Mercurial > cortex
comparison thesis/cortex.org @ 514:447c3c8405a2
accept/reject changes
author | Robert McIntyre <rlm@mit.edu> |
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date | Sun, 30 Mar 2014 10:50:05 -0400 |
parents | 07c3feb32df3 |
children | 58fa1ffd481e |
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513:4c4d45f6f30b | 514:447c3c8405a2 |
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496 The most important archetictural decision of all is the choice to | 496 The most important archetictural decision of all is the choice to |
497 use a computer-simulated environemnt in the first place! The world | 497 use a computer-simulated environemnt in the first place! The world |
498 is a vast and rich place, and for now simulations are a very poor | 498 is a vast and rich place, and for now simulations are a very poor |
499 reflection of its complexity. It may be that there is a significant | 499 reflection of its complexity. It may be that there is a significant |
500 qualatative difference between dealing with senses in the real | 500 qualatative difference between dealing with senses in the real |
501 world and dealing with pale facilimilies of them in a simulation. | 501 world and dealing with pale facilimilies of them in a simulation |
502 What are the advantages and disadvantages of a simulation vs. | 502 \cite{brooks-representation}. What are the advantages and |
503 reality? | 503 disadvantages of a simulation vs. reality? |
504 | 504 |
505 *** Simulation | 505 *** Simulation |
506 | 506 |
507 The advantages of virtual reality are that when everything is a | 507 The advantages of virtual reality are that when everything is a |
508 simulation, experiments in that simulation are absolutely | 508 simulation, experiments in that simulation are absolutely |
576 than real time. This can also be an advantage, however --- | 576 than real time. This can also be an advantage, however --- |
577 simulations of very simple creatures in =CORTEX= generally run at | 577 simulations of very simple creatures in =CORTEX= generally run at |
578 40x on my machine! | 578 40x on my machine! |
579 | 579 |
580 ** All sense organs are two-dimensional surfaces | 580 ** All sense organs are two-dimensional surfaces |
581 # What is a sense? | 581 |
582 If =CORTEX= is to support a wide variety of senses, it would help | 582 If =CORTEX= is to support a wide variety of senses, it would help |
583 to have a better understanding of what a ``sense'' actually is! | 583 to have a better understanding of what a ``sense'' actually is! |
584 While vision, touch, and hearing all seem like they are quite | 584 While vision, touch, and hearing all seem like they are quite |
585 different things, I was supprised to learn during the course of | 585 different things, I was supprised to learn during the course of |
586 this thesis that they (and all physical senses) can be expressed as | 586 this thesis that they (and all physical senses) can be expressed as |
1374 This vision code has already been absorbed by the jMonkeyEngine | 1374 This vision code has already been absorbed by the jMonkeyEngine |
1375 community and is now (in modified form) part of a system for | 1375 community and is now (in modified form) part of a system for |
1376 capturing in-game video to a file. | 1376 capturing in-game video to a file. |
1377 | 1377 |
1378 ** ...but hearing must be built from scratch | 1378 ** ...but hearing must be built from scratch |
1379 # is hard; =CORTEX= does it right | 1379 |
1380 At the end of this section I will have simulated ears that work the | 1380 At the end of this section I will have simulated ears that work the |
1381 same way as the simulated eyes in the last section. I will be able to | 1381 same way as the simulated eyes in the last section. I will be able to |
1382 place any number of ear-nodes in a blender file, and they will bind to | 1382 place any number of ear-nodes in a blender file, and they will bind to |
1383 the closest physical object and follow it as it moves around. Each ear | 1383 the closest physical object and follow it as it moves around. Each ear |
1384 will provide access to the sound data it picks up between every frame. | 1384 will provide access to the sound data it picks up between every frame. |
3161 boundaries of transitioning from one type of action to another. | 3161 boundaries of transitioning from one type of action to another. |
3162 During these transitions the exact label for the action is more open | 3162 During these transitions the exact label for the action is more open |
3163 to interpretation, and dissaggrement between empathy and experience | 3163 to interpretation, and dissaggrement between empathy and experience |
3164 is more excusable. | 3164 is more excusable. |
3165 | 3165 |
3166 ** Digression: Learn touch sensor layout through haptic experimentation, instead | 3166 ** Digression: Learn touch sensor layout through free play |
3167 # Boostraping touch using free exploration | 3167 |
3168 In the previous section I showed how to compute actions in terms of | 3168 In the previous section I showed how to compute actions in terms of |
3169 body-centered predicates which relied averate touch activation of | 3169 body-centered predicates which relied averate touch activation of |
3170 pre-defined regions of the worm's skin. What if, instead of recieving | 3170 pre-defined regions of the worm's skin. What if, instead of |
3171 touch pre-grouped into the six faces of each worm segment, the true | 3171 recieving touch pre-grouped into the six faces of each worm |
3172 topology of the worm's skin was unknown? This is more similiar to how | 3172 segment, the true topology of the worm's skin was unknown? This is |
3173 a nerve fiber bundle might be arranged. While two fibers that are | 3173 more similiar to how a nerve fiber bundle might be arranged. While |
3174 close in a nerve bundle /might/ correspond to two touch sensors that | 3174 two fibers that are close in a nerve bundle /might/ correspond to |
3175 are close together on the skin, the process of taking a complicated | 3175 two touch sensors that are close together on the skin, the process |
3176 surface and forcing it into essentially a circle requires some cuts | 3176 of taking a complicated surface and forcing it into essentially a |
3177 and rerragenments. | 3177 circle requires some cuts and rerragenments. |
3178 | 3178 |
3179 In this section I show how to automatically learn the skin-topology of | 3179 In this section I show how to automatically learn the skin-topology of |
3180 a worm segment by free exploration. As the worm rolls around on the | 3180 a worm segment by free exploration. As the worm rolls around on the |
3181 floor, large sections of its surface get activated. If the worm has | 3181 floor, large sections of its surface get activated. If the worm has |
3182 stopped moving, then whatever region of skin that is touching the | 3182 stopped moving, then whatever region of skin that is touching the |