Mercurial > cortex
diff 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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1.1 --- a/thesis/cortex.org Sun Mar 30 10:41:18 2014 -0400 1.2 +++ b/thesis/cortex.org Sun Mar 30 10:50:05 2014 -0400 1.3 @@ -498,9 +498,9 @@ 1.4 is a vast and rich place, and for now simulations are a very poor 1.5 reflection of its complexity. It may be that there is a significant 1.6 qualatative difference between dealing with senses in the real 1.7 - world and dealing with pale facilimilies of them in a simulation. 1.8 - What are the advantages and disadvantages of a simulation vs. 1.9 - reality? 1.10 + world and dealing with pale facilimilies of them in a simulation 1.11 + \cite{brooks-representation}. What are the advantages and 1.12 + disadvantages of a simulation vs. reality? 1.13 1.14 *** Simulation 1.15 1.16 @@ -578,7 +578,7 @@ 1.17 40x on my machine! 1.18 1.19 ** All sense organs are two-dimensional surfaces 1.20 -# What is a sense? 1.21 + 1.22 If =CORTEX= is to support a wide variety of senses, it would help 1.23 to have a better understanding of what a ``sense'' actually is! 1.24 While vision, touch, and hearing all seem like they are quite 1.25 @@ -1376,7 +1376,7 @@ 1.26 capturing in-game video to a file. 1.27 1.28 ** ...but hearing must be built from scratch 1.29 -# is hard; =CORTEX= does it right 1.30 + 1.31 At the end of this section I will have simulated ears that work the 1.32 same way as the simulated eyes in the last section. I will be able to 1.33 place any number of ear-nodes in a blender file, and they will bind to 1.34 @@ -3163,18 +3163,18 @@ 1.35 to interpretation, and dissaggrement between empathy and experience 1.36 is more excusable. 1.37 1.38 -** Digression: Learn touch sensor layout through haptic experimentation, instead 1.39 -# Boostraping touch using free exploration 1.40 -In the previous section I showed how to compute actions in terms of 1.41 +** Digression: Learn touch sensor layout through free play 1.42 + 1.43 + In the previous section I showed how to compute actions in terms of 1.44 body-centered predicates which relied averate touch activation of 1.45 - pre-defined regions of the worm's skin. What if, instead of recieving 1.46 - touch pre-grouped into the six faces of each worm segment, the true 1.47 - topology of the worm's skin was unknown? This is more similiar to how 1.48 - a nerve fiber bundle might be arranged. While two fibers that are 1.49 - close in a nerve bundle /might/ correspond to two touch sensors that 1.50 - are close together on the skin, the process of taking a complicated 1.51 - surface and forcing it into essentially a circle requires some cuts 1.52 - and rerragenments. 1.53 + pre-defined regions of the worm's skin. What if, instead of 1.54 + recieving touch pre-grouped into the six faces of each worm 1.55 + segment, the true topology of the worm's skin was unknown? This is 1.56 + more similiar to how a nerve fiber bundle might be arranged. While 1.57 + two fibers that are close in a nerve bundle /might/ correspond to 1.58 + two touch sensors that are close together on the skin, the process 1.59 + of taking a complicated surface and forcing it into essentially a 1.60 + circle requires some cuts and rerragenments. 1.61 1.62 In this section I show how to automatically learn the skin-topology of 1.63 a worm segment by free exploration. As the worm rolls around on the