Mercurial > cortex
diff thesis/dylan-accept.diff @ 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 | 4c4d45f6f30b |
children |
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1.1 --- a/thesis/dylan-accept.diff Sun Mar 30 10:41:18 2014 -0400 1.2 +++ b/thesis/dylan-accept.diff Sun Mar 30 10:50:05 2014 -0400 1.3 @@ -20,3 +20,90 @@ 1.4 1.5 You have also seen how I used =CORTEX= as a platform to attach the 1.6 /action recognition/ problem, which is the problem of recognizing 1.7 + 1.8 +@@ -2888,7 +3007,7 @@ 1.9 + #+end_src 1.10 + #+end_listing 1.11 + 1.12 +-** Efficient action recognition with =EMPATH= 1.13 ++** =EMPATH= recognizes actions efficiently 1.14 + 1.15 + To use =EMPATH= with the worm, I first need to gather a set of 1.16 + experiences from the worm that includes the actions I want to 1.17 + 1.18 +@@ -3044,9 +3163,9 @@ 1.19 + to interpretation, and dissaggrement between empathy and experience 1.20 + is more excusable. 1.21 + 1.22 +-** Digression: bootstrapping touch using free exploration 1.23 +- 1.24 +- In the previous section I showed how to compute actions in terms of 1.25 ++** Digression: Learn touch sensor layout through haptic experimentation, instead 1.26 ++# Boostraping touch using free exploration 1.27 ++In the previous section I showed how to compute actions in terms of 1.28 + body-centered predicates which relied averate touch activation of 1.29 + pre-defined regions of the worm's skin. What if, instead of recieving 1.30 + touch pre-grouped into the six faces of each worm segment, the true 1.31 + 1.32 +@@ -2193,7 +2311,7 @@ 1.33 + #+ATTR_LaTeX: :width 11cm 1.34 + [[./images/proprio.png]] 1.35 + 1.36 +-** Muscles are both effectors and sensors 1.37 ++** Muscles contain both sensors and effectors 1.38 + 1.39 + Surprisingly enough, terrestrial creatures only move by using 1.40 + torque applied about their joints. There's not a single straight 1.41 + 1.42 +@@ -2059,7 +2177,7 @@ 1.43 + #+ATTR_LaTeX: :width 15cm 1.44 + [[./images/touch-cube.png]] 1.45 + 1.46 +-** Proprioception is the sense that makes everything ``real'' 1.47 ++** Proprioception provides knowledge of your own body's position 1.48 + 1.49 + Close your eyes, and touch your nose with your right index finger. 1.50 + How did you do it? You could not see your hand, and neither your 1.51 + 1.52 +@@ -1257,8 +1375,8 @@ 1.53 + community and is now (in modified form) part of a system for 1.54 + capturing in-game video to a file. 1.55 + 1.56 +-** Hearing is hard; =CORTEX= does it right 1.57 +- 1.58 ++** ...but hearing must be built from scratch 1.59 ++# is hard; =CORTEX= does it right 1.60 + At the end of this section I will have simulated ears that work the 1.61 + same way as the simulated eyes in the last section. I will be able to 1.62 + place any number of ear-nodes in a blender file, and they will bind to 1.63 + 1.64 +@@ -1565,7 +1683,7 @@ 1.65 + jMonkeyEngine3 community and is used to record audio for demo 1.66 + videos. 1.67 + 1.68 +-** Touch uses hundreds of hair-like elements 1.69 ++** Hundreds of hair-like elements provide a sense of touch 1.70 + 1.71 + Touch is critical to navigation and spatial reasoning and as such I 1.72 + need a simulated version of it to give to my AI creatures. 1.73 + 1.74 +@@ -956,7 +1074,7 @@ 1.75 + #+ATTR_LaTeX: :width 15cm 1.76 + [[./images/physical-hand.png]] 1.77 + 1.78 +-** Eyes reuse standard video game components 1.79 ++** Sight reuses standard video game components... 1.80 + 1.81 + Vision is one of the most important senses for humans, so I need to 1.82 + build a simulated sense of vision for my AI. I will do this with 1.83 +@@ -459,8 +577,8 @@ 1.84 + simulations of very simple creatures in =CORTEX= generally run at 1.85 + 40x on my machine! 1.86 + 1.87 +-** What is a sense? 1.88 +- 1.89 ++** All sense organs are two-dimensional surfaces 1.90 ++# What is a sense? 1.91 + If =CORTEX= is to support a wide variety of senses, it would help 1.92 + to have a better understanding of what a ``sense'' actually is! 1.93 + While vision, touch, and hearing all seem like they are quite