Mercurial > cortex
changeset 436:853377051f1e
abstract v. 2
author | Robert McIntyre <rlm@mit.edu> |
---|---|
date | Sun, 23 Mar 2014 19:09:14 -0400 |
parents | ae3bfc82ac7c |
children | c1e6b7221b2f |
files | thesis/abstract.org thesis/cortex.org |
diffstat | 2 files changed, 80 insertions(+), 91 deletions(-) [+] |
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1.1 --- a/thesis/abstract.org Sun Mar 23 17:59:16 2014 -0400 1.2 +++ b/thesis/abstract.org Sun Mar 23 19:09:14 2014 -0400 1.3 @@ -1,34 +1,23 @@ 1.4 -Here I explore the design and capabilities of my system (called 1.5 -=CORTEX=) which enables experiments in /embodied artificial 1.6 -intelligence/ -- that is, AI which uses a physical simulation of 1.7 -reality accompanied by a simulated body to solve problems. 1.8 +Here I demonstrate the power of using embodied artificial intelligence 1.9 +to attack the /action recognition/ problem, which is the challenge of 1.10 +recognizing actions performed by a creature given limited data about 1.11 +the creature's actions, such as a video recording. I solve this problem 1.12 +in the case of a worm-like creature performing actions such as curling 1.13 +and wiggling. 1.14 1.15 -In the first half of the thesis I describe the construction of 1.16 -=CORTEX= and the rationale behind my architecture choices. =CORTEX= is 1.17 -a complete platform for embodied AI research. It provides multiple 1.18 -senses for simulated creatures, including vision, touch, 1.19 -proprioception, muscle tension, and hearing. Each of these senses 1.20 -provides a wealth of parameters that are biologically 1.21 -inspired. =CORTEX= is able to simulate any number of creatures and 1.22 -senses, and provides facilities for easily modeling and creating new 1.23 -creatures. As a research platform it is more complete than any other 1.24 -system currently available. 1.25 +To attack the action recognition problem, I developed a computational 1.26 +model of empathy which allows me to use simple, embodied 1.27 +representations of actions (which require rich sensory data), even 1.28 +when that sensory data is not actually available. The missing sense 1.29 +data is ``imagined'' by the system by combining previous experiences 1.30 +gained from unsupervised free play. 1.31 1.32 -In the second half of the thesis I develop a computational model of 1.33 -empathy, using =CORTEX= as a base. Empathy in this context is the 1.34 -ability to observe another creature and infer what sorts of sensations 1.35 -that creature is feeling. My empathy algorithm involves multiple 1.36 -phases. First is free-play, where the creature moves around and gains 1.37 -sensory experience. From this experience I construct a representation 1.38 -of the creature's sensory state space, which I call \phi-space. Using 1.39 -\phi-space, I construct an efficient function for enriching the 1.40 -limited data that comes from observing another creature with a full 1.41 -compliment of imagined sensory data based on previous experience. I 1.42 -can then use the imagined sensory data to recognize what the observed 1.43 -creature is doing and feeling, using straightforward embodied action 1.44 -predicates. This is all demonstrated with using a simple worm-like 1.45 -creature, and recognizing worm-actions in video. 1.46 - 1.47 - 1.48 -empathy is important 1.49 -cortex tests that idea 1.50 \ No newline at end of file 1.51 +In order to build this empathic, action-recognizing system, I created 1.52 +a program called =CORTEX=, which is a complete platform for embodied 1.53 +AI research. It provides multiple senses for simulated creatures, 1.54 +including vision, touch, proprioception, muscle tension, and 1.55 +hearing. Each of these senses provides a wealth of parameters that are 1.56 +biologically inspired. =CORTEX= is able to simulate any number of 1.57 +creatures and senses, and provides facilities for easily modeling and 1.58 +creating new creatures. As a research platform it is more complete 1.59 +than any other system currently available.
2.1 --- a/thesis/cortex.org Sun Mar 23 17:59:16 2014 -0400 2.2 +++ b/thesis/cortex.org Sun Mar 23 19:09:14 2014 -0400 2.3 @@ -4,86 +4,64 @@ 2.4 #+description: Using embodied AI to facilitate Artificial Imagination. 2.5 #+keywords: AI, clojure, embodiment 2.6 2.7 --- show hand 2.8 +* Embodiment is a critical component of Intelligence 2.9 2.10 -* Embodiment is a critical component to Intelligence 2.11 +** Recognizing actions in video is extremely difficult 2.12 + cat drinking, mimes, leaning, common sense 2.13 2.14 -* To explore embodiment, we need a world, body, and senses 2.15 +** Embodiment is the the right language for the job 2.16 2.17 -* Because of Time, simulation is perferable to reality 2.18 + a new possibility for the question ``what is a chair?'' -- it's the 2.19 + feeling of your butt on something and your knees bent, with your 2.20 + back muscles and legs relaxed. 2.21 2.22 -* Video game engines are a great starting point 2.23 +** =CORTEX= is a system for exploring embodiment 2.24 2.25 -* Bodies are composed of segments connected by joints 2.26 + Hand integration demo 2.27 2.28 -* Eyes reuse standard video game components 2.29 +** =CORTEX= solves recognition problems using empathy 2.30 + 2.31 + worm empathy demo 2.32 2.33 -* Hearing is hard; =CORTEX= does it right 2.34 +** Overview 2.35 2.36 -* Touch uses hundreds of hair-like elements 2.37 +* Building =CORTEX= 2.38 2.39 -* Proprioception is the force that makes everything ``real'' 2.40 +** To explore embodiment, we need a world, body, and senses 2.41 2.42 -* Muscles are both effectors and sensors 2.43 +** Because of Time, simulation is perferable to reality 2.44 2.45 -* =CORTEX= brings complex creatures to life! 2.46 +** Video game engines are a great starting point 2.47 2.48 -* =CORTEX= enables many possiblities for further research 2.49 +** Bodies are composed of segments connected by joints 2.50 2.51 -* =CORTEX= User Guide 2.52 +** Eyes reuse standard video game components 2.53 + 2.54 +** Hearing is hard; =CORTEX= does it right 2.55 + 2.56 +** Touch uses hundreds of hair-like elements 2.57 + 2.58 +** Proprioception is the force that makes everything ``real'' 2.59 + 2.60 +** Muscles are both effectors and sensors 2.61 + 2.62 +** =CORTEX= brings complex creatures to life! 2.63 + 2.64 +** =CORTEX= enables many possiblities for further research 2.65 2.66 * Empathy in a simulated worm 2.67 2.68 -* Embodiment factors action recognition into managable parts 2.69 +** Embodiment factors action recognition into managable parts 2.70 2.71 -* Action recognition is easy with a full gamut of senses 2.72 +** Action recognition is easy with a full gamut of senses 2.73 2.74 -* Digression: bootstrapping with multiple senses 2.75 +** Digression: bootstrapping with multiple senses 2.76 2.77 -* \Phi-space describes the worm's experiences 2.78 +** \Phi-space describes the worm's experiences 2.79 2.80 -* Empathy is the process of tracing though \Phi-space 2.81 +** Empathy is the process of tracing though \Phi-space 2.82 2.83 -* Efficient action recognition via empathy 2.84 - 2.85 -* Contributions 2.86 - 2.87 - 2.88 -* Vision 2.89 - 2.90 - System for understanding what the actors in a video are doing -- 2.91 - Action Recognition. 2.92 - 2.93 - Separate action recognition into three components: 2.94 - 2.95 - - free play 2.96 - - embodied action predicates 2.97 - - model alignment 2.98 - - sensory imagination 2.99 - 2.100 -* Steps 2.101 - 2.102 - - Build cortex, a simulated environment for sensate AI 2.103 - - solid bodies w/ joints 2.104 - - vision 2.105 - - touch 2.106 - - vision 2.107 - - hearing 2.108 - - proprioception 2.109 - - muscle contraction 2.110 - 2.111 - - Build experimental framework for worm-actions 2.112 - - embodied stream predicates 2.113 - - \phi-space 2.114 - - \phi-scan 2.115 - 2.116 -* News 2.117 - 2.118 - Experimental results: 2.119 - 2.120 - - \phi-space actually works very well for the worm! 2.121 - - self organizing touch map 2.122 - 2.123 +** Efficient action recognition via empathy 2.124 2.125 * Contributions 2.126 - Built =CORTEX=, a comprehensive platform for embodied AI 2.127 @@ -92,9 +70,30 @@ 2.128 - created a novel concept for action recognition by using artificial 2.129 imagination. 2.130 2.131 +* =CORTEX= User Guide 2.132 2.133 2.134 2.135 +In the second half of the thesis I develop a computational model of 2.136 +empathy, using =CORTEX= as a base. Empathy in this context is the 2.137 +ability to observe another creature and infer what sorts of sensations 2.138 +that creature is feeling. My empathy algorithm involves multiple 2.139 +phases. First is free-play, where the creature moves around and gains 2.140 +sensory experience. From this experience I construct a representation 2.141 +of the creature's sensory state space, which I call \phi-space. Using 2.142 +\phi-space, I construct an efficient function for enriching the 2.143 +limited data that comes from observing another creature with a full 2.144 +compliment of imagined sensory data based on previous experience. I 2.145 +can then use the imagined sensory data to recognize what the observed 2.146 +creature is doing and feeling, using straightforward embodied action 2.147 +predicates. This is all demonstrated with using a simple worm-like 2.148 +creature, and recognizing worm-actions based on limited data. 2.149 2.150 +Embodied representation using multiple senses such as touch, 2.151 +proprioception, and muscle tension turns out be be exceedingly 2.152 +efficient at describing body-centered actions. It is the ``right 2.153 +language for the job''. For example, it takes only around 5 lines of 2.154 +LISP code to describe the action of ``curling'' using embodied 2.155 +primitives. It takes about 8 lines to describe the seemingly 2.156 +complicated action of wiggling. 2.157 2.158 -