Mercurial > cortex
diff thesis/cortex.org @ 436:853377051f1e
abstract v. 2
author | Robert McIntyre <rlm@mit.edu> |
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date | Sun, 23 Mar 2014 19:09:14 -0400 |
parents | ae3bfc82ac7c |
children | c1e6b7221b2f |
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1.1 --- a/thesis/cortex.org Sun Mar 23 17:59:16 2014 -0400 1.2 +++ b/thesis/cortex.org Sun Mar 23 19:09:14 2014 -0400 1.3 @@ -4,86 +4,64 @@ 1.4 #+description: Using embodied AI to facilitate Artificial Imagination. 1.5 #+keywords: AI, clojure, embodiment 1.6 1.7 --- show hand 1.8 +* Embodiment is a critical component of Intelligence 1.9 1.10 -* Embodiment is a critical component to Intelligence 1.11 +** Recognizing actions in video is extremely difficult 1.12 + cat drinking, mimes, leaning, common sense 1.13 1.14 -* To explore embodiment, we need a world, body, and senses 1.15 +** Embodiment is the the right language for the job 1.16 1.17 -* Because of Time, simulation is perferable to reality 1.18 + a new possibility for the question ``what is a chair?'' -- it's the 1.19 + feeling of your butt on something and your knees bent, with your 1.20 + back muscles and legs relaxed. 1.21 1.22 -* Video game engines are a great starting point 1.23 +** =CORTEX= is a system for exploring embodiment 1.24 1.25 -* Bodies are composed of segments connected by joints 1.26 + Hand integration demo 1.27 1.28 -* Eyes reuse standard video game components 1.29 +** =CORTEX= solves recognition problems using empathy 1.30 + 1.31 + worm empathy demo 1.32 1.33 -* Hearing is hard; =CORTEX= does it right 1.34 +** Overview 1.35 1.36 -* Touch uses hundreds of hair-like elements 1.37 +* Building =CORTEX= 1.38 1.39 -* Proprioception is the force that makes everything ``real'' 1.40 +** To explore embodiment, we need a world, body, and senses 1.41 1.42 -* Muscles are both effectors and sensors 1.43 +** Because of Time, simulation is perferable to reality 1.44 1.45 -* =CORTEX= brings complex creatures to life! 1.46 +** Video game engines are a great starting point 1.47 1.48 -* =CORTEX= enables many possiblities for further research 1.49 +** Bodies are composed of segments connected by joints 1.50 1.51 -* =CORTEX= User Guide 1.52 +** Eyes reuse standard video game components 1.53 + 1.54 +** Hearing is hard; =CORTEX= does it right 1.55 + 1.56 +** Touch uses hundreds of hair-like elements 1.57 + 1.58 +** Proprioception is the force that makes everything ``real'' 1.59 + 1.60 +** Muscles are both effectors and sensors 1.61 + 1.62 +** =CORTEX= brings complex creatures to life! 1.63 + 1.64 +** =CORTEX= enables many possiblities for further research 1.65 1.66 * Empathy in a simulated worm 1.67 1.68 -* Embodiment factors action recognition into managable parts 1.69 +** Embodiment factors action recognition into managable parts 1.70 1.71 -* Action recognition is easy with a full gamut of senses 1.72 +** Action recognition is easy with a full gamut of senses 1.73 1.74 -* Digression: bootstrapping with multiple senses 1.75 +** Digression: bootstrapping with multiple senses 1.76 1.77 -* \Phi-space describes the worm's experiences 1.78 +** \Phi-space describes the worm's experiences 1.79 1.80 -* Empathy is the process of tracing though \Phi-space 1.81 +** Empathy is the process of tracing though \Phi-space 1.82 1.83 -* Efficient action recognition via empathy 1.84 - 1.85 -* Contributions 1.86 - 1.87 - 1.88 -* Vision 1.89 - 1.90 - System for understanding what the actors in a video are doing -- 1.91 - Action Recognition. 1.92 - 1.93 - Separate action recognition into three components: 1.94 - 1.95 - - free play 1.96 - - embodied action predicates 1.97 - - model alignment 1.98 - - sensory imagination 1.99 - 1.100 -* Steps 1.101 - 1.102 - - Build cortex, a simulated environment for sensate AI 1.103 - - solid bodies w/ joints 1.104 - - vision 1.105 - - touch 1.106 - - vision 1.107 - - hearing 1.108 - - proprioception 1.109 - - muscle contraction 1.110 - 1.111 - - Build experimental framework for worm-actions 1.112 - - embodied stream predicates 1.113 - - \phi-space 1.114 - - \phi-scan 1.115 - 1.116 -* News 1.117 - 1.118 - Experimental results: 1.119 - 1.120 - - \phi-space actually works very well for the worm! 1.121 - - self organizing touch map 1.122 - 1.123 +** Efficient action recognition via empathy 1.124 1.125 * Contributions 1.126 - Built =CORTEX=, a comprehensive platform for embodied AI 1.127 @@ -92,9 +70,30 @@ 1.128 - created a novel concept for action recognition by using artificial 1.129 imagination. 1.130 1.131 +* =CORTEX= User Guide 1.132 1.133 1.134 1.135 +In the second half of the thesis I develop a computational model of 1.136 +empathy, using =CORTEX= as a base. Empathy in this context is the 1.137 +ability to observe another creature and infer what sorts of sensations 1.138 +that creature is feeling. My empathy algorithm involves multiple 1.139 +phases. First is free-play, where the creature moves around and gains 1.140 +sensory experience. From this experience I construct a representation 1.141 +of the creature's sensory state space, which I call \phi-space. Using 1.142 +\phi-space, I construct an efficient function for enriching the 1.143 +limited data that comes from observing another creature with a full 1.144 +compliment of imagined sensory data based on previous experience. I 1.145 +can then use the imagined sensory data to recognize what the observed 1.146 +creature is doing and feeling, using straightforward embodied action 1.147 +predicates. This is all demonstrated with using a simple worm-like 1.148 +creature, and recognizing worm-actions based on limited data. 1.149 1.150 +Embodied representation using multiple senses such as touch, 1.151 +proprioception, and muscle tension turns out be be exceedingly 1.152 +efficient at describing body-centered actions. It is the ``right 1.153 +language for the job''. For example, it takes only around 5 lines of 1.154 +LISP code to describe the action of ``curling'' using embodied 1.155 +primitives. It takes about 8 lines to describe the seemingly 1.156 +complicated action of wiggling. 1.157 1.158 -