+caption: Program for detecting whether the worm is at rest. This program
|
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474 #+caption: uses a summary of the tactile information from the underbelly
|
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475 #+caption: of the worm, and is only true if every segment is touching the
|
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476 #+caption: floor. Note that this function contains no references to
|
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477 #+caption: proprioction at all.
|
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478 #+name: resting
|
rlm@449
|
479 #+begin_listing clojure
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rlm@449
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480 #+begin_src clojure
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rlm@449
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481 (def worm-segment-bottom (rect-region [8 15] [14 22]))
|
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482
|
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483 (defn resting?
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rlm@449
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484 "Is the worm resting on the ground?"
|
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485 [experiences]
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486 (every?
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487 (fn [touch-data]
|
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488 (< 0.9 (contact worm-segment-bottom touch-data)))
|
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489 (:touch (peek experiences))))
|
rlm@449
|
490 #+end_src
|
rlm@449
|
491 #+end_listing
|
rlm@449
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492
|
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493 #+caption: Program for detecting whether the worm is curled up into a
|
rlm@449
|
494 #+caption: full circle. Here the embodied approach begins to shine, as
|
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495 #+caption: I am able to both use a previous action predicate (=curled?=)
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496 #+caption: as well as the direct tactile experience of the head and tail.
|
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497 #+name: grand-circle
|
rlm@449
|
498 #+begin_listing clojure
|
rlm@449
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499 #+begin_src clojure
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rlm@449
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500 (def worm-segment-bottom-tip (rect-region [15 15] [22 22]))
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501
|
rlm@449
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502 (def worm-segment-top-tip (rect-region [0 15] [7 22]))
|
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503
|
rlm@449
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504 (defn grand-circle?
|
rlm@449
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505 "Does the worm form a majestic circle (one end touching the other)?"
|
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506 [experiences]
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507 (and (curled? experiences)
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508 (let [worm-touch (:touch (peek experiences))
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509 tail-touch (worm-touch 0)
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510 head-touch (worm-touch 4)]
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511 (and (< 0.55 (contact worm-segment-bottom-tip tail-touch))
|
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512 (< 0.55 (contact worm-segment-top-tip head-touch))))))
|
rlm@449
|
513 #+end_src
|
rlm@449
|
514 #+end_listing
|
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515
|
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|
516
|
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|
517 #+caption: Program for detecting whether the worm has been wiggling for
|
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|
518 #+caption: the last few frames. It uses a fourier analysis of the muscle
|
rlm@449
|
519 #+caption: contractions of the worm's tail to determine wiggling. This is
|
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520 #+caption: signigicant because there is no particular frame that clearly
|
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521 #+caption: indicates that the worm is wiggling --- only when multiple frames
|
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522 #+caption: are analyzed together is the wiggling revealed. Defining
|
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523 #+caption: wiggling this way also gives the worm an opportunity to learn
|
rlm@449
|
524 #+caption: and recognize ``frustrated wiggling'', where the worm tries to
|
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|
525 #+caption: wiggle but can't. Frustrated wiggling is very visually different
|
rlm@449
|
526 #+caption: from actual wiggling, but this definition gives it to us for free.
|
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527 #+name: wiggling
|
rlm@449
|
528 #+begin_listing clojure
|
rlm@449
|
529 #+begin_src clojure
|
rlm@449
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530 (defn fft [nums]
|
rlm@449
|
531 (map
|
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532 #(.getReal %)
|
rlm@449
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533 (.transform
|
rlm@449
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534 (FastFourierTransformer. DftNormalization/STANDARD)
|
rlm@449
|
535 (double-array nums) TransformType/FORWARD)))
|
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536
|
rlm@449
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537 (def indexed (partial map-indexed vector))
|
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|
538
|
rlm@449
|
539 (defn max-indexed [s]
|
rlm@449
|
540 (first (sort-by (comp - second) (indexed s))))
|
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|
541
|
rlm@449
|
542 (defn wiggling?
|
rlm@449
|
543 "Is the worm wiggling?"
|
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|
544 [experiences]
|
rlm@449
|
545 (let [analysis-interval 0x40]
|
rlm@449
|
546 (when (> (count experiences) analysis-interval)
|
rlm@449
|
547 (let [a-flex 3
|
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|
548 a-ex 2
|
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549 muscle-activity
|
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550 (map :muscle (vector:last-n experiences analysis-interval))
|
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551 base-activity
|
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|
552 (map #(- (% a-flex) (% a-ex)) muscle-activity)]
|
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|
553 (= 2
|
rlm@449
|
554 (first
|
rlm@449
|
555 (max-indexed
|
rlm@449
|
556 (map #(Math/abs %)
|
rlm@449
|
557 (take 20 (fft base-activity))))))))))
|
rlm@449
|
558 #+end_src
|
rlm@449
|
559 #+end_listing
|
rlm@449
|
560
|
rlm@449
|
561 With these action predicates, I can now recognize the actions of
|
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562 the worm while it is moving under my control and I have access to
|
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|
563 all the worm's senses.
|
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564
|
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|
565 #+caption: Use the action predicates defined earlier to report on
|
rlm@449
|
566 #+caption: what the worm is doing while in simulation.
|
rlm@449
|
567 #+name: report-worm-activity
|
rlm@449
|
568 #+begin_listing clojure
|
rlm@449
|
569 #+begin_src clojure
|
rlm@449
|
570 (defn debug-experience
|
rlm@449
|
571 [experiences text]
|
rlm@449
|
572 (cond
|
rlm@449
|
573 (grand-circle? experiences) (.setText text "Grand Circle")
|
rlm@449
|
574 (curled? experiences) (.setText text "Curled")
|
rlm@449
|
575 (wiggling? experiences) (.setText text "Wiggling")
|
rlm@449
|
576 (resting? experiences) (.setText text "Resting")))
|
rlm@449
|
577 #+end_src
|
rlm@449
|
578 #+end_listing
|
rlm@449
|
579
|
rlm@449
|
580 #+caption: Using =debug-experience=, the body-centered predicates
|
rlm@449
|
581 #+caption: work together to classify the behaviour of the worm.
|
rlm@451
|
582 #+caption: the predicates are operating with access to the worm's
|
rlm@451
|
583 #+caption: full sensory data.
|
rlm@449
|
584 #+name: basic-worm-view
|
rlm@449
|
585 #+ATTR_LaTeX: :width 10cm
|
rlm@449
|
586 [[./images/worm-identify-init.png]]
|
rlm@449
|
587
|
rlm@449
|
588 These action predicates satisfy the recognition requirement of an
|
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|
589 empathic recognition system. There is power in the simplicity of
|
rlm@451
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590 the action predicates. They describe their actions without getting
|
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591 confused in visual details of the worm. Each one is frame
|
rlm@451
|
592 independent, but more than that, they are each indepent of
|
rlm@449
|
593 irrelevant visual details of the worm and the environment. They
|
rlm@449
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594 will work regardless of whether the worm is a different color or
|
rlm@451
|
595 hevaily textured, or if the environment has strange lighting.
|
rlm@449
|
596
|
rlm@449
|
597 The trick now is to make the action predicates work even when the
|
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598 sensory data on which they depend is absent. If I can do that, then
|
rlm@449
|
599 I will have gained much,
|
rlm@435
|
600
|
rlm@436
|
601 ** \Phi-space describes the worm's experiences
|
rlm@449
|
602
|
rlm@449
|
603 As a first step towards building empathy, I need to gather all of
|
rlm@449
|
604 the worm's experiences during free play. I use a simple vector to
|
rlm@449
|
605 store all the experiences.
|
rlm@449
|
606
|
rlm@449
|
607 Each element of the experience vector exists in the vast space of
|
rlm@449
|
608 all possible worm-experiences. Most of this vast space is actually
|
rlm@449
|
609 unreachable due to physical constraints of the worm's body. For
|
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|
610 example, the worm's segments are connected by hinge joints that put
|
rlm@451
|
611 a practical limit on the worm's range of motions without limiting
|
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|
612 its degrees of freedom. Some groupings of senses are impossible;
|
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|
613 the worm can not be bent into a circle so that its ends are
|
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|
614 touching and at the same time not also experience the sensation of
|
rlm@451
|
615 touching itself.
|
rlm@449
|
616
|
rlm@451
|
617 As the worm moves around during free play and its experience vector
|
rlm@451
|
618 grows larger, the vector begins to define a subspace which is all
|
rlm@451
|
619 the sensations the worm can practicaly experience during normal
|
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|
620 operation. I call this subspace \Phi-space, short for
|
rlm@451
|
621 physical-space. The experience vector defines a path through
|
rlm@451
|
622 \Phi-space. This path has interesting properties that all derive
|
rlm@451
|
623 from physical embodiment. The proprioceptive components are
|
rlm@451
|
624 completely smooth, because in order for the worm to move from one
|
rlm@451
|
625 position to another, it must pass through the intermediate
|
rlm@451
|
626 positions. The path invariably forms loops as actions are repeated.
|
rlm@451
|
627 Finally and most importantly, proprioception actually gives very
|
rlm@451
|
628 strong inference about the other senses. For example, when the worm
|
rlm@451
|
629 is flat, you can infer that it is touching the ground and that its
|
rlm@451
|
630 muscles are not active, because if the muscles were active, the
|
rlm@451
|
631 worm would be moving and would not be perfectly flat. In order to
|
rlm@451
|
632 stay flat, the worm has to be touching the ground, or it would
|
rlm@451
|
633 again be moving out of the flat position due to gravity. If the
|
rlm@451
|
634 worm is positioned in such a way that it interacts with itself,
|
rlm@451
|
635 then it is very likely to be feeling the same tactile feelings as
|
rlm@451
|
636 the last time it was in that position, because it has the same body
|
rlm@451
|
637 as then. If you observe multiple frames of proprioceptive data,
|
rlm@451
|
638 then you can become increasingly confident about the exact
|
rlm@451
|
639 activations of the worm's muscles, because it generally takes a
|
rlm@451
|
640 unique combination of muscle contractions to transform the worm's
|
rlm@451
|
641 body along a specific path through \Phi-space.
|
rlm@449
|
642
|
rlm@449
|
643 There is a simple way of taking \Phi-space and the total ordering
|
rlm@449
|
644 provided by an experience vector and reliably infering the rest of
|
rlm@449
|
645 the senses.
|
rlm@435
|
646
|
rlm@436
|
647 ** Empathy is the process of tracing though \Phi-space
|
rlm@449
|
648
|
rlm@450
|
649 Here is the core of a basic empathy algorithm, starting with an
|
rlm@451
|
650 experience vector:
|
rlm@451
|
651
|
rlm@451
|
652 First, group the experiences into tiered proprioceptive bins. I use
|
rlm@451
|
653 powers of 10 and 3 bins, and the smallest bin has an approximate
|
rlm@451
|
654 size of 0.001 radians in all proprioceptive dimensions.
|
rlm@450
|
655
|
rlm@450
|
656 Then, given a sequence of proprioceptive input, generate a set of
|
rlm@451
|
657 matching experience records for each input, using the tiered
|
rlm@451
|
658 proprioceptive bins.
|
rlm@449
|
659
|
rlm@450
|
660 Finally, to infer sensory data, select the longest consective chain
|
rlm@451
|
661 of experiences. Conecutive experience means that the experiences
|
rlm@451
|
662 appear next to each other in the experience vector.
|
rlm@449
|
663
|
rlm@450
|
664 This algorithm has three advantages:
|
rlm@450
|
665
|
rlm@450
|
666 1. It's simple
|
rlm@450
|
667
|
rlm@451
|
668 3. It's very fast -- retrieving possible interpretations takes
|
rlm@451
|
669 constant time. Tracing through chains of interpretations takes
|
rlm@451
|
670 time proportional to the average number of experiences in a
|
rlm@451
|
671 proprioceptive bin. Redundant experiences in \Phi-space can be
|
rlm@451
|
672 merged to save computation.
|
rlm@450
|
673
|
rlm@450
|
674 2. It protects from wrong interpretations of transient ambiguous
|
rlm@451
|
675 proprioceptive data. For example, if the worm is flat for just
|
rlm@450
|
676 an instant, this flattness will not be interpreted as implying
|
rlm@450
|
677 that the worm has its muscles relaxed, since the flattness is
|
rlm@450
|
678 part of a longer chain which includes a distinct pattern of
|
rlm@451
|
679 muscle activation. Markov chains or other memoryless statistical
|
rlm@451
|
680 models that operate on individual frames may very well make this
|
rlm@451
|
681 mistake.
|
rlm@450
|
682
|
rlm@450
|
683 #+caption: Program to convert an experience vector into a
|
rlm@450
|
684 #+caption: proprioceptively binned lookup function.
|
rlm@450
|
685 #+name: bin
|
rlm@450
|
686 #+begin_listing clojure
|
rlm@450
|
687 #+begin_src clojure
|
rlm@449
|
688 (defn bin [digits]
|
rlm@449
|
689 (fn [angles]
|
rlm@449
|
690 (->> angles
|
rlm@449
|
691 (flatten)
|
rlm@449
|
692 (map (juxt #(Math/sin %) #(Math/cos %)))
|
rlm@449
|
693 (flatten)
|
rlm@449
|
694 (mapv #(Math/round (* % (Math/pow 10 (dec digits))))))))
|
rlm@449
|
695
|
rlm@449
|
696 (defn gen-phi-scan
|
rlm@450
|
697 "Nearest-neighbors with binning. Only returns a result if
|
rlm@450
|
698 the propriceptive data is within 10% of a previously recorded
|
rlm@450
|
699 result in all dimensions."
|
rlm@450
|
700 [phi-space]
|
rlm@449
|
701 (let [bin-keys (map bin [3 2 1])
|
rlm@449
|
702 bin-maps
|
rlm@449
|
703 (map (fn [bin-key]
|
rlm@449
|
704 (group-by
|
rlm@449
|
705 (comp bin-key :proprioception phi-space)
|
rlm@449
|
706 (range (count phi-space)))) bin-keys)
|
rlm@449
|
707 lookups (map (fn [bin-key bin-map]
|
rlm@450
|
708 (fn [proprio] (bin-map (bin-key proprio))))
|
rlm@450
|
709 bin-keys bin-maps)]
|
rlm@449
|
710 (fn lookup [proprio-data]
|
rlm@449
|
711 (set (some #(% proprio-data) lookups)))))
|
rlm@450
|
712 #+end_src
|
rlm@450
|
713 #+end_listing
|
rlm@449
|
714
|
rlm@451
|
715 #+caption: =longest-thread= finds the longest path of consecutive
|
rlm@451
|
716 #+caption: experiences to explain proprioceptive worm data.
|
rlm@451
|
717 #+name: phi-space-history-scan
|
rlm@451
|
718 #+ATTR_LaTeX: :width 10cm
|
rlm@451
|
719 [[./images/aurellem-gray.png]]
|
rlm@451
|
720
|
rlm@451
|
721 =longest-thread= infers sensory data by stitching together pieces
|
rlm@451
|
722 from previous experience. It prefers longer chains of previous
|
rlm@451
|
723 experience to shorter ones. For example, during training the worm
|
rlm@451
|
724 might rest on the ground for one second before it performs its
|
rlm@451
|
725 excercises. If during recognition the worm rests on the ground for
|
rlm@451
|
726 five seconds, =longest-thread= will accomodate this five second
|
rlm@451
|
727 rest period by looping the one second rest chain five times.
|
rlm@451
|
728
|
rlm@451
|
729 =longest-thread= takes time proportinal to the average number of
|
rlm@451
|
730 entries in a proprioceptive bin, because for each element in the
|
rlm@451
|
731 starting bin it performes a series of set lookups in the preceeding
|
rlm@451
|
732 bins. If the total history is limited, then this is only a constant
|
rlm@451
|
733 multiple times the number of entries in the starting bin. This
|
rlm@451
|
734 analysis also applies even if the action requires multiple longest
|
rlm@451
|
735 chains -- it's still the average number of entries in a
|
rlm@451
|
736 proprioceptive bin times the desired chain length. Because
|
rlm@451
|
737 =longest-thread= is so efficient and simple, I can interpret
|
rlm@451
|
738 worm-actions in real time.
|
rlm@449
|
739
|
rlm@450
|
740 #+caption: Program to calculate empathy by tracing though \Phi-space
|
rlm@450
|
741 #+caption: and finding the longest (ie. most coherent) interpretation
|
rlm@450
|
742 #+caption: of the data.
|
rlm@450
|
743 #+name: longest-thread
|
rlm@450
|
744 #+begin_listing clojure
|
rlm@450
|
745 #+begin_src clojure
|
rlm@449
|
746 (defn longest-thread
|
rlm@449
|
747 "Find the longest thread from phi-index-sets. The index sets should
|
rlm@449
|
748 be ordered from most recent to least recent."
|
rlm@449
|
749 [phi-index-sets]
|
rlm@449
|
750 (loop [result '()
|
rlm@449
|
751 [thread-bases & remaining :as phi-index-sets] phi-index-sets]
|
rlm@449
|
752 (if (empty? phi-index-sets)
|
rlm@449
|
753 (vec result)
|
rlm@449
|
754 (let [threads
|
rlm@449
|
755 (for [thread-base thread-bases]
|
rlm@449
|
756 (loop [thread (list thread-base)
|
rlm@449
|
757 remaining remaining]
|
rlm@449
|
758 (let [next-index (dec (first thread))]
|
rlm@449
|
759 (cond (empty? remaining) thread
|
rlm@449
|
760 (contains? (first remaining) next-index)
|
rlm@449
|
761 (recur
|
rlm@449
|
762 (cons next-index thread) (rest remaining))
|
rlm@449
|
763 :else thread))))
|
rlm@449
|
764 longest-thread
|
rlm@449
|
765 (reduce (fn [thread-a thread-b]
|
rlm@449
|
766 (if (> (count thread-a) (count thread-b))
|
rlm@449
|
767 thread-a thread-b))
|
rlm@449
|
768 '(nil)
|
rlm@449
|
769 threads)]
|
rlm@449
|
770 (recur (concat longest-thread result)
|
rlm@449
|
771 (drop (count longest-thread) phi-index-sets))))))
|
rlm@450
|
772 #+end_src
|
rlm@450
|
773 #+end_listing
|
rlm@450
|
774
|
rlm@451
|
775 There is one final piece, which is to replace missing sensory data
|
rlm@451
|
776 with a best-guess estimate. While I could fill in missing data by
|
rlm@451
|
777 using a gradient over the closest known sensory data points,
|
rlm@451
|
778 averages can be misleading. It is certainly possible to create an
|
rlm@451
|
779 impossible sensory state by averaging two possible sensory states.
|
rlm@451
|
780 Therefore, I simply replicate the most recent sensory experience to
|
rlm@451
|
781 fill in the gaps.
|
rlm@449
|
782
|
rlm@449
|
783 #+caption: Fill in blanks in sensory experience by replicating the most
|
rlm@449
|
784 #+caption: recent experience.
|
rlm@449
|
785 #+name: infer-nils
|
rlm@449
|
786 #+begin_listing clojure
|
rlm@449
|
787 #+begin_src clojure
|
rlm@449
|
788 (defn infer-nils
|
rlm@449
|
789 "Replace nils with the next available non-nil element in the
|
rlm@449
|
790 sequence, or barring that, 0."
|
rlm@449
|
791 [s]
|
rlm@449
|
792 (loop [i (dec (count s))
|
rlm@449
|
793 v (transient s)]
|
rlm@449
|
794 (if (zero? i) (persistent! v)
|
rlm@449
|
795 (if-let [cur (v i)]
|
rlm@449
|
796 (if (get v (dec i) 0)
|
rlm@449
|
797 (recur (dec i) v)
|
rlm@449
|
798 (recur (dec i) (assoc! v (dec i) cur)))
|
rlm@449
|
799 (recur i (assoc! v i 0))))))
|
rlm@449
|
800 #+end_src
|
rlm@449
|
801 #+end_listing
|
rlm@435
|
802
|
rlm@441
|
803 ** Efficient action recognition with =EMPATH=
|
rlm@451
|
804
|
rlm@451
|
805 To use =EMPATH= with the worm, I first need to gather a set of
|
rlm@451
|
806 experiences from the worm that includes the actions I want to
|
rlm@451
|
807 recognize. The =generate-phi-space= program (listint
|
rlm@451
|
808 \ref{generate-phi-space} runs the worm through a series of
|
rlm@451
|
809 exercices and gatheres those experiences into a vector. The
|
rlm@451
|
810 =do-all-the-things= program is a routine expressed in a simple
|
rlm@451
|
811 muscle contraction script language for automated worm control.
|
rlm@425
|
812
|
rlm@451
|
813 #+caption: Program to gather the worm's experiences into a vector for
|
rlm@451
|
814 #+caption: further processing. The =motor-control-program= line uses
|
rlm@451
|
815 #+caption: a motor control script that causes the worm to execute a series
|
rlm@451
|
816 #+caption: of ``exercices'' that include all the action predicates.
|
rlm@451
|
817 #+name: generate-phi-space
|
rlm@451
|
818 #+attr_latex: [!H]
|
rlm@451
|
819 #+begin_listing clojure
|
rlm@451
|
820 #+begin_src clojure
|
rlm@451
|
821 (def do-all-the-things
|
rlm@451
|
822 (concat
|
rlm@451
|
823 curl-script
|
rlm@451
|
824 [[300 :d-ex 40]
|
rlm@451
|
825 [320 :d-ex 0]]
|
rlm@451
|
826 (shift-script 280 (take 16 wiggle-script))))
|
rlm@451
|
827
|
rlm@451
|
828 (defn generate-phi-space []
|
rlm@451
|
829 (let [experiences (atom [])]
|
rlm@451
|
830 (run-world
|
rlm@451
|
831 (apply-map
|
rlm@451
|
832 worm-world
|
rlm@451
|
833 (merge
|
rlm@451
|
834 (worm-world-defaults)
|
rlm@451
|
835 {:end-frame 700
|
rlm@451
|
836 :motor-control
|
rlm@451
|
837 (motor-control-program worm-muscle-labels do-all-the-things)
|
rlm@451
|
838 :experiences experiences})))
|
rlm@451
|
839 @experiences))
|
rlm@451
|
840 #+end_src
|
rlm@451
|
841 #+end_listing
|
rlm@451
|
842
|
rlm@451
|
843 #+caption: Use longest thread and a phi-space generated from a short
|
rlm@451
|
844 #+caption: exercise routine to interpret actions during free play.
|
rlm@451
|
845 #+name: empathy-debug
|
rlm@451
|
846 #+begin_listing clojure
|
rlm@451
|
847 #+begin_src clojure
|
rlm@451
|
848 (defn init []
|
rlm@451
|
849 (def phi-space (generate-phi-space))
|
rlm@451
|
850 (def phi-scan (gen-phi-scan phi-space)))
|
rlm@451
|
851
|
rlm@451
|
852 (defn empathy-demonstration []
|
rlm@451
|
853 (let [proprio (atom ())]
|
rlm@451
|
854 (fn
|
rlm@451
|
855 [experiences text]
|
rlm@451
|
856 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]
|
rlm@451
|
857 (swap! proprio (partial cons phi-indices))
|
rlm@451
|
858 (let [exp-thread (longest-thread (take 300 @proprio))
|
rlm@451
|
859 empathy (mapv phi-space (infer-nils exp-thread))]
|
rlm@451
|
860 (println-repl (vector:last-n exp-thread 22))
|
rlm@451
|
861 (cond
|
rlm@451
|
862 (grand-circle? empathy) (.setText text "Grand Circle")
|
rlm@451
|
863 (curled? empathy) (.setText text "Curled")
|
rlm@451
|
864 (wiggling? empathy) (.setText text "Wiggling")
|
rlm@451
|
865 (resting? empathy) (.setText text "Resting")
|
rlm@451
|
866 :else (.setText text "Unknown")))))))
|
rlm@451
|
867
|
rlm@451
|
868 (defn empathy-experiment [record]
|
rlm@451
|
869 (.start (worm-world :experience-watch (debug-experience-phi)
|
rlm@451
|
870 :record record :worm worm*)))
|
rlm@451
|
871 #+end_src
|
rlm@451
|
872 #+end_listing
|
rlm@451
|
873
|
rlm@451
|
874 The result of running =empathy-experiment= is that the system is
|
rlm@451
|
875 generally able to interpret worm actions using the action-predicates
|
rlm@451
|
876 on simulated sensory data just as well as with actual data. Figure
|
rlm@451
|
877 \ref{empathy-debug-image} was generated using =empathy-experiment=:
|
rlm@451
|
878
|
rlm@451
|
879 #+caption: From only proprioceptive data, =EMPATH= was able to infer
|
rlm@451
|
880 #+caption: the complete sensory experience and classify four poses
|
rlm@451
|
881 #+caption: (The last panel shows a composite image of \emph{wriggling},
|
rlm@451
|
882 #+caption: a dynamic pose.)
|
rlm@451
|
883 #+name: empathy-debug-image
|
rlm@451
|
884 #+ATTR_LaTeX: :width 10cm :placement [H]
|
rlm@451
|
885 [[./images/empathy-1.png]]
|
rlm@451
|
886
|
rlm@451
|
887 One way to measure the performance of =EMPATH= is to compare the
|
rlm@451
|
888 sutiability of the imagined sense experience to trigger the same
|
rlm@451
|
889 action predicates as the real sensory experience.
|
rlm@451
|
890
|
rlm@451
|
891 #+caption: Determine how closely empathy approximates actual
|
rlm@451
|
892 #+caption: sensory data.
|
rlm@451
|
893 #+name: test-empathy-accuracy
|
rlm@451
|
894 #+begin_listing clojure
|
rlm@451
|
895 #+begin_src clojure
|
rlm@451
|
896 (def worm-action-label
|
rlm@451
|
897 (juxt grand-circle? curled? wiggling?))
|
rlm@451
|
898
|
rlm@451
|
899 (defn compare-empathy-with-baseline [matches]
|
rlm@451
|
900 (let [proprio (atom ())]
|
rlm@451
|
901 (fn
|
rlm@451
|
902 [experiences text]
|
rlm@451
|
903 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]
|
rlm@451
|
904 (swap! proprio (partial cons phi-indices))
|
rlm@451
|
905 (let [exp-thread (longest-thread (take 300 @proprio))
|
rlm@451
|
906 empathy (mapv phi-space (infer-nils exp-thread))
|
rlm@451
|
907 experience-matches-empathy
|
rlm@451
|
908 (= (worm-action-label experiences)
|
rlm@451
|
909 (worm-action-label empathy))]
|
rlm@451
|
910 (println-repl experience-matches-empathy)
|
rlm@451
|
911 (swap! matches #(conj % experience-matches-empathy)))))))
|
rlm@451
|
912
|
rlm@451
|
913 (defn accuracy [v]
|
rlm@451
|
914 (float (/ (count (filter true? v)) (count v))))
|
rlm@451
|
915
|
rlm@451
|
916 (defn test-empathy-accuracy []
|
rlm@451
|
917 (let [res (atom [])]
|
rlm@451
|
918 (run-world
|
rlm@451
|
919 (worm-world :experience-watch
|
rlm@451
|
920 (compare-empathy-with-baseline res)
|
rlm@451
|
921 :worm worm*))
|
rlm@451
|
922 (accuracy @res)))
|
rlm@451
|
923 #+end_src
|
rlm@451
|
924 #+end_listing
|
rlm@451
|
925
|
rlm@451
|
926 Running =test-empathy-accuracy= using the very short exercise
|
rlm@451
|
927 program defined in listing \ref{generate-phi-space}, and then doing
|
rlm@451
|
928 a similar pattern of activity manually yeilds an accuracy of around
|
rlm@451
|
929 73%. This is based on very limited worm experience. By training the
|
rlm@451
|
930 worm for longer, the accuracy dramatically improves.
|
rlm@451
|
931
|
rlm@451
|
932 #+caption: Program to generate \Phi-space using manual training.
|
rlm@451
|
933 #+name: manual-phi-space
|
rlm@451
|
934 #+begin_listing clojure
|
rlm@451
|
935 #+begin_src clojure
|
rlm@451
|
936 (defn init-interactive []
|
rlm@451
|
937 (def phi-space
|
rlm@451
|
938 (let [experiences (atom [])]
|
rlm@451
|
939 (run-world
|
rlm@451
|
940 (apply-map
|
rlm@451
|
941 worm-world
|
rlm@451
|
942 (merge
|
rlm@451
|
943 (worm-world-defaults)
|
rlm@451
|
944 {:experiences experiences})))
|
rlm@451
|
945 @experiences))
|
rlm@451
|
946 (def phi-scan (gen-phi-scan phi-space)))
|
rlm@451
|
947 #+end_src
|
rlm@451
|
948 #+end_listing
|
rlm@451
|
949
|
rlm@451
|
950 After about 1 minute of manual training, I was able to achieve 95%
|
rlm@451
|
951 accuracy on manual testing of the worm using =init-interactive= and
|
rlm@451
|
952 =test-empathy-accuracy=. The ability of the system to infer sensory
|
rlm@451
|
953 states is truly impressive.
|
rlm@450
|
954
|
rlm@449
|
955 ** Digression: bootstrapping touch using free exploration
|
rlm@449
|
956
|
rlm@432
|
957 * Contributions
|
rlm@447
|
958
|
rlm@447
|
959
|
rlm@447
|
960
|
rlm@447
|
961
|
rlm@447
|
962 # An anatomical joke:
|
rlm@447
|
963 # - Training
|
rlm@447
|
964 # - Skeletal imitation
|
rlm@447
|
965 # - Sensory fleshing-out
|
rlm@447
|
966 # - Classification
|