Mercurial > cortex
diff thesis/cortex.org @ 504:609356a82760
prepare to fix listings.
author | Robert McIntyre <rlm@mit.edu> |
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date | Sat, 29 Mar 2014 23:57:29 -0400 |
parents | c816594fbbe6 |
children | c15e24d24396 |
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1.1 --- a/thesis/cortex.org Sat Mar 29 23:55:47 2014 -0400 1.2 +++ b/thesis/cortex.org Sat Mar 29 23:57:29 2014 -0400 1.3 @@ -364,7 +364,7 @@ 1.4 - I built =EMPATH=, which uses =CORTEX= to identify the actions of 1.5 a worm-like creature using a computational model of empathy. 1.6 1.7 -* COMMENT Building =CORTEX= 1.8 +* Building =CORTEX= 1.9 1.10 I intend for =CORTEX= to be used as a general-purpose library for 1.11 building creatures and outfitting them with senses, so that it will 1.12 @@ -374,7 +374,7 @@ 1.13 possible, so that =CORTEX= may be used for things I have not 1.14 forseen. 1.15 1.16 -** Simulation or Reality? 1.17 +** COMMENT Simulation or Reality? 1.18 1.19 The most important archetictural decision of all is the choice to 1.20 use a computer-simulated environemnt in the first place! The world 1.21 @@ -437,7 +437,7 @@ 1.22 doing everything in software is far cheaper than building custom 1.23 real-time hardware. All you need is a laptop and some patience. 1.24 1.25 -** Because of Time, simulation is perferable to reality 1.26 +** COMMENT Because of Time, simulation is perferable to reality 1.27 1.28 I envision =CORTEX= being used to support rapid prototyping and 1.29 iteration of ideas. Even if I could put together a well constructed 1.30 @@ -460,7 +460,7 @@ 1.31 simulations of very simple creatures in =CORTEX= generally run at 1.32 40x on my machine! 1.33 1.34 -** What is a sense? 1.35 +** COMMENT What is a sense? 1.36 1.37 If =CORTEX= is to support a wide variety of senses, it would help 1.38 to have a better understanding of what a ``sense'' actually is! 1.39 @@ -538,7 +538,7 @@ 1.40 #+ATTR_LaTeX: :width 10cm 1.41 [[./images/finger-1.png]] 1.42 1.43 -** Video game engines provide ready-made physics and shading 1.44 +** COMMENT Video game engines provide ready-made physics and shading 1.45 1.46 I did not need to write my own physics simulation code or shader to 1.47 build =CORTEX=. Doing so would lead to a system that is impossible 1.48 @@ -562,7 +562,7 @@ 1.49 from the base system, other researchers can turn to this community 1.50 for help when doing their research. 1.51 1.52 -** =CORTEX= is based on jMonkeyEngine3 1.53 +** COMMENT =CORTEX= is based on jMonkeyEngine3 1.54 1.55 While preparing to build =CORTEX= I studied several video game 1.56 engines to see which would best serve as a base. The top contenders 1.57 @@ -604,7 +604,7 @@ 1.58 write my code in clojure, an implementation of =LISP= that runs on 1.59 the JVM. 1.60 1.61 -** =CORTEX= uses Blender to create creature models 1.62 +** COMMENT =CORTEX= uses Blender to create creature models 1.63 1.64 For the simple worm-like creatures I will use later on in this 1.65 thesis, I could define a simple API in =CORTEX= that would allow 1.66 @@ -641,7 +641,7 @@ 1.67 #+ATTR_LaTeX: :width 10cm 1.68 [[./images/empty-sense-nodes.png]] 1.69 1.70 -** Bodies are composed of segments connected by joints 1.71 +** COMMENT Bodies are composed of segments connected by joints 1.72 1.73 Blender is a general purpose animation tool, which has been used in 1.74 the past to create high quality movies such as Sintel 1.75 @@ -957,7 +957,7 @@ 1.76 #+ATTR_LaTeX: :width 15cm 1.77 [[./images/physical-hand.png]] 1.78 1.79 -** Eyes reuse standard video game components 1.80 +** COMMENT Eyes reuse standard video game components 1.81 1.82 Vision is one of the most important senses for humans, so I need to 1.83 build a simulated sense of vision for my AI. I will do this with 1.84 @@ -1254,7 +1254,7 @@ 1.85 community and is now (in modified form) part of a system for 1.86 capturing in-game video to a file. 1.87 1.88 -** Hearing is hard; =CORTEX= does it right 1.89 +** COMMENT Hearing is hard; =CORTEX= does it right 1.90 1.91 At the end of this section I will have simulated ears that work the 1.92 same way as the simulated eyes in the last section. I will be able to 1.93 @@ -1555,7 +1555,7 @@ 1.94 jMonkeyEngine3 community and is used to record audio for demo 1.95 videos. 1.96 1.97 -** Touch uses hundreds of hair-like elements 1.98 +** COMMENT Touch uses hundreds of hair-like elements 1.99 1.100 Touch is critical to navigation and spatial reasoning and as such I 1.101 need a simulated version of it to give to my AI creatures. 1.102 @@ -2049,7 +2049,7 @@ 1.103 #+ATTR_LaTeX: :width 15cm 1.104 [[./images/touch-cube.png]] 1.105 1.106 -** Proprioception is the sense that makes everything ``real'' 1.107 +** COMMENT Proprioception is the sense that makes everything ``real'' 1.108 1.109 Close your eyes, and touch your nose with your right index finger. 1.110 How did you do it? You could not see your hand, and neither your 1.111 @@ -2183,7 +2183,7 @@ 1.112 #+ATTR_LaTeX: :width 11cm 1.113 [[./images/proprio.png]] 1.114 1.115 -** Muscles are both effectors and sensors 1.116 +** COMMENT Muscles are both effectors and sensors 1.117 1.118 Surprisingly enough, terrestrial creatures only move by using 1.119 torque applied about their joints. There's not a single straight 1.120 @@ -2326,7 +2326,7 @@ 1.121 in humans and completes the sense of proprioception begun in the 1.122 last section. 1.123 1.124 -** =CORTEX= brings complex creatures to life! 1.125 +** COMMENT =CORTEX= brings complex creatures to life! 1.126 1.127 The ultimate test of =CORTEX= is to create a creature with the full 1.128 gamut of senses and put it though its paces. 1.129 @@ -2358,7 +2358,7 @@ 1.130 #+ATTR_LaTeX: :width 16cm 1.131 [[./images/integration.png]] 1.132 1.133 -** =CORTEX= enables many possiblities for further research 1.134 +** COMMENT =CORTEX= enables many possiblities for further research 1.135 1.136 Often times, the hardest part of building a system involving 1.137 creatures is dealing with physics and graphics. =CORTEX= removes