Mercurial > cortex
changeset 333:f4ef73370da1
add file.
author | Robert McIntyre <rlm@mit.edu> |
---|---|
date | Fri, 20 Jul 2012 11:21:04 -0500 |
parents | 698d48b91cd5 |
children | c264ebf683b4 |
files | MIT-media-projects.org org/intro.org org/thesis.org |
diffstat | 3 files changed, 178 insertions(+), 134 deletions(-) [+] |
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1.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 1.2 +++ b/MIT-media-projects.org Fri Jul 20 11:21:04 2012 -0500 1.3 @@ -0,0 +1,21 @@ 1.4 +*Machine Learning and Pattern Recognition with Multiple Modalities 1.5 +Hyungil Ahn and Rosalind W. Picard 1.6 + 1.7 +This project develops new theory and algorithms to enable computers to 1.8 +make rapid and accurate inferences from multiple modes of data, such 1.9 +as determining a person's affective state from multiple sensors—video, 1.10 +mouse behavior, chair pressure patterns, typed selections, or 1.11 +physiology. Recent efforts focus on understanding the level of a 1.12 +person's attention, useful for things such as determining when to 1.13 +interrupt. Our approach is Bayesian: formulating probabilistic models 1.14 +on the basis of domain knowledge and training data, and then 1.15 +performing inference according to the rules of probability 1.16 +theory. This type of sensor fusion work is especially challenging due 1.17 +to problems of sensor channel drop-out, different kinds of noise in 1.18 +different channels, dependence between channels, scarce and sometimes 1.19 +inaccurate labels, and patterns to detect that are inherently 1.20 +time-varying. We have constructed a variety of new algorithms for 1.21 +solving these problems and demonstrated their performance gains over 1.22 +other state-of-the-art methods. 1.23 + 1.24 +http://affect.media.mit.edu/projectpages/multimodal/ 1.25 \ No newline at end of file
2.1 --- a/org/intro.org Thu Jul 19 19:38:45 2012 -0500 2.2 +++ b/org/intro.org Fri Jul 20 11:21:04 2012 -0500 2.3 @@ -8,170 +8,193 @@ 2.4 #+babel: :mkdirp yes :noweb yes 2.5 2.6 * Background 2.7 -Artificial Intelligence has tried and failed for more than half a 2.8 -century to produce programs as flexible, creative, and "intelligent" 2.9 -as the human mind itself. Clearly, we are still missing some important 2.10 -ideas concerning intelligent programs or we would have strong AI 2.11 -already. What idea could be missing? 2.12 + 2.13 +Artificial Intelligence has tried and failed for more than 2.14 +half a century to produce programs as flexible, creative, 2.15 +and "intelligent" as the human mind itself. Clearly, we are 2.16 +still missing some important ideas concerning intelligent 2.17 +programs or we would have strong AI already. What idea could 2.18 +be missing? 2.19 2.20 When Turing first proposed his famous "Turing Test" in the 2.21 -groundbreaking paper [[../sources/turing.pdf][/Computing Machines and Intelligence/]], he gave 2.22 -little importance to how a computer program might interact with the 2.23 -world: 2.24 +groundbreaking paper [[../sources/turing.pdf][/Computing Machines and Intelligence/]], 2.25 +he gave little importance to how a computer program might 2.26 +interact with the world: 2.27 2.28 #+BEGIN_QUOTE 2.29 -\ldquo{}We need not be too concerned about the legs, eyes, etc. The example of 2.30 -Miss Helen Keller shows that education can take place provided that 2.31 -communication in both directions between teacher and pupil can take 2.32 -place by some means or other.\rdquo{} 2.33 +\ldquo{}We need not be too concerned about the legs, eyes, 2.34 +etc. The example of Miss Helen Keller shows that education 2.35 +can take place provided that communication in both 2.36 +directions between teacher and pupil can take place by some 2.37 +means or other.\rdquo{} 2.38 #+END_QUOTE 2.39 2.40 -And from the example of Hellen Keller he went on to assume that the 2.41 -only thing a fledgling AI program could need by way of communication 2.42 -is a teletypewriter. But Hellen Keller did possess vision and hearing 2.43 -for the first few months of her life, and her tactile sense was far 2.44 -more rich than any text-stream could hope to achieve. She possessed a 2.45 -body she could move freely, and had continual access to the real world 2.46 -to learn from her actions. 2.47 +And from the example of Hellen Keller he went on to assume 2.48 +that the only thing a fledgling AI program could need by way 2.49 +of communication is a teletypewriter. But Hellen Keller did 2.50 +possess vision and hearing for the first few months of her 2.51 +life, and her tactile sense was far more rich than any 2.52 +text-stream could hope to achieve. She possessed a body she 2.53 +could move freely, and had continual access to the real 2.54 +world to learn from her actions. 2.55 2.56 -I believe that our programs are suffering from too little sensory 2.57 -input to become really intelligent. Imagine for a moment that you 2.58 -lived in a world completely cut off form all sensory stimulation. You 2.59 -have no eyes to see, no ears to hear, no mouth to speak. No body, no 2.60 -taste, no feeling whatsoever. The only sense you get at all is a 2.61 -single point of light, flickering on and off in the void. If this was 2.62 -your life from birth, you would never learn anything, and could never 2.63 -become intelligent. Actual humans placed in sensory deprivation 2.64 -chambers experience hallucinations and can begin to loose their sense 2.65 -of reality. Most of the time, the programs we write are in exactly 2.66 -this situation. They do not interface with cameras and microphones, 2.67 -and they do not control a real or simulated body or interact with any 2.68 -sort of world. 2.69 +I believe that our programs are suffering from too little 2.70 +sensory input to become really intelligent. Imagine for a 2.71 +moment that you lived in a world completely cut off form all 2.72 +sensory stimulation. You have no eyes to see, no ears to 2.73 +hear, no mouth to speak. No body, no taste, no feeling 2.74 +whatsoever. The only sense you get at all is a single point 2.75 +of light, flickering on and off in the void. If this was 2.76 +your life from birth, you would never learn anything, and 2.77 +could never become intelligent. Actual humans placed in 2.78 +sensory deprivation chambers experience hallucinations and 2.79 +can begin to loose their sense of reality. Most of the time, 2.80 +the programs we write are in exactly this situation. They do 2.81 +not interface with cameras and microphones, and they do not 2.82 +control a real or simulated body or interact with any sort 2.83 +of world. 2.84 2.85 * Simulation vs. Reality 2.86 + 2.87 I want demonstrate that multiple senses are what enable 2.88 -intelligence. There are two ways of playing around with senses and 2.89 -computer programs: 2.90 - 2.91 +intelligence. There are two ways of playing around with 2.92 +senses and computer programs: 2.93 2.94 ** Simulation 2.95 -The first is to go entirely with simulation: virtual world, virtual 2.96 -character, virtual senses. The advantages are that when everything is 2.97 -a simulation, experiments in that simulation are absolutely 2.98 -reproducible. It's also easier to change the character and world to 2.99 -explore new situations and different sensory combinations. 2.100 2.101 -If the world is to be simulated on a computer, then not only do you 2.102 -have to worry about whether the character's senses are rich enough to 2.103 -learn from the world, but whether the world itself is rendered with 2.104 -enough detail and realism to give enough working material to the 2.105 -character's senses. To name just a few difficulties facing modern 2.106 -physics simulators: destructibility of the environment, simulation of 2.107 -water/other fluids, large areas, nonrigid bodies, lots of objects, 2.108 -smoke. I don't know of any computer simulation that would allow a 2.109 -character to take a rock and grind it into fine dust, then use that 2.110 -dust to make a clay sculpture, at least not without spending years 2.111 -calculating the interactions of every single small grain of 2.112 -dust. Maybe a simulated world with today's limitations doesn't provide 2.113 +The first is to go entirely with simulation: virtual world, 2.114 +virtual character, virtual senses. The advantages are that 2.115 +when everything is a simulation, experiments in that 2.116 +simulation are absolutely reproducible. It's also easier to 2.117 +change the character and world to explore new situations and 2.118 +different sensory combinations. 2.119 + 2.120 +If the world is to be simulated on a computer, then not only 2.121 +do you have to worry about whether the character's senses 2.122 +are rich enough to learn from the world, but whether the 2.123 +world itself is rendered with enough detail and realism to 2.124 +give enough working material to the character's senses. To 2.125 +name just a few difficulties facing modern physics 2.126 +simulators: destructibility of the environment, simulation 2.127 +of water/other fluids, large areas, nonrigid bodies, lots of 2.128 +objects, smoke. I don't know of any computer simulation that 2.129 +would allow a character to take a rock and grind it into 2.130 +fine dust, then use that dust to make a clay sculpture, at 2.131 +least not without spending years calculating the 2.132 +interactions of every single small grain of dust. Maybe a 2.133 +simulated world with today's limitations doesn't provide 2.134 enough richness for real intelligence to evolve. 2.135 2.136 ** Reality 2.137 2.138 -The other approach for playing with senses is to hook your software up 2.139 -to real cameras, microphones, robots, etc., and let it loose in the 2.140 -real world. This has the advantage of eliminating concerns about 2.141 -simulating the world at the expense of increasing the complexity of 2.142 -implementing the senses. Instead of just grabbing the current rendered 2.143 -frame for processing, you have to use an actual camera with real 2.144 -lenses and interact with photons to get an image. It is much harder to 2.145 -change the character, which is now partly a physical robot of some 2.146 -sort, since doing so involves changing things around in the real world 2.147 -instead of modifying lines of code. While the real world is very rich 2.148 -and definitely provides enough stimulation for intelligence to develop 2.149 -as evidenced by our own existence, it is also uncontrollable in the 2.150 -sense that a particular situation cannot be recreated perfectly or 2.151 -saved for later use. It is harder to conduct science because it is 2.152 -harder to repeat an experiment. The worst thing about using the real 2.153 -world instead of a simulation is the matter of time. Instead of 2.154 -simulated time you get the constant and unstoppable flow of real 2.155 -time. This severely limits the sorts of software you can use to 2.156 -program the AI because all sense inputs must be handled in real 2.157 -time. Complicated ideas may have to be implemented in hardware or may 2.158 -simply be impossible given the current speed of our 2.159 -processors. Contrast this with a simulation, in which the flow of time 2.160 -in the simulated world can be slowed down to accommodate the 2.161 -limitations of the character's programming. In terms of cost, doing 2.162 -everything in software is far cheaper than building custom real-time 2.163 +The other approach for playing with senses is to hook your 2.164 +software up to real cameras, microphones, robots, etc., and 2.165 +let it loose in the real world. This has the advantage of 2.166 +eliminating concerns about simulating the world at the 2.167 +expense of increasing the complexity of implementing the 2.168 +senses. Instead of just grabbing the current rendered frame 2.169 +for processing, you have to use an actual camera with real 2.170 +lenses and interact with photons to get an image. It is much 2.171 +harder to change the character, which is now partly a 2.172 +physical robot of some sort, since doing so involves 2.173 +changing things around in the real world instead of 2.174 +modifying lines of code. While the real world is very rich 2.175 +and definitely provides enough stimulation for intelligence 2.176 +to develop as evidenced by our own existence, it is also 2.177 +uncontrollable in the sense that a particular situation 2.178 +cannot be recreated perfectly or saved for later use. It is 2.179 +harder to conduct science because it is harder to repeat an 2.180 +experiment. The worst thing about using the real world 2.181 +instead of a simulation is the matter of time. Instead of 2.182 +simulated time you get the constant and unstoppable flow of 2.183 +real time. This severely limits the sorts of software you 2.184 +can use to program the AI because all sense inputs must be 2.185 +handled in real time. Complicated ideas may have to be 2.186 +implemented in hardware or may simply be impossible given 2.187 +the current speed of our processors. Contrast this with a 2.188 +simulation, in which the flow of time in the simulated world 2.189 +can be slowed down to accommodate the limitations of the 2.190 +character's programming. In terms of cost, doing everything 2.191 +in software is far cheaper than building custom real-time 2.192 hardware. All you need is a laptop and some patience. 2.193 2.194 * Choose a Simulation Engine 2.195 2.196 -Mainly because of issues with controlling the flow of time, I chose to 2.197 -simulate both the world and the character. I set out to make a world 2.198 -in which I could embed a character with multiple senses. My main goal 2.199 -is to make an environment where I can perform further experiments in 2.200 -simulated senses. 2.201 +Mainly because of issues with controlling the flow of time, 2.202 +I chose to simulate both the world and the character. I set 2.203 +out to make a world in which I could embed a character with 2.204 +multiple senses. My main goal is to make an environment 2.205 +where I can perform further experiments in simulated senses. 2.206 2.207 -I examined many different 3D environments to try and find something I 2.208 -would use as the base for my simulation; eventually the choice came 2.209 -down to three engines: the Quake II engine, the Source Engine, and 2.210 -jMonkeyEngine. 2.211 +I examined many different 3D environments to try and find 2.212 +something I would use as the base for my simulation; 2.213 +eventually the choice came down to three engines: the Quake 2.214 +II engine, the Source Engine, and jMonkeyEngine. 2.215 2.216 ** [[http://www.idsoftware.com][Quake II]]/[[http://www.bytonic.de/html/jake2.html][Jake2]] 2.217 2.218 -I spent a bit more than a month working with the Quake II Engine from 2.219 -ID software to see if I could use it for my purposes. All the source 2.220 -code was released by ID software into the Public Domain several years 2.221 -ago, and as a result it has been ported and modified for many 2.222 -different reasons. This engine was famous for its advanced use of 2.223 +I spent a bit more than a month working with the Quake II 2.224 +Engine from ID software to see if I could use it for my 2.225 +purposes. All the source code was released by ID software 2.226 +into the Public Domain several years ago, and as a result it 2.227 +has been ported and modified for many different 2.228 +reasons. This engine was famous for its advanced use of 2.229 realistic shading and had decent and fast physics 2.230 -simulation. Researchers at Princeton [[http://papers.cnl.salk.edu/PDFs/Intracelllular%20Dynamics%20of%20Virtual%20Place%20Cells%202011-4178.pdf][used this code]] ([[http://brainwindows.wordpress.com/2009/10/14/playing-quake-with-a-real-mouse/][video]]) to study 2.231 -spatial information encoding in the hippocampal cells of rats. Those 2.232 -researchers created a special Quake II level that simulated a maze, 2.233 -and added an interface where a mouse could run on top of a ball in 2.234 -various directions to move the character in the simulated maze. They 2.235 -measured hippocampal activity during this exercise to try and tease 2.236 -out the method in which spatial data was stored in that area of the 2.237 -brain. I find this promising because if a real living rat can interact 2.238 -with a computer simulation of a maze in the same way as it interacts 2.239 -with a real-world maze, then maybe that simulation is close enough to 2.240 -reality that a simulated sense of vision and motor control interacting 2.241 -with that simulation could reveal useful information about the real 2.242 -thing. There is a Java port of the original C source code called 2.243 -Jake2. The port demonstrates Java's OpenGL bindings and runs anywhere 2.244 -from 90% to 105% as fast as the C version. After reviewing much of the 2.245 -source of Jake2, I eventually rejected it because the engine is too 2.246 -tied to the concept of a first-person shooter game. One of the 2.247 -problems I had was that there do not seem to be any easy way to attach 2.248 -multiple cameras to a single character. There are also several physics 2.249 -clipping issues that are corrected in a way that only applies to the 2.250 -main character and does not apply to arbitrary objects. While there is 2.251 -a large community of level modders, I couldn't find a community to 2.252 -support using the engine to make new things. 2.253 +simulation. Researchers at Princeton [[http://papers.cnl.salk.edu/PDFs/Intracelllular%20Dynamics%20of%20Virtual%20Place%20Cells%202011-4178.pdf][used this code]] ([[http://brainwindows.wordpress.com/2009/10/14/playing-quake-with-a-real-mouse/][video]]) 2.254 +to study spatial information encoding in the hippocampal 2.255 +cells of rats. Those researchers created a special Quake II 2.256 +level that simulated a maze, and added an interface where a 2.257 +mouse could run on top of a ball in various directions to 2.258 +move the character in the simulated maze. They measured 2.259 +hippocampal activity during this exercise to try and tease 2.260 +out the method in which spatial data was stored in that area 2.261 +of the brain. I find this promising because if a real living 2.262 +rat can interact with a computer simulation of a maze in the 2.263 +same way as it interacts with a real-world maze, then maybe 2.264 +that simulation is close enough to reality that a simulated 2.265 +sense of vision and motor control interacting with that 2.266 +simulation could reveal useful information about the real 2.267 +thing. There is a Java port of the original C source code 2.268 +called Jake2. The port demonstrates Java's OpenGL bindings 2.269 +and runs anywhere from 90% to 105% as fast as the C 2.270 +version. After reviewing much of the source of Jake2, I 2.271 +rejected it because the engine is too tied to the concept of 2.272 +a first-person shooter game. One of the problems I had was 2.273 +that there does not seem to be any easy way to attach 2.274 +multiple cameras to a single character. There are also 2.275 +several physics clipping issues that are corrected in a way 2.276 +that only applies to the main character and do not apply to 2.277 +arbitrary objects. While there is a large community of level 2.278 +modders, I couldn't find a community to support using the 2.279 +engine to make new things. 2.280 2.281 ** [[http://source.valvesoftware.com/][Source Engine]] 2.282 2.283 -The Source Engine evolved from the Quake II and Quake I engines and is 2.284 -used by Valve in the Half-Life series of games. The physics simulation 2.285 -in the Source Engine is quite accurate and probably the best out of 2.286 -all the engines I investigated. There is also an extensive community 2.287 -actively working with the engine. However, applications that use the 2.288 -Source Engine must be written in C++, the code is not open, it only 2.289 -runs on Windows, and the tools that come with the SDK to handle models 2.290 -and textures are complicated and awkward to use. 2.291 +The Source Engine evolved from the Quake II and Quake I 2.292 +engines and is used by Valve in the Half-Life series of 2.293 +games. The physics simulation in the Source Engine is quite 2.294 +accurate and probably the best out of all the engines I 2.295 +investigated. There is also an extensive community actively 2.296 +working with the engine. However, applications that use the 2.297 +Source Engine must be written in C++, the code is not open, 2.298 +it only runs on Windows, and the tools that come with the 2.299 +SDK to handle models and textures are complicated and 2.300 +awkward to use. 2.301 2.302 ** [[http://jmonkeyengine.com/][jMonkeyEngine3]] 2.303 2.304 -jMonkeyEngine is a new library for creating games in Java. It uses 2.305 -OpenGL to render to the screen and uses screengraphs to avoid drawing 2.306 -things that do not appear on the screen. It has an active community 2.307 -and several games in the pipeline. The engine was not built to serve 2.308 -any particular game but is instead meant to be used for any 3D 2.309 -game. After experimenting with each of these three engines and a few 2.310 -others for about 2 months I settled on jMonkeyEngine. I chose it 2.311 -because it had the most features out of all the open projects I looked 2.312 -at, and because I could then write my code in Clojure, an 2.313 -implementation of LISP that runs on the JVM. 2.314 +jMonkeyEngine is a new library for creating games in 2.315 +Java. It uses OpenGL to render to the screen and uses 2.316 +screengraphs to avoid drawing things that do not appear on 2.317 +the screen. It has an active community and several games in 2.318 +the pipeline. The engine was not built to serve any 2.319 +particular game but is instead meant to be used for any 3D 2.320 +game. After experimenting with each of these three engines 2.321 +and a few others for about 2 months I settled on 2.322 +jMonkeyEngine. I chose it because it had the most features 2.323 +out of all the open projects I looked at, and because I 2.324 +could then write my code in Clojure, an implementation of 2.325 +LISP that runs on the JVM. 2.326 2.327 2.328
3.1 --- a/org/thesis.org Thu Jul 19 19:38:45 2012 -0500 3.2 +++ b/org/thesis.org Fri Jul 20 11:21:04 2012 -0500 3.3 @@ -9,7 +9,7 @@ 3.4 #+include: "./intro.org" 3.5 3.6 * Virtual reality is vastly easier than actual reality. 3.7 - 3.8 + 3.9 * There is no framework for AI experimenmts with multiple senses. 3.10 3.11 * Cortex is my attempt at such a framework. 3.12 @@ -51,6 +51,6 @@ 3.13 * Rat in a Maze 3.14 3.15 * Swarm Creatures 3.16 - 3.17 + 3.18 * Simulated Imagination 3.19