6.xxx (AKA 6.803 and 6.833)

The Human Intelligence Enterprise: Spring 2006

FORSAN ET HAEC OLIM MEMINISSE IUVABIT

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6xxx Projects 2015

Updated 6 May 2015


Spyridon Ampanavos

Self Organizing Architecture

If we want to use computers as creative agents in the process of architectural design, we must first understand how they can reason about architecture. I am taking a first small step towards the interpretation of architecture by computers, trying to identify similarities and infer influences in the work of different architects, using self organizing maps (SOM).

Project type

Pilot study || Research project with implementation

Steps

Contributions



Michael Behr

Symbol Grounding with Deep Neural Nets

If we want to understand human intelligence, we need to understand how symbols can be grounded in perception. Stephen Larson's work on self-organizing maps has shown us that we can give meaning to symbols by using the statistical properties of our perceptual inputs to learn representations of the world. Recent work on deep neural nets has given us more expressive and efficient ways to learn representations from statistical properties. By using deep neural nets, I will replicate Larson's work on symbol grounding with more powerful methods.

Project type

Research project with implementation.

Steps

Contributions



Pedro Cattori

Chess Story Understanding

Chess computers have outgrown their human counterparts when it comes to the mechanics of the game. Yet, chess computers do not know what chess is. An easy way to see this is to try to learn from a chess program: Human: "Deep Blue, why did you make that move?" Deep Blue: "I have a strong instinctual urge to make that move." Human: "How about the next move?" Deep Blue: "Looking ahead 17 moves, the position is clearly winning for black." At best, chess computers may come up with answers like these. But imagine if they could respond with the emotional and semantic understanding of human Grand Masters. Human: "Deep Blue, why did you make that move?" Deep Blue: "It reinforces my control of the center by unpinning my knight. It also allows me to recapture with my bishop, so I can avoid doubling my pawns."

Project type

Implementation: Genesis Extension.

Steps

To acquire semantic understanding of chess, I will equip the Genesis Story Understanding program with a chess-specific module.

Contributions



Alexandros Charidis

The Role of Verbal Descriptions in Constructing Non-linguistic Representations of Spatial Compositions

Spatial compositions such as architectural compositions are primarily understood through verbal descriptions, communicated orally or in written form, and visual descriptions, communicated through drawings and physical models. The act of understanding a spatial composition is most commonly known as reading. Then, the reading of a spatial composition becomes plausible and comprehensible when its verbal description and its visual description are aligned, that is, what you talk about, is what you show. I ask to what extent, and under what conditions, a verbal description of a spatial composition suffices to communicate and build a visual imagery, a non-linguistic representation, of its structure. If one removes visual descriptions from a reading, what sorts of constraints and heuristics in verbal descriptions enable one’s space-representing apparatus to construct a unified account of the described composition?

Project type

Research Project with Implementation.

Steps

Contributions



Michaela Ennis

Story Understanding in Schizophrenia

Schizophrenia is thought to be an exclusively human disease. Understanding what types of cognitive errors cause the disorder is interesting not only for its own sake, but also because it may elucidate some of the unique mechanisms of human intelligence. Schizophrenia includes not only perceptual hallucinations, but also delusions. It is possible that the cause of such delusions is due to a problem in pattern matching. To investigate this, potential mechanisms through which pattern matching may be impaired can be investigated computationally. I propose using the Genesis system to examine this question.

Project type

Research proposal.

Steps

Contributions



Christopher Grimm

What does Genesis Feel?

Feelings play an important role in human expression starting at a really young age and are often used to describe things we lack a sufficient vocabulary to explain in detail. For example a crying toddler who has just had their favorite toy stolen might describe themself as feeling sad due to an insufficient vocabulary or understanding of complex concepts such as injustice. Even adults use feelings to describe things beyond their descriptive powers such as a young couple blaming irrational actions on love. Imagine if a machine were capable of expressing itself with feelings. It would be capable of performing feats beyond its descriptive capacity. Machine learning could be performed by encouraging a machine to perform actions it would view as fun, while avoiding actions that would scare it or make it feel sad. An intelligent airplane could describe itself as worried to a human pilot instead of listing off a series of indiscernible problems. Genesis could suggest a book to a human reader based off what it believes is exciting.

Project type

Research project with implementation.

Steps


Identify a series of potential feeling that Genesis might be capable of such as excitment, boredom, happiness, and sadness.
Analyze how different stories make humans feel and why these stories bring about those feelings.
Analyze patterns in Genesis's understanding of stories to determine how Genesis might feel excitment, boredom, happiness, etc.
Demonstrate that it is possible for Genesis to group stories based on how it feels about the stories.

Contributions


Will analyze why humans feel certain ways toward certain stories.
Will demonstrate that Genesis mirrors these feelings in its understanding of stories.
Will design a proof-of-concept program that sorts stories by how they make Genesis feel.

Beth Hadley

The Influence of Culture on Genesis Story Understanding

Culture defines many fundamental aspects of human behavior. In order to build robust intelligence systems that can interpret information about the world and make human-like inferences, it is imperative that the system incorporates cultural understanding.

Project type

Research project with Genesis implementation

Steps

Contributions



Abigail Klein

Genetic Graphs of Continuous Knowledge

Online classrooms are becoming increasingly popular with the creation of EdX, Coursera, and Khan Academy. In order for these systems to cater to each individual student, like a human teacher might, we first need to be able to model a student’s knowledge of the material.
Ira P. Goldstein proposed a model for procedural knowledge, or subjects based on discrete steps, in his The Genetic Epistemology of Rule Systems. He represents a procedure as a graph, where nodes are rules and links are relationships. For example, in a graph of arithmetic, one node might be learning that single-digit addition (1+1=2) and another node might be learning double-digit addition (10+10=20). The link between them might be to explain that we may explain that we may add the digits separately (1+1=2 and 0+0=0).
While this seems to be a reasonable representation of learning concepts whose steps are discrete, it might not transfer to a more continuous skill, such as learning to write, play a sport, or play a musical instrument. Skills such as these cannot be broken into discrete sub-steps, but rather have various sub-concepts which are improved simultaneously over time.
In this project, I will extend Goldstein’s model for procedural knowledge to model continuous knowledge, which will ultimately be useful in creating intelligent computer-based teachers. I will use a genetic graph of pole vaulting as an example to illustrate this model.

Project type

Research project with implementation

Steps

  • Define continuous knowledge.
  • Identify the sub-concepts in pole vaulting.
  • Attempt to fit a genetic graph of pole vaulting to Goldstein’s model in order to determine the limitations.
  • Adapt Goldstein’s model to accommodate these limitations.
  • Try to represent continuous nature of sub-concepts as regions.
  • Try to represent continuous nature of sub-concepts as discrete steps, as in motion planning.
  • Formalize the changes to Goldstein’s model and generalize to other subjects with continuous knowledge.
  • Contributions



    Nick Locascio

    Automated Programming in a Lightbot World

    The role of many software engineers is to take a function specification and implement a function that fits the specification and solves the given problem. The general quality of such an implementation relies on the following questions (in order): 1) does it work? 2) is it readable? 3) is it concise? 4) is it modular and reusable? When it comes down to it, many, if not most, of the tasks assigned to a software engineer require little creativity and ingenuity. This is not to fault software engineers but to highlight the valuable constraints that specifications provide. Specifications are and should be written such that little to no inference is needed to determine what the desired action is. A good spec means that a software engineer just has translate natural language into instructions in a programming language. Once translated, the engineer tries to refactor the code to fit the quality marks. Such a task, when defined in this way, seems ripe for automation.
    The automation of software engineering will lead to a second explosion of software solutions. Both the cost and time of building software will plummet dramatically, and the accessibility of software development will be unprecedented. Software development will be as easy as speaking, as it will consist of giving instructions to the automated software engineer. Automation could also create a safer more secure world if and when the automated programming agent exceeds human ability.
    The vision for this project specifically is to take a step toward the grand vision of automated programming by creating an Automated Programming agent capable of writing programs to solve problems in the world of Lightbot.

    Project type

    Research project with implementation.

    Steps

    The following steps outline a general path toward achieving the vision. This specific project aims to tackle the first few in a highly constrained world, but nonetheless the steps are as follows.

    Contributions



    Ziqin (Shaun) Rong and Manuel Cabral

    Fooling Larson

    Evolutionary algorithms have proven effective in fooling deep neural network systems, rendering the latter imperfect to be the full solution of computer vision. Then what is the ultimate visual recognition system for computers? This project tests if Larson's Intrisic Representation System is more robust and can handle genetic algorithms deliberately designed to fool them.

    Project type

    Research project with implementation

    Steps

    Contributions



    Sandoval Olascoaga, Carlos

    Making the Identity of a Place through Synthetic Visual Representations

    It is possible to understand how the identity of a place changes through time and cause by conjoining visual data of the place with verbal descriptions of its spatial aspects.

    Project type

    Research project with implementation.

    Steps

    Contributions



    Eann Tuan

    Using Genesis to Understand Stories from the Bible

    Humans learn, understand, and develop through story telling and story analysis.Genesis, an artifically intelligent program that reads and analyzes stories, tests a suite of constraint exposing representations. It uses human generated concepts and rules to make common sense conclusions. Currently, Genesis models concepts from stories written by Shakespeare, such as Macbeth, but my vision for this project challenges Genesis to reflect on its reading of stories from the Bible, searching for concepts and demonstrate basic story understanding.

    Project type

    Research project with implementation.

    Steps


    Select stories from the Bible with common themes, such as revenge and murder, and convert them into Geneses, the subset of English understood by Gensis. This will involve creating a file containing all the sentences needed to understand a simple story, including prediction, explanation, and presumption rules. Then, I will feed this file into Genesis to build an elaboration graph that will display common sense rules connecting explicit and inferred elements of the story.

    Contributions


    I will propose a new domain that demonstrates Genesis' ability to develop basic story understanding and use story concepts to make common sense conclusions based on stories from the Bible.


    Nikolaos Vlavianos

    Plethora: Perceiving Design through Embodied Cognition

    Given the infinite world of design possibilities, Plethora project attempts to rule and frame design outputs through a dual process of creating and testing. If architects understand the way that non-architects perceive designs and vice versa, then designs will become a launching pad for both agents to communicate with less ambiguity. The word design in Plethora project denotes a representation of the meaning of a communicative act between architects and non-architects. In this case, a physical model is committed to a compositional account of meaning by which a vast space of ideas can be composed from a relatively small set of elementary ideas. The purpose of communication between a design output and an architect or a non-architect is tightly connected with a process of sharing and materializing those ideas in the physical world. An experiment will run in two separate iterations for architects and non-architects.

    Project type

    Research project with implementation.

    Steps

    Contributions