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author Robert McIntyre <rlm@mit.edu>
date Tue, 25 Mar 2014 03:24:28 -0400
parents 47cfbe84f00e
children 284316604be0
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1 #+title: =CORTEX=
2 #+author: Robert McIntyre
3 #+email: rlm@mit.edu
4 #+description: Using embodied AI to facilitate Artificial Imagination.
5 #+keywords: AI, clojure, embodiment
8 * Empathy and Embodiment as problem solving strategies
10 By the end of this thesis, you will have seen a novel approach to
11 interpreting video using embodiment and empathy. You will have also
12 seen one way to efficiently implement empathy for embodied
13 creatures. Finally, you will become familiar with =CORTEX=, a
14 system for designing and simulating creatures with rich senses,
15 which you may choose to use in your own research.
17 This is the core vision of my thesis: That one of the important ways
18 in which we understand others is by imagining ourselves in their
19 position and emphatically feeling experiences relative to our own
20 bodies. By understanding events in terms of our own previous
21 corporeal experience, we greatly constrain the possibilities of what
22 would otherwise be an unwieldy exponential search. This extra
23 constraint can be the difference between easily understanding what
24 is happening in a video and being completely lost in a sea of
25 incomprehensible color and movement.
27 ** Recognizing actions in video is extremely difficult
29 Consider for example the problem of determining what is happening in
30 a video of which this is one frame:
32 #+caption: A cat drinking some water. Identifying this action is
33 #+caption: beyond the state of the art for computers.
34 #+ATTR_LaTeX: :width 7cm
35 [[./images/cat-drinking.jpg]]
37 It is currently impossible for any computer program to reliably
38 label such a video as "drinking". And rightly so -- it is a very
39 hard problem! What features can you describe in terms of low level
40 functions of pixels that can even begin to describe at a high level
41 what is happening here?
43 Or suppose that you are building a program that recognizes
44 chairs. How could you ``see'' the chair in figure
45 \ref{invisible-chair} and figure \ref{hidden-chair}?
47 #+caption: When you look at this, do you think ``chair''? I certainly do.
48 #+name: invisible-chair
49 #+ATTR_LaTeX: :width 10cm
50 [[./images/invisible-chair.png]]
52 #+caption: The chair in this image is quite obvious to humans, but I
53 #+caption: doubt that any computer program can find it.
54 #+name: hidden-chair
55 #+ATTR_LaTeX: :width 10cm
56 [[./images/fat-person-sitting-at-desk.jpg]]
58 Finally, how is it that you can easily tell the difference between
59 how the girls /muscles/ are working in figure \ref{girl}?
61 #+caption: The mysterious ``common sense'' appears here as you are able
62 #+caption: to discern the difference in how the girl's arm muscles
63 #+caption: are activated between the two images.
64 #+name: girl
65 #+ATTR_LaTeX: :width 10cm
66 [[./images/wall-push.png]]
68 Each of these examples tells us something about what might be going
69 on in our minds as we easily solve these recognition problems.
71 The hidden chairs show us that we are strongly triggered by cues
72 relating to the position of human bodies, and that we can
73 determine the overall physical configuration of a human body even
74 if much of that body is occluded.
76 The picture of the girl pushing against the wall tells us that we
77 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 in
79 most positions, and we can easily project this self-knowledge to
80 imagined positions triggered by images of the human body.
82 ** =EMPATH= neatly solves recognition problems
84 I propose a system that can express the types of recognition
85 problems above in a form amenable to computation. It is split into
86 four parts:
88 - Free/Guided Play :: The creature moves around and experiences the
89 world through its unique perspective. Many otherwise
90 complicated actions are easily described in the language of a
91 full suite of body-centered, rich senses. For example,
92 drinking is the feeling of water sliding down your throat, and
93 cooling your insides. It's often accompanied by bringing your
94 hand close to your face, or bringing your face close to
95 water. Sitting down is the feeling of bending your knees,
96 activating your quadriceps, then feeling a surface with your
97 bottom and relaxing your legs. These body-centered action
98 descriptions can be either learned or hard coded.
99 - Alignment :: When trying to interpret a video or image, the
100 creature takes a model of itself and aligns it with
101 whatever it sees. This can be a rather loose
102 alignment that can cross species, as when humans try
103 to align themselves with things like ponies, dogs,
104 or other humans with a different body type.
105 - Empathy :: The alignment triggers the memories of previous
106 experience. For example, the alignment itself easily
107 maps to proprioceptive data. Any sounds or obvious
108 skin contact in the video can to a lesser extent
109 trigger previous experience. The creatures previous
110 experience is chained together in short bursts to
111 coherently describe the new scene.
112 - Recognition :: With the scene now described in terms of past
113 experience, the creature can now run its
114 action-identification programs on this synthesized
115 sensory data, just as it would if it were actually
116 experiencing the scene first-hand. If previous
117 experience has been accurately retrieved, and if
118 it is analogous enough to the scene, then the
119 creature will correctly identify the action in the
120 scene.
123 For example, I think humans are able to label the cat video as
124 "drinking" because they imagine /themselves/ as the cat, and
125 imagine putting their face up against a stream of water and
126 sticking out their tongue. In that imagined world, they can feel
127 the cool water hitting their tongue, and feel the water entering
128 their body, and are able to recognize that /feeling/ as
129 drinking. So, the label of the action is not really in the pixels
130 of the image, but is found clearly in a simulation inspired by
131 those pixels. An imaginative system, having been trained on
132 drinking and non-drinking examples and learning that the most
133 important component of drinking is the feeling of water sliding
134 down one's throat, would analyze a video of a cat drinking in the
135 following manner:
137 1. Create a physical model of the video by putting a "fuzzy" model
138 of its own body in place of the cat. Possibly also create a
139 simulation of the stream of water.
141 2. Play out this simulated scene and generate imagined sensory
142 experience. This will include relevant muscle contractions, a
143 close up view of the stream from the cat's perspective, and most
144 importantly, the imagined feeling of water entering the
145 mouth. The imagined sensory experience can come from a
146 simulation of the event, but can also be pattern-matched from
147 previous, similar embodied experience.
149 3. The action is now easily identified as drinking by the sense of
150 taste alone. The other senses (such as the tongue moving in and
151 out) help to give plausibility to the simulated action. Note that
152 the sense of vision, while critical in creating the simulation,
153 is not critical for identifying the action from the simulation.
155 For the chair examples, the process is even easier:
157 1. Align a model of your body to the person in the image.
159 2. Generate proprioceptive sensory data from this alignment.
161 3. Use the imagined proprioceptive data as a key to lookup related
162 sensory experience associated with that particular proproceptive
163 feeling.
165 4. Retrieve the feeling of your bottom resting on a surface, your
166 knees bent, and your leg muscles relaxed.
168 5. This sensory information is consistent with the =sitting?=
169 sensory predicate, so you (and the entity in the image) must be
170 sitting.
172 6. There must be a chair-like object since you are sitting.
174 Empathy offers yet another alternative to the age-old AI
175 representation question: ``What is a chair?'' --- A chair is the
176 feeling of sitting.
178 My program, =EMPATH= uses this empathic problem solving technique
179 to interpret the actions of a simple, worm-like creature.
181 #+caption: The worm performs many actions during free play such as
182 #+caption: curling, wiggling, and resting.
183 #+name: worm-intro
184 #+ATTR_LaTeX: :width 15cm
185 [[./images/worm-intro-white.png]]
187 #+caption: The actions of a worm in a video can be recognized by
188 #+caption: proprioceptive data and sentory predicates by filling
189 #+caption: in the missing sensory detail with previous experience.
190 #+name: worm-recognition-intro
191 #+ATTR_LaTeX: :width 15cm
192 [[./images/worm-poses.png]]
195 One powerful advantage of empathic problem solving is that it
196 factors the action recognition problem into two easier problems. To
197 use empathy, you need an /aligner/, which takes the video and a
198 model of your body, and aligns the model with the video. Then, you
199 need a /recognizer/, which uses the aligned model to interpret the
200 action. The power in this method lies in the fact that you describe
201 all actions form a body-centered, rich viewpoint. This way, if you
202 teach the system what ``running'' is, and you have a good enough
203 aligner, the system will from then on be able to recognize running
204 from any point of view, even strange points of view like above or
205 underneath the runner. This is in contrast to action recognition
206 schemes that try to identify actions using a non-embodied approach
207 such as TODO:REFERENCE. If these systems learn about running as viewed
208 from the side, they will not automatically be able to recognize
209 running from any other viewpoint.
211 Another powerful advantage is that using the language of multiple
212 body-centered rich senses to describe body-centerd actions offers a
213 massive boost in descriptive capability. Consider how difficult it
214 would be to compose a set of HOG filters to describe the action of
215 a simple worm-creature "curling" so that its head touches its tail,
216 and then behold the simplicity of describing thus action in a
217 language designed for the task (listing \ref{grand-circle-intro}):
219 #+caption: Body-centerd actions are best expressed in a body-centered
220 #+caption: language. This code detects when the worm has curled into a
221 #+caption: full circle. Imagine how you would replicate this functionality
222 #+caption: using low-level pixel features such as HOG filters!
223 #+name: grand-circle-intro
224 #+begin_listing clojure
225 #+begin_src clojure
226 (defn grand-circle?
227 "Does the worm form a majestic circle (one end touching the other)?"
228 [experiences]
229 (and (curled? experiences)
230 (let [worm-touch (:touch (peek experiences))
231 tail-touch (worm-touch 0)
232 head-touch (worm-touch 4)]
233 (and (< 0.55 (contact worm-segment-bottom-tip tail-touch))
234 (< 0.55 (contact worm-segment-top-tip head-touch))))))
235 #+end_src
236 #+end_listing
239 ** =CORTEX= is a toolkit for building sensate creatures
241 Hand integration demo
243 ** Contributions
245 * Building =CORTEX=
247 ** To explore embodiment, we need a world, body, and senses
249 ** Because of Time, simulation is perferable to reality
251 ** Video game engines are a great starting point
253 ** Bodies are composed of segments connected by joints
255 ** Eyes reuse standard video game components
257 ** Hearing is hard; =CORTEX= does it right
259 ** Touch uses hundreds of hair-like elements
261 ** Proprioception is the sense that makes everything ``real''
263 ** Muscles are both effectors and sensors
265 ** =CORTEX= brings complex creatures to life!
267 ** =CORTEX= enables many possiblities for further research
269 * Empathy in a simulated worm
271 ** Embodiment factors action recognition into managable parts
273 ** Action recognition is easy with a full gamut of senses
275 ** Digression: bootstrapping touch using free exploration
277 ** \Phi-space describes the worm's experiences
279 ** Empathy is the process of tracing though \Phi-space
281 ** Efficient action recognition with =EMPATH=
283 * Contributions
284 - Built =CORTEX=, a comprehensive platform for embodied AI
285 experiments. Has many new features lacking in other systems, such
286 as sound. Easy to model/create new creatures.
287 - created a novel concept for action recognition by using artificial
288 imagination.
290 In the second half of the thesis I develop a computational model of
291 empathy, using =CORTEX= as a base. Empathy in this context is the
292 ability to observe another creature and infer what sorts of sensations
293 that creature is feeling. My empathy algorithm involves multiple
294 phases. First is free-play, where the creature moves around and gains
295 sensory experience. From this experience I construct a representation
296 of the creature's sensory state space, which I call \phi-space. Using
297 \phi-space, I construct an efficient function for enriching the
298 limited data that comes from observing another creature with a full
299 compliment of imagined sensory data based on previous experience. I
300 can then use the imagined sensory data to recognize what the observed
301 creature is doing and feeling, using straightforward embodied action
302 predicates. This is all demonstrated with using a simple worm-like
303 creature, and recognizing worm-actions based on limited data.
305 Embodied representation using multiple senses such as touch,
306 proprioception, and muscle tension turns out be be exceedingly
307 efficient at describing body-centered actions. It is the ``right
308 language for the job''. For example, it takes only around 5 lines of
309 LISP code to describe the action of ``curling'' using embodied
310 primitives. It takes about 8 lines to describe the seemingly
311 complicated action of wiggling.
315 * COMMENT names for cortex
316 - bioland