Computer Model Matches Humans at Predicting How Objects Move
January 5, 2016 | MITEstimated reading time: 4 minutes
Recent research in neuroscience suggests that in order for humans to understand a scene and predict events within it, our brains rely on a mental “physics engine” consisting of detailed but noisy knowledge about the physical laws that govern objects and the larger world.
Using the human framework to develop their model, the researchers first trained Galileo on a set of 150 videos that depict physical events involving objects of 15 different materials, from cardboard and foam to metal and rubber. This training allowed the model to generate a dataset of objects and their various physical properties, including shape, volume, mass, friction, and position in space.
From there, the team fed the model information from Bullet, a 3-D physics engine often used to create special effects for movies and video games. By inputting the setup of a given scene and then physically simulating it forward in time, Bullet serves as a reality check against Galileo’s hypotheses.
Finally, the team developed deep-learning algorithms that allow the model to teach itself to further improve its predictions to the point that, by the very first frame of a video, Galileo can recognize the objects in the scene, infer the properties of the objects, and determine how these objects will interact with one another.
“Humans learn physical properties by actively interacting with the world, but for our computers this is tricky because there is no training data,” says Abhinav Gupta, an assistant professor of computer science at Carnegie Mellon University. “This paper solves this problem in a beautiful manner, by combining deep-learning convolutional networks with classical AI ideas like simulation engines.”
Human vs. machine
To assess Galileo’s predictive powers, the team pitted it against human subjects to predict a series of simulations (including one that has an online demo).
In one, users see a series of object collisions, and then another video that stops at the moment of collision. The users are then asked to label how far they think the object will move.
“The scenario seems simple, but there are many different physical forces that make it difficult for a computer model to predict, from the objects’ relative mass and elasticity to gravity and the friction between surface and object,” Yildirim says. “Where humans learn to make such judgments intuitively, we essentially had to teach the system each of these properties and how they impact each other collectively.”
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