Mercurial > cortex
diff thesis/cortex.org @ 462:bb81cef09ad7
stuff about simulation vs reality.
author | Robert McIntyre <rlm@mit.edu> |
---|---|
date | Thu, 27 Mar 2014 20:18:51 -0400 |
parents | b345650a0baa |
children | 6d55ac73bc6f |
line wrap: on
line diff
1.1 --- a/thesis/cortex.org Thu Mar 27 18:17:23 2014 -0400 1.2 +++ b/thesis/cortex.org Thu Mar 27 20:18:51 2014 -0400 1.3 @@ -174,9 +174,9 @@ 1.4 #+ATTR_LaTeX: :width 15cm 1.5 [[./images/worm-intro-white.png]] 1.6 1.7 - #+caption: =EMPATH= recognized and classified each of these poses by 1.8 - #+caption: inferring the complete sensory experience from 1.9 - #+caption: proprioceptive data. 1.10 + #+caption: =EMPATH= recognized and classified each of these 1.11 + #+caption: poses by inferring the complete sensory experience 1.12 + #+caption: from proprioceptive data. 1.13 #+name: worm-recognition-intro 1.14 #+ATTR_LaTeX: :width 15cm 1.15 [[./images/worm-poses.png]] 1.16 @@ -221,8 +221,8 @@ 1.17 (let [worm-touch (:touch (peek experiences)) 1.18 tail-touch (worm-touch 0) 1.19 head-touch (worm-touch 4)] 1.20 - (and (< 0.55 (contact worm-segment-bottom-tip tail-touch)) 1.21 - (< 0.55 (contact worm-segment-top-tip head-touch)))))) 1.22 + (and (< 0.2 (contact worm-segment-bottom-tip tail-touch)) 1.23 + (< 0.2 (contact worm-segment-top-tip head-touch)))))) 1.24 #+end_src 1.25 #+end_listing 1.26 1.27 @@ -232,9 +232,9 @@ 1.28 I built =CORTEX= to be a general AI research platform for doing 1.29 experiments involving multiple rich senses and a wide variety and 1.30 number of creatures. I intend it to be useful as a library for many 1.31 - more projects than just this one. =CORTEX= was necessary to meet a 1.32 - need among AI researchers at CSAIL and beyond, which is that people 1.33 - often will invent neat ideas that are best expressed in the 1.34 + more projects than just this thesis. =CORTEX= was necessary to meet 1.35 + a need among AI researchers at CSAIL and beyond, which is that 1.36 + people often will invent neat ideas that are best expressed in the 1.37 language of creatures and senses, but in order to explore those 1.38 ideas they must first build a platform in which they can create 1.39 simulated creatures with rich senses! There are many ideas that 1.40 @@ -331,11 +331,116 @@ 1.41 1.42 * Building =CORTEX= 1.43 1.44 -** To explore embodiment, we need a world, body, and senses 1.45 + I intend for =CORTEX= to be used as a general purpose library for 1.46 + building creatures and outfitting them with senses, so that it will 1.47 + be useful for other researchers who want to test out ideas of their 1.48 + own. To this end, wherver I have had to make archetictural choices 1.49 + about =CORTEX=, I have chosen to give as much freedom to the user as 1.50 + possible, so that =CORTEX= may be used for things I have not 1.51 + forseen. 1.52 + 1.53 +** Simulation or Reality? 1.54 + 1.55 + The most important archetictural decision of all is the choice to 1.56 + use a computer-simulated environemnt in the first place! The world 1.57 + is a vast and rich place, and for now simulations are a very poor 1.58 + reflection of its complexity. It may be that there is a significant 1.59 + qualatative difference between dealing with senses in the real 1.60 + world and dealing with pale facilimilies of them in a 1.61 + simulation. What are the advantages and disadvantages of a 1.62 + simulation vs. reality? 1.63 + 1.64 +*** Simulation 1.65 + 1.66 + The advantages of virtual reality are that when everything is a 1.67 + simulation, experiments in that simulation are absolutely 1.68 + reproducible. It's also easier to change the character and world 1.69 + to explore new situations and different sensory combinations. 1.70 + 1.71 + If the world is to be simulated on a computer, then not only do 1.72 + you have to worry about whether the character's senses are rich 1.73 + enough to learn from the world, but whether the world itself is 1.74 + rendered with enough detail and realism to give enough working 1.75 + material to the character's senses. To name just a few 1.76 + difficulties facing modern physics simulators: destructibility of 1.77 + the environment, simulation of water/other fluids, large areas, 1.78 + nonrigid bodies, lots of objects, smoke. I don't know of any 1.79 + computer simulation that would allow a character to take a rock 1.80 + and grind it into fine dust, then use that dust to make a clay 1.81 + sculpture, at least not without spending years calculating the 1.82 + interactions of every single small grain of dust. Maybe a 1.83 + simulated world with today's limitations doesn't provide enough 1.84 + richness for real intelligence to evolve. 1.85 + 1.86 +*** Reality 1.87 + 1.88 + The other approach for playing with senses is to hook your 1.89 + software up to real cameras, microphones, robots, etc., and let it 1.90 + loose in the real world. This has the advantage of eliminating 1.91 + concerns about simulating the world at the expense of increasing 1.92 + the complexity of implementing the senses. Instead of just 1.93 + grabbing the current rendered frame for processing, you have to 1.94 + use an actual camera with real lenses and interact with photons to 1.95 + get an image. It is much harder to change the character, which is 1.96 + now partly a physical robot of some sort, since doing so involves 1.97 + changing things around in the real world instead of modifying 1.98 + lines of code. While the real world is very rich and definitely 1.99 + provides enough stimulation for intelligence to develop as 1.100 + evidenced by our own existence, it is also uncontrollable in the 1.101 + sense that a particular situation cannot be recreated perfectly or 1.102 + saved for later use. It is harder to conduct science because it is 1.103 + harder to repeat an experiment. The worst thing about using the 1.104 + real world instead of a simulation is the matter of time. Instead 1.105 + of simulated time you get the constant and unstoppable flow of 1.106 + real time. This severely limits the sorts of software you can use 1.107 + to program the AI because all sense inputs must be handled in real 1.108 + time. Complicated ideas may have to be implemented in hardware or 1.109 + may simply be impossible given the current speed of our 1.110 + processors. Contrast this with a simulation, in which the flow of 1.111 + time in the simulated world can be slowed down to accommodate the 1.112 + limitations of the character's programming. In terms of cost, 1.113 + doing everything in software is far cheaper than building custom 1.114 + real-time hardware. All you need is a laptop and some patience. 1.115 1.116 ** Because of Time, simulation is perferable to reality 1.117 1.118 + I envision =CORTEX= being used to support rapid prototyping and 1.119 + iteration of ideas. Even if I could put together a well constructed 1.120 + kit for creating robots, it would still not be enough because of 1.121 + the scourge of real-time processing. Anyone who wants to test their 1.122 + ideas in the real world must always worry about getting their 1.123 + algorithms to run fast enough to process information in real 1.124 + time. The need for real time processing only increases if multiple 1.125 + senses are involved. In the extreme case, even simple algorithms 1.126 + will have to be accelerated by ASIC chips or FPGAs, turning what 1.127 + would otherwise be a few lines of code and a 10x speed penality 1.128 + into a multi-month ordeal. For this reason, =CORTEX= supports 1.129 + /time-dialiation/, which scales back the framerate of the 1.130 + simulation in proportion to the amount of processing each 1.131 + frame. From the perspective of the creatures inside the simulation, 1.132 + time always appears to flow at a constant rate, regardless of how 1.133 + complicated the envorimnent becomes or how many creatures are in 1.134 + the simulation. The cost is that =CORTEX= can sometimes run slower 1.135 + than real time. This can also be an advantage, however --- 1.136 + simulations of very simple creatures in =CORTEX= generally run at 1.137 + 40x on my machine! 1.138 + 1.139 ** Video game engines are a great starting point 1.140 + 1.141 + I did not need to write my own physics simulation code or shader to 1.142 + build =CORTEX=. Doing so would lead to a system that is impossible 1.143 + for anyone but myself to use anyway. Instead, I use a video game 1.144 + engine as a base and modify it to accomodate the additional needs 1.145 + of =CORTEX=. Video game engines are an ideal starting point to 1.146 + build =CORTEX=, because they are not far from being creature 1.147 + building systems themselves. 1.148 + 1.149 + First off, general purpose video game engines come with a physics 1.150 + engine and lighting / sound system. The physics system provides 1.151 + tools that can be co-opted to serve as touch, proprioception, and 1.152 + muscles. Since some games support split screen views, a good video 1.153 + game engine will allow you to efficiently create multiple cameras 1.154 + in the simulated world that can be used as eyes. 1.155 1.156 ** Bodies are composed of segments connected by joints 1.157