Mercurial > cortex
view org/intro.org @ 213:319963720179
fleshing out vision
author | Robert McIntyre <rlm@mit.edu> |
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date | Thu, 09 Feb 2012 08:11:10 -0700 |
parents | 16cbce075a0b |
children | 7e7f8d6d9ec5 |
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1 #+title: Simulated Senses2 #+author: Robert McIntyre3 #+email: rlm@mit.edu4 #+description: Simulating senses for AI research using JMonkeyEngine35 #+keywords: Alan Turing, AI, sinulated senses, jMonkeyEngine3, virtual world6 #+SETUPFILE: ../../aurellem/org/setup.org7 #+INCLUDE: ../../aurellem/org/level-0.org8 #+babel: :mkdirp yes :noweb yes10 * Background11 Artificial Intelligence has tried and failed for more than half a12 century to produce programs as flexible, creative, and "intelligent"13 as the human mind itself. Clearly, we are still missing some important14 ideas concerning intelligent programs or we would have strong AI15 already. What idea could be missing?17 When Turing first proposed his famous "Turing Test" in the18 groundbreaking paper [[../sources/turing.pdf][/Computing Machines and Intelligence/]], he gave19 little importance to how a computer program might interact with the20 world:22 #+BEGIN_QUOTE23 \ldquo{}We need not be too concerned about the legs, eyes, etc. The example of24 Miss Helen Keller shows that education can take place provided that25 communication in both directions between teacher and pupil can take26 place by some means or other.\rdquo{}27 #+END_QUOTE29 And from the example of Hellen Keller he went on to assume that the30 only thing a fledgling AI program could need by way of communication31 is a teletypewriter. But Hellen Keller did possess vision and hearing32 for the first few months of her life, and her tactile sense was far33 more rich than any text-stream could hope to achieve. She possessed a34 body she could move freely, and had continual access to the real world35 to learn from her actions.37 I believe that our programs are suffering from too little sensory38 input to become really intelligent. Imagine for a moment that you39 lived in a world completely cut off form all sensory stimulation. You40 have no eyes to see, no ears to hear, no mouth to speak. No body, no41 taste, no feeling whatsoever. The only sense you get at all is a42 single point of light, flickering on and off in the void. If this was43 your life from birth, you would never learn anything, and could never44 become intelligent. Actual humans placed in sensory deprivation45 chambers experience hallucinations and can begin to loose their sense46 of reality. Most of the time, the programs we write are in exactly47 this situation. They do not interface with cameras and microphones,48 and they do not control a real or simulated body or interact with any49 sort of world.51 * Simulation vs. Reality52 I want demonstrate that multiple senses are what enable53 intelligence. There are two ways of playing around with senses and54 computer programs:57 ** Simulation58 The first is to go entirely with simulation: virtual world, virtual59 character, virtual senses. The advantages are that when everything is60 a simulation, experiments in that simulation are absolutely61 reproducible. It's also easier to change the character and world to62 explore new situations and different sensory combinations.64 If the world is to be simulated on a computer, then not only do you65 have to worry about whether the character's senses are rich enough to66 learn from the world, but whether the world itself is rendered with67 enough detail and realism to give enough working material to the68 character's senses. To name just a few difficulties facing modern69 physics simulators: destructibility of the environment, simulation of70 water/other fluids, large areas, nonrigid bodies, lots of objects,71 smoke. I don't know of any computer simulation that would allow a72 character to take a rock and grind it into fine dust, then use that73 dust to make a clay sculpture, at least not without spending years74 calculating the interactions of every single small grain of75 dust. Maybe a simulated world with today's limitations doesn't provide76 enough richness for real intelligence to evolve.78 ** Reality80 The other approach for playing with senses is to hook your software up81 to real cameras, microphones, robots, etc., and let it loose in the82 real world. This has the advantage of eliminating concerns about83 simulating the world at the expense of increasing the complexity of84 implementing the senses. Instead of just grabbing the current rendered85 frame for processing, you have to use an actual camera with real86 lenses and interact with photons to get an image. It is much harder to87 change the character, which is now partly a physical robot of some88 sort, since doing so involves changing things around in the real world89 instead of modifying lines of code. While the real world is very rich90 and definitely provides enough stimulation for intelligence to develop91 as evidenced by our own existence, it is also uncontrollable in the92 sense that a particular situation cannot be recreated perfectly or93 saved for later use. It is harder to conduct science because it is94 harder to repeat an experiment. The worst thing about using the real95 world instead of a simulation is the matter of time. Instead of96 simulated time you get the constant and unstoppable flow of real97 time. This severely limits the sorts of software you can use to98 program the AI because all sense inputs must be handled in real99 time. Complicated ideas may have to be implemented in hardware or may100 simply be impossible given the current speed of our101 processors. Contrast this with a simulation, in which the flow of time102 in the simulated world can be slowed down to accommodate the103 limitations of the character's programming. In terms of cost, doing104 everything in software is far cheaper than building custom real-time105 hardware. All you need is a laptop and some patience.107 * Choose a Simulation Engine109 Mainly because of issues with controlling the flow of time, I chose to110 simulate both the world and the character. I set out to make a world111 in which I could embed a character with multiple senses. My main goal112 is to make an environment where I can perform further experiments in113 simulated senses.115 I examined many different 3D environments to try and find something I116 would use as the base for my simulation; eventually the choice came117 down to three engines: the Quake II engine, the Source Engine, and118 jMonkeyEngine.120 ** [[http://www.idsoftware.com][Quake II]]/[[http://www.bytonic.de/html/jake2.html][Jake2]]122 I spent a bit more than a month working with the Quake II Engine from123 ID software to see if I could use it for my purposes. All the source124 code was released by ID software into the Public Domain several years125 ago, and as a result it has been ported and modified for many126 different reasons. This engine was famous for its advanced use of127 realistic shading and had decent and fast physics128 simulation. Researchers at Princeton [[http://papers.cnl.salk.edu/PDFs/Intracelllular%20Dynamics%20of%20Virtual%20Place%20Cells%202011-4178.pdf][used this code]] ([[http://brainwindows.wordpress.com/2009/10/14/playing-quake-with-a-real-mouse/][video]]) to study spatial129 information encoding in the hippocampal cells of rats. Those130 researchers created a special Quake II level that simulated a maze,131 and added an interface where a mouse could run around inside a ball in132 various directions to move the character in the simulated maze. They133 measured hippocampal activity during this exercise to try and tease134 out the method in which spatial data was stored in that area of the135 brain. I find this promising because if a real living rat can interact136 with a computer simulation of a maze in the same way as it interacts137 with a real-world maze, then maybe that simulation is close enough to138 reality that a simulated sense of vision and motor control interacting139 with that simulation could reveal useful information about the real140 thing. There is a Java port of the original C source code called141 Jake2. The port demonstrates Java's OpenGL bindings and runs anywhere142 from 90% to 105% as fast as the C version. After reviewing much of the143 source of Jake2, I eventually rejected it because the engine is too144 tied to the concept of a first-person shooter game. One of the145 problems I had was that there do not seem to be any easy way to attach146 multiple cameras to a single character. There are also several physics147 clipping issues that are corrected in a way that only applies to the148 main character and does not apply to arbitrary objects. While there is149 a large community of level modders, I couldn't find a community to150 support using the engine to make new things.152 ** [[http://source.valvesoftware.com/][Source Engine]]154 The Source Engine evolved from the Quake II and Quake I engines and is155 used by Valve in the Half-Life series of games. The physics simulation156 in the Source Engine is quite accurate and probably the best out of157 all the engines I investigated. There is also an extensive community158 actively working with the engine. However, applications that use the159 Source Engine must be written in C++, the code is not open, it only160 runs on Windows, and the tools that come with the SDK to handle models161 and textures are complicated and awkward to use.163 ** [[http://jmonkeyengine.com/][jMonkeyEngine3]]165 jMonkeyEngine is a new library for creating games in Java. It uses166 OpenGL to render to the screen and uses screengraphs to avoid drawing167 things that do not appear on the screen. It has an active community168 and several games in the pipeline. The engine was not built to serve169 any particular game but is instead meant to be used for any 3D170 game. After experimenting with each of these three engines and a few171 others for about 2 months I settled on jMonkeyEngine. I chose it172 because it had the most features out of all the open projects I looked173 at, and because I could then write my code in Clojure, an174 implementation of LISP that runs on the JVM.