Mercurial > cortex
view thesis/org/first-chapter.html @ 417:f689967c2545
modified phi-space lookup to return indices.
author | Robert McIntyre <rlm@mit.edu> |
---|---|
date | Wed, 19 Mar 2014 22:47:13 -0400 |
parents | 7ee735a836da |
children |
line wrap: on
line source
1 <?xml version="1.0" encoding="utf-8"?>2 <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"3 "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">4 <html xmlns="http://www.w3.org/1999/xhtml" lang="en" xml:lang="en">5 <head>6 <title><code>CORTEX</code></title>7 <meta http-equiv="Content-Type" content="text/html;charset=utf-8"/>8 <meta name="title" content="<code>CORTEX</code>"/>9 <meta name="generator" content="Org-mode"/>10 <meta name="generated" content="2013-11-07 04:21:29 EST"/>11 <meta name="author" content="Robert McIntyre"/>12 <meta name="description" content="Using embodied AI to facilitate Artificial Imagination."/>13 <meta name="keywords" content="AI, clojure, embodiment"/>14 <style type="text/css">15 <!--/*--><![CDATA[/*><!--*/16 html { font-family: Times, serif; font-size: 12pt; }17 .title { text-align: center; }18 .todo { color: red; }19 .done { color: green; }20 .tag { background-color: #add8e6; font-weight:normal }21 .target { }22 .timestamp { color: #bebebe; }23 .timestamp-kwd { color: #5f9ea0; }24 .right {margin-left:auto; margin-right:0px; text-align:right;}25 .left {margin-left:0px; margin-right:auto; text-align:left;}26 .center {margin-left:auto; margin-right:auto; text-align:center;}27 p.verse { margin-left: 3% }28 pre {29 border: 1pt solid #AEBDCC;30 background-color: #F3F5F7;31 padding: 5pt;32 font-family: courier, monospace;33 font-size: 90%;34 overflow:auto;35 }36 table { border-collapse: collapse; }37 td, th { vertical-align: top; }38 th.right { text-align:center; }39 th.left { text-align:center; }40 th.center { text-align:center; }41 td.right { text-align:right; }42 td.left { text-align:left; }43 td.center { text-align:center; }44 dt { font-weight: bold; }45 div.figure { padding: 0.5em; }46 div.figure p { text-align: center; }47 div.inlinetask {48 padding:10px;49 border:2px solid gray;50 margin:10px;51 background: #ffffcc;52 }53 textarea { overflow-x: auto; }54 .linenr { font-size:smaller }55 .code-highlighted {background-color:#ffff00;}56 .org-info-js_info-navigation { border-style:none; }57 #org-info-js_console-label { font-size:10px; font-weight:bold;58 white-space:nowrap; }59 .org-info-js_search-highlight {background-color:#ffff00; color:#000000;60 font-weight:bold; }61 /*]]>*/-->62 </style>63 <script type="text/javascript">var _gaq = _gaq || [];_gaq.push(['_setAccount', 'UA-31261312-1']);_gaq.push(['_trackPageview']);(function() {var ga = document.createElement('script'); ga.type = 'text/javascript'; ga.async = true;ga.src = ('https:' == document.location.protocol ? 'https://ssl' : 'http://www') + '.google-analytics.com/ga.js';var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(ga, s);})();</script><link rel="stylesheet" type="text/css" href="../../aurellem/css/argentum.css" />64 <script type="text/javascript">65 <!--/*--><![CDATA[/*><!--*/66 function CodeHighlightOn(elem, id)67 {68 var target = document.getElementById(id);69 if(null != target) {70 elem.cacheClassElem = elem.className;71 elem.cacheClassTarget = target.className;72 target.className = "code-highlighted";73 elem.className = "code-highlighted";74 }75 }76 function CodeHighlightOff(elem, id)77 {78 var target = document.getElementById(id);79 if(elem.cacheClassElem)80 elem.className = elem.cacheClassElem;81 if(elem.cacheClassTarget)82 target.className = elem.cacheClassTarget;83 }84 /*]]>*///-->85 </script>87 </head>88 <body>91 <div id="content">92 <h1 class="title"><code>CORTEX</code></h1>95 <div class="header">96 <div class="float-right">97 <!--98 <form>99 <input type="text"/><input type="submit" value="search the blog »"/>100 </form>101 -->102 </div>104 <h1>aurellem <em>☉</em></h1>105 <ul class="nav">106 <li><a href="/">read the blog »</a></li>107 <!-- li><a href="#">learn about us »</a></li-->108 </ul>109 </div>111 <div class="author">Written by <author>Robert McIntyre</author></div>119 <div id="outline-container-1" class="outline-2">120 <h2 id="sec-1">Artificial Imagination</h2>121 <div class="outline-text-2" id="text-1">124 <p>125 Imagine watching a video of someone skateboarding. When you watch126 the video, you can imagine yourself skateboarding, and your127 knowledge of the human body and its dynamics guides your128 interpretation of the scene. For example, even if the skateboarder129 is partially occluded, you can infer the positions of his arms and130 body from your own knowledge of how your body would be positioned if131 you were skateboarding. If the skateboarder suffers an accident, you132 wince in sympathy, imagining the pain your own body would experience133 if it were in the same situation. This empathy with other people134 guides our understanding of whatever they are doing because it is a135 powerful constraint on what is probable and possible. In order to136 make use of this powerful empathy constraint, I need a system that137 can generate and make sense of sensory data from the many different138 senses that humans possess. The two key proprieties of such a system139 are <i>embodiment</i> and <i>imagination</i>.140 </p>142 </div>144 <div id="outline-container-1-1" class="outline-3">145 <h3 id="sec-1-1">What is imagination?</h3>146 <div class="outline-text-3" id="text-1-1">149 <p>150 One kind of imagination is <i>sympathetic</i> imagination: you imagine151 yourself in the position of something/someone you are152 observing. This type of imagination comes into play when you follow153 along visually when watching someone perform actions, or when you154 sympathetically grimace when someone hurts themselves. This type of155 imagination uses the constraints you have learned about your own156 body to highly constrain the possibilities in whatever you are157 seeing. It uses all your senses to including your senses of touch,158 proprioception, etc. Humans are flexible when it comes to "putting159 themselves in another's shoes," and can sympathetically understand160 not only other humans, but entities ranging animals to cartoon161 characters to <a href="http://www.youtube.com/watch?v=0jz4HcwTQmU">single dots</a> on a screen!162 </p>163 <p>164 Another kind of imagination is <i>predictive</i> imagination: you165 construct scenes in your mind that are not entirely related to166 whatever you are observing, but instead are predictions of the167 future or simply flights of fancy. You use this type of imagination168 to plan out multi-step actions, or play out dangerous situations in169 your mind so as to avoid messing them up in reality.170 </p>171 <p>172 Of course, sympathetic and predictive imagination blend into each173 other and are not completely separate concepts. One dimension along174 which you can distinguish types of imagination is dependence on raw175 sense data. Sympathetic imagination is highly constrained by your176 senses, while predictive imagination can be more or less dependent177 on your senses depending on how far ahead you imagine. Daydreaming178 is an extreme form of predictive imagination that wanders through179 different possibilities without concern for whether they are180 related to whatever is happening in reality.181 </p>182 <p>183 For this thesis, I will mostly focus on sympathetic imagination and184 the constraint it provides for understanding sensory data.185 </p>186 </div>188 </div>190 <div id="outline-container-1-2" class="outline-3">191 <h3 id="sec-1-2">What problems can imagination solve?</h3>192 <div class="outline-text-3" id="text-1-2">195 <p>196 Consider a video of a cat drinking some water.197 </p>199 <div class="figure">200 <p><img src="../images/cat-drinking.jpg" alt="../images/cat-drinking.jpg" /></p>201 <p>A cat drinking some water. Identifying this action is beyond the state of the art for computers.</p>202 </div>204 <p>205 It is currently impossible for any computer program to reliably206 label such an video as "drinking". I think humans are able to label207 such video as "drinking" because they imagine <i>themselves</i> as the208 cat, and imagine putting their face up against a stream of water209 and sticking out their tongue. In that imagined world, they can210 feel the cool water hitting their tongue, and feel the water211 entering their body, and are able to recognize that <i>feeling</i> as212 drinking. So, the label of the action is not really in the pixels213 of the image, but is found clearly in a simulation inspired by214 those pixels. An imaginative system, having been trained on215 drinking and non-drinking examples and learning that the most216 important component of drinking is the feeling of water sliding217 down one's throat, would analyze a video of a cat drinking in the218 following manner:219 </p>220 <ul>221 <li>Create a physical model of the video by putting a "fuzzy" model222 of its own body in place of the cat. Also, create a simulation of223 the stream of water.225 </li>226 <li>Play out this simulated scene and generate imagined sensory227 experience. This will include relevant muscle contractions, a228 close up view of the stream from the cat's perspective, and most229 importantly, the imagined feeling of water entering the mouth.231 </li>232 <li>The action is now easily identified as drinking by the sense of233 taste alone. The other senses (such as the tongue moving in and234 out) help to give plausibility to the simulated action. Note that235 the sense of vision, while critical in creating the simulation,236 is not critical for identifying the action from the simulation.237 </li>238 </ul>241 <p>242 More generally, I expect imaginative systems to be particularly243 good at identifying embodied actions in videos.244 </p>245 </div>246 </div>248 </div>250 <div id="outline-container-2" class="outline-2">251 <h2 id="sec-2">Cortex</h2>252 <div class="outline-text-2" id="text-2">255 <p>256 The previous example involves liquids, the sense of taste, and257 imagining oneself as a cat. For this thesis I constrain myself to258 simpler, more easily digitizable senses and situations.259 </p>260 <p>261 My system, <code>Cortex</code> performs imagination in two different simplified262 worlds: <i>worm world</i> and <i>stick figure world</i>. In each of these263 worlds, entities capable of imagination recognize actions by264 simulating the experience from their own perspective, and then265 recognizing the action from a database of examples.266 </p>267 <p>268 In order to serve as a framework for experiments in imagination,269 <code>Cortex</code> requires simulated bodies, worlds, and senses like vision,270 hearing, touch, proprioception, etc.271 </p>273 </div>275 <div id="outline-container-2-1" class="outline-3">276 <h3 id="sec-2-1">A Video Game Engine takes care of some of the groundwork</h3>277 <div class="outline-text-3" id="text-2-1">280 <p>281 When it comes to simulation environments, the engines used to282 create the worlds in video games offer top-notch physics and283 graphics support. These engines also have limited support for284 creating cameras and rendering 3D sound, which can be repurposed285 for vision and hearing respectively. Physics collision detection286 can be expanded to create a sense of touch.287 </p>288 <p>289 jMonkeyEngine3 is one such engine for creating video games in290 Java. It uses OpenGL to render to the screen and uses screengraphs291 to avoid drawing things that do not appear on the screen. It has an292 active community and several games in the pipeline. The engine was293 not built to serve any particular game but is instead meant to be294 used for any 3D game. I chose jMonkeyEngine3 it because it had the295 most features out of all the open projects I looked at, and because296 I could then write my code in Clojure, an implementation of LISP297 that runs on the JVM.298 </p>299 </div>301 </div>303 <div id="outline-container-2-2" class="outline-3">304 <h3 id="sec-2-2"><code>CORTEX</code> Extends jMonkeyEngine3 to implement rich senses</h3>305 <div class="outline-text-3" id="text-2-2">308 <p>309 Using the game-making primitives provided by jMonkeyEngine3, I have310 constructed every major human sense except for smell and311 taste. <code>Cortex</code> also provides an interface for creating creatures312 in Blender, a 3D modeling environment, and then "rigging" the313 creatures with senses using 3D annotations in Blender. A creature314 can have any number of senses, and there can be any number of315 creatures in a simulation.316 </p>317 <p>318 The senses available in <code>Cortex</code> are:319 </p>320 <ul>321 <li><a href="../../cortex/html/vision.html">Vision</a>322 </li>323 <li><a href="../../cortex/html/hearing.html">Hearing</a>324 </li>325 <li><a href="../../cortex/html/touch.html">Touch</a>326 </li>327 <li><a href="../../cortex/html/proprioception.html">Proprioception</a>328 </li>329 <li><a href="../../cortex/html/movement.html">Muscle Tension</a>330 </li>331 </ul>334 </div>335 </div>337 </div>339 <div id="outline-container-3" class="outline-2">340 <h2 id="sec-3">A roadmap for <code>Cortex</code> experiments</h2>341 <div class="outline-text-2" id="text-3">345 </div>347 <div id="outline-container-3-1" class="outline-3">348 <h3 id="sec-3-1">Worm World</h3>349 <div class="outline-text-3" id="text-3-1">352 <p>353 Worms in <code>Cortex</code> are segmented creatures which vary in length and354 number of segments, and have the senses of vision, proprioception,355 touch, and muscle tension.356 </p>358 <div class="figure">359 <p><img src="../images/finger-UV.png" width=755 alt="../images/finger-UV.png" /></p>360 <p>This is the tactile-sensor-profile for the upper segment of a worm. It defines regions of high touch sensitivity (where there are many white pixels) and regions of low sensitivity (where white pixels are sparse).</p>361 </div>366 <div class="figure">367 <center>368 <video controls="controls" width="550">369 <source src="../video/worm-touch.ogg" type="video/ogg"370 preload="none" />371 </video>372 <br> <a href="http://youtu.be/RHx2wqzNVcU"> YouTube </a>373 </center>374 <p>The worm responds to touch.</p>375 </div>377 <div class="figure">378 <center>379 <video controls="controls" width="550">380 <source src="../video/test-proprioception.ogg" type="video/ogg"381 preload="none" />382 </video>383 <br> <a href="http://youtu.be/JjdDmyM8b0w"> YouTube </a>384 </center>385 <p>Proprioception in a worm. The proprioceptive readout is386 in the upper left corner of the screen.</p>387 </div>389 <p>390 A worm is trained in various actions such as sinusoidal movement,391 curling, flailing, and spinning by directly playing motor392 contractions while the worm "feels" the experience. These actions393 are recorded both as vectors of muscle tension, touch, and394 proprioceptive data, but also in higher level forms such as395 frequencies of the various contractions and a symbolic name for the396 action.397 </p>398 <p>399 Then, the worm watches a video of another worm performing one of400 the actions, and must judge which action was performed. Normally401 this would be an extremely difficult problem, but the worm is able402 to greatly diminish the search space through sympathetic403 imagination. First, it creates an imagined copy of its body which404 it observes from a third person point of view. Then for each frame405 of the video, it maneuvers its simulated body to be in registration406 with the worm depicted in the video. The physical constraints407 imposed by the physics simulation greatly decrease the number of408 poses that have to be tried, making the search feasible. As the409 imaginary worm moves, it generates imaginary muscle tension and410 proprioceptive sensations. The worm determines the action not by411 vision, but by matching the imagined proprioceptive data with412 previous examples.413 </p>414 <p>415 By using non-visual sensory data such as touch, the worms can also416 answer body related questions such as "did your head touch your417 tail?" and "did worm A touch worm B?"418 </p>419 <p>420 The proprioceptive information used for action identification is421 body-centric, so only the registration step is dependent on point422 of view, not the identification step. Registration is not specific423 to any particular action. Thus, action identification can be424 divided into a point-of-view dependent generic registration step,425 and a action-specific step that is body-centered and invariant to426 point of view.427 </p>428 </div>430 </div>432 <div id="outline-container-3-2" class="outline-3">433 <h3 id="sec-3-2">Stick Figure World</h3>434 <div class="outline-text-3" id="text-3-2">437 <p>438 This environment is similar to Worm World, except the creatures are439 more complicated and the actions and questions more varied. It is440 an experiment to see how far imagination can go in interpreting441 actions.442 </p></div>443 </div>444 </div>445 </div>447 <div id="postamble">448 <p class="date">Date: 2013-11-07 04:21:29 EST</p>449 <p class="author">Author: Robert McIntyre</p>450 <p class="creator">Org version 7.7 with Emacs version 24</p>451 <a href="http://validator.w3.org/check?uri=referer">Validate XHTML 1.0</a>453 </div>454 </body>455 </html>