Mercurial > cortex
changeset 514:447c3c8405a2
accept/reject changes
author | Robert McIntyre <rlm@mit.edu> |
---|---|
date | Sun, 30 Mar 2014 10:50:05 -0400 |
parents | 4c4d45f6f30b |
children | 58fa1ffd481e |
files | thesis/cortex.org thesis/dylan-accept.diff thesis/dylan-cortex-diff.diff |
diffstat | 3 files changed, 103 insertions(+), 96 deletions(-) [+] |
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1.1 --- a/thesis/cortex.org Sun Mar 30 10:41:18 2014 -0400 1.2 +++ b/thesis/cortex.org Sun Mar 30 10:50:05 2014 -0400 1.3 @@ -498,9 +498,9 @@ 1.4 is a vast and rich place, and for now simulations are a very poor 1.5 reflection of its complexity. It may be that there is a significant 1.6 qualatative difference between dealing with senses in the real 1.7 - world and dealing with pale facilimilies of them in a simulation. 1.8 - What are the advantages and disadvantages of a simulation vs. 1.9 - reality? 1.10 + world and dealing with pale facilimilies of them in a simulation 1.11 + \cite{brooks-representation}. What are the advantages and 1.12 + disadvantages of a simulation vs. reality? 1.13 1.14 *** Simulation 1.15 1.16 @@ -578,7 +578,7 @@ 1.17 40x on my machine! 1.18 1.19 ** All sense organs are two-dimensional surfaces 1.20 -# What is a sense? 1.21 + 1.22 If =CORTEX= is to support a wide variety of senses, it would help 1.23 to have a better understanding of what a ``sense'' actually is! 1.24 While vision, touch, and hearing all seem like they are quite 1.25 @@ -1376,7 +1376,7 @@ 1.26 capturing in-game video to a file. 1.27 1.28 ** ...but hearing must be built from scratch 1.29 -# is hard; =CORTEX= does it right 1.30 + 1.31 At the end of this section I will have simulated ears that work the 1.32 same way as the simulated eyes in the last section. I will be able to 1.33 place any number of ear-nodes in a blender file, and they will bind to 1.34 @@ -3163,18 +3163,18 @@ 1.35 to interpretation, and dissaggrement between empathy and experience 1.36 is more excusable. 1.37 1.38 -** Digression: Learn touch sensor layout through haptic experimentation, instead 1.39 -# Boostraping touch using free exploration 1.40 -In the previous section I showed how to compute actions in terms of 1.41 +** Digression: Learn touch sensor layout through free play 1.42 + 1.43 + In the previous section I showed how to compute actions in terms of 1.44 body-centered predicates which relied averate touch activation of 1.45 - pre-defined regions of the worm's skin. What if, instead of recieving 1.46 - touch pre-grouped into the six faces of each worm segment, the true 1.47 - topology of the worm's skin was unknown? This is more similiar to how 1.48 - a nerve fiber bundle might be arranged. While two fibers that are 1.49 - close in a nerve bundle /might/ correspond to two touch sensors that 1.50 - are close together on the skin, the process of taking a complicated 1.51 - surface and forcing it into essentially a circle requires some cuts 1.52 - and rerragenments. 1.53 + pre-defined regions of the worm's skin. What if, instead of 1.54 + recieving touch pre-grouped into the six faces of each worm 1.55 + segment, the true topology of the worm's skin was unknown? This is 1.56 + more similiar to how a nerve fiber bundle might be arranged. While 1.57 + two fibers that are close in a nerve bundle /might/ correspond to 1.58 + two touch sensors that are close together on the skin, the process 1.59 + of taking a complicated surface and forcing it into essentially a 1.60 + circle requires some cuts and rerragenments. 1.61 1.62 In this section I show how to automatically learn the skin-topology of 1.63 a worm segment by free exploration. As the worm rolls around on the
2.1 --- a/thesis/dylan-accept.diff Sun Mar 30 10:41:18 2014 -0400 2.2 +++ b/thesis/dylan-accept.diff Sun Mar 30 10:50:05 2014 -0400 2.3 @@ -20,3 +20,90 @@ 2.4 2.5 You have also seen how I used =CORTEX= as a platform to attach the 2.6 /action recognition/ problem, which is the problem of recognizing 2.7 + 2.8 +@@ -2888,7 +3007,7 @@ 2.9 + #+end_src 2.10 + #+end_listing 2.11 + 2.12 +-** Efficient action recognition with =EMPATH= 2.13 ++** =EMPATH= recognizes actions efficiently 2.14 + 2.15 + To use =EMPATH= with the worm, I first need to gather a set of 2.16 + experiences from the worm that includes the actions I want to 2.17 + 2.18 +@@ -3044,9 +3163,9 @@ 2.19 + to interpretation, and dissaggrement between empathy and experience 2.20 + is more excusable. 2.21 + 2.22 +-** Digression: bootstrapping touch using free exploration 2.23 +- 2.24 +- In the previous section I showed how to compute actions in terms of 2.25 ++** Digression: Learn touch sensor layout through haptic experimentation, instead 2.26 ++# Boostraping touch using free exploration 2.27 ++In the previous section I showed how to compute actions in terms of 2.28 + body-centered predicates which relied averate touch activation of 2.29 + pre-defined regions of the worm's skin. What if, instead of recieving 2.30 + touch pre-grouped into the six faces of each worm segment, the true 2.31 + 2.32 +@@ -2193,7 +2311,7 @@ 2.33 + #+ATTR_LaTeX: :width 11cm 2.34 + [[./images/proprio.png]] 2.35 + 2.36 +-** Muscles are both effectors and sensors 2.37 ++** Muscles contain both sensors and effectors 2.38 + 2.39 + Surprisingly enough, terrestrial creatures only move by using 2.40 + torque applied about their joints. There's not a single straight 2.41 + 2.42 +@@ -2059,7 +2177,7 @@ 2.43 + #+ATTR_LaTeX: :width 15cm 2.44 + [[./images/touch-cube.png]] 2.45 + 2.46 +-** Proprioception is the sense that makes everything ``real'' 2.47 ++** Proprioception provides knowledge of your own body's position 2.48 + 2.49 + Close your eyes, and touch your nose with your right index finger. 2.50 + How did you do it? You could not see your hand, and neither your 2.51 + 2.52 +@@ -1257,8 +1375,8 @@ 2.53 + community and is now (in modified form) part of a system for 2.54 + capturing in-game video to a file. 2.55 + 2.56 +-** Hearing is hard; =CORTEX= does it right 2.57 +- 2.58 ++** ...but hearing must be built from scratch 2.59 ++# is hard; =CORTEX= does it right 2.60 + At the end of this section I will have simulated ears that work the 2.61 + same way as the simulated eyes in the last section. I will be able to 2.62 + place any number of ear-nodes in a blender file, and they will bind to 2.63 + 2.64 +@@ -1565,7 +1683,7 @@ 2.65 + jMonkeyEngine3 community and is used to record audio for demo 2.66 + videos. 2.67 + 2.68 +-** Touch uses hundreds of hair-like elements 2.69 ++** Hundreds of hair-like elements provide a sense of touch 2.70 + 2.71 + Touch is critical to navigation and spatial reasoning and as such I 2.72 + need a simulated version of it to give to my AI creatures. 2.73 + 2.74 +@@ -956,7 +1074,7 @@ 2.75 + #+ATTR_LaTeX: :width 15cm 2.76 + [[./images/physical-hand.png]] 2.77 + 2.78 +-** Eyes reuse standard video game components 2.79 ++** Sight reuses standard video game components... 2.80 + 2.81 + Vision is one of the most important senses for humans, so I need to 2.82 + build a simulated sense of vision for my AI. I will do this with 2.83 +@@ -459,8 +577,8 @@ 2.84 + simulations of very simple creatures in =CORTEX= generally run at 2.85 + 40x on my machine! 2.86 + 2.87 +-** What is a sense? 2.88 +- 2.89 ++** All sense organs are two-dimensional surfaces 2.90 ++# What is a sense? 2.91 + If =CORTEX= is to support a wide variety of senses, it would help 2.92 + to have a better understanding of what a ``sense'' actually is! 2.93 + While vision, touch, and hearing all seem like they are quite
3.1 --- a/thesis/dylan-cortex-diff.diff Sun Mar 30 10:41:18 2014 -0400 3.2 +++ b/thesis/dylan-cortex-diff.diff Sun Mar 30 10:50:05 2014 -0400 3.3 @@ -294,64 +294,6 @@ 3.4 3.5 I envision =CORTEX= being used to support rapid prototyping and 3.6 iteration of ideas. Even if I could put together a well constructed 3.7 -@@ -459,8 +577,8 @@ 3.8 - simulations of very simple creatures in =CORTEX= generally run at 3.9 - 40x on my machine! 3.10 - 3.11 --** What is a sense? 3.12 -- 3.13 -+** All sense organs are two-dimensional surfaces 3.14 -+# What is a sense? 3.15 - If =CORTEX= is to support a wide variety of senses, it would help 3.16 - to have a better understanding of what a ``sense'' actually is! 3.17 - While vision, touch, and hearing all seem like they are quite 3.18 -@@ -956,7 +1074,7 @@ 3.19 - #+ATTR_LaTeX: :width 15cm 3.20 - [[./images/physical-hand.png]] 3.21 - 3.22 --** Eyes reuse standard video game components 3.23 -+** Sight reuses standard video game components... 3.24 - 3.25 - Vision is one of the most important senses for humans, so I need to 3.26 - build a simulated sense of vision for my AI. I will do this with 3.27 -@@ -1257,8 +1375,8 @@ 3.28 - community and is now (in modified form) part of a system for 3.29 - capturing in-game video to a file. 3.30 - 3.31 --** Hearing is hard; =CORTEX= does it right 3.32 -- 3.33 -+** ...but hearing must be built from scratch 3.34 -+# is hard; =CORTEX= does it right 3.35 - At the end of this section I will have simulated ears that work the 3.36 - same way as the simulated eyes in the last section. I will be able to 3.37 - place any number of ear-nodes in a blender file, and they will bind to 3.38 -@@ -1565,7 +1683,7 @@ 3.39 - jMonkeyEngine3 community and is used to record audio for demo 3.40 - videos. 3.41 - 3.42 --** Touch uses hundreds of hair-like elements 3.43 -+** Hundreds of hair-like elements provide a sense of touch 3.44 - 3.45 - Touch is critical to navigation and spatial reasoning and as such I 3.46 - need a simulated version of it to give to my AI creatures. 3.47 -@@ -2059,7 +2177,7 @@ 3.48 - #+ATTR_LaTeX: :width 15cm 3.49 - [[./images/touch-cube.png]] 3.50 - 3.51 --** Proprioception is the sense that makes everything ``real'' 3.52 -+** Proprioception provides knowledge of your own body's position 3.53 - 3.54 - Close your eyes, and touch your nose with your right index finger. 3.55 - How did you do it? You could not see your hand, and neither your 3.56 -@@ -2193,7 +2311,7 @@ 3.57 - #+ATTR_LaTeX: :width 11cm 3.58 - [[./images/proprio.png]] 3.59 - 3.60 --** Muscles are both effectors and sensors 3.61 -+** Muscles contain both sensors and effectors 3.62 - 3.63 - Surprisingly enough, terrestrial creatures only move by using 3.64 - torque applied about their joints. There's not a single straight 3.65 @@ -2440,7 +2558,8 @@ 3.66 hard control problems without worrying about physics or 3.67 senses. 3.68 @@ -371,25 +313,3 @@ 3.69 3.70 Here is the core of a basic empathy algorithm, starting with an 3.71 experience vector: 3.72 -@@ -2888,7 +3007,7 @@ 3.73 - #+end_src 3.74 - #+end_listing 3.75 - 3.76 --** Efficient action recognition with =EMPATH= 3.77 -+** =EMPATH= recognizes actions efficiently 3.78 - 3.79 - To use =EMPATH= with the worm, I first need to gather a set of 3.80 - experiences from the worm that includes the actions I want to 3.81 -@@ -3044,9 +3163,9 @@ 3.82 - to interpretation, and dissaggrement between empathy and experience 3.83 - is more excusable. 3.84 - 3.85 --** Digression: bootstrapping touch using free exploration 3.86 -- 3.87 -- In the previous section I showed how to compute actions in terms of 3.88 -+** Digression: Learn touch sensor layout through haptic experimentation, instead 3.89 -+# Boostraping touch using free exploration 3.90 -+In the previous section I showed how to compute actions in terms of 3.91 - body-centered predicates which relied averate touch activation of 3.92 - pre-defined regions of the worm's skin. What if, instead of recieving 3.93 - touch pre-grouped into the six faces of each worm segment, the true