comparison thesis/cortex.org @ 436:853377051f1e

abstract v. 2
author Robert McIntyre <rlm@mit.edu>
date Sun, 23 Mar 2014 19:09:14 -0400
parents ae3bfc82ac7c
children c1e6b7221b2f
comparison
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435:ae3bfc82ac7c 436:853377051f1e
2 #+author: Robert McIntyre 2 #+author: Robert McIntyre
3 #+email: rlm@mit.edu 3 #+email: rlm@mit.edu
4 #+description: Using embodied AI to facilitate Artificial Imagination. 4 #+description: Using embodied AI to facilitate Artificial Imagination.
5 #+keywords: AI, clojure, embodiment 5 #+keywords: AI, clojure, embodiment
6 6
7 -- show hand 7 * Embodiment is a critical component of Intelligence
8 8
9 * Embodiment is a critical component to Intelligence 9 ** Recognizing actions in video is extremely difficult
10 cat drinking, mimes, leaning, common sense
10 11
11 * To explore embodiment, we need a world, body, and senses 12 ** Embodiment is the the right language for the job
12 13
13 * Because of Time, simulation is perferable to reality 14 a new possibility for the question ``what is a chair?'' -- it's the
15 feeling of your butt on something and your knees bent, with your
16 back muscles and legs relaxed.
14 17
15 * Video game engines are a great starting point 18 ** =CORTEX= is a system for exploring embodiment
16 19
17 * Bodies are composed of segments connected by joints 20 Hand integration demo
18 21
19 * Eyes reuse standard video game components 22 ** =CORTEX= solves recognition problems using empathy
23
24 worm empathy demo
20 25
21 * Hearing is hard; =CORTEX= does it right 26 ** Overview
22 27
23 * Touch uses hundreds of hair-like elements 28 * Building =CORTEX=
24 29
25 * Proprioception is the force that makes everything ``real'' 30 ** To explore embodiment, we need a world, body, and senses
26 31
27 * Muscles are both effectors and sensors 32 ** Because of Time, simulation is perferable to reality
28 33
29 * =CORTEX= brings complex creatures to life! 34 ** Video game engines are a great starting point
30 35
31 * =CORTEX= enables many possiblities for further research 36 ** Bodies are composed of segments connected by joints
32 37
33 * =CORTEX= User Guide 38 ** Eyes reuse standard video game components
39
40 ** Hearing is hard; =CORTEX= does it right
41
42 ** Touch uses hundreds of hair-like elements
43
44 ** Proprioception is the force that makes everything ``real''
45
46 ** Muscles are both effectors and sensors
47
48 ** =CORTEX= brings complex creatures to life!
49
50 ** =CORTEX= enables many possiblities for further research
34 51
35 * Empathy in a simulated worm 52 * Empathy in a simulated worm
36 53
37 * Embodiment factors action recognition into managable parts 54 ** Embodiment factors action recognition into managable parts
38 55
39 * Action recognition is easy with a full gamut of senses 56 ** Action recognition is easy with a full gamut of senses
40 57
41 * Digression: bootstrapping with multiple senses 58 ** Digression: bootstrapping with multiple senses
42 59
43 * \Phi-space describes the worm's experiences 60 ** \Phi-space describes the worm's experiences
44 61
45 * Empathy is the process of tracing though \Phi-space 62 ** Empathy is the process of tracing though \Phi-space
46 63
47 * Efficient action recognition via empathy 64 ** Efficient action recognition via empathy
48
49 * Contributions
50
51
52 * Vision
53
54 System for understanding what the actors in a video are doing --
55 Action Recognition.
56
57 Separate action recognition into three components:
58
59 - free play
60 - embodied action predicates
61 - model alignment
62 - sensory imagination
63
64 * Steps
65
66 - Build cortex, a simulated environment for sensate AI
67 - solid bodies w/ joints
68 - vision
69 - touch
70 - vision
71 - hearing
72 - proprioception
73 - muscle contraction
74
75 - Build experimental framework for worm-actions
76 - embodied stream predicates
77 - \phi-space
78 - \phi-scan
79
80 * News
81
82 Experimental results:
83
84 - \phi-space actually works very well for the worm!
85 - self organizing touch map
86
87 65
88 * Contributions 66 * Contributions
89 - Built =CORTEX=, a comprehensive platform for embodied AI 67 - Built =CORTEX=, a comprehensive platform for embodied AI
90 experiments. Has many new features lacking in other systems, such 68 experiments. Has many new features lacking in other systems, such
91 as sound. Easy to model/create new creatures. 69 as sound. Easy to model/create new creatures.
92 - created a novel concept for action recognition by using artificial 70 - created a novel concept for action recognition by using artificial
93 imagination. 71 imagination.
94 72
73 * =CORTEX= User Guide
95 74
96 75
97 76
77 In the second half of the thesis I develop a computational model of
78 empathy, using =CORTEX= as a base. Empathy in this context is the
79 ability to observe another creature and infer what sorts of sensations
80 that creature is feeling. My empathy algorithm involves multiple
81 phases. First is free-play, where the creature moves around and gains
82 sensory experience. From this experience I construct a representation
83 of the creature's sensory state space, which I call \phi-space. Using
84 \phi-space, I construct an efficient function for enriching the
85 limited data that comes from observing another creature with a full
86 compliment of imagined sensory data based on previous experience. I
87 can then use the imagined sensory data to recognize what the observed
88 creature is doing and feeling, using straightforward embodied action
89 predicates. This is all demonstrated with using a simple worm-like
90 creature, and recognizing worm-actions based on limited data.
98 91
92 Embodied representation using multiple senses such as touch,
93 proprioception, and muscle tension turns out be be exceedingly
94 efficient at describing body-centered actions. It is the ``right
95 language for the job''. For example, it takes only around 5 lines of
96 LISP code to describe the action of ``curling'' using embodied
97 primitives. It takes about 8 lines to describe the seemingly
98 complicated action of wiggling.
99 99
100