view org/intro.org @ 29:6372c108c5c6

cleaned up util.org
author Robert McIntyre <rlm@mit.edu>
date Mon, 24 Oct 2011 12:35:15 -0700
parents 9ad188a327d3
children 97703c7f020e
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1 #+title: Simulated Senses
2 #+author: Robert McIntyre
3 #+email: rlm@mit.edu
4 #+description: Simulating senses for AI research using JMonkeyEngine3
5 #+SETUPFILE: ../../aurellem/org/setup.org
6 #+INCLUDE: ../../aurellem/org/level-0.org
7 #+babel: :mkdirp yes :noweb yes
9 * Background
10 Artificial Intelligence has tried and failed for more than half a
11 century to produce programs as flexible, creative, and "intelligent"
12 as the human mind itself. Clearly, we are still missing some important
13 ideas concerning intelligent programs or we would have strong AI
14 already. What idea could be missing?
16 When Turing first proposed his famous "Turing Test" in the
17 groundbreaking paper [[./sources/turing.pdf][/Computing Machines and Intelligence/]], he gave
18 little importance to how a computer program might interact with the
19 world:
21 #+BEGIN_QUOTE
22 \ldquo{}We need not be too concerned about the legs, eyes, etc. The example of
23 Miss Helen Keller shows that education can take place provided that
24 communication in both directions between teacher and pupil can take
25 place by some means or other.\rdquo{}
26 #+END_QUOTE
28 And from the example of Hellen Keller he went on to assume that the
29 only thing a fledgling AI program could need by way of communication
30 is a teletypewriter. But Hellen Keller did possess vision and hearing
31 for the first few months of her life, and her tactile sense was far
32 more rich than any text-stream could hope to achieve. She possessed a
33 body she could move freely, and had continual access to the real world
34 to learn from her actions.
36 I believe that our programs are suffering from too little sensory
37 input to become really intelligent. Imagine for a moment that you
38 lived in a world completely cut off form all sensory stimulation. You
39 have no eyes to see, no ears to hear, no mouth to speak. No body, no
40 taste, no feeling whatsoever. The only sense you get at all is a
41 single point of light, flickering on and off in the void. If this was
42 your life from birth, you would never learn anything, and could never
43 become intelligent. Actual humans placed in sensory deprivation
44 chambers experience hallucinations and can begin to loose their sense
45 of reality in as little as 15 minutes[sensory-deprivation]. Most of
46 the time, the programs we write are in exactly this situation. They do
47 not interface with cameras and microphones, and they do not control a
48 real or simulated body or interact with any sort of world.
50 * Simulation vs. Reality
51 I want demonstrate that multiple senses are what enable
52 intelligence. There are two ways of playing around with senses and
53 computer programs:
55 The first is to go entirely with simulation: virtual world, virtual
56 character, virtual senses. The advantages are that when everything is
57 a simulation, experiments in that simulation are absolutely
58 reproducible. It's also easier to change the character and world to
59 explore new situations and different sensory combinations.
62 ** Issues with Simulation
64 If the world is to be simulated on a computer, then not only do you
65 have to worry about whether the character's senses are rich enough to
66 learn from the world, but whether the world itself is rendered with
67 enough detail and realism to give enough working material to the
68 character's senses. To name just a few difficulties facing modern
69 physics simulators: destructibility of the environment, simulation of
70 water/other fluids, large areas, nonrigid bodies, lots of objects,
71 smoke. I don't know of any computer simulation that would allow a
72 character to take a rock and grind it into fine dust, then use that
73 dust to make a clay sculpture, at least not without spending years
74 calculating the interactions of every single small grain of
75 dust. Maybe a simulated world with today's limitations doesn't provide
76 enough richness for real intelligence to evolve.
78 ** Issues with Reality
80 The other approach for playing with senses is to hook your software up
81 to real cameras, microphones, robots, etc., and let it loose in the
82 real world. This has the advantage of eliminating concerns about
83 simulating the world at the expense of increasing the complexity of
84 implementing the senses. Instead of just grabbing the current rendered
85 frame for processing, you have to use an actual camera with real
86 lenses and interact with photons to get an image. It is much harder to
87 change the character, which is now partly a physical robot of some
88 sort, since doing so involves changing things around in the real world
89 instead of modifying lines of code. While the real world is very rich
90 and definitely provides enough stimulation for intelligence to develop
91 as evidenced by our own existence, it is also uncontrollable in the
92 sense that a particular situation cannot be recreated perfectly or
93 saved for later use. It is harder to conduct science because it is
94 harder to repeat an experiment. The worst thing about using the real
95 world instead of a simulation is the matter of time. Instead of
96 simulated time you get the constant and unstoppable flow of real
97 time. This severely limits the sorts of software you can use to
98 program the AI because all sense inputs must be handled in real
99 time. Complicated ideas may have to be implemented in hardware or may
100 simply be impossible given the current speed of our
101 processors. Contrast this with a simulation, in which the flow of time
102 in the simulated world can be slowed down to accommodate the
103 limitations of the character's programming. In terms of cost, doing
104 everything in software is far cheaper than building custom real-time
105 hardware. All you need is a laptop and some patience.
107 * Choose a Simulation Engine
109 Mainly because of issues with controlling the flow of time, I chose to
110 simulate both the world and the character. I set out to make a minimal
111 world in which I could embed a character with multiple senses. My main
112 goal is to make an environment where I can perform further experiments
113 in simulated senses.
115 As Carl Sagan once said, "If you wish to make an apple pie from
116 scratch, you must first invent the universe." I examined many
117 different 3D environments to try and find something I would use as the
118 base for my simulation; eventually the choice came down to three
119 engines: the Quake II engine, the Source Engine, and jMonkeyEngine.
121 ** [[http://www.idsoftware.com][Quake II]]/[[http://www.bytonic.de/html/jake2.html][Jake2]]
123 I spent a bit more than a month working with the Quake II Engine from
124 ID software to see if I could use it for my purposes. All the source
125 code was released by ID software into the Public Domain several years
126 ago, and as a result it has been ported and modified for many
127 different reasons. This engine was famous for its advanced use of
128 realistic shading and had decent and fast physics
129 simulation. Researchers at Princeton [[http://www.nature.com/nature/journal/v461/n7266/pdf/nature08499.pdf][used this code]] to study spatial
130 information encoding in the hippocampal cells of rats. Those
131 researchers created a special Quake II level that simulated a maze,
132 and added an interface where a mouse could run around inside a ball in
133 various directions to move the character in the simulated maze. They
134 measured hippocampal activity during this exercise to try and tease
135 out the method in which spatial data was stored in that area of the
136 brain. I find this promising because if a real living rat can interact
137 with a computer simulation of a maze in the same way as it interacts
138 with a real-world maze, then maybe that simulation is close enough to
139 reality that a simulated sense of vision and motor control interacting
140 with that simulation could reveal useful information about the real
141 thing. There is a Java port of the original C source code called
142 Jake2. The port demonstrates Java's OpenGL bindings and runs anywhere
143 from 90% to 105% as fast as the C version. After reviewing much of the
144 source of Jake2, I eventually rejected it because the engine is too
145 tied to the concept of a first-person shooter game. One of the
146 problems I had was that there do not seem to be any easy way to attach
147 multiple cameras to a single character. There are also several physics
148 clipping issues that are corrected in a way that only applies to the
149 main character and does not apply to arbitrary objects. While there is
150 a large community of level modders, I couldn't find a community to
151 support using the engine to make new things.
153 ** [[http://source.valvesoftware.com/][Source Engine]]
155 The Source Engine evolved from the Quake II and Quake I engines and is
156 used by Valve in the Half-Life series of games. The physics simulation
157 in the Source Engine is quite accurate and probably the best out of
158 all the engines I investigated. There is also an extensive community
159 actively working with the engine. However, applications that use the
160 Source Engine must be written in C++, the code is not open, it only
161 runs on Windows, and the tools that come with the SDK to handle models
162 and textures are complicated and awkward to use.
164 ** [[http://jmonkeyengine.com/][jMonkeyEngine3]]
166 jMonkeyEngine is a new library for creating games in Java. It uses
167 OpenGL to render to the screen and uses screengraphs to avoid drawing
168 things that do not appear on the screen. It has an active community
169 and several games in the pipeline. The engine was not built to serve
170 any particular game but is instead meant to be used for any 3D
171 game. After experimenting with each of these three engines and a few
172 others for about 2 months I settled on jMonkeyEngine. I chose it
173 because it had the most features out of all the open projects I looked
174 at, and because I could then write my code in Clojure, an
175 implementation of LISP that runs on the JVM...