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Goals of Hand/Eye
Our goal is to understand and build intelligent machines, smarter
tools, which aid man in interacting with the real world, perceiving
the external world and manipulating/controlling it, both
interactively and automatically. Our field is AI to the extent that
such a goal requires intelligence. It overlaps other areas of AI to
the extent that the mechanisms are shared between hand/eye and other
areas of AI. It is in the forefront of AI to the extent that:
the mechanisms and representations necessary for progress in
perception and manipulation/control are particularly important to
the progress of AI;
and that necessity is particularly clear and intuitively clear
approaches to the solutions are available in hand/eye.
Interactive systems are interesting to AI to the extent that they
require the mechanisms of intelligence.
SCIENTIFIC GOALS
Any program corresponds to a sequence of maps between representations
(not usually made explicit). Our goal is to make explicit and
interesting representations which make intuitive sense to humans and
which make possible efficient programs. We further want to enumerate
the non-equivalent representations, absorb redundant representations,
and adopt standard forms for the non-equivalent representations and
develop the mathematical relations between these structures. We
further want to find the computational complexity of programs in
terms of the math structure of these representations. When we say
that we want a computer to aid a human, one sense is that
the human should be
able to speak in a high level language to it. That means that the
computer must have the representations and algorithms
(representations and maps) to go from the desired high level
representation input to low level perceptual or manipulation
representation.
Thus the computer can understand and keep track of details in doing
so.
We see such a high level language as a set of
representations, a semantics. We see this as a paradigm for AI, the
detailed semantics (representation) of particular domains. Moreover,
most of the other areas of AI have essentially limited the domains of
their representations to set theory, the most trivial of semantics.
GUIDING QUESTIONS
STRUCTURE OF VISUAL ALGORITHMS
representations
maps between representations
relations between representations
which are non-equivalent
lattice of partial order (inclusion on set of representations as support)
computational complexity
parallel realization?
WHAT IS THE WORLD THAT WE CAN SEE IT?
The world did not design itself to be seen. We designed ourselves
to see it. Speech is a set of conventions to be understood.
What are the physical characteristics which we sense?
DESIGN AND BUILD LOW-LEVEL STRUCTURES, HIGH-LEVEL STRUCTURES
DESIGN AND BUILD PROGRAMMING SYSTEMS
Vision depends on the utilization of a variety of perceptual facilities:
stereo, color, edge, texture, geometry, shape representations. The only
way to use these cooperatively is to make an integrated system. AL and
the vision language are to perception what FOL is to the MTC effort.
In so doing, we learn a lot about the relationship of visual structures.
HOW TO PROGRAM CLASSES OF PERCEPTUAL PROBLEMS?
It has been typical to program by any means whatever, a particular task.
Now we address the problem of generating programs to deal with a class
of similar problems.
THE POWER TO SOLVE PERCEPTUAL PROBLEMS LIES IN THE SPECIFIC CONTEXT
Accordingly, it is important in vision to investigate specific systems
in detail, and encode the semantics for that domain. We think that is
a paradigm for AI as a whole.
TEST AND EXPERIMENT TO DEVELOP ADEQUATE THEORIES
We cannot foresee all difficulties and we do find things we might not
have reasonably have been able to foresee.
May take longer to model the world than to USE THE WORLD AS A MODEL.
Things we cannot foresee ahead of time are properties of the world itself
which we would like to measure: how uniform are surfaces,
The world is so complicated that it takes a lot of effort to model it;
It is so devious that we can't model it well.
I probably would not try to do assembly without hardware.
The specified problem really focusses on the primary problems.
PDQ makes the comment that nowhere do we make the case for actual manipulators
and actual sensors. I see that as coming from the need to experiment and test.
What sorts of things have been learned that were not obvious at the beginning.
With simulation, etc. Things are overlooked. What was learned in Paul's
thesis which could not have been learned in other ways?
dynamics prediction-variable gain --taking into account model of the arm
in terms of gravity, friction, weights--feedforward and feedback
All of this could be foreseen given some science approach, as opposed to
the sitting down and programming approach.
some of the assembly expts point out the need for things which would not
be encountered without real world hardware
wobble to get screws out in pump assembly
what one can do with those errors
what are necessary for the roving cart?
what are we measuring about vision?
reflectivity function, edge effects
details of particular application domains
Low-Level Representations
SENSOR: joint joint wrist motor finger clock
pots tachs gages current gages
| | | | | |
↓ ↓ ↓ ↓ ↓ ↓
PERCEPT:joint joint wrist joint finger time
INNER angle vel. force force force
| | | | |
| | ------- | -------
↓ ↓ ↓ ↓ ↓
STATE: pos veloc force
EXTERN &orient
goal sensor
| |
---- -----
| |
↓ ↓
dynamics
|
↓
predicted
|
↓
motor
drive
------- ai ------ ai,comp sci ---------- programming ---------
|WORLD|----→|MATH|------------→|COMPUTER|------------→|PROGRAM|
------- |REPR| | REPR | ---------
------ ----------