Mercurial > cortex
view thesis/cortex.org @ 439:97dc719fd1ac
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author | Robert McIntyre <rlm@mit.edu> |
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date | Sun, 23 Mar 2014 22:23:54 -0400 |
parents | 4dcb923c9b16 |
children | b01c070b03d4 |
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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.15 The core vision of this thesis is that one of the important ways in16 which we understand others is by imagining ourselves in their17 posistion and empathicaly feeling experiences based on our own past18 experiences and imagination.20 By understanding events in terms of our own previous corperal21 experience, we greatly constrain the possibilities of what would22 otherwise be an unweidly exponential search. This extra constraint23 can be the difference between easily understanding what is happening24 in a video and being completely lost in a sea of incomprehensible25 color and movement.27 ** Recognizing actions in video is extremely difficult29 Consider for example the problem of determining what is happening in30 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 an 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 what is41 happening here?43 Or suppose that you are building a program that recognizes44 chairs. How could you ``see'' the chair in the following picture?46 #+caption: When you look at this, do you think ``chair''? I certainly do.47 #+ATTR_LaTeX: :width 10cm48 [[./images/invisible-chair.png]]50 #+caption: The chair in this image is quite obvious to humans, but I51 #+caption: doubt that any computer program can find it.52 #+ATTR_LaTeX: :width 10cm53 [[./images/fat-person-sitting-at-desk.jpg]]56 I think humans are able to label57 such video as "drinking" because they imagine /themselves/ as the58 cat, and imagine putting their face up against a stream of water and59 sticking out their tongue. In that imagined world, they can feel the60 cool water hitting their tongue, and feel the water entering their61 body, and are able to recognize that /feeling/ as drinking. So, the62 label of the action is not really in the pixels of the image, but is63 found clearly in a simulation inspired by those pixels. An64 imaginative system, having been trained on drinking and non-drinking65 examples and learning that the most important component of drinking66 is the feeling of water sliding down one's throat, would analyze a67 video of a cat drinking in the following manner:69 - Create a physical model of the video by putting a "fuzzy" model70 of its own body in place of the cat. Also, create a simulation of71 the stream of water.73 - Play out this simulated scene and generate imagined sensory74 experience. This will include relevant muscle contractions, a75 close up view of the stream from the cat's perspective, and most76 importantly, the imagined feeling of water entering the mouth.78 - The action is now easily identified as drinking by the sense of79 taste alone. The other senses (such as the tongue moving in and80 out) help to give plausibility to the simulated action. Note that81 the sense of vision, while critical in creating the simulation,82 is not critical for identifying the action from the simulation.90 cat drinking, mimes, leaning, common sense92 ** =EMPATH= neatly solves recognition problems94 factorization , right language, etc96 a new possibility for the question ``what is a chair?'' -- it's the97 feeling of your butt on something and your knees bent, with your98 back muscles and legs relaxed.100 ** =CORTEX= is a toolkit for building sensate creatures102 Hand integration demo104 ** Contributions106 * Building =CORTEX=108 ** To explore embodiment, we need a world, body, and senses110 ** Because of Time, simulation is perferable to reality112 ** Video game engines are a great starting point114 ** Bodies are composed of segments connected by joints116 ** Eyes reuse standard video game components118 ** Hearing is hard; =CORTEX= does it right120 ** Touch uses hundreds of hair-like elements122 ** Proprioception is the force that makes everything ``real''124 ** Muscles are both effectors and sensors126 ** =CORTEX= brings complex creatures to life!128 ** =CORTEX= enables many possiblities for further research130 * Empathy in a simulated worm132 ** Embodiment factors action recognition into managable parts134 ** Action recognition is easy with a full gamut of senses136 ** Digression: bootstrapping touch using free exploration138 ** \Phi-space describes the worm's experiences140 ** Empathy is the process of tracing though \Phi-space142 ** Efficient action recognition via empathy144 * Contributions145 - Built =CORTEX=, a comprehensive platform for embodied AI146 experiments. Has many new features lacking in other systems, such147 as sound. Easy to model/create new creatures.148 - created a novel concept for action recognition by using artificial149 imagination.151 In the second half of the thesis I develop a computational model of152 empathy, using =CORTEX= as a base. Empathy in this context is the153 ability to observe another creature and infer what sorts of sensations154 that creature is feeling. My empathy algorithm involves multiple155 phases. First is free-play, where the creature moves around and gains156 sensory experience. From this experience I construct a representation157 of the creature's sensory state space, which I call \phi-space. Using158 \phi-space, I construct an efficient function for enriching the159 limited data that comes from observing another creature with a full160 compliment of imagined sensory data based on previous experience. I161 can then use the imagined sensory data to recognize what the observed162 creature is doing and feeling, using straightforward embodied action163 predicates. This is all demonstrated with using a simple worm-like164 creature, and recognizing worm-actions based on limited data.166 Embodied representation using multiple senses such as touch,167 proprioception, and muscle tension turns out be be exceedingly168 efficient at describing body-centered actions. It is the ``right169 language for the job''. For example, it takes only around 5 lines of170 LISP code to describe the action of ``curling'' using embodied171 primitives. It takes about 8 lines to describe the seemingly172 complicated action of wiggling.176 * COMMENT names for cortex177 - bioland