Mercurial > cortex
view org/intro.org @ 450:432f2c4646cb
sleepig.
author | Robert McIntyre <rlm@mit.edu> |
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date | Wed, 26 Mar 2014 03:18:57 -0400 |
parents | f4ef73370da1 |
children | bb81cef09ad7 |
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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, simulated senses, jMonkeyEngine3, virtual world6 #+SETUPFILE: ../../aurellem/org/setup.org7 #+INCLUDE: ../../aurellem/org/level-0.org8 #+babel: :mkdirp yes :noweb yes10 * Background12 Artificial Intelligence has tried and failed for more than13 half a century to produce programs as flexible, creative,14 and "intelligent" as the human mind itself. Clearly, we are15 still missing some important ideas concerning intelligent16 programs or we would have strong AI already. What idea could17 be missing?19 When Turing first proposed his famous "Turing Test" in the20 groundbreaking paper [[../sources/turing.pdf][/Computing Machines and Intelligence/]],21 he gave little importance to how a computer program might22 interact with the world:24 #+BEGIN_QUOTE25 \ldquo{}We need not be too concerned about the legs, eyes,26 etc. The example of Miss Helen Keller shows that education27 can take place provided that communication in both28 directions between teacher and pupil can take place by some29 means or other.\rdquo{}30 #+END_QUOTE32 And from the example of Hellen Keller he went on to assume33 that the only thing a fledgling AI program could need by way34 of communication is a teletypewriter. But Hellen Keller did35 possess vision and hearing for the first few months of her36 life, and her tactile sense was far more rich than any37 text-stream could hope to achieve. She possessed a body she38 could move freely, and had continual access to the real39 world to learn from her actions.41 I believe that our programs are suffering from too little42 sensory input to become really intelligent. Imagine for a43 moment that you lived in a world completely cut off form all44 sensory stimulation. You have no eyes to see, no ears to45 hear, no mouth to speak. No body, no taste, no feeling46 whatsoever. The only sense you get at all is a single point47 of light, flickering on and off in the void. If this was48 your life from birth, you would never learn anything, and49 could never become intelligent. Actual humans placed in50 sensory deprivation chambers experience hallucinations and51 can begin to loose their sense of reality. Most of the time,52 the programs we write are in exactly this situation. They do53 not interface with cameras and microphones, and they do not54 control a real or simulated body or interact with any sort55 of world.57 * Simulation vs. Reality59 I want demonstrate that multiple senses are what enable60 intelligence. There are two ways of playing around with61 senses and computer programs:63 ** Simulation65 The first is to go entirely with simulation: virtual world,66 virtual character, virtual senses. The advantages are that67 when everything is a simulation, experiments in that68 simulation are absolutely reproducible. It's also easier to69 change the character and world to explore new situations and70 different sensory combinations.72 If the world is to be simulated on a computer, then not only73 do you have to worry about whether the character's senses74 are rich enough to learn from the world, but whether the75 world itself is rendered with enough detail and realism to76 give enough working material to the character's senses. To77 name just a few difficulties facing modern physics78 simulators: destructibility of the environment, simulation79 of water/other fluids, large areas, nonrigid bodies, lots of80 objects, smoke. I don't know of any computer simulation that81 would allow a character to take a rock and grind it into82 fine dust, then use that dust to make a clay sculpture, at83 least not without spending years calculating the84 interactions of every single small grain of dust. Maybe a85 simulated world with today's limitations doesn't provide86 enough richness for real intelligence to evolve.88 ** Reality90 The other approach for playing with senses is to hook your91 software up to real cameras, microphones, robots, etc., and92 let it loose in the real world. This has the advantage of93 eliminating concerns about simulating the world at the94 expense of increasing the complexity of implementing the95 senses. Instead of just grabbing the current rendered frame96 for processing, you have to use an actual camera with real97 lenses and interact with photons to get an image. It is much98 harder to change the character, which is now partly a99 physical robot of some sort, since doing so involves100 changing things around in the real world instead of101 modifying lines of code. While the real world is very rich102 and definitely provides enough stimulation for intelligence103 to develop as evidenced by our own existence, it is also104 uncontrollable in the sense that a particular situation105 cannot be recreated perfectly or saved for later use. It is106 harder to conduct science because it is harder to repeat an107 experiment. The worst thing about using the real world108 instead of a simulation is the matter of time. Instead of109 simulated time you get the constant and unstoppable flow of110 real time. This severely limits the sorts of software you111 can use to program the AI because all sense inputs must be112 handled in real time. Complicated ideas may have to be113 implemented in hardware or may simply be impossible given114 the current speed of our processors. Contrast this with a115 simulation, in which the flow of time in the simulated world116 can be slowed down to accommodate the limitations of the117 character's programming. In terms of cost, doing everything118 in software is far cheaper than building custom real-time119 hardware. All you need is a laptop and some patience.121 * Choose a Simulation Engine123 Mainly because of issues with controlling the flow of time,124 I chose to simulate both the world and the character. I set125 out to make a world in which I could embed a character with126 multiple senses. My main goal is to make an environment127 where I can perform further experiments in simulated senses.129 I examined many different 3D environments to try and find130 something I would use as the base for my simulation;131 eventually the choice came down to three engines: the Quake132 II engine, the Source Engine, and jMonkeyEngine.134 ** [[http://www.idsoftware.com][Quake II]]/[[http://www.bytonic.de/html/jake2.html][Jake2]]136 I spent a bit more than a month working with the Quake II137 Engine from ID software to see if I could use it for my138 purposes. All the source code was released by ID software139 into the Public Domain several years ago, and as a result it140 has been ported and modified for many different141 reasons. This engine was famous for its advanced use of142 realistic shading and had decent and fast physics143 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]])144 to study spatial information encoding in the hippocampal145 cells of rats. Those researchers created a special Quake II146 level that simulated a maze, and added an interface where a147 mouse could run on top of a ball in various directions to148 move the character in the simulated maze. They measured149 hippocampal activity during this exercise to try and tease150 out the method in which spatial data was stored in that area151 of the brain. I find this promising because if a real living152 rat can interact with a computer simulation of a maze in the153 same way as it interacts with a real-world maze, then maybe154 that simulation is close enough to reality that a simulated155 sense of vision and motor control interacting with that156 simulation could reveal useful information about the real157 thing. There is a Java port of the original C source code158 called Jake2. The port demonstrates Java's OpenGL bindings159 and runs anywhere from 90% to 105% as fast as the C160 version. After reviewing much of the source of Jake2, I161 rejected it because the engine is too tied to the concept of162 a first-person shooter game. One of the problems I had was163 that there does not seem to be any easy way to attach164 multiple cameras to a single character. There are also165 several physics clipping issues that are corrected in a way166 that only applies to the main character and do not apply to167 arbitrary objects. While there is a large community of level168 modders, I couldn't find a community to support using the169 engine to make new things.171 ** [[http://source.valvesoftware.com/][Source Engine]]173 The Source Engine evolved from the Quake II and Quake I174 engines and is used by Valve in the Half-Life series of175 games. The physics simulation in the Source Engine is quite176 accurate and probably the best out of all the engines I177 investigated. There is also an extensive community actively178 working with the engine. However, applications that use the179 Source Engine must be written in C++, the code is not open,180 it only runs on Windows, and the tools that come with the181 SDK to handle models and textures are complicated and182 awkward to use.184 ** [[http://jmonkeyengine.com/][jMonkeyEngine3]]186 jMonkeyEngine is a new library for creating games in187 Java. It uses OpenGL to render to the screen and uses188 screengraphs to avoid drawing things that do not appear on189 the screen. It has an active community and several games in190 the pipeline. The engine was not built to serve any191 particular game but is instead meant to be used for any 3D192 game. After experimenting with each of these three engines193 and a few others for about 2 months I settled on194 jMonkeyEngine. I chose it because it had the most features195 out of all the open projects I looked at, and because I196 could then write my code in Clojure, an implementation of197 LISP that runs on the JVM.