Dividing up the
Task:
Might use 4
visual µprocessors, 2 for each eye. Might use additional
µprocessors for 3-D imaging, clipping, texture-mapping, Gourad
shading, and Z-buffering.
What we
will need:
Training Robots in
Virtual Environments:
Given a
sufficiently realistic virtual environment within a computer, the
robot might learn its way around by experiencing a simulated
environment within a computer before it were presented with the
real world. This would require a very realistic simulation of
reality.
Memory Requirements for
a Virtual Environment
Suppose a
400 sq. ft. room texture-mapped at 200 dots-per-inch. In addition
to the floor area, there would be 80' of walls covered up to,
perhaps, 5' for a total of 400 sq. ft. + the sides and surfaces
of objects in the room for a total of, perhaps, 1000 sq. ft. or
144,000 sq. in. at 40,000 dots/sq. in. This would require about 6
GB if we stored 1 byte per pixel. However, if we assume a
wavelet-based 10:1 image compression ratio, we might be able to
store such scenery in 600 MB. The weight, center of gravity and
moments of inertia, surface "feel", and other
characteristics would have to be associated with each object. At
that rate, we could store, perhaps, 1 sq. ft./MB. Then on a 9 GB
drive, we could hold about 9,000 sq. ft. At a resolution of 32
dots-per-inch (1,000 dots/sq.in., 150,000 dots/sq. ft.), we could
store 600,000 sq. ft.,
Why does a baby love repetition? Learning of motor skills? Concept formation?
Motion Control:
In reaching
for something, the robot could first move one joint and then
another, performing the motions simultaneously only after
experimentation.
Inverting a
motion matrix is one way of solving the differential equaions
governing motion. Another way to do it is with a library of
interpolated cut-and-try solutions, using optimization/estimation
techniques to converge to a solution. (Could run simulations
before actually executing the motions.)
Fuzzy recollections and
modeling must be essential to recognition. That could be a reason
why we don't remember most things at all exactly.
Can remember at varying
levels of abbreviation.
Quasi-randomness would
be essential to improvement. Motor skills require feedback, and
variations in approach would allow evolutionary improvement.
Non-quantitative. Note
that visual recollections are very approximate. Abstraction is
somehow visual and might be such a thing as
"boltedness".
Can be quantitatively
emulated, although the brain probably doesn't do things
quantitatively. This analog way of remembering may extend to all
kinds of memory, including aural memory.
Remembering invokes a
dendritic structure of associated memories. Not remembering
requires inhibition of these associated memories.
A number of instances
of a given object are stored.
Abbreviated scripts.
Everything is based on actions. Feelings are stored with objects.
Can remember at varying
levels of abbreviation.
Faces, Must abstract at
varying levels of resolution. Silhouettes are abstracted (can
recognize from silhouettes). Can identify images in pictures.
Problem-solving could
take the form of trial-and-error and selecting a successful
outcome.
How do we generalize?
The subject of
abstraction is so crucial. We store such a small fraction
of what we see and what we do store is so dependent upon our
intent to store.
Drives: Pursuit of
pleasure, avoidance of pain, but heavily influenced by
self-discipline
We store
the exceptional, the unusual detail. But this makes it hard to
generate a general-purpose taxonomy. On the other hand, if we
store related examples, then the unusual details would establish
the envelope.
Will certainly
need to use MPEG4 with crude animation and, perhaps, rendering.
Need to
imitate humans.
Will
certainly want to weight our recollections and relationships to
recollections, perhaps on the basis of frequency, intensity
(trauma), and perceived importance.
Will need
to store action (animation) sequences. These may help establish
cause and effect relationships (push this, and that happens).
Understanding of relationships and sequences will be necessary.
Action sequences will be particularly keyed to our own actions.
Certain
activities such as locomotion and navigation should be handled
subconsciously.
Storage: We
will probably need at least a 40-bit address space (might get by
with 32 bits for a while). Might use local directories for
related material. Will probably want to continually prune and
optimize. Could use 16-bit precision for absolute size.
Can
recognize better with high precision.
Could use
Gaussian error functions to recognize, but we're really
interested in trigger points where flags are raised.
Might have
a size factor, a point of origin, and 8-bit dimensions.
Might have
a size factor associated with each dimension.
Might use a
variable resolution size factor.
How is the
concept of influencing outcomes learned?
How is the
robot to translate feelings of avoidance into avoidant behavior?
Feeling of
openness versus enclosure.
Will seek
pleasure, avoid pain.Will balance against higher-order benefits
and ideals (deferred gratification).