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#436126 Quantum Computing Gets a Boost From AI ...

Illustration: Greg Mably

Anyone of a certain age who has even a passing interest in computers will remember the remarkable breakthrough that IBM made in 1997 when its Deep Blue chess-playing computer defeated Garry Kasparov, then the world chess champion. Computer scientists passed another such milestone in March 2016, when DeepMind (a subsidiary of Alphabet, Google’s parent company) announced that its AlphaGo program had defeated world-champion player Lee Sedol in the game of Go, a board game that had vexed AI researchers for decades. Recently, DeepMind’s algorithms have also bested human players in the computer games StarCraft IIand Quake Arena III.

Some believe that the cognitive capacities of machines will overtake those of human beings in many spheres within a few decades. Others are more cautious and point out that our inability to understand the source of our own cognitive powers presents a daunting hurdle. How can we make thinking machines if we don’t fully understand our own thought processes?

Citizen science, which enlists masses of people to tackle research problems, holds promise here, in no small part because it can be used effectively to explore the boundary between human and artificial intelligence.

Some citizen-science projects ask the public to collect data from their surroundings (as eButterfly does for butterflies) or to monitor delicate ecosystems (as Eye on the Reef does for Australia’s Great Barrier Reef). Other projects rely on online platforms on which people help to categorize obscure phenomena in the night sky (Zooniverse) or add to the understanding of the structure of proteins (Foldit). Typically, people can contribute to such projects without any prior knowledge of the subject. Their fundamental cognitive skills, like the ability to quickly recognize patterns, are sufficient.

In order to design and develop video games that can allow citizen scientists to tackle scientific problems in a variety of fields, professor and group leader Jacob Sherson founded ScienceAtHome (SAH), at Aarhus University, in Denmark. The group began by considering topics in quantum physics, but today SAH hosts games covering other areas of physics, math, psychology, cognitive science, and behavioral economics. We at SAH search for innovative solutions to real research challenges while providing insight into how people think, both alone and when working in groups.

It is computationally intractable to completely map out a higher-dimensional landscape: It is called the curse of high dimensionality, and it plagues many optimization problems.

We believe that the design of new AI algorithms would benefit greatly from a better understanding of how people solve problems. This surmise has led us to establish the Center for Hybrid Intelligence within SAH, which tries to combine human and artificial intelligence, taking advantage of the particular strengths of each. The center’s focus is on the gamification of scientific research problems and the development of interfaces that allow people to understand and work together with AI.

Our first game, Quantum Moves, was inspired by our group’s research into quantum computers. Such computers can in principle solve certain problems that would take a classical computer billions of years. Quantum computers could challenge current cryptographic protocols, aid in the design of new materials, and give insight into natural processes that require an exact solution of the equations of quantum mechanics—something normal computers are inherently bad at doing.

One candidate system for building such a computer would capture individual atoms by “freezing” them, as it were, in the interference pattern produced when a laser beam is reflected back on itself. The captured atoms can thus be organized like eggs in a carton, forming a periodic crystal of atoms and light. Using these atoms to perform quantum calculations requires that we use tightly focused laser beams, called optical tweezers, to transport the atoms from site to site in the light crystal. This is a tricky business because individual atoms do not behave like particles; instead, they resemble a wavelike liquid governed by the laws of quantum mechanics.

In Quantum Moves, a player manipulates a touch screen or mouse to move a simulated laser tweezer and pick up a trapped atom, represented by a liquidlike substance in a bowl. Then the player must bring the atom back to the tweezer’s initial position while trying to minimize the sloshing of the liquid. Such sloshing would increase the energy of the atom and ultimately introduce errors into the operations of the quantum computer. Therefore, at the end of a move, the liquid should be at a complete standstill.

To understand how people and computers might approach such a task differently, you need to know something about how computerized optimization algorithms work. The countless ways of moving a glass of water without spilling may be regarded as constituting a “solution landscape.” One solution is represented by a single point in that landscape, and the height of that point represents the quality of the solution—how smoothly and quickly the glass of water was moved. This landscape might resemble a mountain range, where the top of each mountain represents a local optimum and where the challenge is to find the highest peak in the range—the global optimum.

Illustration: Greg Mably

Researchers must compromise between searching the landscape for taller mountains (“exploration”) and climbing to the top of the nearest mountain (“exploitation”). Making such a trade-off may seem easy when exploring an actual physical landscape: Merely hike around a bit to get at least the general lay of the land before surveying in greater detail what seems to be the tallest peak. But because each possible way of changing the solution defines a new dimension, a realistic problem can have thousands of dimensions. It is computationally intractable to completely map out such a higher-dimensional landscape. We call this the curse of high dimensionality, and it plagues many optimization problems.

Although algorithms are wonderfully efficient at crawling to the top of a given mountain, finding good ways of searching through the broader landscape poses quite a challenge, one that is at the forefront of AI research into such control problems. The conventional approach is to come up with clever ways of reducing the search space, either through insights generated by researchers or with machine-learning algorithms trained on large data sets.

At SAH, we attacked certain quantum-optimization problems by turning them into a game. Our goal was not to show that people can beat computers in this arena but rather to understand the process of generating insights into such problems. We addressed two core questions: whether allowing players to explore the infinite space of possibilities will help them find good solutions and whether we can learn something by studying their behavior.

Today, more than 250,000 people have played Quantum Moves, and to our surprise, they did in fact search the space of possible moves differently from the algorithm we had put to the task. Specifically, we found that although players could not solve the optimization problem on their own, they were good at searching the broad landscape. The computer algorithms could then take those rough ideas and refine them.

Herbert A. Simon said that “solving a problem simply means representing it so as to make the solution transparent.” Apparently, that’s what our games can do with their novel user interfaces.

Perhaps even more interesting was our discovery that players had two distinct ways of solving the problem, each with a clear physical interpretation. One set of players started by placing the tweezer close to the atom while keeping a barrier between the atom trap and the tweezer. In classical physics, a barrier is an impenetrable obstacle, but because the atom liquid is a quantum-mechanical object, it can tunnel through the barrier into the tweezer, after which the player simply moved the tweezer to the target area. Another set of players moved the tweezer directly into the atom trap, picked up the atom liquid, and brought it back. We called these two strategies the “tunneling” and “shoveling” strategies, respectively.

Such clear strategies are extremely valuable because they are very difficult to obtain directly from an optimization algorithm. Involving humans in the optimization loop can thus help us gain insight into the underlying physical phenomena that are at play, knowledge that may then be transferred to other types of problems.

Quantum Moves raised several obvious issues. First, because generating an exceptional solution required further computer-based optimization, players were unable to get immediate feedback to help them improve their scores, and this often left them feeling frustrated. Second, we had tested this approach on only one scientific challenge with a clear classical analogue, that of the sloshing liquid. We wanted to know whether such gamification could be applied more generally, to a variety of scientific challenges that do not offer such immediately applicable visual analogies.

We address these two concerns in Quantum Moves 2. Here, the player first generates a number of candidate solutions by playing the original game. Then the player chooses which solutions to optimize using a built-in algorithm. As the algorithm improves a player’s solution, it modifies the solution path—the movement of the tweezer—to represent the optimized solution. Guided by this feedback, players can then improve their strategy, come up with a new solution, and iteratively feed it back into this process. This gameplay provides high-level heuristics and adds human intuition to the algorithm. The person and the machine work in tandem—a step toward true hybrid intelligence.

In parallel with the development of Quantum Moves 2, we also studied how people collaboratively solve complex problems. To that end, we opened our atomic physics laboratory to the general public—virtually. We let people from around the world dictate the experiments we would run to see if they would find ways to improve the results we were getting. What results? That’s a little tricky to explain, so we need to pause for a moment and provide a little background on the relevant physics.

One of the essential steps in building the quantum computer along the lines described above is to create the coldest state of matter in the universe, known as a Bose-Einstein condensate. Here millions of atoms oscillate in synchrony to form a wavelike substance, one of the largest purely quantum phenomena known. To create this ultracool state of matter, researchers typically use a combination of laser light and magnetic fields. There is no familiar physical analogy between such a strange state of matter and the phenomena of everyday life.

The result we were seeking in our lab was to create as much of this enigmatic substance as was possible given the equipment available. The sequence of steps to accomplish that was unknown. We hoped that gamification could help to solve this problem, even though it had no classical analogy to present to game players.

Images: ScienceAtHome

Fun and Games: The
Quantum Moves game evolved over time, from a relatively crude early version [top] to its current form [second from top] and then a major revision,
Quantum Moves 2 [third from top].
Skill Lab: Science Detective games [bottom] test players’ cognitive skills.

In October 2016, we released a game that, for two weeks, guided how we created Bose-Einstein condensates in our laboratory. By manipulating simple curves in the game interface, players generated experimental sequences for us to use in producing these condensates—and they did so without needing to know anything about the underlying physics. A player would generate such a solution, and a few minutes later we would run the sequence in our laboratory. The number of ultracold atoms in the resulting Bose-Einstein condensate was measured and fed back to the player as a score. Players could then decide either to try to improve their previous solution or to copy and modify other players’ solutions. About 600 people from all over the world participated, submitting 7,577 solutions in total. Many of them yielded bigger condensates than we had previously produced in the lab.

So this exercise succeeded in achieving our primary goal, but it also allowed us to learn something about human behavior. We learned, for example, that players behave differently based on where they sit on the leaderboard. High-performing players make small changes to their successful solutions (exploitation), while poorly performing players are willing to make more dramatic changes (exploration). As a collective, the players nicely balance exploration and exploitation. How they do so provides valuable inspiration to researchers trying to understand human problem solving in social science as well as to those designing new AI algorithms.

How could mere amateurs outperform experienced experimental physicists? The players certainly weren’t better at physics than the experts—but they could do better because of the way in which the problem was posed. By turning the research challenge into a game, we gave players the chance to explore solutions that had previously required complex programming to study. Indeed, even expert experimentalists improved their solutions dramatically by using this interface.

Insight into why that’s possible can probably be found in the words of the late economics Nobel laureate Herbert A. Simon: “Solving a problem simply means representing it so as to make the solution transparent [PDF].” Apparently, that’s what our games can do with their novel user interfaces. We believe that such interfaces might be a key to using human creativity to solve other complex research problems.

Eventually, we’d like to get a better understanding of why this kind of gamification works as well as it does. A first step would be to collect more data on what the players do while they are playing. But even with massive amounts of data, detecting the subtle patterns underlying human intuition is an overwhelming challenge. To advance, we need a deeper insight into the cognition of the individual players.

As a step forward toward this goal, ScienceAtHome created Skill Lab: Science Detective, a suite of minigames exploring visuospatial reasoning, response inhibition, reaction times, and other basic cognitive skills. Then we compare players’ performance in the games with how well these same people did on established psychological tests of those abilities. The point is to allow players to assess their own cognitive strengths and weaknesses while donating their data for further public research.

In the fall of 2018 we launched a prototype of this large-scale profiling in collaboration with the Danish Broadcasting Corp. Since then more than 20,000 people have participated, and in part because of the publicity granted by the public-service channel, participation has been very evenly distributed across ages and by gender. Such broad appeal is rare in social science, where the test population is typically drawn from a very narrow demographic, such as college students.

Never before has such a large academic experiment in human cognition been conducted. We expect to gain new insights into many things, among them how combinations of cognitive abilities sharpen or decline with age, what characteristics may be used to prescreen for mental illnesses, and how to optimize the building of teams in our work lives.

And so what started as a fun exercise in the weird world of quantum mechanics has now become an exercise in understanding the nuances of what makes us human. While we still seek to understand atoms, we can now aspire to understand people’s minds as well.

This article appears in the November 2019 print issue as “A Man-Machine Mind Meld for Quantum Computing.”

About the Authors
Ottó Elíasson, Carrie Weidner, Janet Rafner, and Shaeema Zaman Ahmed work with the ScienceAtHome project at Aarhus University in Denmark. Continue reading

Posted in Human Robots

#436123 A Path Towards Reasonable Autonomous ...

Editor’s Note: The debate on autonomous weapons systems has been escalating over the past several years as the underlying technologies evolve to the point where their deployment in a military context seems inevitable. IEEE Spectrum has published a variety of perspectives on this issue. In summary, while there is a compelling argument to be made that autonomous weapons are inherently unethical and should be banned, there is also a compelling argument to be made that autonomous weapons could potentially make conflicts less harmful, especially to non-combatants. Despite an increasing amount of international attention (including from the United Nations), progress towards consensus, much less regulatory action, has been slow. The following workshop paper on autonomous weapons systems policy is remarkable because it was authored by a group of experts with very different (and in some cases divergent) views on the issue. Even so, they were able to reach consensus on a roadmap that all agreed was worth considering. It’s collaborations like this that could be the best way to establish a reasonable path forward on such a contentious issue, and with the permission of the authors, we’re excited to be able to share this paper (originally posted on Georgia Tech’s Mobile Robot Lab website) with you in its entirety.

Autonomous Weapon Systems: A Roadmapping Exercise
Over the past several years, there has been growing awareness and discussion surrounding the possibility of future lethal autonomous weapon systems that could fundamentally alter humanity’s relationship with violence in war. Lethal autonomous weapons present a host of legal, ethical, moral, and strategic challenges. At the same time, artificial intelligence (AI) technology could be used in ways that improve compliance with the laws of war and reduce non-combatant harm. Since 2014, states have come together annually at the United Nations to discuss lethal autonomous weapons systems1. Additionally, a growing number of individuals and non-governmental organizations have become active in discussions surrounding autonomous weapons, contributing to a rapidly expanding intellectual field working to better understand these issues. While a wide range of regulatory options have been proposed for dealing with the challenge of lethal autonomous weapons, ranging from a preemptive, legally binding international treaty to reinforcing compliance with existing laws of war, there is as yet no international consensus on a way forward.

The lack of an international policy consensus, whether codified in a formal document or otherwise, poses real risks. States could fall victim to a security dilemma in which they deploy untested or unsafe weapons that pose risks to civilians or international stability. Widespread proliferation could enable illicit uses by terrorists, criminals, or rogue states. Alternatively, a lack of guidance on which uses of autonomy are acceptable could stifle valuable research that could reduce the risk of non-combatant harm.

International debate thus far has predominantly centered around whether or not states should adopt a preemptive, legally-binding treaty that would ban lethal autonomous weapons before they can be built. Some of the authors of this document have called for such a treaty and would heartily support it, if states were to adopt it. Other authors of this document have argued an overly expansive treaty would foreclose the possibility of using AI to mitigate civilian harm. Options for international action are not binary, however, and there are a range of policy options that states should consider between adopting a comprehensive treaty or doing nothing.

The purpose of this paper is to explore the possibility of a middle road. If a roadmap could garner sufficient stakeholder support to have significant beneficial impact, then what elements could it contain? The exercise whose results are presented below was not to identify recommendations that the authors each prefer individually (the authors hold a broad spectrum of views), but instead to identify those components of a roadmap that the authors are all willing to entertain2. We, the authors, invite policymakers to consider these components as they weigh possible actions to address concerns surrounding autonomous weapons3.

Summary of Issues Surrounding Autonomous Weapons

There are a variety of issues that autonomous weapons raise, which might lend themselves to different approaches. A non-exhaustive list of issues includes:

The potential for beneficial uses of AI and autonomy that could improve precision and reliability in the use of force and reduce non-combatant harm.
Uncertainty about the path of future technology and the likelihood of autonomous weapons being used in compliance with the laws of war, or international humanitarian law (IHL), in different settings and on various timelines.
A desire for some degree of human involvement in the use of force. This has been expressed repeatedly in UN discussions on lethal autonomous weapon systems in different ways.
Particular risks surrounding lethal autonomous weapons specifically targeting personnel as opposed to vehicles or materiel.
Risks regarding international stability.
Risk of proliferation to terrorists, criminals, or rogue states.
Risk that autonomous systems that have been verified to be acceptable can be made unacceptable through software changes.
The potential for autonomous weapons to be used as scalable weapons enabling a small number of individuals to inflict very large-scale casualties at low cost, either intentionally or accidentally.

Summary of Components

A time-limited moratorium on the development, deployment, transfer, and use of anti-personnel lethal autonomous weapon systems4. Such a moratorium could include exceptions for certain classes of weapons.
Define guiding principles for human involvement in the use of force.
Develop protocols and/or technological means to mitigate the risk of unintentional escalation due to autonomous systems.
Develop strategies for preventing proliferation to illicit uses, such as by criminals, terrorists, or rogue states.
Conduct research to improve technologies and human-machine systems to reduce non-combatant harm and ensure IHL compliance in the use of future weapons.

Component 1:

States should consider adopting a five-year, renewable moratorium on the development, deployment, transfer, and use of anti-personnel lethal autonomous weapon systems. Anti-personnel lethal autonomous weapon systems are defined as weapons systems that, once activated, can select and engage dismounted human targets without further intervention by a human operator, possibly excluding systems such as:

Fixed-point defensive systems with human supervisory control to defend human-occupied bases or installations
Limited, proportional, automated counter-fire systems that return fire in order to provide immediate, local defense of humans
Time-limited pursuit deterrent munitions or systems
Autonomous weapon systems with size above a specified explosive weight limit that select as targets hand-held weapons, such as rifles, machine guns, anti-tank weapons, or man-portable air defense systems, provided there is adequate protection for non-combatants and ensuring IHL compliance5

The moratorium would not apply to:

Anti-vehicle or anti-materiel weapons
Non-lethal anti-personnel weapons
Research on ways of improving autonomous weapon technology to reduce non-combatant harm in future anti-personnel lethal autonomous weapon systems
Weapons that find, track, and engage specific individuals whom a human has decided should be engaged within a limited predetermined period of time and geographic region

Motivation:

This moratorium would pause development and deployment of anti-personnel lethal autonomous weapons systems to allow states to better understand the systemic risks of their use and to perform research that improves their safety, understandability, and effectiveness. Particular objectives could be to:

ensure that, prior to deployment, anti-personnel lethal autonomous weapons can be used in ways that are equal to or outperform humans in their compliance with IHL (other conditions may also apply prior to deployment being acceptable);
lay the groundwork for a potentially legally binding diplomatic instrument; and
decrease the geopolitical pressure on countries to deploy anti-personnel lethal autonomous weapons before they are reliable and well-understood.

Compliance Verification:

As part of a moratorium, states could consider various approaches to compliance verification. Potential approaches include:

Developing an industry cooperation regime analogous to that mandated under the Chemical Weapons Convention, whereby manufacturers must know their customers and report suspicious purchases of significant quantities of items such as fixed-wing drones, quadcopters, and other weaponizable robots.
Encouraging states to declare inventories of autonomous weapons for the purposes of transparency and confidence-building.
Facilitating scientific exchanges and military-to-military contacts to increase trust, transparency, and mutual understanding on topics such as compliance verification and safe operation of autonomous systems.
Designing control systems to require operator identity authentication and unalterable records of operation; enabling post-hoc compliance checks in case of plausible evidence of non-compliant autonomous weapon attacks.
Relating the quantity of weapons to corresponding capacities for human-in-the-loop operation of those weapons.
Designing weapons with air-gapped firing authorization circuits that are connected to the remote human operator but not to the on-board automated control system.
More generally, avoiding weapon designs that enable conversion from compliant to non-compliant categories or missions solely by software updates.
Designing weapons with formal proofs of relevant properties—e.g., the property that the weapon is unable to initiate an attack without human authorization. Proofs can, in principle, be provided using cryptographic techniques that allow the proofs to be checked by a third party without revealing any details of the underlying software.
Facilitate access to (non-classified) AI resources (software, data, methods for ensuring safe operation) to all states that remain in compliance and participate in transparency activities.

Component 2:

Define and universalize guiding principles for human involvement in the use of force.

Humans, not machines, are legal and moral agents in military operations.
It is a human responsibility to ensure that any attack, including one involving autonomous weapons, complies with the laws of war.
Humans responsible for initiating an attack must have sufficient understanding of the weapons, the targets, the environment and the context for use to determine whether that particular attack is lawful.
The attack must be bounded in space, time, target class, and means of attack in order for the determination about the lawfulness of that attack to be meaningful.
Militaries must invest in training, education, doctrine, policies, system design, and human-machine interfaces to ensure that humans remain responsible for attacks.

Component 3:

Develop protocols and/or technological means to mitigate the risk of unintentional escalation due to autonomous systems.

Specific potential measures include:

Developing safe rules for autonomous system behavior when in proximity to adversarial forces to avoid unintentional escalation or signaling. Examples include:

No-first-fire policy, so that autonomous weapons do not initiate hostilities without explicit human authorization.
A human must always be responsible for providing the mission for an autonomous system.
Taking steps to clearly distinguish exercises, patrols, reconnaissance, or other peacetime military operations from attacks in order to limit the possibility of reactions from adversary autonomous systems, such as autonomous air or coastal defenses.

Developing resilient communications links to ensure recallability of autonomous systems. Additionally, militaries should refrain from jamming others’ ability to recall their autonomous systems in order to afford the possibility of human correction in the event of unauthorized behavior.

Component 4:

Develop strategies for preventing proliferation to illicit uses, such as by criminals, terrorists, or rogue states:

Targeted multilateral controls to prevent large-scale sale and transfer of weaponizable robots and related military-specific components for illicit use.
Employ measures to render weaponizable robots less harmful (e.g., geofencing; hard-wired kill switch; onboard control systems largely implemented in unalterable, non-reprogrammable hardware such as application-specific integrated circuits).

Component 5:

Conduct research to improve technologies and human-machine systems to reduce non-combatant harm and ensure IHL-compliance in the use of future weapons, including:

Strategies to promote human moral engagement in decisions about the use of force
Risk assessment for autonomous weapon systems, including the potential for large-scale effects, geopolitical destabilization, accidental escalation, increased instability due to uncertainty about the relative military balance of power, and lowering thresholds to initiating conflict and for violence within conflict
Methodologies for ensuring the reliability and security of autonomous weapon systems
New techniques for verification, validation, explainability, characterization of failure conditions, and behavioral specifications.

About the Authors (in alphabetical order)

Ronald Arkin directs the Mobile Robot Laboratory at Georgia Tech.

Leslie Kaelbling is co-director of the Learning and Intelligent Systems Group at MIT.

Stuart Russell is a professor of computer science and engineering at UC Berkeley.

Dorsa Sadigh is an assistant professor of computer science and of electrical engineering at Stanford.

Paul Scharre directs the Technology and National Security Program at the Center for a New American Security (CNAS).

Bart Selman is a professor of computer science at Cornell.

Toby Walsh is a professor of artificial intelligence at the University of New South Wales (UNSW) Sydney.

The authors would like to thank Max Tegmark for organizing the three-day meeting from which this document was produced.

1 Autonomous Weapons System (AWS): A weapon system that, once activated, can select and engage targets without further intervention by a human operator. BACK TO TEXT↑

2 There is no implication that some authors would not personally support stronger recommendations. BACK TO TEXT↑

3 For ease of use, this working paper will frequently shorten “autonomous weapon system” to “autonomous weapon.” The terms should be treated as synonymous, with the understanding that “weapon” refers to the entire system: sensor, decision-making element, and munition. BACK TO TEXT↑

4 Anti-personnel lethal autonomous weapon system: A weapon system that, once activated, can select and engage dismounted human targets with lethal force and without further intervention by a human operator. BACK TO TEXT↑

5 The authors are not unanimous about this item because of concerns about ease of repurposing for mass-casualty missions targeting unarmed humans. The purpose of the lower limit on explosive payload weight would be to minimize the risk of such repurposing. There is precedent for using explosive weight limit as a mechanism of delineating between anti-personnel and anti-materiel weapons, such as the 1868 St. Petersburg Declaration Renouncing the Use, in Time of War, of Explosive Projectiles Under 400 Grammes Weight. BACK TO TEXT↑ Continue reading

Posted in Human Robots

#435775 Jaco Is a Low-Power Robot Arm That Hooks ...

We usually think of robots as taking the place of humans in various tasks, but robots of all kinds can also enhance human capabilities. This may be especially true for people with disabilities. And while the Cybathlon competition showed what's possible when cutting-edge research robotics is paired with expert humans, that competition isn't necessarily reflective of the kind of robotics available to most people today.

Kinova Robotics's Jaco arm is an assistive robotic arm designed to be mounted on an electric wheelchair. With six degrees of freedom plus a three-fingered gripper, the lightweight carbon fiber arm is frequently used in research because it's rugged and versatile. But from the start, Kinova created it to add autonomy to the lives of people with mobility constraints.

Earlier this year, Kinova shared the story of Mary Nelson, an 11-year-old girl with spinal muscular atrophy, who uses her Jaco arm to show her horse in competition. Spinal muscular atrophy is a neuromuscular disorder that impairs voluntary muscle movement, including muscles that help with respiration, and Mary depends on a power chair for mobility.

We wanted to learn more about how Kinova designs its Jaco arm, and what that means for folks like Mary, so we spoke with both Kinova and Mary's parents to find out how much of a difference a robot arm can make.

IEEE Spectrum: How did Mary interact with the world before having her arm, and what was involved in the decision to try a robot arm in general? And why then Kinova's arm specifically?

Ryan Nelson: Mary interacts with the world much like you and I do, she just uses different tools to do so. For example, she is 100 percent independent using her computer, iPad, and phone, and she prefers to use a mouse. However, she cannot move a standard mouse, so she connects her wheelchair to each device with Bluetooth to move the mouse pointer/cursor using her wheelchair joystick.

For years, we had a Manfrotto magic arm and super clamp attached to her wheelchair and she used that much like the robotic arm. We could put a baseball bat, paint brush, toys, etc. in the super clamp so that Mary could hold the object and interact as physically able children do. Mary has always wanted to be more independent, so we knew the robotic arm was something she must try. We had seen videos of the Kinova arm on YouTube and on their website, so we reached out to them to get a trial.

Can you tell us about the Jaco arm, and how the process of designing an assistive robot arm is different from the process of designing a conventional robot arm?

Nathaniel Swenson, Director of U.S. Operations — Assistive Technologies at Kinova: Jaco is our flagship robotic arm. Inspired by our CEO's uncle and its namesake, Jacques “Jaco” Forest, it was designed as assistive technology with power wheelchair users in mind.

The primary differences between Jaco and our other robots, such as the new Gen3, which was designed to meet the needs of academic and industry research teams, are speed and power consumption. Other robots such as the Gen3 can move faster and draw slightly more power because they aren't limited by the battery size of power wheelchairs. Depending on the use case, they might not interact directly with a human being in the research setting and can safely move more quickly. Jaco is designed to move at safe speeds and make direct contact with the end user and draw very little power directly from their wheelchair.

The most important consideration in the design process of an assistive robot is the safety of the end user. Jaco users operate their robots through their existing drive controls to assist them in daily activities such as eating, drinking, and opening doors and they don't have to worry about the robot draining their chair's batteries throughout the day. The elegant design that results from meeting the needs of our power chair users has benefited subsequent iterations, [of products] such as the Gen3, as well: Kinova's robots are lightweight, extremely efficient in their power consumption, and safe for direct human-robot interaction. This is not true of conventional industrial robots.

What was the learning process like for Mary? Does she feel like she's mastered the arm, or is it a continuous learning process?

Ryan Nelson: The learning process was super quick for Mary. However, she amazes us every day with the new things that she can do with the arm. Literally within minutes of installing the arm on her chair, Mary had it figured out and was shaking hands with the Kinova rep. The control of the arm is super intuitive and the Kinova reps say that SMA (Spinal Muscular Atrophy) children are perfect users because they are so smart—they pick it up right away. Mary has learned to do many fine motor tasks with the arm, from picking up small objects like a pencil or a ruler, to adjusting her glasses on her face, to doing science experiments.

Photo: The Nelson Family

Mary uses a headset microphone to amplify her voice, and she will use the arm and finger to adjust the microphone in front of her mouth after she is done eating (also a task she mastered quickly with the arm). Additionally, Mary will use the arms to reach down and adjust her feet or leg by grabbing them with the arm and moving them to a more comfortable position. All of these examples are things she never really asked us to do, but something she needed and just did on her own, with the help of the arm.

What is the most common feedback that you get from new users of the arm? How about from experienced users who have been using the arm for a while?

Nathaniel Swenson: New users always tell us how excited they are to see what they can accomplish with their new Jaco. From day one, they are able to do things that they have longed to do without assistance from a caregiver: take a drink of water or coffee, scratch an itch, push the button to open an “accessible” door or elevator, or even feed their baby with a bottle.

The most common feedback I hear from experienced users is that Jaco has changed their life. Our experienced users like Mary are rock stars: everywhere they go, people get excited to see what they'll do next. The difference between a new user and an experienced user could be as little as two weeks. People who operate power wheelchairs every day are already expert drivers and we just add a new “gear” to their chair: robot mode. It's fun to see how quickly new users master the intuitive Jaco control modes.

What changes would you like to see in the next generation of Jaco arm?

Ryan Nelson: Titanium fingers! Make it lift heavier objects, hold heavier items like a baseball bat, machine gun, flame thrower, etc., and Mary literally said this last night: “I wish the arm moved fast enough to play the piano.”

Nathaniel Swenson: I love the idea of titanium fingers! Jaco's fingers are made from a flexible polymer and designed to avoid harm. This allows the fingers to bend or dislocate, rather than break, but it also means they are not as durable as a material like titanium. Increased payload, the ability to manipulate heavier objects, requires increased power consumption. We've struck a careful balance between providing enough strength to accomplish most medically necessary Activities of Daily Living and efficient use of the power chair's batteries.

We take Isaac Asimov's Laws of Robotics pretty seriously. When we start to combine machine guns, flame throwers, and artificial intelligence with robots, I get very nervous!

I wish the arm moved fast enough to play the piano, too! I am also a musician and I share Mary's dream of an assistive robot that would enable her to make music. In the meantime, while we work on that, please enjoy this beautiful violin piece by Manami Ito and her one-of-a-kind violin prosthesis:

To what extent could more autonomy for the arm be helpful for users? What would be involved in implementing that?

Nathaniel Swenson: Artificial intelligence, machine learning, and deep learning will introduce greater autonomy in future iterations of assistive robots. This will enable them to perform more complex tasks that aren't currently possible, and enable them to accomplish routine tasks more quickly and with less input than the current manual control requires.

For assistive robots, implementation of greater autonomy involves a focus on end-user safety and improvements in the robot's awareness of its environment. Autonomous robots that work in close proximity with humans need vision. They must be able to see to avoid collisions and they use haptic feedback to tell the robot how much force is being exerted on objects. All of these technologies exist, but the largest obstacle to bringing them to the assistive technology market is to prove to the health insurance companies who will fund them that they are both safe and medically necessary. Continue reading

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#435722 Stochastic Robots Use Randomness to ...

The idea behind swarm robots is to replace discrete, expensive, breakable uni-tasking components with a whole bunch of much simpler, cheaper, and replaceable robots that can work together to do the same sorts of tasks. Unfortunately, all of those swarm robots end up needing their own computing and communications and stuff if you want to get them to do what you want them to do.

A different approach to swarm robotics is to use a swarm of much cheaper robots that are far less intelligent. In fact, they may not have to be intelligent at all, if you can rely on their physical characteristics to drive them instead. These swarms are “stochastic,” meaning that their motions are randomly determined, but if you’re clever and careful, you can still get them to do specific things.

Georgia Tech has developed some little swarm robots called “smarticles” that can’t really do much at all on their own, but once you put them together into a jumble, their randomness can actually accomplish something.

Honestly, calling these particle robots “smart” might be giving them a bit too much credit, because they’re actually kind of dumb and strictly speaking not capable of all that much on their own. A single smarticle weighs 35 grams, and consists of some little 3D-printed flappy bits attached to servos, plus an Arduino Pro Mini, a battery, and a light or sound sensor. When its little flappy bits are activated, each smarticle can move slightly, but a single one mostly just moves around in a square and then will gradually drift in a mostly random direction over time.

It gets more interesting when you throw a whole bunch of smarticles into a constrained area. A small collection of five or 10 smarticles constrained together form a “supersmarticle,” but besides being in close proximity to one another, the smarticles within the supersmarticle aren’t communicating or anything like that. As far as each smarticle is concerned, they’re independent, but weirdly, a bumble of them can work together without working together.

“These are very rudimentary robots whose behavior is dominated by mechanics and the laws of physics,” said Dan Goldman, a Dunn Family Professor in the School of Physics at the Georgia Institute of Technology.

The researchers noticed that if one small robot stopped moving, perhaps because its battery died, the group of smarticles would begin moving in the direction of that stalled robot. Graduate student Ross Warkentin learned he could control the movement by adding photo sensors to the robots that halt the arm flapping when a strong beam of light hits one of them.

“If you angle the flashlight just right, you can highlight the robot you want to be inactive, and that causes the ring to lurch toward or away from it, even though no robots are programmed to move toward the light,” Goldman said. “That allowed steering of the ensemble in a very rudimentary, stochastic way.”

It turns out that it’s possible to model this behavior, and control a supersmarticle with enough fidelity to steer it through a maze. And while these particular smarticles aren’t all that small, strictly speaking, the idea is to develop techniques that will work when robots are scaled way way down to the point where you can't physically fit useful computing in there at all.

The researchers are also working on some other concepts, like these:

Image: Science Robotics

The Georgia Tech researchers envision stochastic robot swarms that don’t have a perfectly defined shape or delineation but are capable of self-propulsion, relying on the ensemble-level behaviors that lead to collective locomotion. In such a robot, the researchers say, groups of largely generic agents may be able to achieve complex goals, as observed in biological collectives.

Er, yeah. I’m…not sure I really want there to be a bipedal humanoid robot built out of a bunch of tiny robots. Like, that seems creepy somehow, you know? I’m totally okay with slugs, but let’s not get crazy.

“A robot made of robots: Emergent transport and control of a smarticle ensemble, by William Savoie, Thomas A. Berrueta, Zachary Jackson, Ana Pervan, Ross Warkentin, Shengkai Li, Todd D. Murphey, Kurt Wiesenfeld, and Daniel I. Goldman” from the Georgia Institute of Technology, appears in the current issue of Science Robotics. Continue reading

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#435589 Construction Robots Learn to Excavate by ...

Pavel Savkin remembers the first time he watched a robot imitate his movements. Minutes earlier, the engineer had finished “showing” the robotic excavator its new goal by directing its movements manually. Now, running on software Savkin helped design, the robot was reproducing his movements, gesture for gesture. “It was like there was something alive in there—but I knew it was me,” he said.

Savkin is the CTO of SE4, a robotics software project that styles itself the “driver” of a fleet of robots that will eventually build human colonies in space. For now, SE4 is focused on creating software that can help developers communicate with robots, rather than on building hardware of its own.
The Tokyo-based startup showed off an industrial arm from Universal Robots that was running SE4’s proprietary software at SIGGRAPH in July. SE4’s demonstration at the Los Angeles innovation conference drew the company’s largest audience yet. The robot, nicknamed Squeezie, stacked real blocks as directed by SE4 research engineer Nathan Quinn, who wore a VR headset and used handheld controls to “show” Squeezie what to do.

As Quinn manipulated blocks in a virtual 3D space, the software learned a set of ordered instructions to be carried out in the real world. That order is essential for remote operations, says Quinn. To build remotely, developers need a way to communicate instructions to robotic builders on location. In the age of digital construction and industrial robotics, giving a computer a blueprint for what to build is a well-explored art. But operating on a distant object—especially under conditions that humans haven’t experienced themselves—presents challenges that only real-time communication with operators can solve.

The problem is that, in an unpredictable setting, even simple tasks require not only instruction from an operator, but constant feedback from the changing environment. Five years ago, the Swedish fiber network provider umea.net (part of the private Umeå Energy utility) took advantage of the virtual reality boom to promote its high-speed connections with the help of a viral video titled “Living with Lag: An Oculus Rift Experiment.” The video is still circulated in VR and gaming circles.

In the experiment, volunteers donned headgear that replaced their real-time biological senses of sight and sound with camera and audio feeds of their surroundings—both set at a 3-second delay. Thus equipped, volunteers attempt to complete everyday tasks like playing ping-pong, dancing, cooking, and walking on a beach, with decidedly slapstick results.

At outer-orbit intervals, including SE4’s dream of construction projects on Mars, the limiting factor in communication speed is not an artificial delay, but the laws of physics. The shifting relative positions of Earth and Mars mean that communications between the planets—even at the speed of light—can take anywhere from 3 to 22 minutes.

A long-distance relationship

Imagine trying to manage a construction project from across an ocean without the benefit of intelligent workers: sending a ship to an unknown world with a construction crew and blueprints for a log cabin, and four months later receiving a letter back asking how to cut down a tree. The parallel problem in long-distance construction with robots, according to SE4 CEO Lochlainn Wilson, is that automation relies on predictability. “Every robot in an industrial setting today is expecting a controlled environment.”
Platforms for applying AR and VR systems to teach tasks to artificial intelligences, as SE4 does, are already proliferating in manufacturing, healthcare, and defense. But all of the related communications systems are bound by physics and, specifically, the speed of light.
The same fundamental limitation applies in space. “Our communications are light-based, whether they’re radio or optical,” says Laura Seward Forczyk, a planetary scientist and consultant for space startups. “If you’re going to Mars and you want to communicate with your robot or spacecraft there, you need to have it act semi- or mostly-independently so that it can operate without commands from Earth.”

Semantic control
That’s exactly what SE4 aims to do. By teaching robots to group micro-movements into logical units—like all the steps to building a tower of blocks—the Tokyo-based startup lets robots make simple relational judgments that would allow them to receive a full set of instruction modules at once and carry them out in order. This sidesteps the latency issue in real-time bilateral communications that could hamstring a project or at least make progress excruciatingly slow.
The key to the platform, says Wilson, is the team’s proprietary operating software, “Semantic Control.” Just as in linguistics and philosophy, “semantics” refers to meaning itself, and meaning is the key to a robot’s ability to make even the smallest decisions on its own. “A robot can scan its environment and give [raw data] to us, but it can’t necessarily identify the objects around it and what they mean,” says Wilson.

That’s where human intelligence comes in. As part of the demonstration phase, the human operator of an SE4-controlled machine “annotates” each object in the robot’s vicinity with meaning. By labeling objects in the VR space with useful information—like which objects are building material and which are rocks—the operator helps the robot make sense of its real 3D environment before the building begins.

Giving robots the tools to deal with a changing environment is an important step toward allowing the AI to be truly independent, but it’s only an initial step. “We’re not letting it do absolutely everything,” said Quinn. “Our robot is good at moving an object from point A to point B, but it doesn’t know the overall plan.” Wilson adds that delegating environmental awareness and raw mechanical power to separate agents is the optimal relationship for a mixed human-robot construction team; it “lets humans do what they’re good at, while robots do what they do best.”

This story was updated on 4 September 2019. Continue reading

Posted in Human Robots