Mercurial > cortex
view thesis/cortex.org @ 447:284316604be0
minor changes from Dylan.
author | Robert McIntyre <rlm@mit.edu> |
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date | Tue, 25 Mar 2014 11:30:15 -0400 |
parents | 3e91585b2a1c |
children | af13fc73e851 |
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1 #+title: =CORTEX=2 #+author: Robert McIntyre3 #+email: rlm@mit.edu4 #+description: Using embodied AI to facilitate Artificial Imagination.5 #+keywords: AI, clojure, embodiment8 * Empathy and Embodiment as problem solving strategies10 By the end of this thesis, you will have seen a novel approach to11 interpreting video using embodiment and empathy. You will have also12 seen one way to efficiently implement empathy for embodied13 creatures. Finally, you will become familiar with =CORTEX=, a system14 for designing and simulating creatures with rich senses, which you15 may choose to use in your own research.17 This is the core vision of my thesis: That one of the important ways18 in which we understand others is by imagining ourselves in their19 position and emphatically feeling experiences relative to our own20 bodies. By understanding events in terms of our own previous21 corporeal experience, we greatly constrain the possibilities of what22 would otherwise be an unwieldy exponential search. This extra23 constraint can be the difference between easily understanding what24 is happening in a video and being completely lost in a sea of25 incomprehensible color and movement.27 ** Recognizing actions in video is extremely difficult29 Consider for example the problem of determining what is happening30 in a video of which this is one frame:32 #+caption: A cat drinking some water. Identifying this action is33 #+caption: beyond the state of the art for computers.34 #+ATTR_LaTeX: :width 7cm35 [[./images/cat-drinking.jpg]]37 It is currently impossible for any computer program to reliably38 label such a video as ``drinking''. And rightly so -- it is a very39 hard problem! What features can you describe in terms of low level40 functions of pixels that can even begin to describe at a high level41 what is happening here?43 Or suppose that you are building a program that recognizes chairs.44 How could you ``see'' the chair in figure \ref{invisible-chair} and45 figure \ref{hidden-chair}?47 #+caption: When you look at this, do you think ``chair''? I certainly do.48 #+name: invisible-chair49 #+ATTR_LaTeX: :width 10cm50 [[./images/invisible-chair.png]]52 #+caption: The chair in this image is quite obvious to humans, but I53 #+caption: doubt that any computer program can find it.54 #+name: hidden-chair55 #+ATTR_LaTeX: :width 10cm56 [[./images/fat-person-sitting-at-desk.jpg]]58 Finally, how is it that you can easily tell the difference between59 how the girls /muscles/ are working in figure \ref{girl}?61 #+caption: The mysterious ``common sense'' appears here as you are able62 #+caption: to discern the difference in how the girl's arm muscles63 #+caption: are activated between the two images.64 #+name: girl65 #+ATTR_LaTeX: :width 10cm66 [[./images/wall-push.png]]68 Each of these examples tells us something about what might be going69 on in our minds as we easily solve these recognition problems.71 The hidden chairs show us that we are strongly triggered by cues72 relating to the position of human bodies, and that we can determine73 the overall physical configuration of a human body even if much of74 that body is occluded.76 The picture of the girl pushing against the wall tells us that we77 have common sense knowledge about the kinetics of our own bodies.78 We know well how our muscles would have to work to maintain us in79 most positions, and we can easily project this self-knowledge to80 imagined positions triggered by images of the human body.82 ** =EMPATH= neatly solves recognition problems84 I propose a system that can express the types of recognition85 problems above in a form amenable to computation. It is split into86 four parts:88 - Free/Guided Play (Training) :: The creature moves around and89 experiences the world through its unique perspective. Many90 otherwise complicated actions are easily described in the91 language of a full suite of body-centered, rich senses. For92 example, drinking is the feeling of water sliding down your93 throat, and cooling your insides. It's often accompanied by94 bringing your hand close to your face, or bringing your face95 close to water. Sitting down is the feeling of bending your96 knees, activating your quadriceps, then feeling a surface with97 your bottom and relaxing your legs. These body-centered action98 descriptions can be either learned or hard coded.99 - Alignment (Posture imitation) :: When trying to interpret a video100 or image, the creature takes a model of itself and aligns it101 with whatever it sees. This alignment can even cross species,102 as when humans try to align themselves with things like103 ponies, dogs, or other humans with a different body type.104 - Empathy (Sensory extrapolation) :: The alignment triggers105 associations with sensory data from prior experiences. For106 example, the alignment itself easily maps to proprioceptive107 data. Any sounds or obvious skin contact in the video can to a108 lesser extent trigger previous experience. Segments of109 previous experiences are stitched together to form a coherent110 and complete sensory portrait of the scene.111 - Recognition (Classification) :: With the scene described in terms112 of first person sensory events, the creature can now run its113 action-identification programs on this synthesized sensory114 data, just as it would if it were actually experiencing the115 scene first-hand. If previous experience has been accurately116 retrieved, and if it is analogous enough to the scene, then117 the creature will correctly identify the action in the scene.119 For example, I think humans are able to label the cat video as120 ``drinking'' because they imagine /themselves/ as the cat, and121 imagine putting their face up against a stream of water and122 sticking out their tongue. In that imagined world, they can feel123 the cool water hitting their tongue, and feel the water entering124 their body, and are able to recognize that /feeling/ as drinking.125 So, the label of the action is not really in the pixels of the126 image, but is found clearly in a simulation inspired by those127 pixels. An imaginative system, having been trained on drinking and128 non-drinking examples and learning that the most important129 component of drinking is the feeling of water sliding down one's130 throat, would analyze a video of a cat drinking in the following131 manner:133 1. Create a physical model of the video by putting a ``fuzzy''134 model of its own body in place of the cat. Possibly also create135 a simulation of the stream of water.137 2. Play out this simulated scene and generate imagined sensory138 experience. This will include relevant muscle contractions, a139 close up view of the stream from the cat's perspective, and most140 importantly, the imagined feeling of water entering the141 mouth. The imagined sensory experience can come from a142 simulation of the event, but can also be pattern-matched from143 previous, similar embodied experience.145 3. The action is now easily identified as drinking by the sense of146 taste alone. The other senses (such as the tongue moving in and147 out) help to give plausibility to the simulated action. Note that148 the sense of vision, while critical in creating the simulation,149 is not critical for identifying the action from the simulation.151 For the chair examples, the process is even easier:153 1. Align a model of your body to the person in the image.155 2. Generate proprioceptive sensory data from this alignment.157 3. Use the imagined proprioceptive data as a key to lookup related158 sensory experience associated with that particular proproceptive159 feeling.161 4. Retrieve the feeling of your bottom resting on a surface, your162 knees bent, and your leg muscles relaxed.164 5. This sensory information is consistent with the =sitting?=165 sensory predicate, so you (and the entity in the image) must be166 sitting.168 6. There must be a chair-like object since you are sitting.170 Empathy offers yet another alternative to the age-old AI171 representation question: ``What is a chair?'' --- A chair is the172 feeling of sitting.174 My program, =EMPATH= uses this empathic problem solving technique175 to interpret the actions of a simple, worm-like creature.177 #+caption: The worm performs many actions during free play such as178 #+caption: curling, wiggling, and resting.179 #+name: worm-intro180 #+ATTR_LaTeX: :width 15cm181 [[./images/worm-intro-white.png]]183 #+caption: =EMPATH= recognized and classified each of these poses by184 #+caption: inferring the complete sensory experience from185 #+caption: proprioceptive data.186 #+name: worm-recognition-intro187 #+ATTR_LaTeX: :width 15cm188 [[./images/worm-poses.png]]190 One powerful advantage of empathic problem solving is that it191 factors the action recognition problem into two easier problems. To192 use empathy, you need an /aligner/, which takes the video and a193 model of your body, and aligns the model with the video. Then, you194 need a /recognizer/, which uses the aligned model to interpret the195 action. The power in this method lies in the fact that you describe196 all actions form a body-centered, viewpoint You are less tied to197 the particulars of any visual representation of the actions. If you198 teach the system what ``running'' is, and you have a good enough199 aligner, the system will from then on be able to recognize running200 from any point of view, even strange points of view like above or201 underneath the runner. This is in contrast to action recognition202 schemes that try to identify actions using a non-embodied approach203 such as TODO:REFERENCE. If these systems learn about running as204 viewed from the side, they will not automatically be able to205 recognize running from any other viewpoint.207 Another powerful advantage is that using the language of multiple208 body-centered rich senses to describe body-centerd actions offers a209 massive boost in descriptive capability. Consider how difficult it210 would be to compose a set of HOG filters to describe the action of211 a simple worm-creature ``curling'' so that its head touches its212 tail, and then behold the simplicity of describing thus action in a213 language designed for the task (listing \ref{grand-circle-intro}):215 #+caption: Body-centerd actions are best expressed in a body-centered216 #+caption: language. This code detects when the worm has curled into a217 #+caption: full circle. Imagine how you would replicate this functionality218 #+caption: using low-level pixel features such as HOG filters!219 #+name: grand-circle-intro220 #+begin_listing clojure221 #+begin_src clojure222 (defn grand-circle?223 "Does the worm form a majestic circle (one end touching the other)?"224 [experiences]225 (and (curled? experiences)226 (let [worm-touch (:touch (peek experiences))227 tail-touch (worm-touch 0)228 head-touch (worm-touch 4)]229 (and (< 0.55 (contact worm-segment-bottom-tip tail-touch))230 (< 0.55 (contact worm-segment-top-tip head-touch))))))231 #+end_src232 #+end_listing235 ** =CORTEX= is a toolkit for building sensate creatures237 Hand integration demo239 ** Contributions241 * Building =CORTEX=243 ** To explore embodiment, we need a world, body, and senses245 ** Because of Time, simulation is perferable to reality247 ** Video game engines are a great starting point249 ** Bodies are composed of segments connected by joints251 ** Eyes reuse standard video game components253 ** Hearing is hard; =CORTEX= does it right255 ** Touch uses hundreds of hair-like elements257 ** Proprioception is the sense that makes everything ``real''259 ** Muscles are both effectors and sensors261 ** =CORTEX= brings complex creatures to life!263 ** =CORTEX= enables many possiblities for further research265 * Empathy in a simulated worm267 ** Embodiment factors action recognition into managable parts269 ** Action recognition is easy with a full gamut of senses271 ** Digression: bootstrapping touch using free exploration273 ** \Phi-space describes the worm's experiences275 ** Empathy is the process of tracing though \Phi-space277 ** Efficient action recognition with =EMPATH=279 * Contributions280 - Built =CORTEX=, a comprehensive platform for embodied AI281 experiments. Has many new features lacking in other systems, such282 as sound. Easy to model/create new creatures.283 - created a novel concept for action recognition by using artificial284 imagination.286 In the second half of the thesis I develop a computational model of287 empathy, using =CORTEX= as a base. Empathy in this context is the288 ability to observe another creature and infer what sorts of sensations289 that creature is feeling. My empathy algorithm involves multiple290 phases. First is free-play, where the creature moves around and gains291 sensory experience. From this experience I construct a representation292 of the creature's sensory state space, which I call \Phi-space. Using293 \Phi-space, I construct an efficient function for enriching the294 limited data that comes from observing another creature with a full295 compliment of imagined sensory data based on previous experience. I296 can then use the imagined sensory data to recognize what the observed297 creature is doing and feeling, using straightforward embodied action298 predicates. This is all demonstrated with using a simple worm-like299 creature, and recognizing worm-actions based on limited data.301 Embodied representation using multiple senses such as touch,302 proprioception, and muscle tension turns out be be exceedingly303 efficient at describing body-centered actions. It is the ``right304 language for the job''. For example, it takes only around 5 lines of305 LISP code to describe the action of ``curling'' using embodied306 primitives. It takes about 8 lines to describe the seemingly307 complicated action of wiggling.311 * COMMENT names for cortex312 - bioland317 # An anatomical joke:318 # - Training319 # - Skeletal imitation320 # - Sensory fleshing-out321 # - Classification