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1 #+title: =CORTEX=
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2 #+author: Robert McIntyre
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3 #+email: rlm@mit.edu
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4 #+description: Using embodied AI to facilitate Artificial Imagination.
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5 #+keywords: AI, clojure, embodiment
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6 #+LaTeX_CLASS_OPTIONS: [nofloat]
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7
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8 * COMMENT templates
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9 #+caption:
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10 #+caption:
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11 #+caption:
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12 #+caption:
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13 #+name: name
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14 #+begin_listing clojure
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15 #+begin_src clojure
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16 #+end_src
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17 #+end_listing
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18
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19 #+caption:
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20 #+caption:
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21 #+caption:
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22 #+name: name
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23 #+ATTR_LaTeX: :width 10cm
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24 [[./images/Eve.jpg]]
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25
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26
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27
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28 * COMMENT Empathy and Embodiment as problem solving strategies
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29
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30 By the end of this thesis, you will have seen a novel approach to
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31 interpreting video using embodiment and empathy. You will have also
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32 seen one way to efficiently implement empathy for embodied
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33 creatures. Finally, you will become familiar with =CORTEX=, a system
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34 for designing and simulating creatures with rich senses, which you
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35 may choose to use in your own research.
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36
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37 This is the core vision of my thesis: That one of the important ways
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38 in which we understand others is by imagining ourselves in their
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39 position and emphatically feeling experiences relative to our own
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40 bodies. By understanding events in terms of our own previous
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41 corporeal experience, we greatly constrain the possibilities of what
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42 would otherwise be an unwieldy exponential search. This extra
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43 constraint can be the difference between easily understanding what
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44 is happening in a video and being completely lost in a sea of
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45 incomprehensible color and movement.
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46
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47 ** Recognizing actions in video is extremely difficult
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48
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49 Consider for example the problem of determining what is happening
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50 in a video of which this is one frame:
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51
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52 #+caption: A cat drinking some water. Identifying this action is
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53 #+caption: beyond the state of the art for computers.
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54 #+ATTR_LaTeX: :width 7cm
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55 [[./images/cat-drinking.jpg]]
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56
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57 It is currently impossible for any computer program to reliably
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58 label such a video as ``drinking''. And rightly so -- it is a very
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59 hard problem! What features can you describe in terms of low level
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60 functions of pixels that can even begin to describe at a high level
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61 what is happening here?
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62
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63 Or suppose that you are building a program that recognizes chairs.
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64 How could you ``see'' the chair in figure \ref{hidden-chair}?
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65
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66 #+caption: The chair in this image is quite obvious to humans, but I
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67 #+caption: doubt that any modern computer vision program can find it.
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68 #+name: hidden-chair
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69 #+ATTR_LaTeX: :width 10cm
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70 [[./images/fat-person-sitting-at-desk.jpg]]
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71
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72 Finally, how is it that you can easily tell the difference between
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73 how the girls /muscles/ are working in figure \ref{girl}?
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74
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75 #+caption: The mysterious ``common sense'' appears here as you are able
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76 #+caption: to discern the difference in how the girl's arm muscles
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77 #+caption: are activated between the two images.
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78 #+name: girl
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79 #+ATTR_LaTeX: :width 7cm
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80 [[./images/wall-push.png]]
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81
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82 Each of these examples tells us something about what might be going
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83 on in our minds as we easily solve these recognition problems.
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84
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85 The hidden chairs show us that we are strongly triggered by cues
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86 relating to the position of human bodies, and that we can determine
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87 the overall physical configuration of a human body even if much of
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88 that body is occluded.
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89
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90 The picture of the girl pushing against the wall tells us that we
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91 have common sense knowledge about the kinetics of our own bodies.
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92 We know well how our muscles would have to work to maintain us in
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93 most positions, and we can easily project this self-knowledge to
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94 imagined positions triggered by images of the human body.
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95
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96 ** =EMPATH= neatly solves recognition problems
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97
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98 I propose a system that can express the types of recognition
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99 problems above in a form amenable to computation. It is split into
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100 four parts:
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101
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102 - Free/Guided Play :: The creature moves around and experiences the
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103 world through its unique perspective. Many otherwise
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104 complicated actions are easily described in the language of a
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105 full suite of body-centered, rich senses. For example,
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106 drinking is the feeling of water sliding down your throat, and
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107 cooling your insides. It's often accompanied by bringing your
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108 hand close to your face, or bringing your face close to water.
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109 Sitting down is the feeling of bending your knees, activating
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110 your quadriceps, then feeling a surface with your bottom and
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111 relaxing your legs. These body-centered action descriptions
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112 can be either learned or hard coded.
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113 - Posture Imitation :: When trying to interpret a video or image,
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114 the creature takes a model of itself and aligns it with
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115 whatever it sees. This alignment can even cross species, as
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116 when humans try to align themselves with things like ponies,
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117 dogs, or other humans with a different body type.
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118 - Empathy :: The alignment triggers associations with
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119 sensory data from prior experiences. For example, the
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120 alignment itself easily maps to proprioceptive data. Any
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121 sounds or obvious skin contact in the video can to a lesser
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122 extent trigger previous experience. Segments of previous
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123 experiences are stitched together to form a coherent and
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124 complete sensory portrait of the scene.
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125 - Recognition :: With the scene described in terms of first
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126 person sensory events, the creature can now run its
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127 action-identification programs on this synthesized sensory
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128 data, just as it would if it were actually experiencing the
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129 scene first-hand. If previous experience has been accurately
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130 retrieved, and if it is analogous enough to the scene, then
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131 the creature will correctly identify the action in the scene.
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132
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133 For example, I think humans are able to label the cat video as
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134 ``drinking'' because they imagine /themselves/ as the cat, and
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135 imagine putting their face up against a stream of water and
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136 sticking out their tongue. In that imagined world, they can feel
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137 the cool water hitting their tongue, and feel the water entering
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138 their body, and are able to recognize that /feeling/ as drinking.
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139 So, the label of the action is not really in the pixels of the
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140 image, but is found clearly in a simulation inspired by those
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141 pixels. An imaginative system, having been trained on drinking and
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142 non-drinking examples and learning that the most important
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143 component of drinking is the feeling of water sliding down one's
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144 throat, would analyze a video of a cat drinking in the following
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145 manner:
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146
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147 1. Create a physical model of the video by putting a ``fuzzy''
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148 model of its own body in place of the cat. Possibly also create
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149 a simulation of the stream of water.
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150
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151 2. Play out this simulated scene and generate imagined sensory
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152 experience. This will include relevant muscle contractions, a
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153 close up view of the stream from the cat's perspective, and most
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154 importantly, the imagined feeling of water entering the
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155 mouth. The imagined sensory experience can come from a
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156 simulation of the event, but can also be pattern-matched from
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157 previous, similar embodied experience.
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158
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159 3. The action is now easily identified as drinking by the sense of
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160 taste alone. The other senses (such as the tongue moving in and
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161 out) help to give plausibility to the simulated action. Note that
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162 the sense of vision, while critical in creating the simulation,
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163 is not critical for identifying the action from the simulation.
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164
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165 For the chair examples, the process is even easier:
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166
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167 1. Align a model of your body to the person in the image.
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168
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169 2. Generate proprioceptive sensory data from this alignment.
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170
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171 3. Use the imagined proprioceptive data as a key to lookup related
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172 sensory experience associated with that particular proproceptive
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173 feeling.
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174
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175 4. Retrieve the feeling of your bottom resting on a surface, your
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176 knees bent, and your leg muscles relaxed.
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177
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178 5. This sensory information is consistent with the =sitting?=
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179 sensory predicate, so you (and the entity in the image) must be
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180 sitting.
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181
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182 6. There must be a chair-like object since you are sitting.
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183
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184 Empathy offers yet another alternative to the age-old AI
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185 representation question: ``What is a chair?'' --- A chair is the
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186 feeling of sitting.
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187
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188 My program, =EMPATH= uses this empathic problem solving technique
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189 to interpret the actions of a simple, worm-like creature.
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190
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191 #+caption: The worm performs many actions during free play such as
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192 #+caption: curling, wiggling, and resting.
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193 #+name: worm-intro
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194 #+ATTR_LaTeX: :width 15cm
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195 [[./images/worm-intro-white.png]]
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196
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197 #+caption: =EMPATH= recognized and classified each of these
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198 #+caption: poses by inferring the complete sensory experience
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199 #+caption: from proprioceptive data.
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200 #+name: worm-recognition-intro
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201 #+ATTR_LaTeX: :width 15cm
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202 [[./images/worm-poses.png]]
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203
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204 One powerful advantage of empathic problem solving is that it
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205 factors the action recognition problem into two easier problems. To
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206 use empathy, you need an /aligner/, which takes the video and a
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207 model of your body, and aligns the model with the video. Then, you
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208 need a /recognizer/, which uses the aligned model to interpret the
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209 action. The power in this method lies in the fact that you describe
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210 all actions form a body-centered viewpoint. You are less tied to
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211 the particulars of any visual representation of the actions. If you
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212 teach the system what ``running'' is, and you have a good enough
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213 aligner, the system will from then on be able to recognize running
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214 from any point of view, even strange points of view like above or
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215 underneath the runner. This is in contrast to action recognition
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216 schemes that try to identify actions using a non-embodied approach.
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217 If these systems learn about running as viewed from the side, they
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218 will not automatically be able to recognize running from any other
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219 viewpoint.
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220
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221 Another powerful advantage is that using the language of multiple
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222 body-centered rich senses to describe body-centerd actions offers a
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223 massive boost in descriptive capability. Consider how difficult it
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224 would be to compose a set of HOG filters to describe the action of
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225 a simple worm-creature ``curling'' so that its head touches its
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226 tail, and then behold the simplicity of describing thus action in a
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227 language designed for the task (listing \ref{grand-circle-intro}):
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228
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229 #+caption: Body-centerd actions are best expressed in a body-centered
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230 #+caption: language. This code detects when the worm has curled into a
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231 #+caption: full circle. Imagine how you would replicate this functionality
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232 #+caption: using low-level pixel features such as HOG filters!
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233 #+name: grand-circle-intro
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234 #+attr_latex: [htpb]
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235 #+begin_listing clojure
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236 #+begin_src clojure
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237 (defn grand-circle?
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238 "Does the worm form a majestic circle (one end touching the other)?"
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239 [experiences]
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240 (and (curled? experiences)
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241 (let [worm-touch (:touch (peek experiences))
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242 tail-touch (worm-touch 0)
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243 head-touch (worm-touch 4)]
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244 (and (< 0.2 (contact worm-segment-bottom-tip tail-touch))
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245 (< 0.2 (contact worm-segment-top-tip head-touch))))))
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246 #+end_src
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247 #+end_listing
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248
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249
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250 ** =CORTEX= is a toolkit for building sensate creatures
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251
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252 I built =CORTEX= to be a general AI research platform for doing
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253 experiments involving multiple rich senses and a wide variety and
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254 number of creatures. I intend it to be useful as a library for many
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255 more projects than just this thesis. =CORTEX= was necessary to meet
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256 a need among AI researchers at CSAIL and beyond, which is that
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257 people often will invent neat ideas that are best expressed in the
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258 language of creatures and senses, but in order to explore those
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259 ideas they must first build a platform in which they can create
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260 simulated creatures with rich senses! There are many ideas that
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261 would be simple to execute (such as =EMPATH=), but attached to them
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262 is the multi-month effort to make a good creature simulator. Often,
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263 that initial investment of time proves to be too much, and the
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264 project must make do with a lesser environment.
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265
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266 =CORTEX= is well suited as an environment for embodied AI research
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267 for three reasons:
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268
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269 - You can create new creatures using Blender, a popular 3D modeling
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270 program. Each sense can be specified using special blender nodes
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271 with biologically inspired paramaters. You need not write any
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272 code to create a creature, and can use a wide library of
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273 pre-existing blender models as a base for your own creatures.
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274
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275 - =CORTEX= implements a wide variety of senses, including touch,
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276 proprioception, vision, hearing, and muscle tension. Complicated
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277 senses like touch, and vision involve multiple sensory elements
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278 embedded in a 2D surface. You have complete control over the
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279 distribution of these sensor elements through the use of simple
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280 png image files. In particular, =CORTEX= implements more
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281 comprehensive hearing than any other creature simulation system
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282 available.
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283
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284 - =CORTEX= supports any number of creatures and any number of
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285 senses. Time in =CORTEX= dialates so that the simulated creatures
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286 always precieve a perfectly smooth flow of time, regardless of
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287 the actual computational load.
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288
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289 =CORTEX= is built on top of =jMonkeyEngine3=, which is a video game
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290 engine designed to create cross-platform 3D desktop games. =CORTEX=
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291 is mainly written in clojure, a dialect of =LISP= that runs on the
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292 java virtual machine (JVM). The API for creating and simulating
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293 creatures and senses is entirely expressed in clojure, though many
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294 senses are implemented at the layer of jMonkeyEngine or below. For
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295 example, for the sense of hearing I use a layer of clojure code on
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296 top of a layer of java JNI bindings that drive a layer of =C++=
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297 code which implements a modified version of =OpenAL= to support
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298 multiple listeners. =CORTEX= is the only simulation environment
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299 that I know of that can support multiple entities that can each
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300 hear the world from their own perspective. Other senses also
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301 require a small layer of Java code. =CORTEX= also uses =bullet=, a
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302 physics simulator written in =C=.
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303
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304 #+caption: Here is the worm from above modeled in Blender, a free
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305 #+caption: 3D-modeling program. Senses and joints are described
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306 #+caption: using special nodes in Blender.
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307 #+name: worm-recognition-intro
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308 #+ATTR_LaTeX: :width 12cm
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309 [[./images/blender-worm.png]]
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310
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311 Here are some thing I anticipate that =CORTEX= might be used for:
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312
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313 - exploring new ideas about sensory integration
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314 - distributed communication among swarm creatures
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315 - self-learning using free exploration,
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316 - evolutionary algorithms involving creature construction
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317 - exploration of exoitic senses and effectors that are not possible
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318 in the real world (such as telekenisis or a semantic sense)
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319 - imagination using subworlds
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320
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321 During one test with =CORTEX=, I created 3,000 creatures each with
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322 their own independent senses and ran them all at only 1/80 real
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323 time. In another test, I created a detailed model of my own hand,
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324 equipped with a realistic distribution of touch (more sensitive at
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325 the fingertips), as well as eyes and ears, and it ran at around 1/4
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326 real time.
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327
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328 #+BEGIN_LaTeX
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329 \begin{sidewaysfigure}
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330 \includegraphics[width=9.5in]{images/full-hand.png}
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331 \caption{
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332 I modeled my own right hand in Blender and rigged it with all the
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333 senses that {\tt CORTEX} supports. My simulated hand has a
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334 biologically inspired distribution of touch sensors. The senses are
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335 displayed on the right, and the simulation is displayed on the
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336 left. Notice that my hand is curling its fingers, that it can see
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337 its own finger from the eye in its palm, and that it can feel its
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338 own thumb touching its palm.}
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339 \end{sidewaysfigure}
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340 #+END_LaTeX
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341
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rlm@437
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342 ** Contributions
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343
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rlm@451
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344 - I built =CORTEX=, a comprehensive platform for embodied AI
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345 experiments. =CORTEX= supports many features lacking in other
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346 systems, such proper simulation of hearing. It is easy to create
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347 new =CORTEX= creatures using Blender, a free 3D modeling program.
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348
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rlm@451
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349 - I built =EMPATH=, which uses =CORTEX= to identify the actions of
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350 a worm-like creature using a computational model of empathy.
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351
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352 * Building =CORTEX=
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353
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354 I intend for =CORTEX= to be used as a general purpose library for
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355 building creatures and outfitting them with senses, so that it will
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356 be useful for other researchers who want to test out ideas of their
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357 own. To this end, wherver I have had to make archetictural choices
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358 about =CORTEX=, I have chosen to give as much freedom to the user as
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359 possible, so that =CORTEX= may be used for things I have not
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360 forseen.
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361
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rlm@465
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362 ** COMMENT Simulation or Reality?
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363
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364 The most important archetictural decision of all is the choice to
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365 use a computer-simulated environemnt in the first place! The world
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366 is a vast and rich place, and for now simulations are a very poor
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367 reflection of its complexity. It may be that there is a significant
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368 qualatative difference between dealing with senses in the real
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369 world and dealing with pale facilimilies of them in a
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370 simulation. What are the advantages and disadvantages of a
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371 simulation vs. reality?
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372
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373 *** Simulation
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374
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375 The advantages of virtual reality are that when everything is a
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376 simulation, experiments in that simulation are absolutely
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377 reproducible. It's also easier to change the character and world
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378 to explore new situations and different sensory combinations.
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379
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380 If the world is to be simulated on a computer, then not only do
|
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381 you have to worry about whether the character's senses are rich
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382 enough to learn from the world, but whether the world itself is
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383 rendered with enough detail and realism to give enough working
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384 material to the character's senses. To name just a few
|
rlm@462
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385 difficulties facing modern physics simulators: destructibility of
|
rlm@462
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386 the environment, simulation of water/other fluids, large areas,
|
rlm@462
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387 nonrigid bodies, lots of objects, smoke. I don't know of any
|
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388 computer simulation that would allow a character to take a rock
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389 and grind it into fine dust, then use that dust to make a clay
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390 sculpture, at least not without spending years calculating the
|
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391 interactions of every single small grain of dust. Maybe a
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392 simulated world with today's limitations doesn't provide enough
|
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393 richness for real intelligence to evolve.
|
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394
|
rlm@462
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395 *** Reality
|
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396
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rlm@462
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397 The other approach for playing with senses is to hook your
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398 software up to real cameras, microphones, robots, etc., and let it
|
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399 loose in the real world. This has the advantage of eliminating
|
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400 concerns about simulating the world at the expense of increasing
|
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401 the complexity of implementing the senses. Instead of just
|
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402 grabbing the current rendered frame for processing, you have to
|
rlm@462
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403 use an actual camera with real lenses and interact with photons to
|
rlm@462
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404 get an image. It is much harder to change the character, which is
|
rlm@462
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405 now partly a physical robot of some sort, since doing so involves
|
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406 changing things around in the real world instead of modifying
|
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407 lines of code. While the real world is very rich and definitely
|
rlm@462
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408 provides enough stimulation for intelligence to develop as
|
rlm@462
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409 evidenced by our own existence, it is also uncontrollable in the
|
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410 sense that a particular situation cannot be recreated perfectly or
|
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411 saved for later use. It is harder to conduct science because it is
|
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412 harder to repeat an experiment. The worst thing about using the
|
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413 real world instead of a simulation is the matter of time. Instead
|
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414 of simulated time you get the constant and unstoppable flow of
|
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415 real time. This severely limits the sorts of software you can use
|
rlm@462
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416 to program the AI because all sense inputs must be handled in real
|
rlm@462
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417 time. Complicated ideas may have to be implemented in hardware or
|
rlm@462
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418 may simply be impossible given the current speed of our
|
rlm@462
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419 processors. Contrast this with a simulation, in which the flow of
|
rlm@462
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420 time in the simulated world can be slowed down to accommodate the
|
rlm@462
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421 limitations of the character's programming. In terms of cost,
|
rlm@462
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422 doing everything in software is far cheaper than building custom
|
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423 real-time hardware. All you need is a laptop and some patience.
|
rlm@435
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424
|
rlm@465
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425 ** COMMENT Because of Time, simulation is perferable to reality
|
rlm@435
|
426
|
rlm@462
|
427 I envision =CORTEX= being used to support rapid prototyping and
|
rlm@462
|
428 iteration of ideas. Even if I could put together a well constructed
|
rlm@462
|
429 kit for creating robots, it would still not be enough because of
|
rlm@462
|
430 the scourge of real-time processing. Anyone who wants to test their
|
rlm@462
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431 ideas in the real world must always worry about getting their
|
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432 algorithms to run fast enough to process information in real time.
|
rlm@465
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433 The need for real time processing only increases if multiple senses
|
rlm@465
|
434 are involved. In the extreme case, even simple algorithms will have
|
rlm@465
|
435 to be accelerated by ASIC chips or FPGAs, turning what would
|
rlm@465
|
436 otherwise be a few lines of code and a 10x speed penality into a
|
rlm@465
|
437 multi-month ordeal. For this reason, =CORTEX= supports
|
rlm@462
|
438 /time-dialiation/, which scales back the framerate of the
|
rlm@465
|
439 simulation in proportion to the amount of processing each frame.
|
rlm@465
|
440 From the perspective of the creatures inside the simulation, time
|
rlm@465
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441 always appears to flow at a constant rate, regardless of how
|
rlm@462
|
442 complicated the envorimnent becomes or how many creatures are in
|
rlm@462
|
443 the simulation. The cost is that =CORTEX= can sometimes run slower
|
rlm@462
|
444 than real time. This can also be an advantage, however ---
|
rlm@462
|
445 simulations of very simple creatures in =CORTEX= generally run at
|
rlm@462
|
446 40x on my machine!
|
rlm@462
|
447
|
rlm@465
|
448 ** COMMENT Video game engines are a great starting point
|
rlm@462
|
449
|
rlm@462
|
450 I did not need to write my own physics simulation code or shader to
|
rlm@462
|
451 build =CORTEX=. Doing so would lead to a system that is impossible
|
rlm@462
|
452 for anyone but myself to use anyway. Instead, I use a video game
|
rlm@462
|
453 engine as a base and modify it to accomodate the additional needs
|
rlm@462
|
454 of =CORTEX=. Video game engines are an ideal starting point to
|
rlm@462
|
455 build =CORTEX=, because they are not far from being creature
|
rlm@463
|
456 building systems themselves.
|
rlm@462
|
457
|
rlm@462
|
458 First off, general purpose video game engines come with a physics
|
rlm@462
|
459 engine and lighting / sound system. The physics system provides
|
rlm@462
|
460 tools that can be co-opted to serve as touch, proprioception, and
|
rlm@462
|
461 muscles. Since some games support split screen views, a good video
|
rlm@462
|
462 game engine will allow you to efficiently create multiple cameras
|
rlm@463
|
463 in the simulated world that can be used as eyes. Video game systems
|
rlm@463
|
464 offer integrated asset management for things like textures and
|
rlm@463
|
465 creatures models, providing an avenue for defining creatures.
|
rlm@463
|
466 Finally, because video game engines support a large number of
|
rlm@463
|
467 users, if I don't stray too far from the base system, other
|
rlm@463
|
468 researchers can turn to this community for help when doing their
|
rlm@463
|
469 research.
|
rlm@463
|
470
|
rlm@465
|
471 ** COMMENT =CORTEX= is based on jMonkeyEngine3
|
rlm@463
|
472
|
rlm@463
|
473 While preparing to build =CORTEX= I studied several video game
|
rlm@463
|
474 engines to see which would best serve as a base. The top contenders
|
rlm@463
|
475 were:
|
rlm@463
|
476
|
rlm@463
|
477 - [[http://www.idsoftware.com][Quake II]]/[[http://www.bytonic.de/html/jake2.html][Jake2]] :: The Quake II engine was designed by ID
|
rlm@463
|
478 software in 1997. All the source code was released by ID
|
rlm@463
|
479 software into the Public Domain several years ago, and as a
|
rlm@463
|
480 result it has been ported to many different languages. This
|
rlm@463
|
481 engine was famous for its advanced use of realistic shading
|
rlm@463
|
482 and had decent and fast physics simulation. The main advantage
|
rlm@463
|
483 of the Quake II engine is its simplicity, but I ultimately
|
rlm@463
|
484 rejected it because the engine is too tied to the concept of a
|
rlm@463
|
485 first-person shooter game. One of the problems I had was that
|
rlm@463
|
486 there does not seem to be any easy way to attach multiple
|
rlm@463
|
487 cameras to a single character. There are also several physics
|
rlm@463
|
488 clipping issues that are corrected in a way that only applies
|
rlm@463
|
489 to the main character and do not apply to arbitrary objects.
|
rlm@463
|
490
|
rlm@463
|
491 - [[http://source.valvesoftware.com/][Source Engine]] :: The Source Engine evolved from the Quake II
|
rlm@463
|
492 and Quake I engines and is used by Valve in the Half-Life
|
rlm@463
|
493 series of games. The physics simulation in the Source Engine
|
rlm@463
|
494 is quite accurate and probably the best out of all the engines
|
rlm@463
|
495 I investigated. There is also an extensive community actively
|
rlm@463
|
496 working with the engine. However, applications that use the
|
rlm@463
|
497 Source Engine must be written in C++, the code is not open, it
|
rlm@463
|
498 only runs on Windows, and the tools that come with the SDK to
|
rlm@463
|
499 handle models and textures are complicated and awkward to use.
|
rlm@463
|
500
|
rlm@463
|
501 - [[http://jmonkeyengine.com/][jMonkeyEngine3]] :: jMonkeyEngine3 is a new library for creating
|
rlm@463
|
502 games in Java. It uses OpenGL to render to the screen and uses
|
rlm@463
|
503 screengraphs to avoid drawing things that do not appear on the
|
rlm@463
|
504 screen. It has an active community and several games in the
|
rlm@463
|
505 pipeline. The engine was not built to serve any particular
|
rlm@463
|
506 game but is instead meant to be used for any 3D game.
|
rlm@463
|
507
|
rlm@463
|
508 I chose jMonkeyEngine3 because it because it had the most features
|
rlm@464
|
509 out of all the free projects I looked at, and because I could then
|
rlm@463
|
510 write my code in clojure, an implementation of =LISP= that runs on
|
rlm@463
|
511 the JVM.
|
rlm@435
|
512
|
rlm@436
|
513 ** Bodies are composed of segments connected by joints
|
rlm@435
|
514
|
rlm@464
|
515 For the simple worm-like creatures I will use later on in this
|
rlm@464
|
516 thesis, I could define a simple API in =CORTEX= that would allow
|
rlm@464
|
517 one to create boxes, spheres, etc., and leave that API as the sole
|
rlm@464
|
518 way to create creatures. However, for =CORTEX= to truly be useful
|
rlm@464
|
519 for other projects, it needs to have a way to construct complicated
|
rlm@464
|
520 creatures. If possible, it would be nice to leverage work that has
|
rlm@464
|
521 already been done by the community of 3D modelers, or at least
|
rlm@464
|
522 enable people who are talented at moedling but not programming to
|
rlm@464
|
523 design =CORTEX= creatures.
|
rlm@464
|
524
|
rlm@464
|
525 Therefore, I use Blender, a free 3D modeling program, as the main
|
rlm@464
|
526 way to create creatures in =CORTEX=. However, the creatures modeled
|
rlm@464
|
527 in Blender must also be simple to simulate in jMonkeyEngine3's game
|
rlm@464
|
528 engine, and must also be easy to rig with =CORTEX='s senses.
|
rlm@464
|
529
|
rlm@464
|
530 While trying to find a good compromise for body-design, one option
|
rlm@464
|
531 I ultimately rejected is to use blender's [[http://wiki.blender.org/index.php/Doc:2.6/Manual/Rigging/Armatures][armature]] system. The idea
|
rlm@464
|
532 would have been to define a mesh which describes the creature's
|
rlm@464
|
533 entire body. To this you add an skeleton which deforms this
|
rlm@464
|
534 mesh. This technique is used extensively to model humans and create
|
rlm@464
|
535 realistic animations. It is hard to use for my purposes because it
|
rlm@464
|
536 is difficult to update the creature's Physics Collision Mesh in
|
rlm@464
|
537 tandem with its Geometric Mesh under the influence of the
|
rlm@464
|
538 armature. Without this the creature will not be able to grab things
|
rlm@464
|
539 in its environment, and it won't be able to tell where its physical
|
rlm@464
|
540 body is by using its eyes. Also, armatures do not specify any
|
rlm@464
|
541 rotational limits for a joint, making it hard to model elbows,
|
rlm@464
|
542 shoulders, etc.
|
rlm@464
|
543
|
rlm@464
|
544 Instead of using the human-like ``deformable bag of bones''
|
rlm@464
|
545 approach, I decided to base my body plans on multiple solid objects
|
rlm@464
|
546 that are connected by joints, inspired by the robot =EVE= from the
|
rlm@464
|
547 movie WALL-E.
|
rlm@464
|
548
|
rlm@464
|
549 #+caption: =EVE= from the movie WALL-E. This body plan turns
|
rlm@464
|
550 #+caption: out to be much better suited to my purposes than a more
|
rlm@464
|
551 #+caption: human-like one.
|
rlm@465
|
552 #+ATTR_LaTeX: :width 10cm
|
rlm@464
|
553 [[./images/Eve.jpg]]
|
rlm@464
|
554
|
rlm@464
|
555 =EVE='s body is composed of several rigid components that are held
|
rlm@464
|
556 together by invisible joint constraints. This is what I mean by
|
rlm@464
|
557 ``eve-like''. The main reason that I use eve-style bodies is for
|
rlm@464
|
558 efficiency, and so that there will be correspondence between the
|
rlm@464
|
559 AI's vision and the physical presence of its body. Each individual
|
rlm@464
|
560 section is simulated by a separate rigid body that corresponds
|
rlm@464
|
561 exactly with its visual representation and does not change.
|
rlm@464
|
562 Sections are connected by invisible joints that are well supported
|
rlm@464
|
563 in jMonkeyEngine3. Bullet, the physics backend for jMonkeyEngine3,
|
rlm@464
|
564 can efficiently simulate hundreds of rigid bodies connected by
|
rlm@464
|
565 joints. Sections do not have to stay as one piece forever; they can
|
rlm@464
|
566 be dynamically replaced with multiple sections to simulate
|
rlm@464
|
567 splitting in two. This could be used to simulate retractable claws
|
rlm@464
|
568 or =EVE='s hands, which are able to coalesce into one object in the
|
rlm@464
|
569 movie.
|
rlm@465
|
570
|
rlm@465
|
571 *** Solidifying/Connecting the body
|
rlm@465
|
572
|
rlm@465
|
573 Importing bodies from =CORTEX= into blender involves encoding
|
rlm@465
|
574 metadata into the blender file that specifies the mass of each
|
rlm@465
|
575 component and the joints by which those components are connected. I
|
rlm@465
|
576 do this in Blender in two ways. First is by using the ``metadata''
|
rlm@465
|
577 field of each solid object to specify the mass. Second is by using
|
rlm@465
|
578 Blender ``empty nodes'' to specify the position and type of each
|
rlm@465
|
579 joint. Empty nodes have no mass, physical presence, or appearance,
|
rlm@465
|
580 but they can hold metadata and have names. I use a tree structure
|
rlm@465
|
581 of empty nodes to specify joints. There is a parent node named
|
rlm@465
|
582 ``joints'', and a series of empty child nodes of the ``joints''
|
rlm@465
|
583 node that each represent a single joint.
|
rlm@465
|
584
|
rlm@465
|
585 #+caption: View of the hand model in Blender showing the main ``joints''
|
rlm@465
|
586 #+caption: node (highlighted in yellow) and its children which each
|
rlm@465
|
587 #+caption: represent a joint in the hand. Each joint node has metadata
|
rlm@465
|
588 #+caption: specifying what sort of joint it is.
|
rlm@465
|
589 #+ATTR_LaTeX: :width 10cm
|
rlm@465
|
590 [[./images/hand-screenshot1.png]]
|
rlm@465
|
591
|
rlm@465
|
592
|
rlm@465
|
593
|
rlm@465
|
594
|
rlm@464
|
595
|
rlm@464
|
596
|
rlm@464
|
597
|
rlm@436
|
598 ** Eyes reuse standard video game components
|
rlm@436
|
599
|
rlm@436
|
600 ** Hearing is hard; =CORTEX= does it right
|
rlm@436
|
601
|
rlm@436
|
602 ** Touch uses hundreds of hair-like elements
|
rlm@436
|
603
|
rlm@440
|
604 ** Proprioception is the sense that makes everything ``real''
|
rlm@436
|
605
|
rlm@436
|
606 ** Muscles are both effectors and sensors
|
rlm@436
|
607
|
rlm@436
|
608 ** =CORTEX= brings complex creatures to life!
|
rlm@436
|
609
|
rlm@436
|
610 ** =CORTEX= enables many possiblities for further research
|
rlm@435
|
611
|
rlm@465
|
612 * COMMENT Empathy in a simulated worm
|
rlm@435
|
613
|
rlm@449
|
614 Here I develop a computational model of empathy, using =CORTEX= as a
|
rlm@449
|
615 base. Empathy in this context is the ability to observe another
|
rlm@449
|
616 creature and infer what sorts of sensations that creature is
|
rlm@449
|
617 feeling. My empathy algorithm involves multiple phases. First is
|
rlm@449
|
618 free-play, where the creature moves around and gains sensory
|
rlm@449
|
619 experience. From this experience I construct a representation of the
|
rlm@449
|
620 creature's sensory state space, which I call \Phi-space. Using
|
rlm@449
|
621 \Phi-space, I construct an efficient function which takes the
|
rlm@449
|
622 limited data that comes from observing another creature and enriches
|
rlm@449
|
623 it full compliment of imagined sensory data. I can then use the
|
rlm@449
|
624 imagined sensory data to recognize what the observed creature is
|
rlm@449
|
625 doing and feeling, using straightforward embodied action predicates.
|
rlm@449
|
626 This is all demonstrated with using a simple worm-like creature, and
|
rlm@449
|
627 recognizing worm-actions based on limited data.
|
rlm@449
|
628
|
rlm@449
|
629 #+caption: Here is the worm with which we will be working.
|
rlm@449
|
630 #+caption: It is composed of 5 segments. Each segment has a
|
rlm@449
|
631 #+caption: pair of extensor and flexor muscles. Each of the
|
rlm@449
|
632 #+caption: worm's four joints is a hinge joint which allows
|
rlm@451
|
633 #+caption: about 30 degrees of rotation to either side. Each segment
|
rlm@449
|
634 #+caption: of the worm is touch-capable and has a uniform
|
rlm@449
|
635 #+caption: distribution of touch sensors on each of its faces.
|
rlm@449
|
636 #+caption: Each joint has a proprioceptive sense to detect
|
rlm@449
|
637 #+caption: relative positions. The worm segments are all the
|
rlm@449
|
638 #+caption: same except for the first one, which has a much
|
rlm@449
|
639 #+caption: higher weight than the others to allow for easy
|
rlm@449
|
640 #+caption: manual motor control.
|
rlm@449
|
641 #+name: basic-worm-view
|
rlm@449
|
642 #+ATTR_LaTeX: :width 10cm
|
rlm@449
|
643 [[./images/basic-worm-view.png]]
|
rlm@449
|
644
|
rlm@449
|
645 #+caption: Program for reading a worm from a blender file and
|
rlm@449
|
646 #+caption: outfitting it with the senses of proprioception,
|
rlm@449
|
647 #+caption: touch, and the ability to move, as specified in the
|
rlm@449
|
648 #+caption: blender file.
|
rlm@449
|
649 #+name: get-worm
|
rlm@449
|
650 #+begin_listing clojure
|
rlm@449
|
651 #+begin_src clojure
|
rlm@449
|
652 (defn worm []
|
rlm@449
|
653 (let [model (load-blender-model "Models/worm/worm.blend")]
|
rlm@449
|
654 {:body (doto model (body!))
|
rlm@449
|
655 :touch (touch! model)
|
rlm@449
|
656 :proprioception (proprioception! model)
|
rlm@449
|
657 :muscles (movement! model)}))
|
rlm@449
|
658 #+end_src
|
rlm@449
|
659 #+end_listing
|
rlm@452
|
660
|
rlm@436
|
661 ** Embodiment factors action recognition into managable parts
|
rlm@435
|
662
|
rlm@449
|
663 Using empathy, I divide the problem of action recognition into a
|
rlm@449
|
664 recognition process expressed in the language of a full compliment
|
rlm@449
|
665 of senses, and an imaganitive process that generates full sensory
|
rlm@449
|
666 data from partial sensory data. Splitting the action recognition
|
rlm@449
|
667 problem in this manner greatly reduces the total amount of work to
|
rlm@449
|
668 recognize actions: The imaganitive process is mostly just matching
|
rlm@449
|
669 previous experience, and the recognition process gets to use all
|
rlm@449
|
670 the senses to directly describe any action.
|
rlm@449
|
671
|
rlm@436
|
672 ** Action recognition is easy with a full gamut of senses
|
rlm@435
|
673
|
rlm@449
|
674 Embodied representations using multiple senses such as touch,
|
rlm@449
|
675 proprioception, and muscle tension turns out be be exceedingly
|
rlm@449
|
676 efficient at describing body-centered actions. It is the ``right
|
rlm@449
|
677 language for the job''. For example, it takes only around 5 lines
|
rlm@449
|
678 of LISP code to describe the action of ``curling'' using embodied
|
rlm@451
|
679 primitives. It takes about 10 lines to describe the seemingly
|
rlm@449
|
680 complicated action of wiggling.
|
rlm@449
|
681
|
rlm@449
|
682 The following action predicates each take a stream of sensory
|
rlm@449
|
683 experience, observe however much of it they desire, and decide
|
rlm@449
|
684 whether the worm is doing the action they describe. =curled?=
|
rlm@449
|
685 relies on proprioception, =resting?= relies on touch, =wiggling?=
|
rlm@449
|
686 relies on a fourier analysis of muscle contraction, and
|
rlm@449
|
687 =grand-circle?= relies on touch and reuses =curled?= as a gaurd.
|
rlm@449
|
688
|
rlm@449
|
689 #+caption: Program for detecting whether the worm is curled. This is the
|
rlm@449
|
690 #+caption: simplest action predicate, because it only uses the last frame
|
rlm@449
|
691 #+caption: of sensory experience, and only uses proprioceptive data. Even
|
rlm@449
|
692 #+caption: this simple predicate, however, is automatically frame
|
rlm@449
|
693 #+caption: independent and ignores vermopomorphic differences such as
|
rlm@449
|
694 #+caption: worm textures and colors.
|
rlm@449
|
695 #+name: curled
|
rlm@452
|
696 #+attr_latex: [htpb]
|
rlm@452
|
697 #+begin_listing clojure
|
rlm@449
|
698 #+begin_src clojure
|
rlm@449
|
699 (defn curled?
|
rlm@449
|
700 "Is the worm curled up?"
|
rlm@449
|
701 [experiences]
|
rlm@449
|
702 (every?
|
rlm@449
|
703 (fn [[_ _ bend]]
|
rlm@449
|
704 (> (Math/sin bend) 0.64))
|
rlm@449
|
705 (:proprioception (peek experiences))))
|
rlm@449
|
706 #+end_src
|
rlm@449
|
707 #+end_listing
|
rlm@449
|
708
|
rlm@449
|
709 #+caption: Program for summarizing the touch information in a patch
|
rlm@449
|
710 #+caption: of skin.
|
rlm@449
|
711 #+name: touch-summary
|
rlm@452
|
712 #+attr_latex: [htpb]
|
rlm@452
|
713
|
rlm@452
|
714 #+begin_listing clojure
|
rlm@449
|
715 #+begin_src clojure
|
rlm@449
|
716 (defn contact
|
rlm@449
|
717 "Determine how much contact a particular worm segment has with
|
rlm@449
|
718 other objects. Returns a value between 0 and 1, where 1 is full
|
rlm@449
|
719 contact and 0 is no contact."
|
rlm@449
|
720 [touch-region [coords contact :as touch]]
|
rlm@449
|
721 (-> (zipmap coords contact)
|
rlm@449
|
722 (select-keys touch-region)
|
rlm@449
|
723 (vals)
|
rlm@449
|
724 (#(map first %))
|
rlm@449
|
725 (average)
|
rlm@449
|
726 (* 10)
|
rlm@449
|
727 (- 1)
|
rlm@449
|
728 (Math/abs)))
|
rlm@449
|
729 #+end_src
|
rlm@449
|
730 #+end_listing
|
rlm@449
|
731
|
rlm@449
|
732
|
rlm@449
|
733 #+caption: Program for detecting whether the worm is at rest. This program
|
rlm@449
|
734 #+caption: uses a summary of the tactile information from the underbelly
|
rlm@449
|
735 #+caption: of the worm, and is only true if every segment is touching the
|
rlm@449
|
736 #+caption: floor. Note that this function contains no references to
|
rlm@449
|
737 #+caption: proprioction at all.
|
rlm@449
|
738 #+name: resting
|
rlm@452
|
739 #+attr_latex: [htpb]
|
rlm@452
|
740 #+begin_listing clojure
|
rlm@449
|
741 #+begin_src clojure
|
rlm@449
|
742 (def worm-segment-bottom (rect-region [8 15] [14 22]))
|
rlm@449
|
743
|
rlm@449
|
744 (defn resting?
|
rlm@449
|
745 "Is the worm resting on the ground?"
|
rlm@449
|
746 [experiences]
|
rlm@449
|
747 (every?
|
rlm@449
|
748 (fn [touch-data]
|
rlm@449
|
749 (< 0.9 (contact worm-segment-bottom touch-data)))
|
rlm@449
|
750 (:touch (peek experiences))))
|
rlm@449
|
751 #+end_src
|
rlm@449
|
752 #+end_listing
|
rlm@449
|
753
|
rlm@449
|
754 #+caption: Program for detecting whether the worm is curled up into a
|
rlm@449
|
755 #+caption: full circle. Here the embodied approach begins to shine, as
|
rlm@449
|
756 #+caption: I am able to both use a previous action predicate (=curled?=)
|
rlm@449
|
757 #+caption: as well as the direct tactile experience of the head and tail.
|
rlm@449
|
758 #+name: grand-circle
|
rlm@452
|
759 #+attr_latex: [htpb]
|
rlm@452
|
760 #+begin_listing clojure
|
rlm@449
|
761 #+begin_src clojure
|
rlm@449
|
762 (def worm-segment-bottom-tip (rect-region [15 15] [22 22]))
|
rlm@449
|
763
|
rlm@449
|
764 (def worm-segment-top-tip (rect-region [0 15] [7 22]))
|
rlm@449
|
765
|
rlm@449
|
766 (defn grand-circle?
|
rlm@449
|
767 "Does the worm form a majestic circle (one end touching the other)?"
|
rlm@449
|
768 [experiences]
|
rlm@449
|
769 (and (curled? experiences)
|
rlm@449
|
770 (let [worm-touch (:touch (peek experiences))
|
rlm@449
|
771 tail-touch (worm-touch 0)
|
rlm@449
|
772 head-touch (worm-touch 4)]
|
rlm@449
|
773 (and (< 0.55 (contact worm-segment-bottom-tip tail-touch))
|
rlm@449
|
774 (< 0.55 (contact worm-segment-top-tip head-touch))))))
|
rlm@449
|
775 #+end_src
|
rlm@449
|
776 #+end_listing
|
rlm@449
|
777
|
rlm@449
|
778
|
rlm@449
|
779 #+caption: Program for detecting whether the worm has been wiggling for
|
rlm@449
|
780 #+caption: the last few frames. It uses a fourier analysis of the muscle
|
rlm@449
|
781 #+caption: contractions of the worm's tail to determine wiggling. This is
|
rlm@449
|
782 #+caption: signigicant because there is no particular frame that clearly
|
rlm@449
|
783 #+caption: indicates that the worm is wiggling --- only when multiple frames
|
rlm@449
|
784 #+caption: are analyzed together is the wiggling revealed. Defining
|
rlm@449
|
785 #+caption: wiggling this way also gives the worm an opportunity to learn
|
rlm@449
|
786 #+caption: and recognize ``frustrated wiggling'', where the worm tries to
|
rlm@449
|
787 #+caption: wiggle but can't. Frustrated wiggling is very visually different
|
rlm@449
|
788 #+caption: from actual wiggling, but this definition gives it to us for free.
|
rlm@449
|
789 #+name: wiggling
|
rlm@452
|
790 #+attr_latex: [htpb]
|
rlm@452
|
791 #+begin_listing clojure
|
rlm@449
|
792 #+begin_src clojure
|
rlm@449
|
793 (defn fft [nums]
|
rlm@449
|
794 (map
|
rlm@449
|
795 #(.getReal %)
|
rlm@449
|
796 (.transform
|
rlm@449
|
797 (FastFourierTransformer. DftNormalization/STANDARD)
|
rlm@449
|
798 (double-array nums) TransformType/FORWARD)))
|
rlm@449
|
799
|
rlm@449
|
800 (def indexed (partial map-indexed vector))
|
rlm@449
|
801
|
rlm@449
|
802 (defn max-indexed [s]
|
rlm@449
|
803 (first (sort-by (comp - second) (indexed s))))
|
rlm@449
|
804
|
rlm@449
|
805 (defn wiggling?
|
rlm@449
|
806 "Is the worm wiggling?"
|
rlm@449
|
807 [experiences]
|
rlm@449
|
808 (let [analysis-interval 0x40]
|
rlm@449
|
809 (when (> (count experiences) analysis-interval)
|
rlm@449
|
810 (let [a-flex 3
|
rlm@449
|
811 a-ex 2
|
rlm@449
|
812 muscle-activity
|
rlm@449
|
813 (map :muscle (vector:last-n experiences analysis-interval))
|
rlm@449
|
814 base-activity
|
rlm@449
|
815 (map #(- (% a-flex) (% a-ex)) muscle-activity)]
|
rlm@449
|
816 (= 2
|
rlm@449
|
817 (first
|
rlm@449
|
818 (max-indexed
|
rlm@449
|
819 (map #(Math/abs %)
|
rlm@449
|
820 (take 20 (fft base-activity))))))))))
|
rlm@449
|
821 #+end_src
|
rlm@449
|
822 #+end_listing
|
rlm@449
|
823
|
rlm@449
|
824 With these action predicates, I can now recognize the actions of
|
rlm@449
|
825 the worm while it is moving under my control and I have access to
|
rlm@449
|
826 all the worm's senses.
|
rlm@449
|
827
|
rlm@449
|
828 #+caption: Use the action predicates defined earlier to report on
|
rlm@449
|
829 #+caption: what the worm is doing while in simulation.
|
rlm@449
|
830 #+name: report-worm-activity
|
rlm@452
|
831 #+attr_latex: [htpb]
|
rlm@452
|
832 #+begin_listing clojure
|
rlm@449
|
833 #+begin_src clojure
|
rlm@449
|
834 (defn debug-experience
|
rlm@449
|
835 [experiences text]
|
rlm@449
|
836 (cond
|
rlm@449
|
837 (grand-circle? experiences) (.setText text "Grand Circle")
|
rlm@449
|
838 (curled? experiences) (.setText text "Curled")
|
rlm@449
|
839 (wiggling? experiences) (.setText text "Wiggling")
|
rlm@449
|
840 (resting? experiences) (.setText text "Resting")))
|
rlm@449
|
841 #+end_src
|
rlm@449
|
842 #+end_listing
|
rlm@449
|
843
|
rlm@449
|
844 #+caption: Using =debug-experience=, the body-centered predicates
|
rlm@449
|
845 #+caption: work together to classify the behaviour of the worm.
|
rlm@451
|
846 #+caption: the predicates are operating with access to the worm's
|
rlm@451
|
847 #+caption: full sensory data.
|
rlm@449
|
848 #+name: basic-worm-view
|
rlm@449
|
849 #+ATTR_LaTeX: :width 10cm
|
rlm@449
|
850 [[./images/worm-identify-init.png]]
|
rlm@449
|
851
|
rlm@449
|
852 These action predicates satisfy the recognition requirement of an
|
rlm@451
|
853 empathic recognition system. There is power in the simplicity of
|
rlm@451
|
854 the action predicates. They describe their actions without getting
|
rlm@451
|
855 confused in visual details of the worm. Each one is frame
|
rlm@451
|
856 independent, but more than that, they are each indepent of
|
rlm@449
|
857 irrelevant visual details of the worm and the environment. They
|
rlm@449
|
858 will work regardless of whether the worm is a different color or
|
rlm@451
|
859 hevaily textured, or if the environment has strange lighting.
|
rlm@449
|
860
|
rlm@449
|
861 The trick now is to make the action predicates work even when the
|
rlm@449
|
862 sensory data on which they depend is absent. If I can do that, then
|
rlm@449
|
863 I will have gained much,
|
rlm@435
|
864
|
rlm@436
|
865 ** \Phi-space describes the worm's experiences
|
rlm@449
|
866
|
rlm@449
|
867 As a first step towards building empathy, I need to gather all of
|
rlm@449
|
868 the worm's experiences during free play. I use a simple vector to
|
rlm@449
|
869 store all the experiences.
|
rlm@449
|
870
|
rlm@449
|
871 Each element of the experience vector exists in the vast space of
|
rlm@449
|
872 all possible worm-experiences. Most of this vast space is actually
|
rlm@449
|
873 unreachable due to physical constraints of the worm's body. For
|
rlm@449
|
874 example, the worm's segments are connected by hinge joints that put
|
rlm@451
|
875 a practical limit on the worm's range of motions without limiting
|
rlm@451
|
876 its degrees of freedom. Some groupings of senses are impossible;
|
rlm@451
|
877 the worm can not be bent into a circle so that its ends are
|
rlm@451
|
878 touching and at the same time not also experience the sensation of
|
rlm@451
|
879 touching itself.
|
rlm@449
|
880
|
rlm@451
|
881 As the worm moves around during free play and its experience vector
|
rlm@451
|
882 grows larger, the vector begins to define a subspace which is all
|
rlm@451
|
883 the sensations the worm can practicaly experience during normal
|
rlm@451
|
884 operation. I call this subspace \Phi-space, short for
|
rlm@451
|
885 physical-space. The experience vector defines a path through
|
rlm@451
|
886 \Phi-space. This path has interesting properties that all derive
|
rlm@451
|
887 from physical embodiment. The proprioceptive components are
|
rlm@451
|
888 completely smooth, because in order for the worm to move from one
|
rlm@451
|
889 position to another, it must pass through the intermediate
|
rlm@451
|
890 positions. The path invariably forms loops as actions are repeated.
|
rlm@451
|
891 Finally and most importantly, proprioception actually gives very
|
rlm@451
|
892 strong inference about the other senses. For example, when the worm
|
rlm@451
|
893 is flat, you can infer that it is touching the ground and that its
|
rlm@451
|
894 muscles are not active, because if the muscles were active, the
|
rlm@451
|
895 worm would be moving and would not be perfectly flat. In order to
|
rlm@451
|
896 stay flat, the worm has to be touching the ground, or it would
|
rlm@451
|
897 again be moving out of the flat position due to gravity. If the
|
rlm@451
|
898 worm is positioned in such a way that it interacts with itself,
|
rlm@451
|
899 then it is very likely to be feeling the same tactile feelings as
|
rlm@451
|
900 the last time it was in that position, because it has the same body
|
rlm@451
|
901 as then. If you observe multiple frames of proprioceptive data,
|
rlm@451
|
902 then you can become increasingly confident about the exact
|
rlm@451
|
903 activations of the worm's muscles, because it generally takes a
|
rlm@451
|
904 unique combination of muscle contractions to transform the worm's
|
rlm@451
|
905 body along a specific path through \Phi-space.
|
rlm@449
|
906
|
rlm@449
|
907 There is a simple way of taking \Phi-space and the total ordering
|
rlm@449
|
908 provided by an experience vector and reliably infering the rest of
|
rlm@449
|
909 the senses.
|
rlm@435
|
910
|
rlm@436
|
911 ** Empathy is the process of tracing though \Phi-space
|
rlm@449
|
912
|
rlm@450
|
913 Here is the core of a basic empathy algorithm, starting with an
|
rlm@451
|
914 experience vector:
|
rlm@451
|
915
|
rlm@451
|
916 First, group the experiences into tiered proprioceptive bins. I use
|
rlm@451
|
917 powers of 10 and 3 bins, and the smallest bin has an approximate
|
rlm@451
|
918 size of 0.001 radians in all proprioceptive dimensions.
|
rlm@450
|
919
|
rlm@450
|
920 Then, given a sequence of proprioceptive input, generate a set of
|
rlm@451
|
921 matching experience records for each input, using the tiered
|
rlm@451
|
922 proprioceptive bins.
|
rlm@449
|
923
|
rlm@450
|
924 Finally, to infer sensory data, select the longest consective chain
|
rlm@451
|
925 of experiences. Conecutive experience means that the experiences
|
rlm@451
|
926 appear next to each other in the experience vector.
|
rlm@449
|
927
|
rlm@450
|
928 This algorithm has three advantages:
|
rlm@450
|
929
|
rlm@450
|
930 1. It's simple
|
rlm@450
|
931
|
rlm@451
|
932 3. It's very fast -- retrieving possible interpretations takes
|
rlm@451
|
933 constant time. Tracing through chains of interpretations takes
|
rlm@451
|
934 time proportional to the average number of experiences in a
|
rlm@451
|
935 proprioceptive bin. Redundant experiences in \Phi-space can be
|
rlm@451
|
936 merged to save computation.
|
rlm@450
|
937
|
rlm@450
|
938 2. It protects from wrong interpretations of transient ambiguous
|
rlm@451
|
939 proprioceptive data. For example, if the worm is flat for just
|
rlm@450
|
940 an instant, this flattness will not be interpreted as implying
|
rlm@450
|
941 that the worm has its muscles relaxed, since the flattness is
|
rlm@450
|
942 part of a longer chain which includes a distinct pattern of
|
rlm@451
|
943 muscle activation. Markov chains or other memoryless statistical
|
rlm@451
|
944 models that operate on individual frames may very well make this
|
rlm@451
|
945 mistake.
|
rlm@450
|
946
|
rlm@450
|
947 #+caption: Program to convert an experience vector into a
|
rlm@450
|
948 #+caption: proprioceptively binned lookup function.
|
rlm@450
|
949 #+name: bin
|
rlm@452
|
950 #+attr_latex: [htpb]
|
rlm@452
|
951 #+begin_listing clojure
|
rlm@450
|
952 #+begin_src clojure
|
rlm@449
|
953 (defn bin [digits]
|
rlm@449
|
954 (fn [angles]
|
rlm@449
|
955 (->> angles
|
rlm@449
|
956 (flatten)
|
rlm@449
|
957 (map (juxt #(Math/sin %) #(Math/cos %)))
|
rlm@449
|
958 (flatten)
|
rlm@449
|
959 (mapv #(Math/round (* % (Math/pow 10 (dec digits))))))))
|
rlm@449
|
960
|
rlm@449
|
961 (defn gen-phi-scan
|
rlm@450
|
962 "Nearest-neighbors with binning. Only returns a result if
|
rlm@450
|
963 the propriceptive data is within 10% of a previously recorded
|
rlm@450
|
964 result in all dimensions."
|
rlm@450
|
965 [phi-space]
|
rlm@449
|
966 (let [bin-keys (map bin [3 2 1])
|
rlm@449
|
967 bin-maps
|
rlm@449
|
968 (map (fn [bin-key]
|
rlm@449
|
969 (group-by
|
rlm@449
|
970 (comp bin-key :proprioception phi-space)
|
rlm@449
|
971 (range (count phi-space)))) bin-keys)
|
rlm@449
|
972 lookups (map (fn [bin-key bin-map]
|
rlm@450
|
973 (fn [proprio] (bin-map (bin-key proprio))))
|
rlm@450
|
974 bin-keys bin-maps)]
|
rlm@449
|
975 (fn lookup [proprio-data]
|
rlm@449
|
976 (set (some #(% proprio-data) lookups)))))
|
rlm@450
|
977 #+end_src
|
rlm@450
|
978 #+end_listing
|
rlm@449
|
979
|
rlm@451
|
980 #+caption: =longest-thread= finds the longest path of consecutive
|
rlm@451
|
981 #+caption: experiences to explain proprioceptive worm data.
|
rlm@451
|
982 #+name: phi-space-history-scan
|
rlm@451
|
983 #+ATTR_LaTeX: :width 10cm
|
rlm@451
|
984 [[./images/aurellem-gray.png]]
|
rlm@451
|
985
|
rlm@451
|
986 =longest-thread= infers sensory data by stitching together pieces
|
rlm@451
|
987 from previous experience. It prefers longer chains of previous
|
rlm@451
|
988 experience to shorter ones. For example, during training the worm
|
rlm@451
|
989 might rest on the ground for one second before it performs its
|
rlm@451
|
990 excercises. If during recognition the worm rests on the ground for
|
rlm@451
|
991 five seconds, =longest-thread= will accomodate this five second
|
rlm@451
|
992 rest period by looping the one second rest chain five times.
|
rlm@451
|
993
|
rlm@451
|
994 =longest-thread= takes time proportinal to the average number of
|
rlm@451
|
995 entries in a proprioceptive bin, because for each element in the
|
rlm@451
|
996 starting bin it performes a series of set lookups in the preceeding
|
rlm@451
|
997 bins. If the total history is limited, then this is only a constant
|
rlm@451
|
998 multiple times the number of entries in the starting bin. This
|
rlm@451
|
999 analysis also applies even if the action requires multiple longest
|
rlm@451
|
1000 chains -- it's still the average number of entries in a
|
rlm@451
|
1001 proprioceptive bin times the desired chain length. Because
|
rlm@451
|
1002 =longest-thread= is so efficient and simple, I can interpret
|
rlm@451
|
1003 worm-actions in real time.
|
rlm@449
|
1004
|
rlm@450
|
1005 #+caption: Program to calculate empathy by tracing though \Phi-space
|
rlm@450
|
1006 #+caption: and finding the longest (ie. most coherent) interpretation
|
rlm@450
|
1007 #+caption: of the data.
|
rlm@450
|
1008 #+name: longest-thread
|
rlm@452
|
1009 #+attr_latex: [htpb]
|
rlm@452
|
1010 #+begin_listing clojure
|
rlm@450
|
1011 #+begin_src clojure
|
rlm@449
|
1012 (defn longest-thread
|
rlm@449
|
1013 "Find the longest thread from phi-index-sets. The index sets should
|
rlm@449
|
1014 be ordered from most recent to least recent."
|
rlm@449
|
1015 [phi-index-sets]
|
rlm@449
|
1016 (loop [result '()
|
rlm@449
|
1017 [thread-bases & remaining :as phi-index-sets] phi-index-sets]
|
rlm@449
|
1018 (if (empty? phi-index-sets)
|
rlm@449
|
1019 (vec result)
|
rlm@449
|
1020 (let [threads
|
rlm@449
|
1021 (for [thread-base thread-bases]
|
rlm@449
|
1022 (loop [thread (list thread-base)
|
rlm@449
|
1023 remaining remaining]
|
rlm@449
|
1024 (let [next-index (dec (first thread))]
|
rlm@449
|
1025 (cond (empty? remaining) thread
|
rlm@449
|
1026 (contains? (first remaining) next-index)
|
rlm@449
|
1027 (recur
|
rlm@449
|
1028 (cons next-index thread) (rest remaining))
|
rlm@449
|
1029 :else thread))))
|
rlm@449
|
1030 longest-thread
|
rlm@449
|
1031 (reduce (fn [thread-a thread-b]
|
rlm@449
|
1032 (if (> (count thread-a) (count thread-b))
|
rlm@449
|
1033 thread-a thread-b))
|
rlm@449
|
1034 '(nil)
|
rlm@449
|
1035 threads)]
|
rlm@449
|
1036 (recur (concat longest-thread result)
|
rlm@449
|
1037 (drop (count longest-thread) phi-index-sets))))))
|
rlm@450
|
1038 #+end_src
|
rlm@450
|
1039 #+end_listing
|
rlm@450
|
1040
|
rlm@451
|
1041 There is one final piece, which is to replace missing sensory data
|
rlm@451
|
1042 with a best-guess estimate. While I could fill in missing data by
|
rlm@451
|
1043 using a gradient over the closest known sensory data points,
|
rlm@451
|
1044 averages can be misleading. It is certainly possible to create an
|
rlm@451
|
1045 impossible sensory state by averaging two possible sensory states.
|
rlm@451
|
1046 Therefore, I simply replicate the most recent sensory experience to
|
rlm@451
|
1047 fill in the gaps.
|
rlm@449
|
1048
|
rlm@449
|
1049 #+caption: Fill in blanks in sensory experience by replicating the most
|
rlm@449
|
1050 #+caption: recent experience.
|
rlm@449
|
1051 #+name: infer-nils
|
rlm@452
|
1052 #+attr_latex: [htpb]
|
rlm@452
|
1053 #+begin_listing clojure
|
rlm@449
|
1054 #+begin_src clojure
|
rlm@449
|
1055 (defn infer-nils
|
rlm@449
|
1056 "Replace nils with the next available non-nil element in the
|
rlm@449
|
1057 sequence, or barring that, 0."
|
rlm@449
|
1058 [s]
|
rlm@449
|
1059 (loop [i (dec (count s))
|
rlm@449
|
1060 v (transient s)]
|
rlm@449
|
1061 (if (zero? i) (persistent! v)
|
rlm@449
|
1062 (if-let [cur (v i)]
|
rlm@449
|
1063 (if (get v (dec i) 0)
|
rlm@449
|
1064 (recur (dec i) v)
|
rlm@449
|
1065 (recur (dec i) (assoc! v (dec i) cur)))
|
rlm@449
|
1066 (recur i (assoc! v i 0))))))
|
rlm@449
|
1067 #+end_src
|
rlm@449
|
1068 #+end_listing
|
rlm@435
|
1069
|
rlm@441
|
1070 ** Efficient action recognition with =EMPATH=
|
rlm@451
|
1071
|
rlm@451
|
1072 To use =EMPATH= with the worm, I first need to gather a set of
|
rlm@451
|
1073 experiences from the worm that includes the actions I want to
|
rlm@452
|
1074 recognize. The =generate-phi-space= program (listing
|
rlm@451
|
1075 \ref{generate-phi-space} runs the worm through a series of
|
rlm@451
|
1076 exercices and gatheres those experiences into a vector. The
|
rlm@451
|
1077 =do-all-the-things= program is a routine expressed in a simple
|
rlm@452
|
1078 muscle contraction script language for automated worm control. It
|
rlm@452
|
1079 causes the worm to rest, curl, and wiggle over about 700 frames
|
rlm@452
|
1080 (approx. 11 seconds).
|
rlm@425
|
1081
|
rlm@451
|
1082 #+caption: Program to gather the worm's experiences into a vector for
|
rlm@451
|
1083 #+caption: further processing. The =motor-control-program= line uses
|
rlm@451
|
1084 #+caption: a motor control script that causes the worm to execute a series
|
rlm@451
|
1085 #+caption: of ``exercices'' that include all the action predicates.
|
rlm@451
|
1086 #+name: generate-phi-space
|
rlm@452
|
1087 #+attr_latex: [htpb]
|
rlm@452
|
1088 #+begin_listing clojure
|
rlm@451
|
1089 #+begin_src clojure
|
rlm@451
|
1090 (def do-all-the-things
|
rlm@451
|
1091 (concat
|
rlm@451
|
1092 curl-script
|
rlm@451
|
1093 [[300 :d-ex 40]
|
rlm@451
|
1094 [320 :d-ex 0]]
|
rlm@451
|
1095 (shift-script 280 (take 16 wiggle-script))))
|
rlm@451
|
1096
|
rlm@451
|
1097 (defn generate-phi-space []
|
rlm@451
|
1098 (let [experiences (atom [])]
|
rlm@451
|
1099 (run-world
|
rlm@451
|
1100 (apply-map
|
rlm@451
|
1101 worm-world
|
rlm@451
|
1102 (merge
|
rlm@451
|
1103 (worm-world-defaults)
|
rlm@451
|
1104 {:end-frame 700
|
rlm@451
|
1105 :motor-control
|
rlm@451
|
1106 (motor-control-program worm-muscle-labels do-all-the-things)
|
rlm@451
|
1107 :experiences experiences})))
|
rlm@451
|
1108 @experiences))
|
rlm@451
|
1109 #+end_src
|
rlm@451
|
1110 #+end_listing
|
rlm@451
|
1111
|
rlm@451
|
1112 #+caption: Use longest thread and a phi-space generated from a short
|
rlm@451
|
1113 #+caption: exercise routine to interpret actions during free play.
|
rlm@451
|
1114 #+name: empathy-debug
|
rlm@452
|
1115 #+attr_latex: [htpb]
|
rlm@452
|
1116 #+begin_listing clojure
|
rlm@451
|
1117 #+begin_src clojure
|
rlm@451
|
1118 (defn init []
|
rlm@451
|
1119 (def phi-space (generate-phi-space))
|
rlm@451
|
1120 (def phi-scan (gen-phi-scan phi-space)))
|
rlm@451
|
1121
|
rlm@451
|
1122 (defn empathy-demonstration []
|
rlm@451
|
1123 (let [proprio (atom ())]
|
rlm@451
|
1124 (fn
|
rlm@451
|
1125 [experiences text]
|
rlm@451
|
1126 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]
|
rlm@451
|
1127 (swap! proprio (partial cons phi-indices))
|
rlm@451
|
1128 (let [exp-thread (longest-thread (take 300 @proprio))
|
rlm@451
|
1129 empathy (mapv phi-space (infer-nils exp-thread))]
|
rlm@451
|
1130 (println-repl (vector:last-n exp-thread 22))
|
rlm@451
|
1131 (cond
|
rlm@451
|
1132 (grand-circle? empathy) (.setText text "Grand Circle")
|
rlm@451
|
1133 (curled? empathy) (.setText text "Curled")
|
rlm@451
|
1134 (wiggling? empathy) (.setText text "Wiggling")
|
rlm@451
|
1135 (resting? empathy) (.setText text "Resting")
|
rlm@451
|
1136 :else (.setText text "Unknown")))))))
|
rlm@451
|
1137
|
rlm@451
|
1138 (defn empathy-experiment [record]
|
rlm@451
|
1139 (.start (worm-world :experience-watch (debug-experience-phi)
|
rlm@451
|
1140 :record record :worm worm*)))
|
rlm@451
|
1141 #+end_src
|
rlm@451
|
1142 #+end_listing
|
rlm@451
|
1143
|
rlm@451
|
1144 The result of running =empathy-experiment= is that the system is
|
rlm@451
|
1145 generally able to interpret worm actions using the action-predicates
|
rlm@451
|
1146 on simulated sensory data just as well as with actual data. Figure
|
rlm@451
|
1147 \ref{empathy-debug-image} was generated using =empathy-experiment=:
|
rlm@451
|
1148
|
rlm@451
|
1149 #+caption: From only proprioceptive data, =EMPATH= was able to infer
|
rlm@451
|
1150 #+caption: the complete sensory experience and classify four poses
|
rlm@451
|
1151 #+caption: (The last panel shows a composite image of \emph{wriggling},
|
rlm@451
|
1152 #+caption: a dynamic pose.)
|
rlm@451
|
1153 #+name: empathy-debug-image
|
rlm@451
|
1154 #+ATTR_LaTeX: :width 10cm :placement [H]
|
rlm@451
|
1155 [[./images/empathy-1.png]]
|
rlm@451
|
1156
|
rlm@451
|
1157 One way to measure the performance of =EMPATH= is to compare the
|
rlm@451
|
1158 sutiability of the imagined sense experience to trigger the same
|
rlm@451
|
1159 action predicates as the real sensory experience.
|
rlm@451
|
1160
|
rlm@451
|
1161 #+caption: Determine how closely empathy approximates actual
|
rlm@451
|
1162 #+caption: sensory data.
|
rlm@451
|
1163 #+name: test-empathy-accuracy
|
rlm@452
|
1164 #+attr_latex: [htpb]
|
rlm@452
|
1165 #+begin_listing clojure
|
rlm@451
|
1166 #+begin_src clojure
|
rlm@451
|
1167 (def worm-action-label
|
rlm@451
|
1168 (juxt grand-circle? curled? wiggling?))
|
rlm@451
|
1169
|
rlm@451
|
1170 (defn compare-empathy-with-baseline [matches]
|
rlm@451
|
1171 (let [proprio (atom ())]
|
rlm@451
|
1172 (fn
|
rlm@451
|
1173 [experiences text]
|
rlm@451
|
1174 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]
|
rlm@451
|
1175 (swap! proprio (partial cons phi-indices))
|
rlm@451
|
1176 (let [exp-thread (longest-thread (take 300 @proprio))
|
rlm@451
|
1177 empathy (mapv phi-space (infer-nils exp-thread))
|
rlm@451
|
1178 experience-matches-empathy
|
rlm@451
|
1179 (= (worm-action-label experiences)
|
rlm@451
|
1180 (worm-action-label empathy))]
|
rlm@451
|
1181 (println-repl experience-matches-empathy)
|
rlm@451
|
1182 (swap! matches #(conj % experience-matches-empathy)))))))
|
rlm@451
|
1183
|
rlm@451
|
1184 (defn accuracy [v]
|
rlm@451
|
1185 (float (/ (count (filter true? v)) (count v))))
|
rlm@451
|
1186
|
rlm@451
|
1187 (defn test-empathy-accuracy []
|
rlm@451
|
1188 (let [res (atom [])]
|
rlm@451
|
1189 (run-world
|
rlm@451
|
1190 (worm-world :experience-watch
|
rlm@451
|
1191 (compare-empathy-with-baseline res)
|
rlm@451
|
1192 :worm worm*))
|
rlm@451
|
1193 (accuracy @res)))
|
rlm@451
|
1194 #+end_src
|
rlm@451
|
1195 #+end_listing
|
rlm@451
|
1196
|
rlm@451
|
1197 Running =test-empathy-accuracy= using the very short exercise
|
rlm@451
|
1198 program defined in listing \ref{generate-phi-space}, and then doing
|
rlm@451
|
1199 a similar pattern of activity manually yeilds an accuracy of around
|
rlm@451
|
1200 73%. This is based on very limited worm experience. By training the
|
rlm@451
|
1201 worm for longer, the accuracy dramatically improves.
|
rlm@451
|
1202
|
rlm@451
|
1203 #+caption: Program to generate \Phi-space using manual training.
|
rlm@451
|
1204 #+name: manual-phi-space
|
rlm@452
|
1205 #+attr_latex: [htpb]
|
rlm@451
|
1206 #+begin_listing clojure
|
rlm@451
|
1207 #+begin_src clojure
|
rlm@451
|
1208 (defn init-interactive []
|
rlm@451
|
1209 (def phi-space
|
rlm@451
|
1210 (let [experiences (atom [])]
|
rlm@451
|
1211 (run-world
|
rlm@451
|
1212 (apply-map
|
rlm@451
|
1213 worm-world
|
rlm@451
|
1214 (merge
|
rlm@451
|
1215 (worm-world-defaults)
|
rlm@451
|
1216 {:experiences experiences})))
|
rlm@451
|
1217 @experiences))
|
rlm@451
|
1218 (def phi-scan (gen-phi-scan phi-space)))
|
rlm@451
|
1219 #+end_src
|
rlm@451
|
1220 #+end_listing
|
rlm@451
|
1221
|
rlm@451
|
1222 After about 1 minute of manual training, I was able to achieve 95%
|
rlm@451
|
1223 accuracy on manual testing of the worm using =init-interactive= and
|
rlm@452
|
1224 =test-empathy-accuracy=. The majority of errors are near the
|
rlm@452
|
1225 boundaries of transitioning from one type of action to another.
|
rlm@452
|
1226 During these transitions the exact label for the action is more open
|
rlm@452
|
1227 to interpretation, and dissaggrement between empathy and experience
|
rlm@452
|
1228 is more excusable.
|
rlm@450
|
1229
|
rlm@449
|
1230 ** Digression: bootstrapping touch using free exploration
|
rlm@449
|
1231
|
rlm@452
|
1232 In the previous section I showed how to compute actions in terms of
|
rlm@452
|
1233 body-centered predicates which relied averate touch activation of
|
rlm@452
|
1234 pre-defined regions of the worm's skin. What if, instead of recieving
|
rlm@452
|
1235 touch pre-grouped into the six faces of each worm segment, the true
|
rlm@452
|
1236 topology of the worm's skin was unknown? This is more similiar to how
|
rlm@452
|
1237 a nerve fiber bundle might be arranged. While two fibers that are
|
rlm@452
|
1238 close in a nerve bundle /might/ correspond to two touch sensors that
|
rlm@452
|
1239 are close together on the skin, the process of taking a complicated
|
rlm@452
|
1240 surface and forcing it into essentially a circle requires some cuts
|
rlm@452
|
1241 and rerragenments.
|
rlm@452
|
1242
|
rlm@452
|
1243 In this section I show how to automatically learn the skin-topology of
|
rlm@452
|
1244 a worm segment by free exploration. As the worm rolls around on the
|
rlm@452
|
1245 floor, large sections of its surface get activated. If the worm has
|
rlm@452
|
1246 stopped moving, then whatever region of skin that is touching the
|
rlm@452
|
1247 floor is probably an important region, and should be recorded.
|
rlm@452
|
1248
|
rlm@452
|
1249 #+caption: Program to detect whether the worm is in a resting state
|
rlm@452
|
1250 #+caption: with one face touching the floor.
|
rlm@452
|
1251 #+name: pure-touch
|
rlm@452
|
1252 #+begin_listing clojure
|
rlm@452
|
1253 #+begin_src clojure
|
rlm@452
|
1254 (def full-contact [(float 0.0) (float 0.1)])
|
rlm@452
|
1255
|
rlm@452
|
1256 (defn pure-touch?
|
rlm@452
|
1257 "This is worm specific code to determine if a large region of touch
|
rlm@452
|
1258 sensors is either all on or all off."
|
rlm@452
|
1259 [[coords touch :as touch-data]]
|
rlm@452
|
1260 (= (set (map first touch)) (set full-contact)))
|
rlm@452
|
1261 #+end_src
|
rlm@452
|
1262 #+end_listing
|
rlm@452
|
1263
|
rlm@452
|
1264 After collecting these important regions, there will many nearly
|
rlm@452
|
1265 similiar touch regions. While for some purposes the subtle
|
rlm@452
|
1266 differences between these regions will be important, for my
|
rlm@452
|
1267 purposes I colapse them into mostly non-overlapping sets using
|
rlm@452
|
1268 =remove-similiar= in listing \ref{remove-similiar}
|
rlm@452
|
1269
|
rlm@452
|
1270 #+caption: Program to take a lits of set of points and ``collapse them''
|
rlm@452
|
1271 #+caption: so that the remaining sets in the list are siginificantly
|
rlm@452
|
1272 #+caption: different from each other. Prefer smaller sets to larger ones.
|
rlm@452
|
1273 #+name: remove-similiar
|
rlm@452
|
1274 #+begin_listing clojure
|
rlm@452
|
1275 #+begin_src clojure
|
rlm@452
|
1276 (defn remove-similar
|
rlm@452
|
1277 [coll]
|
rlm@452
|
1278 (loop [result () coll (sort-by (comp - count) coll)]
|
rlm@452
|
1279 (if (empty? coll) result
|
rlm@452
|
1280 (let [[x & xs] coll
|
rlm@452
|
1281 c (count x)]
|
rlm@452
|
1282 (if (some
|
rlm@452
|
1283 (fn [other-set]
|
rlm@452
|
1284 (let [oc (count other-set)]
|
rlm@452
|
1285 (< (- (count (union other-set x)) c) (* oc 0.1))))
|
rlm@452
|
1286 xs)
|
rlm@452
|
1287 (recur result xs)
|
rlm@452
|
1288 (recur (cons x result) xs))))))
|
rlm@452
|
1289 #+end_src
|
rlm@452
|
1290 #+end_listing
|
rlm@452
|
1291
|
rlm@452
|
1292 Actually running this simulation is easy given =CORTEX='s facilities.
|
rlm@452
|
1293
|
rlm@452
|
1294 #+caption: Collect experiences while the worm moves around. Filter the touch
|
rlm@452
|
1295 #+caption: sensations by stable ones, collapse similiar ones together,
|
rlm@452
|
1296 #+caption: and report the regions learned.
|
rlm@452
|
1297 #+name: learn-touch
|
rlm@452
|
1298 #+begin_listing clojure
|
rlm@452
|
1299 #+begin_src clojure
|
rlm@452
|
1300 (defn learn-touch-regions []
|
rlm@452
|
1301 (let [experiences (atom [])
|
rlm@452
|
1302 world (apply-map
|
rlm@452
|
1303 worm-world
|
rlm@452
|
1304 (assoc (worm-segment-defaults)
|
rlm@452
|
1305 :experiences experiences))]
|
rlm@452
|
1306 (run-world world)
|
rlm@452
|
1307 (->>
|
rlm@452
|
1308 @experiences
|
rlm@452
|
1309 (drop 175)
|
rlm@452
|
1310 ;; access the single segment's touch data
|
rlm@452
|
1311 (map (comp first :touch))
|
rlm@452
|
1312 ;; only deal with "pure" touch data to determine surfaces
|
rlm@452
|
1313 (filter pure-touch?)
|
rlm@452
|
1314 ;; associate coordinates with touch values
|
rlm@452
|
1315 (map (partial apply zipmap))
|
rlm@452
|
1316 ;; select those regions where contact is being made
|
rlm@452
|
1317 (map (partial group-by second))
|
rlm@452
|
1318 (map #(get % full-contact))
|
rlm@452
|
1319 (map (partial map first))
|
rlm@452
|
1320 ;; remove redundant/subset regions
|
rlm@452
|
1321 (map set)
|
rlm@452
|
1322 remove-similar)))
|
rlm@452
|
1323
|
rlm@452
|
1324 (defn learn-and-view-touch-regions []
|
rlm@452
|
1325 (map view-touch-region
|
rlm@452
|
1326 (learn-touch-regions)))
|
rlm@452
|
1327 #+end_src
|
rlm@452
|
1328 #+end_listing
|
rlm@452
|
1329
|
rlm@452
|
1330 The only thing remining to define is the particular motion the worm
|
rlm@452
|
1331 must take. I accomplish this with a simple motor control program.
|
rlm@452
|
1332
|
rlm@452
|
1333 #+caption: Motor control program for making the worm roll on the ground.
|
rlm@452
|
1334 #+caption: This could also be replaced with random motion.
|
rlm@452
|
1335 #+name: worm-roll
|
rlm@452
|
1336 #+begin_listing clojure
|
rlm@452
|
1337 #+begin_src clojure
|
rlm@452
|
1338 (defn touch-kinesthetics []
|
rlm@452
|
1339 [[170 :lift-1 40]
|
rlm@452
|
1340 [190 :lift-1 19]
|
rlm@452
|
1341 [206 :lift-1 0]
|
rlm@452
|
1342
|
rlm@452
|
1343 [400 :lift-2 40]
|
rlm@452
|
1344 [410 :lift-2 0]
|
rlm@452
|
1345
|
rlm@452
|
1346 [570 :lift-2 40]
|
rlm@452
|
1347 [590 :lift-2 21]
|
rlm@452
|
1348 [606 :lift-2 0]
|
rlm@452
|
1349
|
rlm@452
|
1350 [800 :lift-1 30]
|
rlm@452
|
1351 [809 :lift-1 0]
|
rlm@452
|
1352
|
rlm@452
|
1353 [900 :roll-2 40]
|
rlm@452
|
1354 [905 :roll-2 20]
|
rlm@452
|
1355 [910 :roll-2 0]
|
rlm@452
|
1356
|
rlm@452
|
1357 [1000 :roll-2 40]
|
rlm@452
|
1358 [1005 :roll-2 20]
|
rlm@452
|
1359 [1010 :roll-2 0]
|
rlm@452
|
1360
|
rlm@452
|
1361 [1100 :roll-2 40]
|
rlm@452
|
1362 [1105 :roll-2 20]
|
rlm@452
|
1363 [1110 :roll-2 0]
|
rlm@452
|
1364 ])
|
rlm@452
|
1365 #+end_src
|
rlm@452
|
1366 #+end_listing
|
rlm@452
|
1367
|
rlm@452
|
1368
|
rlm@452
|
1369 #+caption: The small worm rolls around on the floor, driven
|
rlm@452
|
1370 #+caption: by the motor control program in listing \ref{worm-roll}.
|
rlm@452
|
1371 #+name: worm-roll
|
rlm@452
|
1372 #+ATTR_LaTeX: :width 12cm
|
rlm@452
|
1373 [[./images/worm-roll.png]]
|
rlm@452
|
1374
|
rlm@452
|
1375
|
rlm@452
|
1376 #+caption: After completing its adventures, the worm now knows
|
rlm@452
|
1377 #+caption: how its touch sensors are arranged along its skin. These
|
rlm@452
|
1378 #+caption: are the regions that were deemed important by
|
rlm@452
|
1379 #+caption: =learn-touch-regions=. Note that the worm has discovered
|
rlm@452
|
1380 #+caption: that it has six sides.
|
rlm@452
|
1381 #+name: worm-touch-map
|
rlm@452
|
1382 #+ATTR_LaTeX: :width 12cm
|
rlm@452
|
1383 [[./images/touch-learn.png]]
|
rlm@452
|
1384
|
rlm@452
|
1385 While simple, =learn-touch-regions= exploits regularities in both
|
rlm@452
|
1386 the worm's physiology and the worm's environment to correctly
|
rlm@452
|
1387 deduce that the worm has six sides. Note that =learn-touch-regions=
|
rlm@452
|
1388 would work just as well even if the worm's touch sense data were
|
rlm@452
|
1389 completely scrambled. The cross shape is just for convienence. This
|
rlm@452
|
1390 example justifies the use of pre-defined touch regions in =EMPATH=.
|
rlm@452
|
1391
|
rlm@465
|
1392 * COMMENT Contributions
|
rlm@454
|
1393
|
rlm@461
|
1394 In this thesis you have seen the =CORTEX= system, a complete
|
rlm@461
|
1395 environment for creating simulated creatures. You have seen how to
|
rlm@461
|
1396 implement five senses including touch, proprioception, hearing,
|
rlm@461
|
1397 vision, and muscle tension. You have seen how to create new creatues
|
rlm@461
|
1398 using blender, a 3D modeling tool. I hope that =CORTEX= will be
|
rlm@461
|
1399 useful in further research projects. To this end I have included the
|
rlm@461
|
1400 full source to =CORTEX= along with a large suite of tests and
|
rlm@461
|
1401 examples. I have also created a user guide for =CORTEX= which is
|
rlm@461
|
1402 inculded in an appendix to this thesis.
|
rlm@447
|
1403
|
rlm@461
|
1404 You have also seen how I used =CORTEX= as a platform to attach the
|
rlm@461
|
1405 /action recognition/ problem, which is the problem of recognizing
|
rlm@461
|
1406 actions in video. You saw a simple system called =EMPATH= which
|
rlm@461
|
1407 ientifies actions by first describing actions in a body-centerd,
|
rlm@461
|
1408 rich sense language, then infering a full range of sensory
|
rlm@461
|
1409 experience from limited data using previous experience gained from
|
rlm@461
|
1410 free play.
|
rlm@447
|
1411
|
rlm@461
|
1412 As a minor digression, you also saw how I used =CORTEX= to enable a
|
rlm@461
|
1413 tiny worm to discover the topology of its skin simply by rolling on
|
rlm@461
|
1414 the ground.
|
rlm@461
|
1415
|
rlm@461
|
1416 In conclusion, the main contributions of this thesis are:
|
rlm@461
|
1417
|
rlm@461
|
1418 - =CORTEX=, a system for creating simulated creatures with rich
|
rlm@461
|
1419 senses.
|
rlm@461
|
1420 - =EMPATH=, a program for recognizing actions by imagining sensory
|
rlm@461
|
1421 experience.
|
rlm@447
|
1422
|
rlm@447
|
1423 # An anatomical joke:
|
rlm@447
|
1424 # - Training
|
rlm@447
|
1425 # - Skeletal imitation
|
rlm@447
|
1426 # - Sensory fleshing-out
|
rlm@447
|
1427 # - Classification
|