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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 is entirely expressed in clojure. Hearing is implemented
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273 as a layer of clojure code on top of a layer of java code on top of
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274 a layer of =C++= code which implements a modified version of
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275 =OpenAL= to support multiple listeners. =CORTEX= is the only
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276 simulation environment that I know of that can support multiple
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277 entities that can each hear the world from their own perspective.
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278 Other senses also require a small layer of Java code. =CORTEX= also
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279 uses =bullet=, a physics simulator written in =C=.
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280
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281 #+caption: Here is the worm from above modeled in Blender, a free
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282 #+caption: 3D-modeling program. Senses and joints are described
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283 #+caption: using special nodes in Blender.
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284 #+name: worm-recognition-intro
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285 #+ATTR_LaTeX: :width 12cm
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286 [[./images/blender-worm.png]]
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287
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288 During one test with =CORTEX=, I created 3,000 entities each with
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289 their own independent senses and ran them all at only 1/80 real
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290 time. In another test, I created a detailed model of my own hand,
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291 equipped with a realistic distribution of touch (more sensitive at
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292 the fingertips), as well as eyes and ears, and it ran at around 1/4
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293 real time.
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294
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295 #+caption: Here is the worm from above modeled in Blender, a free
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296 #+caption: 3D-modeling program. Senses and joints are described
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297 #+caption: using special nodes in Blender.
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298 #+name: worm-recognition-intro
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299 #+ATTR_LaTeX: :width 15cm
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300 [[./images/full-hand.png]]
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301
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302
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303
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304
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305
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306 ** Contributions
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307
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308 * Building =CORTEX=
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309
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310 ** To explore embodiment, we need a world, body, and senses
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311
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312 ** Because of Time, simulation is perferable to reality
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313
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314 ** Video game engines are a great starting point
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315
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316 ** Bodies are composed of segments connected by joints
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317
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318 ** Eyes reuse standard video game components
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319
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320 ** Hearing is hard; =CORTEX= does it right
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321
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322 ** Touch uses hundreds of hair-like elements
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323
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324 ** Proprioception is the sense that makes everything ``real''
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325
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326 ** Muscles are both effectors and sensors
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327
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328 ** =CORTEX= brings complex creatures to life!
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329
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330 ** =CORTEX= enables many possiblities for further research
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331
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332 * Empathy in a simulated worm
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333
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334 ** Embodiment factors action recognition into managable parts
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335
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336 ** Action recognition is easy with a full gamut of senses
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337
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338 ** Digression: bootstrapping touch using free exploration
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339
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340 ** \Phi-space describes the worm's experiences
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341
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342 ** Empathy is the process of tracing though \Phi-space
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343
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344 ** Efficient action recognition with =EMPATH=
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345
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346 * Contributions
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347 - Built =CORTEX=, a comprehensive platform for embodied AI
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348 experiments. Has many new features lacking in other systems, such
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349 as sound. Easy to model/create new creatures.
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350 - created a novel concept for action recognition by using artificial
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351 imagination.
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352
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353 In the second half of the thesis I develop a computational model of
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354 empathy, using =CORTEX= as a base. Empathy in this context is the
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355 ability to observe another creature and infer what sorts of sensations
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356 that creature is feeling. My empathy algorithm involves multiple
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357 phases. First is free-play, where the creature moves around and gains
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358 sensory experience. From this experience I construct a representation
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359 of the creature's sensory state space, which I call \Phi-space. Using
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360 \Phi-space, I construct an efficient function for enriching the
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361 limited data that comes from observing another creature with a full
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362 compliment of imagined sensory data based on previous experience. I
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363 can then use the imagined sensory data to recognize what the observed
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364 creature is doing and feeling, using straightforward embodied action
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365 predicates. This is all demonstrated with using a simple worm-like
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366 creature, and recognizing worm-actions based on limited data.
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367
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368 Embodied representation using multiple senses such as touch,
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369 proprioception, and muscle tension turns out be be exceedingly
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370 efficient at describing body-centered actions. It is the ``right
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371 language for the job''. For example, it takes only around 5 lines of
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372 LISP code to describe the action of ``curling'' using embodied
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373 primitives. It takes about 8 lines to describe the seemingly
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374 complicated action of wiggling.
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375
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376
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377
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378 * COMMENT names for cortex
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379 - bioland
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380
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381
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382
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383
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384 # An anatomical joke:
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385 # - Training
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386 # - Skeletal imitation
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387 # - Sensory fleshing-out
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388 # - Classification
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