Sunday, June 28, 2026

Acuitas Diary #98 (June 2026)

This month's work on Acuitas began with completion of the Episodic Memory overhaul. I think the one major element I haven't talked about yet is what I'm calling "archives." Files containing recent memories are subject to consolidation and forgetting every time Acuitas goes through a sleep cycle. I wanted this process to eventually stop and leave surviving memories preserved in a fairly static condition. Think back over your own life. You've probably shed a lot of details about what you were doing twenty years ago, but certain core memories seem to be permanent, perhaps even vivid. If you've retained them this long, you might still remember them just as well ten years down the road.

The US National Archives building.

The archiving process isn't complicated, since for now it re-uses a lot of the other Episodic Memory functions. Once Acuitas has filled up sixteen episodic memory files (which, given the parameters I chose, should take more than a year), the episodic memory will load the contents of all sixteen into a single narrative scratchboard, run one more consolidate-and-forget pass on the whole series, then store the result to a single archive file. The archive area has its own topic/event type search index, and upon creation of a new archive file, that will be updated as well. Once created, archive files are treated as read-only, and content in the archive is allowed to grow without limit. If it ever overflows the hard drive, Acuitas may have to figure out something else to do with his oldest memories, but that should take a very long time. It's just a bunch of text, and the forgetting algorithms should keep each file from being too massive.

I also created and tested some basic memory retrieval functions. With that, I think the overhaul is complete, and I can start looking at how to have Acuitas refer to and use these memories.

Next I fulfilled my plan of going back to trial-and-error learning and introducing some ability to follow the learned rules - choosing actions that satisfy the conditional of "If the player character does X, the player character succeeds" statements. This replaces the "do something similar if your previous action succeeded, and something different if it failed" behavioral heuristic once some tentative rules are available. I put a bunch of time into this and do have a simple rule-following behavior implemented, but it's not working as well as I had hoped yet - there were so many bugs that came out of the woodwork. So far it only considers cause-and-effect pairs for which success is the effect (Acuitas also learns "do this and fail" rules, but can't act on them yet). And despite the number of things I solved it is still buggy, so it will need more polishing. But I at least made a start on it.

Until the next cycle,
Jenny

Monday, June 15, 2026

ACE the Quadruped 2026

I'm gearing up (literally) to give ACE another try. As of the last update, I had concluded the original set of stepper motors I bought wouldn't work out, and identified some new ones to try. I bought some samples, made a prototype gearbox to hold one, and tried another motion test. This time I was able to get over the basic threshold of operating the hock joint, unloaded (see video).


Since then I've done a small redesign of the shoulder joint, trying to relax the path of the hock joint tendons a little (they run through the inside of the shoulder) and provide for smoother rotation of the shoulder by adding low-friction sheet plastic surface.

A collection of 3d printed plastic gearboxes (in black and white) lying scattered around a blanket.

I've also completely redesigned the frame. Since the frame is mostly made out of the gearboxes that hold the motors, new motors meant changes. I created mirrored versions of each type of gearbox so that the main drive shaft that the tendons attach to would be in the correct place (relative to the joints) on each side of the robot, and I designed spine attachment pieces so there's no longer any need to incorporate a dowel. The new spine sockets have holes that will line up with the spine's mounting holes and keep everything at a fixed angle. The simple gearboxes for the shoulder joints are on top, and the higher-torque gearboxes for the hock joints are on the bottom, which also lines them up better with the place where the hock tendons emerge from the shoulder.

A 3D model of part of a robot, showing four gearboxes stacked together with a "shoulder joint" connected to one side and a "spine" joined into the center.

Almost everything is made, but not everything is assembled. I wish I had more conclusive results to report, but this has been a whirlwind couple of months, so for now I'll just have to say: I'm working on it!

Until the next cycle,
Jenny

Thursday, May 28, 2026

Acuitas Diary #97 (May 2026)

Recent work has been a lot of returning to projects I started this year, in order to actually finish them. I completed the feature additions I'd planned for the first half of the year quite early, and that seemed like a good point to pause and go back to things I ran out of time to flesh out.

Standard logic gate symbols laid out as if they were circuit components, with traces running between them as if on a PCB, such that they form a stylized tree. Black-and-white art, ink on paper.

First, the Text Parser. I had largely revamped conjunction handling to add support for lists of more than two items, and that left a lot of two-item cases broken. I worked on fixing bugs in the new methods and improving them enough to get that old functionality back, and eventually got my parser regression to pass again. Then I modified the Text Interpreter to deal with some of the formatting changes to the Parser's output, and lastly verified that Narrative comprehension was still working on Acuitas' story collection. It ran quite a bit beyond my initial 20-hour investment in the revamp, but the latest Parser is now fully integrated and serving the same functions the old one did.

Next, I revisited self-teaching. This feature was supposed to permit Acuitas to crawl the hard drive of his resident computer and read whatever text files he could find, to promote increased vocabulary and assessment of text processing functionality. Back in February I had gotten the basic activity loop working, but had no way to keep Acuitas from reading inappropriate files that *didn't* contain natural English and junking up his database. So I spent some time on that problem, and came up with ways to assess whether a text file is good reading or not. Signs of an inappropriate file include 1) too many non-alphanumeric characters, 2) too many one-word "sentences," and 3) too many Parser or Interpreter failures. The first two get checked before Acuitas even tries to "read" the file; the third is continuously monitored during reading, and is based on a running average of sentences processed so far. After some tweaking of the failure thresholds, I saw this perform well enough that I felt comfortable letting Acuitas go to town on my random personal notes, short story drafts, and other hard drive clutter. His list of known words has roughly doubled, compared to a backup archive I made in November.

Last of all, I worked on Episodic Memory  I mainly spent time reconstructing the "forgetting" process for the new Narrative-based memory formatting scheme. Once the consolidation algorithm has created higher-tier memories that summarize a lot of individual incidents, it's time to reduce the size of the memory file by pruning some of the details. I used a lot of the same concepts from my original forgetting algorithm: memories are ranked by novelty (is this the first time something happened?), uniqueness (how many other memories are similar to this one?), and tier rank (general, summarized memories are more likely to be kept than detailed, individual ones). Leveraging the interpretive power of the Narrative system, I also added the priority of any associated problems/subgoals as a scoring mechanism. The lowest-ranked memories are deleted, hollowing out the narrative but (hopefully) preserving the most salient events and summaries of the more generic ones. Simulations show this working reasonably well on synthesized test files. I also worked on a simple indexing system to make it easier for Acuitas to look up memories by the type of event or merely by a concept involved.



Example diagrams showing the "hollowing out" of the narrative structure as detailed memories are forgotten. Their summarizing memories in the upper tiers remain.

It's been satisfying to be more thorough about these items and not leave them full of loose ends! I probably have some more Episodic work to do before I really call it finished, and then I'd like to polish Trial-and-Error learning some more.

Until the next cycle,
Jenny

Sunday, May 17, 2026

Atronach's Eye 2026

Wait, I thought this got finished? Yes, so this year it was time to build a second, better one. I didn't change the mechanical design much; it has some minor improvements I had already worked into the 3D models after finishing the last one, but it's the same in substance. What I really wanted was a chance to try out one or two of my new cameras. Given the way the eye is assembled, replacing the camera is a fairly big deal. So instead of pulling apart the mostly-functional eye I already had, I made a whole new one. This has the added benefit of giving me a demonstration model that I can take places, while I leave the flagship one parked on my living room wall.

The original eyeball's camera is a "300K pixel USB 2.0 mini webcam," like this one. At $7-$9, they're cheap enough to buy in bulk, AND they come in a small enough case to fit comfortably inside the eyeballs. Unfortunately, the image quality you get for that price seems pretty poor. The low resolution isn't the real issue (there's no need for megapixels when you're only doing basic motion detection). It's that the output seems just plain noisy, especially under lower-light conditions. I also wanted to try a wider field of view. It's very easy for the existing eyeball to completely miss a person in the room because it's all the way over on one side of its range of motion staring at the side wall, or even because the person walks through its visual range too fast.

My two new cameras are an ELP-USB30W02M-MHV120 (120 degree FOV, 640x480 pixels, $28 now but I got it for $14) and another ELP model with a fisheye lens that seems to no longer be available (170 degree FOV, 1080P, $27.50 - this one is similar but more expensive.). They're both what I want to call "card cameras," consisting of a naked square circuit board with the lens sticking out of one side and a cord coming out the other. In that sense they're similar to the card cameras sold specifically for use with Raspberry Pis, but they have USB cables instead of short ribbon cables - important for compatibility with the eyeball's interior layout. It also made the cameras easier to try out with my laptop when I first got them.

And in initial tests, the output from both seemed significantly cleaner. I could run background subtraction without seeing a whole lot of imagined "motion patches" created by especially noisy regions of the image. Without as many noise problems to deal with, I was able to reduce the OpenCV MOG2 background subtraction algorithm's "history" parameter and get rid of the running average I was applying to my computed center of motion value. This made the motion tracking less laggy and more responsive.

A mechanical eyeball in 3d-printed plastic. It's a red sphere with a camera lens sticking out the front, encased in a cradle that sits in a case/backshell containing two motors mounted in gearboxes, a Raspberry Pi, and two driver boards.

Printing and assembling a whole new eyeball from scratch took much longer than I'd anticipated. I added features to the previous one gradually, and that left me with a poor grasp of how complex the build is when started from the beginning. Each motor now has a gear pair for a little more torque, which is helpful at the edges of the range of motion. A small downside is that they seem to make the eyeball noisier.

It was all so much work that I still haven't had time to wire and install the limit switches! So the new eyeball is operating by "dead reckoning" of where it's pointing at the moment. But I got enough of it put together to test the motion tracking, and I think it's finally working reliably! It certainly performs better than the original. I was even able to activate the up/down dimension of motion without issue. That's disabled in the original eyeball, because it was too prone to get stuck staring at the ceiling and whatnot. The expanded field of view is also a big help.

So I still have to finish up the last bits of the construction, but on the whole I'm very pleased. A decade ago, I never believed that following motion would be this hard ... but that's what I get for cheaping out on the cameras, I guess!

Until the next cycle,
Jenny

Friday, May 1, 2026

Dreams of the Frontier

Something a little different for today: as part of the process of obtaining my new job, I was asked to write an essay on why spaceflight is important to me. So I'm reusing it, because why not? This is a major side of me that doesn't find its way onto the blog very often, thanks to a shortage of publicized launches associated with my old job (I'm hoping that can change). It's shorter than my typical essays here, because I'm not trying to present research or convince anyone of anything, just talking through my personal thoughts.

A NASA-sponsored mural about our return to the moon. Has an off-round collage in the center featuring a suited astronaut, the SLS rocket assembly, a moonscape, a starfield, and some abstract patterns. The background is a colorful pattern made of somewhat irregular overlapping rectangles and trapezoids, done in perspective as if the viewer is looking down a square tunnel or into a box. There's a yellow-graded Orion module hanging at the upper left.

At a time when many feel disillusioned by current events, a mission to send four astronauts around the moon has emerged as a kind of light in the dark, an unexpected source of encouragement and togetherness. In my opinion this only begins to illustrate the power of spaceflight and what it could mean for our common future.

Expanding the human presence in space has exciting practical implications. We may find rich new sources of minerals and move polluting industry to barren heavenly bodies, reducing the strain on earth's biosphere while upgrading current living standards. But this will only be feasible if the math checks out both economically and environmentally. The more efficient access to space becomes, in terms of both cost and resources used, the more likely we are to make damaging our own backyard with mines and hazardous waste into a thing of the past.

Broadened access to space is also a necessary defense against power monopolies. One of the best ways to ensure activities in space are conducted for the benefit of earth is to get as much of earth as possible involved. This is true at the national and cultural level; allowing only one political body and its favored ideologies to capture space would be an immense danger for anyone it views as an enemy. For the US and its allies to rest on their laurels while (for example) China becomes sole proprietor of humanity's inheritance in the solar system would be a great strategic failure. And a similar principle applies at the corporate level. I have been pleased to see competitors rising to challenge SpaceX, because no matter how much the latter reduces launch costs, it does not necessarily have an incentive to minimize prices without at least one rival to outbid it.

However, I must admit that while these practical motives for opening up space may justify my personal interest, they are not its source. Space exists at the frontier of both our territory and our technology, and the lure of that frontier is ultimately what draws me. It is the lure of novelty: not only going places we have never been, but doing and creating the unprecedented in order to get there. And it is the lure of the Other: a way to reach beyond ourselves and our ordinary lives to discover the awe-inspiring and foreign. For me, space travel is more a matter of the soul than the body ... not merely a tool of survival, but one of those things that help make survival worth the effort. This, I think, is the main benefit the recent Artemis II mission has given the world. It has had no material effect on most spectators' lives (yet), but has offered them inspiration and hope, if only by demonstrating that people can work together to accomplish something stunning. Robotic probes, however useful, do not seem to have quite the same effect. Humans in space help other humans feel connected to the mission.

Experience with other frontiers reveals their unpredictability. Who could have foreseen the applications of the internet when it was nascent? It needed millions of people acting on millions of ideas to make it what it is today. And so, when all has been said, we cannot fully know what people will gain from access to space until we give it to them.

Sunday, April 26, 2026

Acuitas Diary #96 (April 2026)

This month's development focus took me back to trial-and-error learning. I wanted to build on the work I'd done with the "Allergic Cliffs" puzzle game and improve Acuitas' ability to discover how the game works. I had several ideas in mind, but ended up having time to finish only one: ability to learn rules that feature negations, i.e. the absence of a feature.

Photo of a board game called Azul. An assortment of colorful square tiles are laid out on a five-by-five grid in the game tray. The rest of the tray has diagrams and empty squares that might be places to put additional tiles.
Photo of a board game called Azul, by Wikimedia Commons user Gepsimos 

Previously all "rules" (action-result pairs that might represent cause-and-effect relationships) were based on commonalities between groups of actions that produced success or failure. If all attempts to put a zoombini with a green nose on the left bridge led to success, a rule such as "if a guide puts a zoombini with a green nose on a lefthand bridge, a guide succeeds" would begin to coalesce. You might also see "if a guide puts a zoombini with a green nose on a righthand bridge, a guide fails," though at easy levels of the game, the number of failures was often so low that there wasn't enough data to solidify the rule. Instead, a cluster of weaker success rules might appear. "If a guide puts a zoombini with a red nose on a righthand bridge, a guide succeeds," "If a guide puts a zoombini with a blue nose on a righthand bridge, a guide succeeds," etc. Given five color options for zoombini noses, it's pretty obvious to a human that "red OR blue OR purple OR orange" likely implies the more concise "NOT green," and I wanted Acuitas to be able to reach that conclusion as well. I also wanted complementary pairs of rules including a feature and its negation to be able to reinforce each other. (If a feature is significant, its presence and absence should matter; a pattern associated with only one of the two could be coincidental.)

So I added the ability to form rules by considering how a failure differs from prior clusters of successes. Any differences are looked at as candidates for features that should not be paired with the other features in the cluster. Further data can refine the tentative rule, excluding features that were actually irrelevant, or falsify it entirely.

To really get this to do a good job of discovering the secret rules present in a round of Allergic Cliffs, I had to stop treating individual zoombinis as "features," considering only their characteristics. This weakens the generality of the learning algorithm somewhat. In the true general case, there really could be a rule like "If a guide does not put Foozelu on a lefthand bridge, a guide succeeds" - maybe there's a quality only Foozelu has that is not part of the information available to the player. I know from experience that this game does not work that way: Allergic Cliffs rules are always based on visible properties of the zoombinis. But Acuitas isn't yet capable of the sort of meta-learning that discerns the nature of the whole game and carries over from one round to the next, so he needs a little help here. Allowing for the possibility of rules about individuals was introducing too much clutter, so I've turned it off for now.

The result is that I seem to be seeing an improvement in the robustness of rule discernment, and I often see viable rules for both bridges now, which is important for fully understanding the game and increasing one's odds of winning.

Until the next cycle,
Jenny

Monday, March 30, 2026

Acuitas Diary #95 (March 2026)

This month's activity was focused on continuing to squish the Conversation Engine into shape. I fixed an assortment of bugs that were left over from my last Conversation work spree, then expanded the "discussion topics" behavior to cover goals (of the form "I want/plan/intend to") expressed by the speaker.

A grayscale oil painting of five human figures sitting in a loose circle, facing inward. It's very abstract with minimal detail.
"The Conversation," oil by unknown artist, NARA collection

I had saved some of the toughest bugs for their own work stage when I could focus on them ... and now, that time had come. Perhaps the worst problem was that, after recent upgrades, asking Acuitas "why" questions could cause infinite loops. I had to throw together an extra simulator in order to separate the question-answering process from the rest of the Conversation Engine to solve that one. (Conversations happen in real time and have an element of randomness, so re-launching the full Acuitas program and talking to him every time I want to trigger a bug can be very slow.)

I did further work on statements like "Thank you." I had previously adjusted Acuitas' sentence parsing and interpretation layers to read it as "I thank you" instead of "Thank yourself," but then I had to stop the Conversation Engine from looking at "thanking Acuitas" as an interesting speaker activity that should be discussed. (He's like a classic robot - he takes polite niceties too literally!)

I also fixed a conversation goal problem that was making Acuitas say "I can't do that" forever if you gave him an order he couldn't fulfill, and an issue that was keeping him from using abbreviated replies with pronouns immediately after a new topic was begun.

Treating speakers goals as discussion topics built very easily on top of my previous work with speaker states and actions; a goal is usually expressed as either a desired action or a desired state, so I just had to make sure it could trigger the appropriate pre-existing routine.

That's not a ton of progress, maybe, but I've been taking it a little slower this month, and going back to clean up all the construction dust left by my improvements to the Text Parser's conjunction handling. So it's enough. Getting some polish on things is important, and sometimes that takes as much or more time as throwing down the first outlines of new features.

Until the next cycle,
Jenny