Mercurial > cortex
diff thesis/cortex.org @ 437:c1e6b7221b2f
progress on intro.
author | Robert McIntyre <rlm@mit.edu> |
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date | Sun, 23 Mar 2014 22:20:44 -0400 |
parents | 853377051f1e |
children | 4dcb923c9b16 |
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1.1 --- a/thesis/cortex.org Sun Mar 23 19:09:14 2014 -0400 1.2 +++ b/thesis/cortex.org Sun Mar 23 22:20:44 2014 -0400 1.3 @@ -4,26 +4,102 @@ 1.4 #+description: Using embodied AI to facilitate Artificial Imagination. 1.5 #+keywords: AI, clojure, embodiment 1.6 1.7 -* Embodiment is a critical component of Intelligence 1.8 + 1.9 +* Empathy and Embodiment as a problem solving strategy 1.10 + 1.11 + By the end of this thesis, you will have seen a novel approach to 1.12 + interpreting video using embodiment and empathy. You will have also 1.13 + seen one way to efficiently implement empathy for embodied 1.14 + creatures. 1.15 + 1.16 + The core vision of this thesis is that one of the important ways in 1.17 + which we understand others is by imagining ourselves in their 1.18 + posistion and empathicaly feeling experiences based on our own past 1.19 + experiences and imagination. 1.20 + 1.21 + By understanding events in terms of our own previous corperal 1.22 + experience, we greatly constrain the possibilities of what would 1.23 + otherwise be an unweidly exponential search. This extra constraint 1.24 + can be the difference between easily understanding what is happening 1.25 + in a video and being completely lost in a sea of incomprehensible 1.26 + color and movement. 1.27 1.28 ** Recognizing actions in video is extremely difficult 1.29 + 1.30 + Consider for example the problem of determining what is happening in 1.31 + a video of which this is one frame: 1.32 + 1.33 + #+caption: A cat drinking some water. Identifying this action is beyond the state of the art for computers. 1.34 + #+ATTR_LaTeX: :width 7cm 1.35 + [[./images/cat-drinking.jpg]] 1.36 + 1.37 + It is currently impossible for any computer program to reliably 1.38 + label such an video as "drinking". And rightly so -- it is a very 1.39 + hard problem! What features can you describe in terms of low level 1.40 + functions of pixels that can even begin to describe what is 1.41 + happening here? 1.42 + 1.43 + Or suppose that you are building a program that recognizes 1.44 + chairs. How could you ``see'' the chair in the following picture? 1.45 + 1.46 + #+caption: When you look at this, do you think ``chair''? I certainly do. 1.47 + #+ATTR_LaTeX: :width 10cm 1.48 + [[./images/invisible-chair.png]] 1.49 + 1.50 + #+caption: The chair in this image is quite obvious to humans, but I doubt any computer program can find it. 1.51 + #+ATTR_LaTeX: :width 10cm 1.52 + [[./images/fat-person-sitting-at-desk.jpg]] 1.53 + 1.54 + 1.55 + I think humans are able to label 1.56 + such video as "drinking" because they imagine /themselves/ as the 1.57 + cat, and imagine putting their face up against a stream of water and 1.58 + sticking out their tongue. In that imagined world, they can feel the 1.59 + cool water hitting their tongue, and feel the water entering their 1.60 + body, and are able to recognize that /feeling/ as drinking. So, the 1.61 + label of the action is not really in the pixels of the image, but is 1.62 + found clearly in a simulation inspired by those pixels. An 1.63 + imaginative system, having been trained on drinking and non-drinking 1.64 + examples and learning that the most important component of drinking 1.65 + is the feeling of water sliding down one's throat, would analyze a 1.66 + video of a cat drinking in the following manner: 1.67 + 1.68 + - Create a physical model of the video by putting a "fuzzy" model 1.69 + of its own body in place of the cat. Also, create a simulation of 1.70 + the stream of water. 1.71 + 1.72 + - Play out this simulated scene and generate imagined sensory 1.73 + experience. This will include relevant muscle contractions, a 1.74 + close up view of the stream from the cat's perspective, and most 1.75 + importantly, the imagined feeling of water entering the mouth. 1.76 + 1.77 + - The action is now easily identified as drinking by the sense of 1.78 + taste alone. The other senses (such as the tongue moving in and 1.79 + out) help to give plausibility to the simulated action. Note that 1.80 + the sense of vision, while critical in creating the simulation, 1.81 + is not critical for identifying the action from the simulation. 1.82 + 1.83 + 1.84 + 1.85 + 1.86 + 1.87 + 1.88 + 1.89 cat drinking, mimes, leaning, common sense 1.90 1.91 -** Embodiment is the the right language for the job 1.92 +** =EMPATH= neatly solves recognition problems 1.93 + 1.94 + factorization , right language, etc 1.95 1.96 a new possibility for the question ``what is a chair?'' -- it's the 1.97 feeling of your butt on something and your knees bent, with your 1.98 back muscles and legs relaxed. 1.99 1.100 -** =CORTEX= is a system for exploring embodiment 1.101 +** =CORTEX= is a toolkit for building sensate creatures 1.102 1.103 Hand integration demo 1.104 1.105 -** =CORTEX= solves recognition problems using empathy 1.106 - 1.107 - worm empathy demo 1.108 - 1.109 -** Overview 1.110 +** Contributions 1.111 1.112 * Building =CORTEX= 1.113 1.114 @@ -55,7 +131,7 @@ 1.115 1.116 ** Action recognition is easy with a full gamut of senses 1.117 1.118 -** Digression: bootstrapping with multiple senses 1.119 +** Digression: bootstrapping touch using free exploration 1.120 1.121 ** \Phi-space describes the worm's experiences 1.122 1.123 @@ -70,10 +146,6 @@ 1.124 - created a novel concept for action recognition by using artificial 1.125 imagination. 1.126 1.127 -* =CORTEX= User Guide 1.128 - 1.129 - 1.130 - 1.131 In the second half of the thesis I develop a computational model of 1.132 empathy, using =CORTEX= as a base. Empathy in this context is the 1.133 ability to observe another creature and infer what sorts of sensations 1.134 @@ -97,3 +169,7 @@ 1.135 primitives. It takes about 8 lines to describe the seemingly 1.136 complicated action of wiggling. 1.137 1.138 + 1.139 + 1.140 +* COMMENT names for cortex 1.141 + - bioland 1.142 \ No newline at end of file