Mercurial > cortex
comparison org/intro.org @ 22:157b416152ea
continuing splitting
author | Robert McIntyre <rlm@mit.edu> |
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date | Sun, 23 Oct 2011 23:35:04 -0700 |
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children | e965675ec4d0 |
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1 #+title: Simulated Senses | |
2 #+author: Robert McIntyre | |
3 #+email: rlm@mit.edu | |
4 #+description: Simulating senses for AI research using JMonkeyEngine3 | |
5 #+SETUPFILE: ../../aurellem/org/setup.org | |
6 #+INCLUDE: ../../aurellem/org/level-0.org | |
7 #+babel: :mkdirp yes :noweb yes | |
8 | |
9 * Background | |
10 Artificial Intelligence has tried and failed for more than half a | |
11 century to produce programs as flexible, creative, and "intelligent" | |
12 as the human mind itself. Clearly, we are still missing some important | |
13 ideas concerning intelligent programs or we would have strong AI | |
14 already. What idea could be missing? | |
15 | |
16 When Turing first proposed his famous "Turing Test" in the | |
17 groundbreaking paper [[./sources/turing.pdf][/Computing Machines and Intelligence/]], he gave | |
18 little importance to how a computer program might interact with the | |
19 world: | |
20 | |
21 #+BEGIN_QUOTE | |
22 \ldquo{}We need not be too concerned about the legs, eyes, etc. The example of | |
23 Miss Helen Keller shows that education can take place provided that | |
24 communication in both directions between teacher and pupil can take | |
25 place by some means or other.\rdquo{} | |
26 #+END_QUOTE | |
27 | |
28 And from the example of Hellen Keller he went on to assume that the | |
29 only thing a fledgling AI program could need by way of communication | |
30 is a teletypewriter. But Hellen Keller did possess vision and hearing | |
31 for the first few months of her life, and her tactile sense was far | |
32 more rich than any text-stream could hope to achieve. She possessed a | |
33 body she could move freely, and had continual access to the real world | |
34 to learn from her actions. | |
35 | |
36 I believe that our programs are suffering from too little sensory | |
37 input to become really intelligent. Imagine for a moment that you | |
38 lived in a world completely cut off form all sensory stimulation. You | |
39 have no eyes to see, no ears to hear, no mouth to speak. No body, no | |
40 taste, no feeling whatsoever. The only sense you get at all is a | |
41 single point of light, flickering on and off in the void. If this was | |
42 your life from birth, you would never learn anything, and could never | |
43 become intelligent. Actual humans placed in sensory deprivation | |
44 chambers experience hallucinations and can begin to loose their sense | |
45 of reality in as little as 15 minutes[sensory-deprivation]. Most of | |
46 the time, the programs we write are in exactly this situation. They do | |
47 not interface with cameras and microphones, and they do not control a | |
48 real or simulated body or interact with any sort of world. | |
49 | |
50 | |
51 * Simulation vs. Reality | |
52 I want demonstrate that multiple senses are what enable | |
53 intelligence. There are two ways of playing around with senses and | |
54 computer programs: | |
55 | |
56 The first is to go entirely with simulation: virtual world, virtual | |
57 character, virtual senses. The advantages are that when everything is | |
58 a simulation, experiments in that simulation are absolutely | |
59 reproducible. It's also easier to change the character and world to | |
60 explore new situations and different sensory combinations. | |
61 | |
62 | |
63 ** Issues with Simulation | |
64 | |
65 If the world is to be simulated on a computer, then not only do you | |
66 have to worry about whether the character's senses are rich enough to | |
67 learn from the world, but whether the world itself is rendered with | |
68 enough detail and realism to give enough working material to the | |
69 character's senses. To name just a few difficulties facing modern | |
70 physics simulators: destructibility of the environment, simulation of | |
71 water/other fluids, large areas, nonrigid bodies, lots of objects, | |
72 smoke. I don't know of any computer simulation that would allow a | |
73 character to take a rock and grind it into fine dust, then use that | |
74 dust to make a clay sculpture, at least not without spending years | |
75 calculating the interactions of every single small grain of | |
76 dust. Maybe a simulated world with today's limitations doesn't provide | |
77 enough richness for real intelligence to evolve. | |
78 | |
79 ** Issues with Reality | |
80 | |
81 The other approach for playing with senses is to hook your software up | |
82 to real cameras, microphones, robots, etc., and let it loose in the | |
83 real world. This has the advantage of eliminating concerns about | |
84 simulating the world at the expense of increasing the complexity of | |
85 implementing the senses. Instead of just grabbing the current rendered | |
86 frame for processing, you have to use an actual camera with real | |
87 lenses and interact with photons to get an image. It is much harder to | |
88 change the character, which is now partly a physical robot of some | |
89 sort, since doing so involves changing things around in the real world | |
90 instead of modifying lines of code. While the real world is very rich | |
91 and definitely provides enough stimulation for intelligence to develop | |
92 as evidenced by our own existence, it is also uncontrollable in the | |
93 sense that a particular situation cannot be recreated perfectly or | |
94 saved for later use. It is harder to conduct science because it is | |
95 harder to repeat an experiment. The worst thing about using the real | |
96 world instead of a simulation is the matter of time. Instead of | |
97 simulated time you get the constant and unstoppable flow of real | |
98 time. This severely limits the sorts of software you can use to | |
99 program the AI because all sense inputs must be handled in real | |
100 time. Complicated ideas may have to be implemented in hardware or may | |
101 simply be impossible given the current speed of our | |
102 processors. Contrast this with a simulation, in which the flow of time | |
103 in the simulated world can be slowed down to accommodate the | |
104 limitations of the character's programming. In terms of cost, doing | |
105 everything in software is far cheaper than building custom real-time | |
106 hardware. All you need is a laptop and some patience. | |
107 | |
108 * Choose a Simulation Engine | |
109 | |
110 Mainly because of issues with controlling the flow of time, I chose to | |
111 simulate both the world and the character. I set out to make a minimal | |
112 world in which I could embed a character with multiple senses. My main | |
113 goal is to make an environment where I can perform further experiments | |
114 in simulated senses. | |
115 | |
116 As Carl Sagan once said, "If you wish to make an apple pie from | |
117 scratch, you must first invent the universe." I examined many | |
118 different 3D environments to try and find something I would use as the | |
119 base for my simulation; eventually the choice came down to three | |
120 engines: the Quake II engine, the Source Engine, and jMonkeyEngine. | |
121 | |
122 ** Quake II/Jake2 | |
123 | |
124 I spent a bit more than a month working with the Quake II Engine from | |
125 ID software to see if I could use it for my purposes. All the source | |
126 code was released by ID software into the Public Domain several years | |
127 ago, and as a result it has been ported and modified for many | |
128 different reasons. This engine was famous for its advanced use of | |
129 realistic shading and had decent and fast physics | |
130 simulation. Researchers at Princeton [[http://www.nature.com/nature/journal/v461/n7266/pdf/nature08499.pdf][used this code]] to study spatial | |
131 information encoding in the hippocampal cells of rats. Those | |
132 researchers created a special Quake II level that simulated a maze, | |
133 and added an interface where a mouse could run around inside a ball in | |
134 various directions to move the character in the simulated maze. They | |
135 measured hippocampal activity during this exercise to try and tease | |
136 out the method in which spatial data was stored in that area of the | |
137 brain. I find this promising because if a real living rat can interact | |
138 with a computer simulation of a maze in the same way as it interacts | |
139 with a real-world maze, then maybe that simulation is close enough to | |
140 reality that a simulated sense of vision and motor control interacting | |
141 with that simulation could reveal useful information about the real | |
142 thing. It happens that there is a Java port of the original C source | |
143 code called Jake2. The port demonstrates Java's OpenGL bindings and | |
144 runs anywhere from 90% to 105% as fast as the C version. After | |
145 reviewing much of the source of Jake2, I eventually rejected it | |
146 because the engine is too tied to the concept of a first-person | |
147 shooter game. One of the problems I had was that there does not seem | |
148 to be any easy way to attach multiple cameras to a single | |
149 character. There are also several physics clipping issues that are | |
150 corrected in a way that only applies to the main character and does | |
151 not apply to arbitrary objects. While there is a large community of | |
152 level modders, I couldn't find a community to support using the engine | |
153 to make new things. | |
154 | |
155 ** Source Engine | |
156 | |
157 The Source Engine evolved from the Quake II and Quake I engines and is | |
158 used by Valve in the Half-Life series of games. The physics simulation | |
159 in the Source Engine is quite accurate and probably the best out of | |
160 all the engines I investigated. There is also an extensive community | |
161 actively working with the engine. However, applications that use the | |
162 Source Engine must be written in C++, the code is not open, it only | |
163 runs on Windows, and the tools that come with the SDK to handle models | |
164 and textures are complicated and awkward to use. | |
165 | |
166 ** jMonkeyEngine | |
167 | |
168 jMonkeyEngine is a new library for creating games in Java. It uses | |
169 OpenGL to render to the screen and uses screengraphs to avoid drawing | |
170 things that do not appear on the screen. It has an active community | |
171 and several games in the pipeline. The engine was not built to serve | |
172 any particular game but is instead meant to be used for any 3D | |
173 game. After experimenting with each of these three engines and a few | |
174 others for about 2 months I settled on jMonkeyEngine. I chose it | |
175 because it had the most features out of all the open projects I looked | |
176 at, and because I could then write my code in Clojure, an | |
177 implementation of LISP that runs on the JVM... |