Tag Archives: environment

#438809 This Week’s Awesome Tech Stories From ...

ARTIFICIAL INTELLIGENCE
Facebook’s New AI Teaches Itself to See With Less Human Help
Will Knight | Wired
“Peer inside an AI algorithm and you’ll find something constructed using data that was curated and labeled by an army of human workers. Now, Facebook has shown how some AI algorithms can learn to do useful work with far less human help. The company built an algorithm that learned to recognize objects in images with little help from labels.”

CULTURE
New AI ‘Deep Nostalgia’ Brings Old Photos, Including Very Old Ones, to Life
Kim Lyons | The Verge
“The Deep Nostalgia service, offered by online genealogy company MyHeritage, uses AI licensed from D-ID to create the effect that a still photo is moving. It’s kinda like the iOS Live Photos feature, which adds a few seconds of video to help smartphone photographers find the best shot. But Deep Nostalgia can take photos from any camera and bring them to ‘life.’i”

COMPUTING
Could ‘Topological Materials’ Be a New Medium For Ultra-Fast Electronics?
Charles Q. Choi | IEEE Spectrum
“Potential future transistors that can exceed Moore’s law may rely on exotic materials called ‘topological matter’ in which electricity flows across surfaces only, with virtually no dissipation of energy. And now new findings suggest these special topological materials might one day find use in high-speed, low-power electronics and in quantum computers.”

ENERGY
A Chinese Province Could Ban Bitcoin Mining to Cut Down Energy Use
Dharna Noor | Gizmodo
“Since energy prices in Inner Mongolia are particularly low, many bitcoin miners have set up shop there specifically. The region is the third-largest mining site in China. Because the grid is heavily coal-powered, however, that’s led to skyrocketing emissions, putting it in conflict with President Xi Jinping’s promise last September to have China reach peak carbon emissions by 2030 at the latest and achieve carbon neutrality before 2060.”

VIRTUAL REALITY
Mesh Is Microsoft’s Vision for Sending Your Hologram Back to the Office
Sam Rutherford | Gizmodo
“With Mesh, Microsoft is hoping to create a virtual environment capable of sharing data, 3D models, avatars, and more—basically, the company wants to upgrade the traditional remote-working experience with the power of AR and VR. In the future, Microsoft is planning for something it’s calling ‘holoportation,’ which will allow Mesh devices to create photorealistic digital avatars of your body that can appear in virtual spaces anywhere in the world—assuming you’ve been invited, of course.”

SPACE
Rocket Lab Could Be SpaceX’s Biggest Rival
Neel V. Patel | MIT Technology Review
“At 40 meters tall and able to carry 20 times the weight that Electron can, [the new] Neutron [rocket] is being touted by Rocket Lab as its entry into markets for large satellite and mega-constellation launches, as well as future robotics missions to the moon and Mars. Even more tantalizing, Rocket Lab says Neutron will be designed for human spaceflight as well.”

SCIENCE
Can Alien Smog Lead Us to Extraterrestrial Civilizations?
Meghan Herbst | Wired
“Kopparapu is at the forefront of an emerging field in astronomy that is aiming to identify technosignatures, or technological markers we can search for in the cosmos. No longer conceptually limited to radio signals, astronomers are looking for ways we could identify planets or other spacefaring objects by looking for things like atmospheric gases, lasers, and even hypothetical sun-encircling structures called Dyson spheres.”

DIGITAL CURRENCIES
China Charges Ahead With a National Digital Currency
Nathaniel Popper and Cao Li | The New York Times
“China has charged ahead with a bold effort to remake the way that government-backed money works, rolling out its own digital currency with different qualities than cash or digital deposits. The country’s central bank, which began testing eCNY last year in four cities, recently expanded those trials to bigger cities such as Beijing and Shanghai, according to government presentations.”

Image Credit: Leon Seibert / Unsplash Continue reading

Posted in Human Robots

#438807 Visible Touch: How Cameras Can Help ...

The dawn of the robot revolution is already here, and it is not the dystopian nightmare we imagined. Instead, it comes in the form of social robots: Autonomous robots in homes and schools, offices and public spaces, able to interact with humans and other robots in a socially acceptable, human-perceptible way to resolve tasks related to core human needs.

To design social robots that “understand” humans, robotics scientists are delving into the psychology of human communication. Researchers from Cornell University posit that embedding the sense of touch in social robots could teach them to detect physical interactions and gestures. They describe a way of doing so by relying not on touch but on vision.

A USB camera inside the robot captures shadows of hand gestures on the robot’s surface and classifies them with machine-learning software. They call this method ShadowSense, which they define as a modality between vision and touch, bringing “the high resolution and low cost of vision-sensing to the close-up sensory experience of touch.”

Touch-sensing in social or interactive robots is usually achieved with force sensors or capacitive sensors, says study co-author Guy Hoffman of the Sibley School of Mechanical and Aerospace Engineering at Cornell University. The drawback to his group’s approach has been that, even to achieve coarse spatial resolution, many sensors are needed in a small area.

However, working with non-rigid, inflatable robots, Hoffman and his co-researchers installed a consumer-grade USB camera to which they attached a fisheye lens for a wider field of vision.

“Given that the robot is already hollow, and has a soft and translucent skin, we could do touch interaction by looking at the shadows created by people touching the robot,” says Hoffman. They used deep neural networks to interpret the shadows. “And we were able to do it with very high accuracy,” he says. The robot was able to interpret six different gestures, including one- or two-handed touch, pointing, hugging and punching, with an accuracy of 87.5 to 96 percent, depending on the lighting.

This is not the first time that computer vision has been used for tactile sensing, though the scale and application of ShadowSense is unique. “Photography has been used for touch mainly in robotic grasping,” says Hoffman. By contrast, Hoffman and collaborators wanted to develop a sense that could be “felt” across the whole of the device.

The potential applications for ShadowSense include mobile robot guidance using touch, and interactive screens on soft robots. A third concerns privacy, especially in home-based social robots. “We have another paper currently under review that looks specifically at the ability to detect gestures that are further away [from the robot’s skin],” says Hoffman. This way, users would be able to cover their robot’s camera with a translucent material and still allow it to interpret actions and gestures from shadows. Thus, even though it’s prevented from capturing a high-resolution image of the user or their surrounding environment, using the right kind of training datasets, the robot can continue to monitor some kinds of non-tactile activities.

In its current iteration, Hoffman says, ShadowSense doesn’t do well in low-light conditions. Environmental noise, or shadows from surrounding objects, also interfere with image classification. Relying on one camera also means a single point of failure. “I think if this were to become a commercial product, we would probably [have to] work a little bit better on image detection,” says Hoffman.

As it was, the researchers used transfer learning—reusing a pre-trained deep-learning model in a new problem—for image analysis. “One of the problems with multi-layered neural networks is that you need a lot of training data to make accurate predictions,” says Hoffman. “Obviously, we don’t have millions of examples of people touching a hollow, inflatable robot. But we can use pre-trained networks trained on general images, which we have billions of, and we only retrain the last layers of the network using our own dataset.” Continue reading

Posted in Human Robots

#438801 This AI Thrashes the Hardest Atari Games ...

Learning from rewards seems like the simplest thing. I make coffee, I sip coffee, I’m happy. My brain registers “brewing coffee” as an action that leads to a reward.

That’s the guiding insight behind deep reinforcement learning, a family of algorithms that famously smashed most of Atari’s gaming catalog and triumphed over humans in strategy games like Go. Here, an AI “agent” explores the game, trying out different actions and registering ones that let it win.

Except it’s not that simple. “Brewing coffee” isn’t one action; it’s a series of actions spanning several minutes, where you’re only rewarded at the very end. By just tasting the final product, how do you learn to fine-tune grind coarseness, water to coffee ratio, brewing temperature, and a gazillion other factors that result in the reward—tasty, perk-me-up coffee?

That’s the problem with “sparse rewards,” which are ironically very abundant in our messy, complex world. We don’t immediately get feedback from our actions—no video-game-style dings or points for just grinding coffee beans—yet somehow we’re able to learn and perform an entire sequence of arm and hand movements while half-asleep.

This week, researchers from UberAI and OpenAI teamed up to bestow this talent on AI.

The trick is to encourage AI agents to “return” to a previous step, one that’s promising for a winning solution. The agent then keeps a record of that state, reloads it, and branches out again to intentionally explore other solutions that may have been left behind on the first go-around. Video gamers are likely familiar with this idea: live, die, reload a saved point, try something else, repeat for a perfect run-through.

The new family of algorithms, appropriately dubbed “Go-Explore,” smashed notoriously difficult Atari games like Montezuma’s Revenge that were previously unsolvable by its AI predecessors, while trouncing human performance along the way.

It’s not just games and digital fun. In a computer simulation of a robotic arm, the team found that installing Go-Explore as its “brain” allowed it to solve a challenging series of actions when given very sparse rewards. Because the overarching idea is so simple, the authors say, it can be adapted and expanded to other real-world problems, such as drug design or language learning.

Growing Pains
How do you reward an algorithm?

Rewards are very hard to craft, the authors say. Take the problem of asking a robot to go to a fridge. A sparse reward will only give the robot “happy points” if it reaches its destination, which is similar to asking a baby, with no concept of space and danger, to crawl through a potential minefield of toys and other obstacles towards a fridge.

“In practice, reinforcement learning works very well, if you have very rich feedback, if you can tell, ‘hey, this move is good, that move is bad, this move is good, that move is bad,’” said study author Joost Huinzinga. However, in situations that offer very little feedback, “rewards can intentionally lead to a dead end. Randomly exploring the space just doesn’t cut it.”

The other extreme is providing denser rewards. In the same robot-to-fridge example, you could frequently reward the bot as it goes along its journey, essentially helping “map out” the exact recipe to success. But that’s troubling as well. Over-holding an AI’s hand could result in an extremely rigid robot that ignores new additions to its path—a pet, for example—leading to dangerous situations. It’s a deceptive AI solution that seems effective in a simple environment, but crashes in the real world.

What we need are AI agents that can tackle both problems, the team said.

Intelligent Exploration
The key is to return to the past.

For AI, motivation usually comes from “exploring new or unusual situations,” said Huizinga. It’s efficient, but comes with significant downsides. For one, the AI agent could prematurely stop going back to promising areas because it thinks it had already found a good solution. For another, it could simply forget a previous decision point because of the mechanics of how it probes the next step in a problem.

For a complex task, the end result is an AI that randomly stumbles around towards a solution while ignoring potentially better ones.

“Detaching from a place that was previously visited after collecting a reward doesn’t work in difficult games, because you might leave out important clues,” Huinzinga explained.

Go-Explore solves these problems with a simple principle: first return, then explore. In essence, the algorithm saves different approaches it previously tried and loads promising save points—once more likely to lead to victory—to explore further.

Digging a bit deeper, the AI stores screen caps from a game. It then analyzes saved points and groups images that look alike as a potential promising “save point” to return to. Rinse and repeat. The AI tries to maximize its final score in the game, and updates its save points when it achieves a new record score. Because Atari doesn’t usually allow people to revisit any random point, the team used an emulator, which is a kind of software that mimics the Atari system but with custom abilities such as saving and reloading at any time.

The trick worked like magic. When pitted against 55 Atari games in the OpenAI gym, now commonly used to benchmark reinforcement learning algorithms, Go-Explore knocked out state-of-the-art AI competitors over 85 percent of the time.

It also crushed games previously unbeatable by AI. Montezuma’s Revenge, for example, requires you to move Pedro, the blocky protagonist, through a labyrinth of underground temples while evading obstacles such as traps and enemies and gathering jewels. One bad jump could derail the path to the next level. It’s a perfect example of sparse rewards: you need a series of good actions to get to the reward—advancing onward.

Go-Explore didn’t just beat all levels of the game, a first for AI. It also scored higher than any previous record for reinforcement learning algorithms at lower levels while toppling the human world record.

Outside a gaming environment, Go-Explore was also able to boost the performance of a simulated robot arm. While it’s easy for humans to follow high-level guidance like “put the cup on this shelf in a cupboard,” robots often need explicit training—from grasping the cup to recognizing a cupboard, moving towards it while avoiding obstacles, and learning motions to not smash the cup when putting it down.

Here, similar to the real world, the digital robot arm was only rewarded when it placed the cup onto the correct shelf, out of four possible shelves. When pitted against another algorithm, Go-Explore quickly figured out the movements needed to place the cup, while its competitor struggled with even reliably picking the cup up.

Combining Forces
By itself, the “first return, then explore” idea behind Go-Explore is already powerful. The team thinks it can do even better.

One idea is to change the mechanics of save points. Rather than reloading saved states through the emulator, it’s possible to train a neural network to do the same, without needing to relaunch a saved state. It’s a potential way to make the AI even smarter, the team said, because it can “learn” to overcome one obstacle once, instead of solving the same problem again and again. The downside? It’s much more computationally intensive.

Another idea is to combine Go-Explore with an alternative form of learning, called “imitation learning.” Here, an AI observes human behavior and mimics it through a series of actions. Combined with Go-Explore, said study author Adrien Ecoffet, this could make more robust robots capable of handling all the complexity and messiness in the real world.

To the team, the implications go far beyond Go-Explore. The concept of “first return, then explore” seems to be especially powerful, suggesting “it may be a fundamental feature of learning in general.” The team said, “Harnessing these insights…may be essential…to create generally intelligent agents.”

Image Credit: Adrien Ecoffet, Joost Huizinga, Joel Lehman, Kenneth O. Stanley, and Jeff Clune Continue reading

Posted in Human Robots

#438755 Soft Legged Robot Uses Pneumatic ...

Soft robots are inherently safe, highly resilient, and potentially very cheap, making them promising for a wide array of applications. But development on them has been a bit slow relative to other areas of robotics, at least partially because soft robots can’t directly benefit from the massive increase in computing power and sensor and actuator availability that we’ve seen over the last few decades. Instead, roboticists have had to get creative to find ways of achieving the functionality of conventional robotics components using soft materials and compatible power sources.

In the current issue of Science Robotics, researchers from UC San Diego demonstrate a soft walking robot with four legs that moves with a turtle-like gait controlled by a pneumatic circuit system made from tubes and valves. This air-powered nervous system can actuate multiple degrees of freedom in sequence from a single source of pressurized air, offering a huge reduction in complexity and bringing a very basic form of decision making onto the robot itself.

Generally, when people talk about soft robots, the robots are only mostly soft. There are some components that are very difficult to make soft, including pressure sources and the necessary electronics to direct that pressure between different soft actuators in a way that can be used for propulsion. What’s really cool about this robot is that researchers have managed to take a pressure source (either a single tether or an onboard CO2 cartridge) and direct it to four different legs, each with three different air chambers, using an oscillating three valve circuit made entirely of soft materials.

Photo: UCSD

The pneumatic circuit that powers and controls the soft quadruped.

The inspiration for this can be found in biology—natural organisms, including quadrupeds, use nervous system components called central pattern generators (CPGs) to prompt repetitive motions with limbs that are used for walking, flying, and swimming. This is obviously more complicated in some organisms than in others, and is typically mediated by sensory feedback, but the underlying structure of a CPG is basically just a repeating circuit that drives muscles in sequence to produce a stable, continuous gait. In this case, we’ve got pneumatic muscles being driven in opposing pairs, resulting in a diagonal couplet gait, where diagonally opposed limbs rotate forwards and backwards at the same time.

Diagram: Science Robotics

(J) Pneumatic logic circuit for rhythmic leg motion. A constant positive pressure source (P+) applied to three inverter components causes a high-pressure state to propagate around the circuit, with a delay at each inverter. While the input to one inverter is high, the attached actuator (i.e., A1, A2, or A3) is inflated. This sequence of high-pressure states causes each pair of legs of the robot to rotate in a direction determined by the pneumatic connections. (K) By reversing the sequence of activation of the pneumatic oscillator circuit, the attached actuators inflate in a new sequence (A1, A3, and A2), causing (L) the legs of the robot to rotate in reverse. (M) Schematic bottom view of the robot with the directions of leg motions indicated for forward walking.

Diagram: Science Robotics

Each of the valves acts as an inverter by switching the normally closed half (top) to open and the normally open half (bottom) to closed.

The circuit itself is made up of three bistable pneumatic valves connected by tubing that acts as a delay by providing resistance to the gas moving through it that can be adjusted by altering the tube’s length and inner diameter. Within the circuit, the movement of the pressurized gas acts as both a source of energy and as a signal, since wherever the pressure is in the circuit is where the legs are moving. The simplest circuit uses only three valves, and can keep the robot walking in one single direction, but more valves can add more complex leg control options. For example, the researchers were able to use seven valves to tune the phase offset of the gait, and even just one additional valve (albeit of a slightly more complex design) could enable reversal of the system, causing the robot to walk backwards in response to input from a soft sensor. And with another complex valve, a manual (tethered) controller could be used for omnidirectional movement.

This work has some similarities to the rover that JPL is developing to explore Venus—that rover isn’t a soft robot, of course, but it operates under similar constraints in that it can’t rely on conventional electronic systems for autonomous navigation or control. It turns out that there are plenty of clever ways to use mechanical (or in this case, pneumatic) intelligence to make robots with relatively complex autonomous behaviors, meaning that in the future, soft (or soft-ish) robots could find valuable roles in situations where using a non-compliant system is not a good option.

For more on why we should be so excited about soft robots and just how soft a soft robot needs to be, we spoke with Michael Tolley, who runs the Bioinspired Robotics and Design Lab at UCSD, and Dylan Drotman, the paper’s first author.

IEEE Spectrum: What can soft robots do for us that more rigid robotic designs can’t?

Michael Tolley: At the very highest level, one of the fundamental assumptions of robotics is that you have rigid bodies connected at joints, and all your motion happens at these joints. That's a really nice approach because it makes the math easy, frankly, and it simplifies control. But when you look around us in nature, even though animals do have bones and joints, the way we interact with the world is much more complicated than that simple story. I’m interested in where we can take advantage of material properties in robotics. If you look at robots that have to operate in very unknown environments, I think you can build in some of the intelligence for how to deal with those environments into the body of the robot itself. And that’s the category this work really falls under—it's about navigating the world.

Dylan Drotman: Walking through confined spaces is a good example. With the rigid legged robot, you would have to completely change the way that the legs move to walk through a confined space, while if you have flexible legs, like the robot in our paper, you can use relatively simple control strategies to squeeze through an area you wouldn’t be able to get through with a rigid system.

How smart can a soft robot get?

Drotman: Right now we have a sensor on the front that's connected through a fluidic transmission to a bistable valve that causes the robot to reverse. We could add other sensors around the robot to allow it to change direction whenever it runs into an obstacle to effectively make an electronics-free version of a Roomba.

Tolley: Stepping back a little bit from that, one could make an argument that we’re using basic memory elements to generate very basic signals. There’s nothing in principle that would stop someone from making a pneumatic computer—it’s just very complicated to make something that complex. I think you could build on this and do more intelligent decision making, but using this specific design and the components we’re using, it’s likely to be things that are more direct responses to the environment.

How well would robots like these scale down?

Drotman: At the moment we’re manufacturing these components by hand, so the idea would be to make something more like a printed circuit board instead, and looking at how the channel sizes and the valve design would affect the actuation properties. We’ll also be coming up with new circuits, and different designs for the circuits themselves.

Tolley: Down to centimeter or millimeter scale, I don’t think you’d have fundamental fluid flow problems. I think you’re going to be limited more by system design constraints. You’ll have to be able to locomote while carrying around your pressure source, and possibly some other components that are also still rigid. When you start to talk about really small scales, though, it's not as clear to me that you really need an intrinsically soft robot. If you think about insects, their structural geometry can make them behave like they’re soft, but they’re not intrinsically soft.

Should we be thinking about soft robots and compliant robots in the same way, or are they fundamentally different?

Tolley: There’s certainly a connection between the two. You could have a compliant robot that behaves in a very similar way to an intrinsically soft robot, or a robot made of intrinsically soft materials. At that point, it comes down to design and manufacturing and practical limitations on what you can make. I think when you get down to small scales, the two sort of get connected.

There was some interesting work several years ago on using explosions to power soft robots. Is that still a thing?

Tolley: One of the opportunities with soft robots is that with material compliance, you have the potential to store energy. I think there’s exciting potential there for rapid motion with a soft body. Combustion is one way of doing that with power coming from a chemical source all at once, but you could also use a relatively weak muscle that over time stores up energy in a soft body and then releases it.

Is it realistic to expect complete softness from soft robots, or will they likely always have rigid components because they have to store or generate and move pressurized gas somehow?

Tolley: If you look in nature, you do have soft pumps like the heart, but although it’s soft, it’s still relatively stiff. Like, if you grab a heart, it’s not totally squishy. I haven’t done it, but I’d imagine. If you have a container that you’re pressurizing, it has to be stiff enough to not just blow up like a balloon. Certainly pneumatics or hydraulics are not the only way to go for soft actuators; there has been some really nice work on smart muscles and smart materials like hydraulic electrostatic (HASEL) actuators. They seem promising, but all of these actuators have challenges. We’ve chosen to stick with pressurized pneumatics in the near term; longer term, I think you’ll start to see more of these smart material actuators become more practical.

Personally, I don’t have any problem with soft robots having some rigid components. Most animals on land have some rigid components, but they can still take advantage of being soft, so it’s probably going to be a combination. But I do also like the vision of making an entirely soft, squishy thing. Continue reading

Posted in Human Robots

#438751 Soft Legged Robot Uses Pneumatic ...

Soft robots are inherently safe, highly resilient, and potentially very cheap, making them promising for a wide array of applications. But development on them has been a bit slow relative to other areas of robotics, at least partially because soft robots can’t directly benefit from the massive increase in computing power and sensor and actuator availability that we’ve seen over the last few decades. Instead, roboticists have had to get creative to find ways of achieving the functionality of conventional robotics components using soft materials and compatible power sources.

In the current issue of Science Robotics, researchers from UC San Diego demonstrate a soft walking robot with four legs that moves with a turtle-like gait controlled by a pneumatic circuit system made from tubes and valves. This air-powered nervous system can actuate multiple degrees of freedom in sequence from a single source of pressurized air, offering a huge reduction in complexity and bringing a very basic form of decision making onto the robot itself.

Generally, when people talk about soft robots, the robots are only mostly soft. There are some components that are very difficult to make soft, including pressure sources and the necessary electronics to direct that pressure between different soft actuators in a way that can be used for propulsion. What’s really cool about this robot is that researchers have managed to take a pressure source (either a single tether or an onboard CO2 cartridge) and direct it to four different legs, each with three different air chambers, using an oscillating three valve circuit made entirely of soft materials.

Photo: UCSD

The pneumatic circuit that powers and controls the soft quadruped.

The inspiration for this can be found in biology—natural organisms, including quadrupeds, use nervous system components called central pattern generators (CPGs) to prompt repetitive motions with limbs that are used for walking, flying, and swimming. This is obviously more complicated in some organisms than in others, and is typically mediated by sensory feedback, but the underlying structure of a CPG is basically just a repeating circuit that drives muscles in sequence to produce a stable, continuous gait. In this case, we’ve got pneumatic muscles being driven in opposing pairs, resulting in a diagonal couplet gait, where diagonally opposed limbs rotate forwards and backwards at the same time.

Diagram: Science Robotics

(J) Pneumatic logic circuit for rhythmic leg motion. A constant positive pressure source (P+) applied to three inverter components causes a high-pressure state to propagate around the circuit, with a delay at each inverter. While the input to one inverter is high, the attached actuator (i.e., A1, A2, or A3) is inflated. This sequence of high-pressure states causes each pair of legs of the robot to rotate in a direction determined by the pneumatic connections. (K) By reversing the sequence of activation of the pneumatic oscillator circuit, the attached actuators inflate in a new sequence (A1, A3, and A2), causing (L) the legs of the robot to rotate in reverse. (M) Schematic bottom view of the robot with the directions of leg motions indicated for forward walking.

Diagram: Science Robotics

Each of the valves acts as an inverter by switching the normally closed half (top) to open and the normally open half (bottom) to closed.

The circuit itself is made up of three bistable pneumatic valves connected by tubing that acts as a delay by providing resistance to the gas moving through it that can be adjusted by altering the tube’s length and inner diameter. Within the circuit, the movement of the pressurized gas acts as both a source of energy and as a signal, since wherever the pressure is in the circuit is where the legs are moving. The simplest circuit uses only three valves, and can keep the robot walking in one single direction, but more valves can add more complex leg control options. For example, the researchers were able to use seven valves to tune the phase offset of the gait, and even just one additional valve (albeit of a slightly more complex design) could enable reversal of the system, causing the robot to walk backwards in response to input from a soft sensor. And with another complex valve, a manual (tethered) controller could be used for omnidirectional movement.

This work has some similarities to the rover that JPL is developing to explore Venus—that rover isn’t a soft robot, of course, but it operates under similar constraints in that it can’t rely on conventional electronic systems for autonomous navigation or control. It turns out that there are plenty of clever ways to use mechanical (or in this case, pneumatic) intelligence to make robots with relatively complex autonomous behaviors, meaning that in the future, soft (or soft-ish) robots could find valuable roles in situations where using a non-compliant system is not a good option.

For more on why we should be so excited about soft robots and just how soft a soft robot needs to be, we spoke with Michael Tolley, who runs the Bioinspired Robotics and Design Lab at UCSD, and Dylan Drotman, the paper’s first author.

IEEE Spectrum: What can soft robots do for us that more rigid robotic designs can’t?

Michael Tolley: At the very highest level, one of the fundamental assumptions of robotics is that you have rigid bodies connected at joints, and all your motion happens at these joints. That's a really nice approach because it makes the math easy, frankly, and it simplifies control. But when you look around us in nature, even though animals do have bones and joints, the way we interact with the world is much more complicated than that simple story. I’m interested in where we can take advantage of material properties in robotics. If you look at robots that have to operate in very unknown environments, I think you can build in some of the intelligence for how to deal with those environments into the body of the robot itself. And that’s the category this work really falls under—it's about navigating the world.

Dylan Drotman: Walking through confined spaces is a good example. With the rigid legged robot, you would have to completely change the way that the legs move to walk through a confined space, while if you have flexible legs, like the robot in our paper, you can use relatively simple control strategies to squeeze through an area you wouldn’t be able to get through with a rigid system.

How smart can a soft robot get?

Drotman: Right now we have a sensor on the front that's connected through a fluidic transmission to a bistable valve that causes the robot to reverse. We could add other sensors around the robot to allow it to change direction whenever it runs into an obstacle to effectively make an electronics-free version of a Roomba.

Tolley: Stepping back a little bit from that, one could make an argument that we’re using basic memory elements to generate very basic signals. There’s nothing in principle that would stop someone from making a pneumatic computer—it’s just very complicated to make something that complex. I think you could build on this and do more intelligent decision making, but using this specific design and the components we’re using, it’s likely to be things that are more direct responses to the environment.

How well would robots like these scale down?

Drotman: At the moment we’re manufacturing these components by hand, so the idea would be to make something more like a printed circuit board instead, and looking at how the channel sizes and the valve design would affect the actuation properties. We’ll also be coming up with new circuits, and different designs for the circuits themselves.

Tolley: Down to centimeter or millimeter scale, I don’t think you’d have fundamental fluid flow problems. I think you’re going to be limited more by system design constraints. You’ll have to be able to locomote while carrying around your pressure source, and possibly some other components that are also still rigid. When you start to talk about really small scales, though, it's not as clear to me that you really need an intrinsically soft robot. If you think about insects, their structural geometry can make them behave like they’re soft, but they’re not intrinsically soft.

Should we be thinking about soft robots and compliant robots in the same way, or are they fundamentally different?

Tolley: There’s certainly a connection between the two. You could have a compliant robot that behaves in a very similar way to an intrinsically soft robot, or a robot made of intrinsically soft materials. At that point, it comes down to design and manufacturing and practical limitations on what you can make. I think when you get down to small scales, the two sort of get connected.

There was some interesting work several years ago on using explosions to power soft robots. Is that still a thing?

Tolley: One of the opportunities with soft robots is that with material compliance, you have the potential to store energy. I think there’s exciting potential there for rapid motion with a soft body. Combustion is one way of doing that with power coming from a chemical source all at once, but you could also use a relatively weak muscle that over time stores up energy in a soft body and then releases it.

Is it realistic to expect complete softness from soft robots, or will they likely always have rigid components because they have to store or generate and move pressurized gas somehow?

Tolley: If you look in nature, you do have soft pumps like the heart, but although it’s soft, it’s still relatively stiff. Like, if you grab a heart, it’s not totally squishy. I haven’t done it, but I’d imagine. If you have a container that you’re pressurizing, it has to be stiff enough to not just blow up like a balloon. Certainly pneumatics or hydraulics are not the only way to go for soft actuators; there has been some really nice work on smart muscles and smart materials like hydraulic electrostatic (HASEL) actuators. They seem promising, but all of these actuators have challenges. We’ve chosen to stick with pressurized pneumatics in the near term; longer term, I think you’ll start to see more of these smart material actuators become more practical.

Personally, I don’t have any problem with soft robots having some rigid components. Most animals on land have some rigid components, but they can still take advantage of being soft, so it’s probably going to be a combination. But I do also like the vision of making an entirely soft, squishy thing. Continue reading

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