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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
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7
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8 * Empathy and Embodiment as problem solving strategies
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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 entities 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{Here is the worm from above modeled in Blender,
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311 a free 3D-modeling program. Senses and joints are described
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312 using special nodes in Blender. The senses are displayed on
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313 the right, and the simulation is displayed on the left. Notice
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314 that the hand is curling its fingers, that it can see its own
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315 finger from the eye in its palm, and thta it can feel its own
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316 thumb touching its palm.}
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317 \end{sidewaysfigure}
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318 #+END_LaTeX
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319
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320 ** Contributions
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321
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322 I built =CORTEX=, a comprehensive platform for embodied AI
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323 experiments. =CORTEX= many new features lacking in other systems,
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324 such as sound. It is easy to create new creatures using Blender, a
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325 free 3D modeling program.
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326
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327 I built =EMPATH=, which uses =CORTEX= to identify the actions of a
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328 worm-like creature using a computational model of empathy.
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329
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330 * Building =CORTEX=
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331
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332 ** To explore embodiment, we need a world, body, and senses
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333
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334 ** Because of Time, simulation is perferable to reality
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335
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336 ** Video game engines are a great starting point
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337
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338 ** Bodies are composed of segments connected by joints
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339
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340 ** Eyes reuse standard video game components
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341
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342 ** Hearing is hard; =CORTEX= does it right
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343
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344 ** Touch uses hundreds of hair-like elements
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345
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346 ** Proprioception is the sense that makes everything ``real''
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347
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348 ** Muscles are both effectors and sensors
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349
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350 ** =CORTEX= brings complex creatures to life!
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351
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352 ** =CORTEX= enables many possiblities for further research
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353
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354 * Empathy in a simulated worm
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355
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356 Here I develop a computational model of empathy, using =CORTEX= as a
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357 base. Empathy in this context is the ability to observe another
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358 creature and infer what sorts of sensations that creature is
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359 feeling. My empathy algorithm involves multiple phases. First is
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360 free-play, where the creature moves around and gains sensory
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361 experience. From this experience I construct a representation of the
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362 creature's sensory state space, which I call \Phi-space. Using
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363 \Phi-space, I construct an efficient function which takes the
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364 limited data that comes from observing another creature and enriches
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365 it full compliment of imagined sensory data. I can then use the
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366 imagined sensory data to recognize what the observed creature is
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367 doing and feeling, using straightforward embodied action predicates.
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368 This is all demonstrated with using a simple worm-like creature, and
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369 recognizing worm-actions based on limited data.
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370
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371 #+caption: Here is the worm with which we will be working.
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372 #+caption: It is composed of 5 segments. Each segment has a
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373 #+caption: pair of extensor and flexor muscles. Each of the
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374 #+caption: worm's four joints is a hinge joint which allows
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375 #+caption: 30 degrees of rotation to either side. Each segment
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376 #+caption: of the worm is touch-capable and has a uniform
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377 #+caption: distribution of touch sensors on each of its faces.
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378 #+caption: Each joint has a proprioceptive sense to detect
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379 #+caption: relative positions. The worm segments are all the
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380 #+caption: same except for the first one, which has a much
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381 #+caption: higher weight than the others to allow for easy
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382 #+caption: manual motor control.
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383 #+name: basic-worm-view
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384 #+ATTR_LaTeX: :width 10cm
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385 [[./images/basic-worm-view.png]]
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386
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387 #+caption: Program for reading a worm from a blender file and
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388 #+caption: outfitting it with the senses of proprioception,
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389 #+caption: touch, and the ability to move, as specified in the
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390 #+caption: blender file.
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391 #+name: get-worm
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392 #+begin_listing clojure
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393 #+begin_src clojure
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394 (defn worm []
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395 (let [model (load-blender-model "Models/worm/worm.blend")]
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396 {:body (doto model (body!))
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397 :touch (touch! model)
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398 :proprioception (proprioception! model)
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399 :muscles (movement! model)}))
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400 #+end_src
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rlm@449
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401 #+end_listing
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402
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403 ** Embodiment factors action recognition into managable parts
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404
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405 Using empathy, I divide the problem of action recognition into a
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406 recognition process expressed in the language of a full compliment
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407 of senses, and an imaganitive process that generates full sensory
|
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408 data from partial sensory data. Splitting the action recognition
|
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409 problem in this manner greatly reduces the total amount of work to
|
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410 recognize actions: The imaganitive process is mostly just matching
|
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411 previous experience, and the recognition process gets to use all
|
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412 the senses to directly describe any action.
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413
|
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414 ** Action recognition is easy with a full gamut of senses
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415
|
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416 Embodied representations using multiple senses such as touch,
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417 proprioception, and muscle tension turns out be be exceedingly
|
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418 efficient at describing body-centered actions. It is the ``right
|
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419 language for the job''. For example, it takes only around 5 lines
|
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420 of LISP code to describe the action of ``curling'' using embodied
|
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421 primitives. It takes about 8 lines to describe the seemingly
|
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422 complicated action of wiggling.
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423
|
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424 The following action predicates each take a stream of sensory
|
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425 experience, observe however much of it they desire, and decide
|
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426 whether the worm is doing the action they describe. =curled?=
|
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427 relies on proprioception, =resting?= relies on touch, =wiggling?=
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428 relies on a fourier analysis of muscle contraction, and
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429 =grand-circle?= relies on touch and reuses =curled?= as a gaurd.
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430
|
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431 #+caption: Program for detecting whether the worm is curled. This is the
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432 #+caption: simplest action predicate, because it only uses the last frame
|
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433 #+caption: of sensory experience, and only uses proprioceptive data. Even
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434 #+caption: this simple predicate, however, is automatically frame
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435 #+caption: independent and ignores vermopomorphic differences such as
|
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436 #+caption: worm textures and colors.
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437 #+name: curled
|
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438 #+begin_listing clojure
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rlm@449
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439 #+begin_src clojure
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rlm@449
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440 (defn curled?
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441 "Is the worm curled up?"
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442 [experiences]
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443 (every?
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|
444 (fn [[_ _ bend]]
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445 (> (Math/sin bend) 0.64))
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446 (:proprioception (peek experiences))))
|
rlm@449
|
447 #+end_src
|
rlm@449
|
448 #+end_listing
|
rlm@449
|
449
|
rlm@449
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450 #+caption: Program for summarizing the touch information in a patch
|
rlm@449
|
451 #+caption: of skin.
|
rlm@449
|
452 #+name: touch-summary
|
rlm@449
|
453 #+begin_listing clojure
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rlm@449
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454 #+begin_src clojure
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rlm@449
|
455 (defn contact
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456 "Determine how much contact a particular worm segment has with
|
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457 other objects. Returns a value between 0 and 1, where 1 is full
|
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458 contact and 0 is no contact."
|
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|
459 [touch-region [coords contact :as touch]]
|
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460 (-> (zipmap coords contact)
|
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461 (select-keys touch-region)
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462 (vals)
|
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463 (#(map first %))
|
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464 (average)
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465 (* 10)
|
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466 (- 1)
|
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467 (Math/abs)))
|
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|
468 #+end_src
|
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|
469 #+end_listing
|
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470
|
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471
|
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|
472 #+caption: Program for detecting whether the worm is at rest. This program
|
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473 #+caption: uses a summary of the tactile information from the underbelly
|
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|
474 #+caption: of the worm, and is only true if every segment is touching the
|
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|
475 #+caption: floor. Note that this function contains no references to
|
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|
476 #+caption: proprioction at all.
|
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|
477 #+name: resting
|
rlm@449
|
478 #+begin_listing clojure
|
rlm@449
|
479 #+begin_src clojure
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rlm@449
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480 (def worm-segment-bottom (rect-region [8 15] [14 22]))
|
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481
|
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482 (defn resting?
|
rlm@449
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483 "Is the worm resting on the ground?"
|
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|
484 [experiences]
|
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485 (every?
|
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|
486 (fn [touch-data]
|
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|
487 (< 0.9 (contact worm-segment-bottom touch-data)))
|
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488 (:touch (peek experiences))))
|
rlm@449
|
489 #+end_src
|
rlm@449
|
490 #+end_listing
|
rlm@449
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491
|
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|
492 #+caption: Program for detecting whether the worm is curled up into a
|
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|
493 #+caption: full circle. Here the embodied approach begins to shine, as
|
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|
494 #+caption: I am able to both use a previous action predicate (=curled?=)
|
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495 #+caption: as well as the direct tactile experience of the head and tail.
|
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|
496 #+name: grand-circle
|
rlm@449
|
497 #+begin_listing clojure
|
rlm@449
|
498 #+begin_src clojure
|
rlm@449
|
499 (def worm-segment-bottom-tip (rect-region [15 15] [22 22]))
|
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500
|
rlm@449
|
501 (def worm-segment-top-tip (rect-region [0 15] [7 22]))
|
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|
502
|
rlm@449
|
503 (defn grand-circle?
|
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504 "Does the worm form a majestic circle (one end touching the other)?"
|
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505 [experiences]
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506 (and (curled? experiences)
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507 (let [worm-touch (:touch (peek experiences))
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508 tail-touch (worm-touch 0)
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509 head-touch (worm-touch 4)]
|
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510 (and (< 0.55 (contact worm-segment-bottom-tip tail-touch))
|
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511 (< 0.55 (contact worm-segment-top-tip head-touch))))))
|
rlm@449
|
512 #+end_src
|
rlm@449
|
513 #+end_listing
|
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|
514
|
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|
515
|
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|
516 #+caption: Program for detecting whether the worm has been wiggling for
|
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|
517 #+caption: the last few frames. It uses a fourier analysis of the muscle
|
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|
518 #+caption: contractions of the worm's tail to determine wiggling. This is
|
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|
519 #+caption: signigicant because there is no particular frame that clearly
|
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|
520 #+caption: indicates that the worm is wiggling --- only when multiple frames
|
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521 #+caption: are analyzed together is the wiggling revealed. Defining
|
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522 #+caption: wiggling this way also gives the worm an opportunity to learn
|
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|
523 #+caption: and recognize ``frustrated wiggling'', where the worm tries to
|
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|
524 #+caption: wiggle but can't. Frustrated wiggling is very visually different
|
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|
525 #+caption: from actual wiggling, but this definition gives it to us for free.
|
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|
526 #+name: wiggling
|
rlm@449
|
527 #+begin_listing clojure
|
rlm@449
|
528 #+begin_src clojure
|
rlm@449
|
529 (defn fft [nums]
|
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|
530 (map
|
rlm@449
|
531 #(.getReal %)
|
rlm@449
|
532 (.transform
|
rlm@449
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533 (FastFourierTransformer. DftNormalization/STANDARD)
|
rlm@449
|
534 (double-array nums) TransformType/FORWARD)))
|
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|
535
|
rlm@449
|
536 (def indexed (partial map-indexed vector))
|
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|
537
|
rlm@449
|
538 (defn max-indexed [s]
|
rlm@449
|
539 (first (sort-by (comp - second) (indexed s))))
|
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|
540
|
rlm@449
|
541 (defn wiggling?
|
rlm@449
|
542 "Is the worm wiggling?"
|
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|
543 [experiences]
|
rlm@449
|
544 (let [analysis-interval 0x40]
|
rlm@449
|
545 (when (> (count experiences) analysis-interval)
|
rlm@449
|
546 (let [a-flex 3
|
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|
547 a-ex 2
|
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|
548 muscle-activity
|
rlm@449
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549 (map :muscle (vector:last-n experiences analysis-interval))
|
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|
550 base-activity
|
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|
551 (map #(- (% a-flex) (% a-ex)) muscle-activity)]
|
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|
552 (= 2
|
rlm@449
|
553 (first
|
rlm@449
|
554 (max-indexed
|
rlm@449
|
555 (map #(Math/abs %)
|
rlm@449
|
556 (take 20 (fft base-activity))))))))))
|
rlm@449
|
557 #+end_src
|
rlm@449
|
558 #+end_listing
|
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|
559
|
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|
560 With these action predicates, I can now recognize the actions of
|
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561 the worm while it is moving under my control and I have access to
|
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|
562 all the worm's senses.
|
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|
563
|
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|
564 #+caption: Use the action predicates defined earlier to report on
|
rlm@449
|
565 #+caption: what the worm is doing while in simulation.
|
rlm@449
|
566 #+name: report-worm-activity
|
rlm@449
|
567 #+begin_listing clojure
|
rlm@449
|
568 #+begin_src clojure
|
rlm@449
|
569 (defn debug-experience
|
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|
570 [experiences text]
|
rlm@449
|
571 (cond
|
rlm@449
|
572 (grand-circle? experiences) (.setText text "Grand Circle")
|
rlm@449
|
573 (curled? experiences) (.setText text "Curled")
|
rlm@449
|
574 (wiggling? experiences) (.setText text "Wiggling")
|
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|
575 (resting? experiences) (.setText text "Resting")))
|
rlm@449
|
576 #+end_src
|
rlm@449
|
577 #+end_listing
|
rlm@449
|
578
|
rlm@449
|
579 #+caption: Using =debug-experience=, the body-centered predicates
|
rlm@449
|
580 #+caption: work together to classify the behaviour of the worm.
|
rlm@449
|
581 #+caption: while under manual motor control.
|
rlm@449
|
582 #+name: basic-worm-view
|
rlm@449
|
583 #+ATTR_LaTeX: :width 10cm
|
rlm@449
|
584 [[./images/worm-identify-init.png]]
|
rlm@449
|
585
|
rlm@449
|
586 These action predicates satisfy the recognition requirement of an
|
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587 empathic recognition system. There is a lot of power in the
|
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|
588 simplicity of the action predicates. They describe their actions
|
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|
589 without getting confused in visual details of the worm. Each one is
|
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590 frame independent, but more than that, they are each indepent of
|
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|
591 irrelevant visual details of the worm and the environment. They
|
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592 will work regardless of whether the worm is a different color or
|
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|
593 hevaily textured, or of the environment has strange lighting.
|
rlm@449
|
594
|
rlm@449
|
595 The trick now is to make the action predicates work even when the
|
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596 sensory data on which they depend is absent. If I can do that, then
|
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|
597 I will have gained much,
|
rlm@435
|
598
|
rlm@436
|
599 ** \Phi-space describes the worm's experiences
|
rlm@449
|
600
|
rlm@449
|
601 As a first step towards building empathy, I need to gather all of
|
rlm@449
|
602 the worm's experiences during free play. I use a simple vector to
|
rlm@449
|
603 store all the experiences.
|
rlm@449
|
604
|
rlm@449
|
605 #+caption: Program to gather the worm's experiences into a vector for
|
rlm@449
|
606 #+caption: further processing. The =motor-control-program= line uses
|
rlm@449
|
607 #+caption: a motor control script that causes the worm to execute a series
|
rlm@449
|
608 #+caption: of ``exercices'' that include all the action predicates.
|
rlm@449
|
609 #+name: generate-phi-space
|
rlm@449
|
610 #+begin_listing clojure
|
rlm@449
|
611 #+begin_src clojure
|
rlm@449
|
612 (defn generate-phi-space []
|
rlm@449
|
613 (let [experiences (atom [])]
|
rlm@449
|
614 (run-world
|
rlm@449
|
615 (apply-map
|
rlm@449
|
616 worm-world
|
rlm@449
|
617 (merge
|
rlm@449
|
618 (worm-world-defaults)
|
rlm@449
|
619 {:end-frame 700
|
rlm@449
|
620 :motor-control
|
rlm@449
|
621 (motor-control-program worm-muscle-labels do-all-the-things)
|
rlm@449
|
622 :experiences experiences})))
|
rlm@449
|
623 @experiences))
|
rlm@449
|
624 #+end_src
|
rlm@449
|
625 #+end_listing
|
rlm@449
|
626
|
rlm@449
|
627 Each element of the experience vector exists in the vast space of
|
rlm@449
|
628 all possible worm-experiences. Most of this vast space is actually
|
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|
629 unreachable due to physical constraints of the worm's body. For
|
rlm@449
|
630 example, the worm's segments are connected by hinge joints that put
|
rlm@449
|
631 a practical limit on the worm's degrees of freedom. Also, the worm
|
rlm@449
|
632 can not be bent into a circle so that its ends are touching and at
|
rlm@449
|
633 the same time not also experience the sensation of touching itself.
|
rlm@449
|
634
|
rlm@449
|
635 As the worm moves around during free play and the vector grows
|
rlm@449
|
636 larger, the vector begins to define a subspace which is all the
|
rlm@449
|
637 practical experiences the worm can experience during normal
|
rlm@449
|
638 operation, which I call \Phi-space, short for physical-space. The
|
rlm@449
|
639 vector defines a path through \Phi-space. This path has interesting
|
rlm@449
|
640 properties that all derive from embodiment. The proprioceptive
|
rlm@449
|
641 components are completely smooth, because in order for the worm to
|
rlm@449
|
642 move from one position to another, it must pass through the
|
rlm@449
|
643 intermediate positions. The path invariably forms loops as actions
|
rlm@449
|
644 are repeated. Finally and most importantly, proprioception actually
|
rlm@449
|
645 gives very strong inference about the other senses. For example,
|
rlm@449
|
646 when the worm is flat, you can infer that it is touching the ground
|
rlm@449
|
647 and that its muscles are not active, because if the muscles were
|
rlm@449
|
648 active, the worm would be moving and would not be perfectly flat.
|
rlm@449
|
649 In order to stay flat, the worm has to be touching the ground, or
|
rlm@449
|
650 it would again be moving out of the flat position due to gravity.
|
rlm@449
|
651 If the worm is positioned in such a way that it interacts with
|
rlm@449
|
652 itself, then it is very likely to be feeling the same tactile
|
rlm@449
|
653 feelings as the last time it was in that position, because it has
|
rlm@449
|
654 the same body as then. If you observe multiple frames of
|
rlm@449
|
655 proprioceptive data, then you can become increasingly confident
|
rlm@449
|
656 about the exact activations of the worm's muscles, because it
|
rlm@449
|
657 generally takes a unique combination of muscle contractions to
|
rlm@449
|
658 transform the worm's body along a specific path through \Phi-space.
|
rlm@449
|
659
|
rlm@449
|
660 There is a simple way of taking \Phi-space and the total ordering
|
rlm@449
|
661 provided by an experience vector and reliably infering the rest of
|
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662 the senses.
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663
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rlm@436
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664 ** Empathy is the process of tracing though \Phi-space
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665
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666 Here is the core of a basic empathy algorithm, starting with an
|
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667 experience vector: First, group the experiences into tiered
|
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668 proprioceptive bins. I use powers of 10 and 3 bins, and the
|
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669 smallest bin has and approximate size of 0.001 radians in all
|
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670 proprioceptive dimensions.
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671
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672 Then, given a sequence of proprioceptive input, generate a set of
|
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673 matching experience records for each input.
|
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674
|
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675 Finally, to infer sensory data, select the longest consective chain
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676 of experiences as determined by the indexes into the experience
|
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677 vector.
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678
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679 This algorithm has three advantages:
|
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680
|
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681 1. It's simple
|
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682
|
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683 3. It's very fast -- both tracing through possibilites and
|
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684 retrieving possible interpretations take essentially constant
|
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685 time.
|
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686
|
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687 2. It protects from wrong interpretations of transient ambiguous
|
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688 proprioceptive data : for example, if the worm is flat for just
|
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689 an instant, this flattness will not be interpreted as implying
|
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690 that the worm has its muscles relaxed, since the flattness is
|
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691 part of a longer chain which includes a distinct pattern of
|
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692 muscle activation. A memoryless statistical model such as a
|
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693 markov model that operates on individual frames may very well
|
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694 make this mistake.
|
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695
|
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696 #+caption: Program to convert an experience vector into a
|
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|
697 #+caption: proprioceptively binned lookup function.
|
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698 #+name: bin
|
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699 #+begin_listing clojure
|
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700 #+begin_src clojure
|
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701 (defn bin [digits]
|
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|
702 (fn [angles]
|
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703 (->> angles
|
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|
704 (flatten)
|
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705 (map (juxt #(Math/sin %) #(Math/cos %)))
|
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|
706 (flatten)
|
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|
707 (mapv #(Math/round (* % (Math/pow 10 (dec digits))))))))
|
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|
708
|
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|
709 (defn gen-phi-scan
|
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|
710 "Nearest-neighbors with binning. Only returns a result if
|
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|
711 the propriceptive data is within 10% of a previously recorded
|
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|
712 result in all dimensions."
|
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|
713 [phi-space]
|
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|
714 (let [bin-keys (map bin [3 2 1])
|
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|
715 bin-maps
|
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|
716 (map (fn [bin-key]
|
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|
717 (group-by
|
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|
718 (comp bin-key :proprioception phi-space)
|
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|
719 (range (count phi-space)))) bin-keys)
|
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|
720 lookups (map (fn [bin-key bin-map]
|
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|
721 (fn [proprio] (bin-map (bin-key proprio))))
|
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|
722 bin-keys bin-maps)]
|
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|
723 (fn lookup [proprio-data]
|
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|
724 (set (some #(% proprio-data) lookups)))))
|
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|
725 #+end_src
|
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|
726 #+end_listing
|
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|
727
|
rlm@449
|
728
|
rlm@450
|
729 #+caption: Program to calculate empathy by tracing though \Phi-space
|
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|
730 #+caption: and finding the longest (ie. most coherent) interpretation
|
rlm@450
|
731 #+caption: of the data.
|
rlm@450
|
732 #+name: longest-thread
|
rlm@450
|
733 #+begin_listing clojure
|
rlm@450
|
734 #+begin_src clojure
|
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|
735 (defn longest-thread
|
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|
736 "Find the longest thread from phi-index-sets. The index sets should
|
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|
737 be ordered from most recent to least recent."
|
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|
738 [phi-index-sets]
|
rlm@449
|
739 (loop [result '()
|
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|
740 [thread-bases & remaining :as phi-index-sets] phi-index-sets]
|
rlm@449
|
741 (if (empty? phi-index-sets)
|
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|
742 (vec result)
|
rlm@449
|
743 (let [threads
|
rlm@449
|
744 (for [thread-base thread-bases]
|
rlm@449
|
745 (loop [thread (list thread-base)
|
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|
746 remaining remaining]
|
rlm@449
|
747 (let [next-index (dec (first thread))]
|
rlm@449
|
748 (cond (empty? remaining) thread
|
rlm@449
|
749 (contains? (first remaining) next-index)
|
rlm@449
|
750 (recur
|
rlm@449
|
751 (cons next-index thread) (rest remaining))
|
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|
752 :else thread))))
|
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|
753 longest-thread
|
rlm@449
|
754 (reduce (fn [thread-a thread-b]
|
rlm@449
|
755 (if (> (count thread-a) (count thread-b))
|
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|
756 thread-a thread-b))
|
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|
757 '(nil)
|
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|
758 threads)]
|
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|
759 (recur (concat longest-thread result)
|
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|
760 (drop (count longest-thread) phi-index-sets))))))
|
rlm@450
|
761 #+end_src
|
rlm@450
|
762 #+end_listing
|
rlm@450
|
763
|
rlm@449
|
764
|
rlm@449
|
765 There is one final piece, which is to replace missing sensory data
|
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|
766 with a best-guess estimate. While I could fill in missing data by
|
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|
767 using a gradient over the closest known sensory data points, averages
|
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|
768 can be misleading. It is certainly possible to create an impossible
|
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|
769 sensory state by averaging two possible sensory states. Therefore, I
|
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|
770 simply replicate the most recent sensory experience to fill in the
|
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|
771 gaps.
|
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|
772
|
rlm@449
|
773 #+caption: Fill in blanks in sensory experience by replicating the most
|
rlm@449
|
774 #+caption: recent experience.
|
rlm@449
|
775 #+name: infer-nils
|
rlm@449
|
776 #+begin_listing clojure
|
rlm@449
|
777 #+begin_src clojure
|
rlm@449
|
778 (defn infer-nils
|
rlm@449
|
779 "Replace nils with the next available non-nil element in the
|
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|
780 sequence, or barring that, 0."
|
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|
781 [s]
|
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|
782 (loop [i (dec (count s))
|
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|
783 v (transient s)]
|
rlm@449
|
784 (if (zero? i) (persistent! v)
|
rlm@449
|
785 (if-let [cur (v i)]
|
rlm@449
|
786 (if (get v (dec i) 0)
|
rlm@449
|
787 (recur (dec i) v)
|
rlm@449
|
788 (recur (dec i) (assoc! v (dec i) cur)))
|
rlm@449
|
789 (recur i (assoc! v i 0))))))
|
rlm@449
|
790 #+end_src
|
rlm@449
|
791 #+end_listing
|
rlm@449
|
792
|
rlm@435
|
793
|
rlm@441
|
794 ** Efficient action recognition with =EMPATH=
|
rlm@425
|
795
|
rlm@450
|
796 In my exploration with the worm, I can generally infer actions from
|
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|
797 proprioceptive data exactly as well as when I have the complete
|
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|
798 sensory data. To reach this level, I have to train the worm with
|
rlm@450
|
799 verious exercices for about 1 minute.
|
rlm@450
|
800
|
rlm@449
|
801 ** Digression: bootstrapping touch using free exploration
|
rlm@449
|
802
|
rlm@432
|
803 * Contributions
|
rlm@447
|
804
|
rlm@447
|
805
|
rlm@447
|
806
|
rlm@447
|
807
|
rlm@447
|
808 # An anatomical joke:
|
rlm@447
|
809 # - Training
|
rlm@447
|
810 # - Skeletal imitation
|
rlm@447
|
811 # - Sensory fleshing-out
|
rlm@447
|
812 # - Classification
|