第133章 Scene Event
场景事件
第132章建立了:
Scene(t)
↓
Scene(t+1)
↓
Scene Change
但并不是所有 Scene Change 都值得认知系统单独处理。
例如:
Egg.Position
10.00cm
↓
10.01cm
这在物理上是变化。
但对于认知系统而言,它可能只是:
Noise / Micro Change
而:
Egg
Table
之间:
SupportedBy
↓
No longer SupportedBy
则可能意味着:
Egg Fell
这是一个具有明确认知意义的变化。
因此,本章研究的核心问题是:
场景什么时候发生了值得认知系统处理的变化?
核心转换:
State Change
↓
Change Evaluation
↓
Event
133.1 什么是 Scene Event
可以定义:
Scene Event 是 Scene 中一个或多个 Object、Attribute、Relation、State 或 Environment 发生具有认知意义的变化,并被系统识别为一个独立变化事件的认知结构。
最基本结构:
Scene
↓
State Change
↓
Event
例如:
Egg
State:
Stable
↓
Falling
形成:
Falling Event
因此:
Event ≠ Raw Change
而是:
Raw Change
↓
Cognitive Evaluation
↓
Event
133.2 为什么需要 Event
如果系统只有:
Scene(t)
Scene(t+1)
它只能知道:
有变化。
但它不能直接知道:
发生了什么?
例如:
Scene(t):
Egg on Table
Scene(t+1):
Egg below Table
底层变化可能包括:
Position Changed
Velocity Changed
Relation Changed
State Changed
认知系统真正需要的是:
Egg Fell
所以:
Scene Change
是底层结构,
而:
Event
是对这些变化进行组织后的认知单位。
133.3 Event 不是 Object
例如:
Egg
是:
Object
而:
Egg Fell
是:
Event
因此:
Object
=
存在的实体
而:
Event
=
发生的变化
可以形成:
Object
↓
State
↓
State Change
↓
Event
133.4 Event 不是 State
例如:
Egg.State = Falling
描述:
Current State
而:
Egg Fell
描述:
State Transition
因此:
State
=
当前是什么状态
而:
Event
=
状态发生了什么重要变化
例如:
Closed
↓
Open
可以产生:
Door Open Event
133.5 Event 不是 Scene Change 的简单别名
这是本章非常重要的区别。
例如:
Position:
100
→
99.9
是:
Scene Change
但未必是:
Event
而:
Door:
Closed
→
Open
通常具有明确意义:
Door Open Event
因此:
Scene Change
是:
Physical / Structural Difference
而:
Scene Event
是:
Cognitively Significant Change
即:
Change
↓
Significance
↓
Event
133.6 Event 的基本结构
可以建立:
Event
{
id,
type,
source,
target,
start_time,
end_time,
state_before,
state_after,
trigger,
confidence
}
例如:
Event
{
id: E001,
type: "object_fell",
source: Egg,
target: Floor,
start_time: T100,
end_time: T105,
state_before: Supported,
state_after: Fallen,
trigger: SupportRelationEnded,
confidence: 0.96
}
这样 Event 就不是一句文字。
它是:
Structured Cognitive Event
133.7 Event Source
Event 必须知道:
Who / What Changed?
例如:
Egg Fell
那么:
source = Egg
又例如:
Door Opened
那么:
source = Door
如果是:
Hand Contacted Egg
则可能有:
source = Hand
target = Egg
因此:
Event
├── Source
└── Target
非常重要。
133.8 Event Type
Event Type 描述:
发生了什么类型的变化?
例如:
ObjectAppeared
ObjectDisappeared
ObjectMoved
ObjectFell
ObjectRolled
ContactStarted
ContactEnded
ObstacleAppeared
StateChanged
RelationChanged
EnvironmentChanged
因此:
Event Type
可以建立成一个可扩展的认知事件分类体系。
133.9 Object Appeared
最基本事件之一:
Object Appeared
例如:
Scene(t):
Table
Egg
下一时刻:
Scene(t+1):
Table
Egg
Cup
发现:
Cup
第一次进入 Scene。
于是:
Object Appeared
事件结构:
Object
+
Existence State
Absent → Present
形成:
Event
133.10 Object Disappeared
反方向:
Scene(t):
Table
Egg
Cup
变成:
Scene(t+1):
Table
Egg
如果确认不是:
Occlusion
而是真正离开 Scene:
Cup
Present
↓
Absent
形成:
Object Disappeared
因此:
Object Appeared
与:
Object Disappeared
是一对基础 Scene Events。
133.11 Object Moved
例如:
Egg.Position
P1
↓
P2
同时:
Velocity > Threshold
则可以形成:
Object Moved
但必须注意:
Position Change
并不自动等于:
Moved Event
需要满足:
ΔPosition
+
Movement Significance
或者:
Velocity
达到认知阈值。
因此:
Position Change
↓
Movement Evaluation
↓
Object Moved
133.12 Object Fell
“Fell”比“Moved”更高级。
因为:
Moved
只表示:
Position Changed
而:
Fell
通常需要:
Vertical Position ↓
+
Vertical Velocity
+
Support Relation Lost
例如:
Egg
SupportedBy
Table
然后:
SupportedBy
↓
Ended
同时:
Egg.VerticalVelocity < 0
形成:
Object Fell
所以:
Fell
是多个低层变化共同形成的 Event。
133.13 Object Rolled
“Rolled”又比“Moved”复杂。
可能需要:
Position Change
+
Rotation Change
+
Surface Contact
+
Motion Direction
例如:
Ball
发生:
Position Change
+
Orientation Change
并且:
ContactWithSurface = TRUE
可以形成:
Object Rolled
因此:
Movement
可以进一步分解:
Moved
├── Translated
├── Rolled
├── Rotated
├── Slid
└── Fell
133.14 Contact Changed
Contact 是典型的 Relation Event。
例如:
Contact = FALSE
变成:
Contact = TRUE
形成:
Contact Started
反方向:
TRUE
↓
FALSE
形成:
Contact Ended
因此:
Relation State Change
↓
Event
这是:
State Change
↓
Event
最直接的例子。
133.15 Obstacle Appeared
例如机器人原来的 Scene:
Robot
Path
下一时刻:
Robot
Path
Box
同时:
Box
↓
Blocks
↓
Path
于是不能只记录:
Object Appeared
还应该产生:
Obstacle Appeared
因为:
Object
+
Relation
+
Scene Context
共同赋予了它:
Obstacle
这一事件意义。
这说明 Event 是:
Context Dependent
的。
133.16 同一个 Change 可以产生不同 Event
例如:
Box Appeared
底层变化:
Object Added
如果 Box 位于机器人路径:
Box
+
Blocks
+
Robot Path
则可以形成:
Obstacle Appeared
所以:
Raw Object Change
可以产生:
Event A
Event B
例如:
Object Appeared
+
Obstacle Appeared
这不是重复。
它们处于不同认知层级。
133.17 Event Detection
因此需要:
Event Detector
基本过程:
Scene(t)
↓
Scene(t+1)
↓
Scene Change
↓
Change Classification
↓
Significance Evaluation
↓
Event Detection
更完整:
Previous Scene
+
Current Scene
↓
Scene Comparator
↓
Change Set
↓
Change Classifier
↓
Event Rules
↓
Event Candidate
↓
Event Validation
↓
Confirmed Event
133.18 Event Candidate
并不是检测到变化就立即确认 Event。
例如:
Position Change
可能是:
Noise
因此先形成:
Event Candidate
例如:
Candidate:
ObjectMoved
Confidence = 0.62
经过更多数据:
Velocity confirmed
Position change persistent
变成:
Confirmed Event
因此:
Change
↓
Candidate
↓
Validation
↓
Event
133.19 Event Confirmation
事件确认可以使用:
Temporal Evidence
Spatial Evidence
Relation Evidence
State Evidence
Sensor Evidence
例如:
Object Fell
需要:
Position ↓
+
Velocity ↓
+
Support Lost
如果只有:
Position ↓
可能只是:
Camera Motion
所以:
Event Confirmation
本质上是:
Multi-Evidence Validation
133.20 Event Duration
有些 Event 是瞬时的:
Contact Started
有些 Event 有明显持续时间:
Object Falling
因此:
Event
├── Instant Event
└── Duration Event
例如:
ContactStarted
t100
是一个瞬间发生的事件。
而:
Falling
t100 → t105
具有:
Duration
133.21 Event Start 与 Event End
对于持续事件:
Falling
可以表示:
FallingStarted
↓
FallingActive
↓
FallingEnded
例如:
t1:
Supported
t2:
Falling
t3:
Falling
t4:
Contact Floor
最终:
Falling Event
Start = t2
End = t4
因此:
Event Lifecycle
与第130章的:
Relation Lifecycle
类似。
133.22 Event Lifecycle
可以建立:
Unknown
↓
Candidate
↓
Detected
↓
Confirmed
↓
Active
↓
Completed
例如:
Object Fell
经历:
Candidate
↓
Detected
↓
Confirmed
↓
Active
↓
Completed
因此 Event 自身也是:
Stateful Cognitive Entity
133.23 Event 与 State Change
最基本关系:
State(t)
↓
State(t+1)
如果变化具有意义:
State Change
↓
Event
例如:
Door.Closed
↓
Door.Open
形成:
DoorOpened
再例如:
Egg.Supported
↓
Egg.Unsupported
结合:
VerticalMotion
形成:
EggFell
因此 Event 可以理解为:
Meaningful State Transition
133.24 Event 与 Relation Change
关系变化也能产生 Event:
SupportedBy
↓
Ended
形成:
SupportLost
又:
Contact
↓
Created
形成:
ContactStarted
所以:
Relation Change
↓
Event
是 Event System 的重要输入。
133.25 Event 与 Attribute Change
属性变化也可以形成 Event。
例如:
Temperature
20°C
↓
80°C
如果超过认知阈值:
Temperature Rise Event
或者:
Force
0N
↓
5N
可以形成:
Force Increase Event
因此:
Attribute Change
↓
Significance
↓
Event
133.26 Event 与 Object Change
对象变化包括:
Created
Removed
Moved
Merged
Separated
这些都可能形成 Event。
例如:
Object Appeared
底层:
Object Added
又:
Object Disappeared
底层:
Object Removed
因此:
Object Lifecycle
↓
Event
133.27 Event 与 Environment Change
环境变化也可能产生 Event:
Lighting Changed
例如:
Bright
↓
Dark
形成:
LightingChanged
又:
Temperature
Normal
↓
High
形成:
EnvironmentTemperatureChanged
因此:
Environment
↓
Environment State Change
↓
Environment Event
133.28 Event 的多源组合
一个 Event 经常不是来自单个变化。
例如:
Egg Fell
可能由:
Relation Change
+
Attribute Change
+
State Change
+
Motion Change
共同构成:
SupportedBy Ended
+
Vertical Position ↓
+
Vertical Velocity ↑
+
State = Falling
最终:
Egg Fell Event
所以:
复杂 Event 是多个低层变化在时间上的结构化组合。
133.29 Event Pattern
如果多个 Event 连续发生:
ContactStarted
↓
ForceIncreased
↓
ObjectMoved
↓
ContactEnded
可以形成:
Event Pattern
例如:
Push Event Pattern
类似:
Approaching
↓
Contact
↓
Force Increase
↓
Object Motion
因此:
Event
↓
Event Sequence
↓
Event Pattern
可以进一步识别:
Behavior
Process
Activity
133.30 Event Sequence
例如:
E1 = HandApproached
E2 = HandContacted
E3 = EggMoved
E4 = HandReleased
形成:
E1
↓
E2
↓
E3
↓
E4
这比单个 Event 提供更多信息。
因此:
Event Memory
需要保存:
Event
+
Time
+
Order
+
Relations
133.31 Event 时间顺序
时间顺序是 Event 的重要属性。
例如:
Contact
发生之前:
Approaching
发生之后:
Holding
因此:
Approaching
<
Contact
<
Holding
形成:
Temporal Event Order
机器由此可以学习:
什么通常发生在什么之前。
133.32 Event Causality
进一步:
Event A
↓
Event B
例如:
SupportLost
↓
ObjectFell
或者:
ObstacleAppeared
↓
RobotStopped
这形成:
Event Causal Relation
注意:
Temporal Sequence
不自动等于:
Causality
系统需要更多证据。
因此:
Event Sequence
↓
Causal Evaluation
↓
Causal Hypothesis
133.33 Event Importance
不是所有 Event 的重要性都相同。
可以建立:
Event Importance
例如:
Minor:
ObjectMoved 1mm
与:
Major:
ObstacleAppeared
不同。
进一步:
Critical:
CollisionDetected
因此:
Event
├── Importance
├── Urgency
└── Confidence
这些属性可以决定:
是否立即进入 Decision System
133.34 Event Priority
例如:
ObjectMoved
可能:
Priority = Low
而:
ObstacleAppeared
可能:
Priority = High
而:
CollisionDetected
可能:
Priority = Critical
于是:
Event
↓
Priority Evaluation
↓
Cognitive Scheduling
这意味着 Event 不只是记录。
它还可以:
Trigger Cognition
133.35 Event Trigger
Event 可以触发后续认知过程:
Event
↓
Attention
↓
Situation Analysis
↓
Decision
例如:
Obstacle Appeared
触发:
Path Recalculation
又:
Object Fell
触发:
Object State Reassessment
因此:
Event
是:
Cognitive Trigger
133.36 Event 与 Attention
如果 Scene 每秒产生:
1000+
个底层变化,
认知系统不可能对每一个变化进行同等深度处理。
因此:
Scene Changes
↓
Event Detection
↓
Event Importance
↓
Attention Selection
只有重要 Event:
High Importance
进入:
Deep Cognition
这使 Event 成为:
Perception
→ Cognition
之间的重要过滤层。
133.37 Event 与 Memory
重要 Event 应进入:
Event Memory
例如:
10:30
Egg Fell
10:31
Door Opened
10:32
Obstacle Appeared
相比保存所有 Scene Frame:
Scene1
Scene2
Scene3
...
Scene100000
Event Memory 可以更加紧凑:
Event1
Event2
Event3
因此:
Continuous Scene
↓
Significant Changes
↓
Events
↓
Event Memory
形成:
Event-Centered Memory
133.38 Event 与 Learning
Event Memory 可以支持学习:
Event History
↓
Pattern Detection
↓
Repeated Pattern
↓
Learning
例如系统多次观察:
Obstacle Appeared
↓
Robot Stopped
随后:
Obstacle Appeared
↓
Robot Changed Path
机器可以学习:
Obstacle
→
Navigation Adjustment
因此:
Event
成为经验学习的重要单位。
133.39 Event 与 Prediction
事件还可以被预测。
例如当前:
Hand Approaching Egg
根据历史:
Approaching
↓
Contact
系统预测:
Contact Event
因此:
Current Scene
+
Dynamic Relation
+
Event History
↓
Predicted Event
形成:
Event Prediction
133.40 Event Prediction 与 Decision
例如:
Obstacle
正在:
Approaching Robot Path
系统预测:
Collision Event
那么:
Predicted Event
↓
Risk
↓
Decision
机器可以在 Event 真正发生之前行动。
因此:
Event Cognition
开始连接:
Prediction
和:
Decision
133.41 Event 与 Situation
Event 描述:
发生了什么变化
Situation 描述:
当前形成了什么具有意义的状态组合
例如:
Obstacle Appeared
是 Event。
随后:
Robot
+
Obstacle
+
Blocked Path
+
High Collision Risk
形成:
Blocked Navigation Situation
因此:
Event
↓
Situation Update
是非常重要的认知关系。
133.42 Event 与 Behavior
多个 Event 可以形成 Behavior:
Approach
↓
Contact
↓
Force Increase
↓
Object Movement
可能形成:
Push Behavior
所以:
Event Sequence
↓
Behavior Pattern
这是:
Scene Cognition
向:
Behavior Cognition
发展的关键一步。
133.43 Scene Event 的统一分类
可以建立第一版事件体系:
Scene Events
│
├── Object Events
│ ├── Appeared
│ ├── Disappeared
│ ├── Moved
│ ├── Fell
│ ├── Rolled
│ └── Rotated
│
├── Relation Events
│ ├── Contact Started
│ ├── Contact Ended
│ ├── Support Lost
│ ├── Support Created
│ └── Blocked
│
├── State Events
│ ├── State Started
│ ├── State Changed
│ └── State Ended
│
└── Environment Events
├── Obstacle Appeared
├── Lighting Changed
├── Temperature Changed
└── Environment Changed
这个体系不是最终封闭分类,而是:
Extensible Event Taxonomy
133.44 Event Detection Pipeline
完整工程流程可以建立为:
Perception
↓
Scene Builder
↓
Scene(t)
↓
New Perception
↓
Scene(t+1)
↓
Scene Comparator
↓
Scene Delta
↓
Change Classifier
↓
Event Candidate Generator
↓
Event Validator
↓
Event Classification
↓
Event Importance
↓
Event Memory
↓
Situation / Decision
133.45 Event Engine
工程上可以形成:
SceneEventEngine
├── ChangeDetector
├── ObjectEventDetector
├── AttributeEventDetector
├── RelationEventDetector
├── StateEventDetector
├── EnvironmentEventDetector
├── EventCandidateManager
├── EventValidator
├── EventClassifier
├── EventPriorityManager
└── EventMemory
核心输入:
Scene(t)
Scene(t+1)
核心输出:
EventSet(t)
133.46 Event Set
一个时间窗口内可能同时发生多个 Event:
EventSet
例如:
EventSet(t)
├── HandMoved
├── ContactStarted
├── EggForceChanged
└── EggStateChanged
因此:
Scene Change
不一定对应:
One Event
而可能:
Scene Change
↓
Event Set
多个 Event 可以共享同一个 Scene Change。
133.47 Event Aggregation
多个低层 Event 可以进一步聚合:
HandMoved
ContactStarted
ForceIncreased
EggMoved
聚合为:
ObjectInteractionEvent
再进一步:
ObjectInteractionEvent
+
Relation Pattern
形成:
Push / Pickup / Place
因此:
Micro Events
↓
Event Aggregation
↓
Macro Event
这是建立层级认知的重要机制。
133.48 Event 的层级
可以形成:
Level 0
Raw Change
Level 1
State Change
Level 2
Primitive Event
Level 3
Composite Event
Level 4
Situation
Level 5
Behavior / Process
例如:
Position ↓
↓
Velocity ↓
↓
Falling
↓
Egg Fell
↓
Object Dropped
↓
Handling Failure
这样形成:
Low-Level Change
↓
High-Level Cognition
133.49 Event 与 Scene Evolution
第132章:
Scene(t)
↓
Scene(t+1)
本章:
Scene Change
↓
Event
因此连续场景:
Scene(t0)
↓
Scene Change
↓
Event
↓
Scene(t1)
↓
Scene Change
↓
Event
↓
Scene(t2)
可以形成:
Scene Evolution
+
Event Stream
即:
Scene Timeline
与:
Event Timeline
同时存在。
133.50 Event Stream
可以定义:
EventStream
例如:
T1 HandEntered
T2 HandApproachedEgg
T3 ContactStarted
T4 EggMoved
T5 ContactEnded
T6 HandLeft
于是:
Scene
↓
Event Stream
成为一个连续的:
Cognitive Timeline
133.51 Event Stream 与 Scene Stream
可以并行维护:
Scene Stream
S0
S1
S2
S3
和:
Event Stream
E1
E2
E3
关系:
Scene(t0)
↓
ΔScene
↓
Event
↓
Scene(t1)
因此:
Scene Stream
提供:
World State
而:
Event Stream
提供:
World Change
两者共同构成:
Dynamic World Model
133.52 Event 与 Cognitive Attention
最终可以建立:
Scene Change
↓
Event Detection
↓
Event Importance
↓
Attention
↓
Cognitive Processing
例如:
Minor Position Change
可能:
Ignore
而:
Obstacle Appeared
进入:
Attention
再:
Collision Imminent
进入:
Immediate Decision
因此 Event 是:
Cognitive Resource Allocation
的重要触发单位。
133.53 Event 与 Decision
最终:
Event
↓
Situation Update
↓
Risk Evaluation
↓
Decision
例如:
Obstacle Appeared
导致:
Path Blocked
进一步:
Risk High
最终:
Stop
所以:
Scene Event
不是单纯日志系统。
它是:
Cognition Trigger
133.54 Event 与 Action Feedback
机器执行 Action:
MoveHand
预期:
Hand Approaches Egg
实际:
Hand Stopped
产生:
Unexpected Event
于是:
Action
↓
Expected Scene Change
↓
Actual Scene Change
↓
Event
↓
Feedback
因此 Event 也是:
Action Feedback
的重要来源。
133.55 Event 与 Learning Loop
最终形成:
Perception
↓
Scene
↓
Scene Change
↓
Event
↓
Situation
↓
Decision
↓
Action
↓
New Scene
↓
New Event
↓
Feedback
↓
Learning
这使:
Event
进入完整认知闭环。
133.56 Scene Event 的核心数据模型
可以建立:
SceneEvent
{
id,
type,
source,
target,
scene_id,
start_time,
end_time,
state_before,
state_after,
trigger_changes,
confidence,
importance,
priority,
status
}
例如:
SceneEvent
{
id: E001,
type: "object_fell",
source: Egg,
target: Floor,
scene_id: S021,
start_time: T100,
end_time: T105,
state_before: Supported,
state_after: Fallen,
trigger_changes: [
SupportLost,
VerticalMotion
],
confidence: 0.97,
importance: High,
priority: High,
status: Completed
}
133.57 Scene Event 的核心关系
整个模型可以压缩为:
Scene(t)
↓
Scene(t+1)
↓
ΔScene
↓
Change Evaluation
↓
Meaningful Change
↓
Event
其中:
ΔScene
来自:
Object Change
+
Attribute Change
+
Relation Change
+
State Change
+
Environment Change
然后:
Meaningful Change
经过:
Detection
+
Validation
+
Classification
最终:
Scene Event
133.58 Scene Event 的完整架构
Scene(t)
│
↓
Scene Change
│
┌───────────────┼───────────────┐
↓ ↓ ↓
Object Change Relation Change State Change
│ │ │
└───────────────┼───────────────┘
↓
Change Evaluation
↓
Event Candidate
↓
Validation
↓
Event Detection
↓
Event Classification
↓
Importance / Priority
↓
Scene Event
↓
┌────────────┼────────────┐
↓ ↓ ↓
Attention Memory Situation
│ │ │
└────────────┼────────────┘
↓
Decision
133.59 本章核心定义
Scene Event 是 Scene 中具有认知意义的状态、对象、属性、关系或环境变化,经检测、验证和分类后形成的结构化“发生事件”。
核心链:
State Change
↓
Change Detection
↓
Significance Evaluation
↓
Event
完整形式:
Scene(t)
↓
Scene(t+1)
↓
ΔScene
↓
Meaningful Change
↓
Event
典型事件:
Object Appeared
Object Disappeared
Object Moved
Object Fell
Object Rolled
Contact Started
Contact Ended
Support Lost
Obstacle Appeared
State Changed
Environment Changed
因此:
Scene
回答:
当前世界是什么结构?
Dynamic Scene
回答:
世界正在怎样变化?
而:
Scene Event
回答:
这次变化发生了什么值得机器处理的事情?
最终形成:
Scene
↓
Dynamic Scene
↓
Scene Change
↓
Scene Event
↓
Event Sequence
↓
Situation
↓
Behavior
↓
Decision
这一章完成了一个关键跃迁:
“世界发生了变化”
被进一步转化为:
“世界发生了一个可被认知系统识别、记忆、预测和处理的事件”
也就是说,WSaiOS-ICAI 开始从:
World State
进入:
World Occurrence
而当多个 Scene Event 按照时间发生:
Event₁
↓
Event₂
↓
Event₃
↓
Event₄
系统就会面对下一个关键问题:
单个事件如何与其他事件连接,并形成一个连续、具有阶段和方向的认知过程?
因此下一层自然是:
Event
↓
Event Sequence
↓
Event Pattern
↓
Process
即 第134章:Event Sequence——事件序列。