Tag Archives: robotic

#437543 This Is How We’ll Engineer Artificial ...

Take a Jeopardy! guess: this body part was once referred to as the “consummation of all perfection as an instrument.”

Answer: “What is the human hand?”

Our hands are insanely complex feats of evolutionary engineering. Densely-packed sensors provide intricate and ultra-sensitive feelings of touch. Dozens of joints synergize to give us remarkable dexterity. A “sixth sense” awareness of where our hands are in space connects them to the mind, making it possible to open a door, pick up a mug, and pour coffee in total darkness based solely on what they feel.

So why can’t robots do the same?

In a new article in Science, Dr. Subramanian Sundaram at Boston and Harvard University argues that it’s high time to rethink robotic touch. Scientists have long dreamed of artificially engineering robotic hands with the same dexterity and feedback that we have. Now, after decades, we’re at the precipice of a breakthrough thanks to two major advances. One, we better understand how touch works in humans. Two, we have the mega computational powerhouse called machine learning to recapitulate biology in silicon.

Robotic hands with a sense of touch—and the AI brain to match it—could overhaul our idea of robots. Rather than charming, if somewhat clumsy, novelties, robots equipped with human-like hands are far more capable of routine tasks—making food, folding laundry—and specialized missions like surgery or rescue. But machines aren’t the only ones to gain. For humans, robotic prosthetic hands equipped with accurate, sensitive, and high-resolution artificial touch is the next giant breakthrough to seamlessly link a biological brain to a mechanical hand.

Here’s what Sundaram laid out to get us to that future.

How Does Touch Work, Anyway?
Let me start with some bad news: reverse engineering the human hand is really hard. It’s jam-packed with over 17,000 sensors tuned to mechanical forces alone, not to mention sensors for temperature and pain. These force “receptors” rely on physical distortions—bending, stretching, curling—to signal to the brain.

The good news? We now have a far clearer picture of how biological touch works. Imagine a coin pressed into your palm. The sensors embedded in the skin, called mechanoreceptors, capture that pressure, and “translate” it into electrical signals. These signals pulse through the nerves on your hand to the spine, and eventually make their way to the brain, where they gets interpreted as “touch.”

At least, that’s the simple version, but one too vague and not particularly useful for recapitulating touch. To get there, we need to zoom in.

The cells on your hand that collect touch signals, called tactile “first order” neurons (enter Star Wars joke) are like upside-down trees. Intricate branches extend from their bodies, buried deep in the skin, to a vast area of the hand. Each neuron has its own little domain called “receptor fields,” although some overlap. Like governors, these neurons manage a semi-dedicated region, so that any signal they transfer to the higher-ups—spinal cord and brain—is actually integrated from multiple sensors across a large distance.

It gets more intricate. The skin itself is a living entity that can regulate its own mechanical senses through hydration. Sweat, for example, softens the skin, which changes how it interacts with surrounding objects. Ever tried putting a glove onto a sweaty hand? It’s far more of a struggle than a dry one, and feels different.

In a way, the hand’s tactile neurons play a game of Morse Code. Through different frequencies of electrical beeps, they’re able to transfer information about an object’s size, texture, weight, and other properties, while also asking the brain for feedback to better control the object.

Biology to Machine
Reworking all of our hands’ greatest features into machines is absolutely daunting. But robots have a leg up—they’re not restricted to biological hardware. Earlier this year, for example, a team from Columbia engineered a “feeling” robotic finger using overlapping light emitters and sensors in a way loosely similar to receptor fields. Distortions in light were then analyzed with deep learning to translate into contact location and force.

Although a radical departure from our own electrical-based system, the Columbia team’s attempt was clearly based on human biology. They’re not alone. “Substantial progress is being made in the creation of soft, stretchable electronic skins,” said Sundaram, many of which can sense forces or pressure, although they’re currently still limited.

What’s promising, however, is the “exciting progress in using visual data,” said Sundaram. Computer vision has gained enormously from ubiquitous cameras and large datasets, making it possible to train powerful but data-hungry algorithms such as deep convolutional neural networks (CNNs).

By piggybacking on their success, we can essentially add “eyes” to robotic hands, a superpower us humans can’t imagine. Even better, CNNs and other classes of algorithms can be readily adopted for processing tactile data. Together, a robotic hand could use its eyes to scan an object, plan its movements for grasp, and use touch for feedback to adjust its grip. Maybe we’ll finally have a robot that easily rescues the phone sadly dropped into a composting toilet. Or something much grander to benefit humanity.

That said, relying too heavily on vision could also be a downfall. Take a robot that scans a wide area of rubble for signs of life during a disaster response. If touch relies on sight, then it would have to keep a continuous line-of-sight in a complex and dynamic setting—something computer vision doesn’t do well in, at least for now.

A Neuromorphic Way Forward
Too Debbie Downer? I got your back! It’s hard to overstate the challenges, but what’s clear is that emerging machine learning tools can tackle data processing challenges. For vision, it’s distilling complex images into “actionable control policies,” said Sundaram. For touch, it’s easy to imagine the same. Couple the two together, and that’s a robotic super-hand in the making.

Going forward, argues Sundaram, we need to closely adhere to how the hand and brain process touch. Hijacking our biological “touch machinery” has already proved useful. In 2019, one team used a nerve-machine interface for amputees to control a robotic arm—the DEKA LUKE arm—and sense what the limb and attached hand were feeling. Pressure on the LUKE arm and hand activated an implanted neural interface, which zapped remaining nerves in a way that the brain processes as touch. When the AI analyzed pressure data similar to biological tactile neurons, the person was able to better identify different objects with their eyes closed.

“Neuromorphic tactile hardware (and software) advances will strongly influence the future of bionic prostheses—a compelling application of robotic hands,” said Sundaram, adding that the next step is to increase the density of sensors.

Two additional themes made the list of progressing towards a cyborg future. One is longevity, in that sensors on a robot need to be able to reliably produce large quantities of high-quality data—something that’s seemingly mundane, but is a practical limitation.

The other is going all-in-one. Rather than just a pressure sensor, we need something that captures the myriad of touch sensations. From feather-light to a heavy punch, from vibrations to temperatures, a tree-like architecture similar to our hands would help organize, integrate, and otherwise process data collected from those sensors.

Just a decade ago, mind-controlled robotics were considered a blue sky, stretch-goal neurotechnological fantasy. We now have a chance to “close the loop,” from thought to movement to touch and back to thought, and make some badass robots along the way.

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#437529 Magnetic FreeBOT balls make giant leap ...

A unique type of modular self-reconfiguring robotic system has been unveiled. The term is a mouthful, but it basically refers to a robotic enterprise that can construct itself out of modules that connect to one another to achieve a certain task. Continue reading

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#437477 If a Robot Is Conscious, Is It OK to ...

In the Star Trek: The Next Generation episode “The Measure of a Man,” Data, an android crew member of the Enterprise, is to be dismantled for research purposes unless Captain Picard can argue that Data deserves the same rights as a human being. Naturally the question arises: What is the basis upon which something has rights? What gives an entity moral standing?

The philosopher Peter Singer argues that creatures that can feel pain or suffer have a claim to moral standing. He argues that nonhuman animals have moral standing, since they can feel pain and suffer. Limiting it to people would be a form of speciesism, something akin to racism and sexism.

Without endorsing Singer’s line of reasoning, we might wonder if it can be extended further to an android robot like Data. It would require that Data can either feel pain or suffer. And how you answer that depends on how you understand consciousness and intelligence.

As real artificial intelligence technology advances toward Hollywood’s imagined versions, the question of moral standing grows more important. If AIs have moral standing, philosophers like me reason, it could follow that they have a right to life. That means you cannot simply dismantle them, and might also mean that people shouldn’t interfere with their pursuing their goals.

Two Flavors of Intelligence and a Test
IBM’s Deep Blue chess machine was successfully trained to beat grandmaster Gary Kasparov. But it could not do anything else. This computer had what’s called domain-specific intelligence.

On the other hand, there’s the kind of intelligence that allows for the ability to do a variety of things well. It is called domain-general intelligence. It’s what lets people cook, ski, and raise children—tasks that are related, but also very different.

Artificial general intelligence, AGI, is the term for machines that have domain-general intelligence. Arguably no machine has yet demonstrated that kind of intelligence. This summer, a startup called OpenAI released a new version of its Generative Pre-Training language model. GPT-3 is a natural language processing system, trained to read and write so that it can be easily understood by people.

It drew immediate notice, not just because of its impressive ability to mimic stylistic flourishes and put together plausible content, but also because of how far it had come from a previous version. Despite this impressive performance, GPT-3 doesn’t actually know anything beyond how to string words together in various ways. AGI remains quite far off.

Named after pioneering AI researcher Alan Turing, the Turing test helps determine when an AI is intelligent. Can a person conversing with a hidden AI tell whether it’s an AI or a human being? If he can’t, then for all practical purposes, the AI is intelligent. But this test says nothing about whether the AI might be conscious.

Two Kinds of Consciousness
There are two parts to consciousness. First, there’s the what-it’s-like-for-me aspect of an experience, the sensory part of consciousness. Philosophers call this phenomenal consciousness. It’s about how you experience a phenomenon, like smelling a rose or feeling pain.

In contrast, there’s also access consciousness. That’s the ability to report, reason, behave, and act in a coordinated and responsive manner to stimuli based on goals. For example, when I pass the soccer ball to my friend making a play on the goal, I am responding to visual stimuli, acting from prior training, and pursuing a goal determined by the rules of the game. I make the pass automatically, without conscious deliberation, in the flow of the game.

Blindsight nicely illustrates the difference between the two types of consciousness. Someone with this neurological condition might report, for example, that they cannot see anything in the left side of their visual field. But if asked to pick up a pen from an array of objects in the left side of their visual field, they can reliably do so. They cannot see the pen, yet they can pick it up when prompted—an example of access consciousness without phenomenal consciousness.

Data is an android. How do these distinctions play out with respect to him?

The Data Dilemma
The android Data demonstrates that he is self-aware in that he can monitor whether or not, for example, he is optimally charged or there is internal damage to his robotic arm.

Data is also intelligent in the general sense. He does a lot of distinct things at a high level of mastery. He can fly the Enterprise, take orders from Captain Picard and reason with him about the best path to take.

He can also play poker with his shipmates, cook, discuss topical issues with close friends, fight with enemies on alien planets, and engage in various forms of physical labor. Data has access consciousness. He would clearly pass the Turing test.

However, Data most likely lacks phenomenal consciousness—he does not, for example, delight in the scent of roses or experience pain. He embodies a supersized version of blindsight. He’s self-aware and has access consciousness—can grab the pen—but across all his senses he lacks phenomenal consciousness.

Now, if Data doesn’t feel pain, at least one of the reasons Singer offers for giving a creature moral standing is not fulfilled. But Data might fulfill the other condition of being able to suffer, even without feeling pain. Suffering might not require phenomenal consciousness the way pain essentially does.

For example, what if suffering were also defined as the idea of being thwarted from pursuing a just cause without causing harm to others? Suppose Data’s goal is to save his crewmate, but he can’t reach her because of damage to one of his limbs. Data’s reduction in functioning that keeps him from saving his crewmate is a kind of nonphenomenal suffering. He would have preferred to save the crewmate, and would be better off if he did.

In the episode, the question ends up resting not on whether Data is self-aware—that is not in doubt. Nor is it in question whether he is intelligent—he easily demonstrates that he is in the general sense. What is unclear is whether he is phenomenally conscious. Data is not dismantled because, in the end, his human judges cannot agree on the significance of consciousness for moral standing.

Should an AI Get Moral Standing?
Data is kind; he acts to support the well-being of his crewmates and those he encounters on alien planets. He obeys orders from people and appears unlikely to harm them, and he seems to protect his own existence. For these reasons he appears peaceful and easier to accept into the realm of things that have moral standing.

But what about Skynet in the Terminator movies? Or the worries recently expressed by Elon Musk about AI being more dangerous than nukes, and by Stephen Hawking on AI ending humankind?

Human beings don’t lose their claim to moral standing just because they act against the interests of another person. In the same way, you can’t automatically say that just because an AI acts against the interests of humanity or another AI it doesn’t have moral standing. You might be justified in fighting back against an AI like Skynet, but that does not take away its moral standing. If moral standing is given in virtue of the capacity to nonphenomenally suffer, then Skynet and Data both get it even if only Data wants to help human beings.

There are no artificial general intelligence machines yet. But now is the time to consider what it would take to grant them moral standing. How humanity chooses to answer the question of moral standing for nonbiological creatures will have big implications for how we deal with future AIs—whether kind and helpful like Data, or set on destruction, like Skynet.

This article is republished from The Conversation under a Creative Commons license. Read the original article.

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#437416 Robotics firm expands autonomous data ...

Back in 2013, local Brooklyn papers were excitedly reporting on a new initiative aimed at getting residents involved in cleaning up the highly polluted Gowanus Canal. Brooklyn Atlantis, as the project was known, was the brainchild of NYU Tandon Professor of Mechanical and Aerospace Engineering Maurizio Porfiri, who envisioned building and launching robotic boats to collect water-quality data and capture images of the infamous canal, which citizen scientists would then view and help classify. Those robotic boats ultimately led to the formation of the company Manifold Robotics, which aimed to further develop the unmanned surface vehicles (USVs) with sensor technology. (The fledgling company received support from PowerBridgeNY, a collaborative initiative to bring university research to market.) More recently, the startup has now branched out to develop a mobile data collection platform that allows unmanned aerial vehicles (UAVs) to operate safely in the sky near power lines. Continue reading

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#437303 The Deck Is Not Rigged: Poker and the ...

Tuomas Sandholm, a computer scientist at Carnegie Mellon University, is not a poker player—or much of a poker fan, in fact—but he is fascinated by the game for much the same reason as the great game theorist John von Neumann before him. Von Neumann, who died in 1957, viewed poker as the perfect model for human decision making, for finding the balance between skill and chance that accompanies our every choice. He saw poker as the ultimate strategic challenge, combining as it does not just the mathematical elements of a game like chess but the uniquely human, psychological angles that are more difficult to model precisely—a view shared years later by Sandholm in his research with artificial intelligence.

“Poker is the main benchmark and challenge program for games of imperfect information,” Sandholm told me on a warm spring afternoon in 2018, when we met in his offices in Pittsburgh. The game, it turns out, has become the gold standard for developing artificial intelligence.

Tall and thin, with wire-frame glasses and neat brow hair framing a friendly face, Sandholm is behind the creation of three computer programs designed to test their mettle against human poker players: Claudico, Libratus, and most recently, Pluribus. (When we met, Libratus was still a toddler and Pluribus didn’t yet exist.) The goal isn’t to solve poker, as such, but to create algorithms whose decision making prowess in poker’s world of imperfect information and stochastic situations—situations that are randomly determined and unable to be predicted—can then be applied to other stochastic realms, like the military, business, government, cybersecurity, even health care.

While the first program, Claudico, was summarily beaten by human poker players—“one broke-ass robot,” an observer called it—Libratus has triumphed in a series of one-on-one, or heads-up, matches against some of the best online players in the United States.

Libratus relies on three main modules. The first involves a basic blueprint strategy for the whole game, allowing it to reach a much faster equilibrium than its predecessor. It includes an algorithm called the Monte Carlo Counterfactual Regret Minimization, which evaluates all future actions to figure out which one would cause the least amount of regret. Regret, of course, is a human emotion. Regret for a computer simply means realizing that an action that wasn’t chosen would have yielded a better outcome than one that was. “Intuitively, regret represents how much the AI regrets having not chosen that action in the past,” says Sandholm. The higher the regret, the higher the chance of choosing that action next time.

It’s a useful way of thinking—but one that is incredibly difficult for the human mind to implement. We are notoriously bad at anticipating our future emotions. How much will we regret doing something? How much will we regret not doing something else? For us, it’s an emotionally laden calculus, and we typically fail to apply it in quite the right way. For a computer, it’s all about the computation of values. What does it regret not doing the most, the thing that would have yielded the highest possible expected value?

The second module is a sub-game solver that takes into account the mistakes the opponent has made so far and accounts for every hand she could possibly have. And finally, there is a self-improver. This is the area where data and machine learning come into play. It’s dangerous to try to exploit your opponent—it opens you up to the risk that you’ll get exploited right back, especially if you’re a computer program and your opponent is human. So instead of attempting to do that, the self-improver lets the opponent’s actions inform the areas where the program should focus. “That lets the opponent’s actions tell us where [they] think they’ve found holes in our strategy,” Sandholm explained. This allows the algorithm to develop a blueprint strategy to patch those holes.

It’s a very human-like adaptation, if you think about it. I’m not going to try to outmaneuver you head on. Instead, I’m going to see how you’re trying to outmaneuver me and respond accordingly. Sun-Tzu would surely approve. Watch how you’re perceived, not how you perceive yourself—because in the end, you’re playing against those who are doing the perceiving, and their opinion, right or not, is the only one that matters when you craft your strategy. Overnight, the algorithm patches up its overall approach according to the resulting analysis.

There’s one final thing Libratus is able to do: play in situations with unknown probabilities. There’s a concept in game theory known as the trembling hand: There are branches of the game tree that, under an optimal strategy, one should theoretically never get to; but with some probability, your all-too-human opponent’s hand trembles, they take a wrong action, and you’re suddenly in a totally unmapped part of the game. Before, that would spell disaster for the computer: An unmapped part of the tree means the program no longer knows how to respond. Now, there’s a contingency plan.

Of course, no algorithm is perfect. When Libratus is playing poker, it’s essentially working in a zero-sum environment. It wins, the opponent loses. The opponent wins, it loses. But while some real-life interactions really are zero-sum—cyber warfare comes to mind—many others are not nearly as straightforward: My win does not necessarily mean your loss. The pie is not fixed, and our interactions may be more positive-sum than not.

What’s more, real-life applications have to contend with something that a poker algorithm does not: the weights that are assigned to different elements of a decision. In poker, this is a simple value-maximizing process. But what is value in the human realm? Sandholm had to contend with this before, when he helped craft the world’s first kidney exchange. Do you want to be more efficient, giving the maximum number of kidneys as quickly as possible—or more fair, which may come at a cost to efficiency? Do you want as many lives as possible saved—or do some take priority at the cost of reaching more? Is there a preference for the length of the wait until a transplant? Do kids get preference? And on and on. It’s essential, Sandholm says, to separate means and the ends. To figure out the ends, a human has to decide what the goal is.

“The world will ultimately become a lot safer with the help of algorithms like Libratus,” Sandholm told me. I wasn’t sure what he meant. The last thing that most people would do is call poker, with its competition, its winners and losers, its quest to gain the maximum edge over your opponent, a haven of safety.

“Logic is good, and the AI is much better at strategic reasoning than humans can ever be,” he explained. “It’s taking out irrationality, emotionality. And it’s fairer. If you have an AI on your side, it can lift non-experts to the level of experts. Naïve negotiators will suddenly have a better weapon. We can start to close off the digital divide.”

It was an optimistic note to end on—a zero-sum, competitive game yielding a more ultimately fair and rational world.

I wanted to learn more, to see if it was really possible that mathematics and algorithms could ultimately be the future of more human, more psychological interactions. And so, later that day, I accompanied Nick Nystrom, the chief scientist of the Pittsburgh Supercomputing Center—the place that runs all of Sandholm’s poker-AI programs—to the actual processing center that make undertakings like Libratus possible.

A half-hour drive found us in a parking lot by a large glass building. I’d expected something more futuristic, not the same square, corporate glass squares I’ve seen countless times before. The inside, however, was more promising. First the security checkpoint. Then the ride in the elevator — down, not up, to roughly three stories below ground, where we found ourselves in a maze of corridors with card readers at every juncture to make sure you don’t slip through undetected. A red-lit panel formed the final barrier, leading to a small sliver of space between two sets of doors. I could hear a loud hum coming from the far side.

“Let me tell you what you’re going to see before we walk in,” Nystrom told me. “Once we get inside, it will be too loud to hear.”

I was about to witness the heart of the supercomputing center: 27 large containers, in neat rows, each housing multiple processors with speeds and abilities too great for my mind to wrap around. Inside, the temperature is by turns arctic and tropic, so-called “cold” rows alternating with “hot”—fans operate around the clock to cool the processors as they churn through millions of giga, mega, tera, peta and other ever-increasing scales of data bytes. In the cool rows, robotic-looking lights blink green and blue in orderly progression. In the hot rows, a jumble of multicolored wires crisscrosses in tangled skeins.

In the corners stood machines that had outlived their heyday. There was Sherlock, an old Cray model, that warmed my heart. There was a sad nameless computer, whose anonymity was partially compensated for by the Warhol soup cans adorning its cage (an homage to Warhol’s Pittsburghian origins).

And where does Libratus live, I asked? Which of these computers is Bridges, the computer that runs the AI Sandholm and I had been discussing?

Bridges, it turned out, isn’t a single computer. It’s a system with processing power beyond comprehension. It takes over two and a half petabytes to run Libratus. A single petabyte is a million gigabytes: You could watch over 13 years of HD video, store 10 billion photos, catalog the contents of the entire Library of Congress word for word. That’s a whole lot of computing power. And that’s only to succeed at heads-up poker, in limited circumstances.

Yet despite the breathtaking computing power at its disposal, Libratus is still severely limited. Yes, it beat its opponents where Claudico failed. But the poker professionals weren’t allowed to use many of the tools of their trade, including the opponent analysis software that they depend on in actual online games. And humans tire. Libratus can churn for a two-week marathon, where the human mind falters.

But there’s still much it can’t do: play more opponents, play live, or win every time. There’s more humanity in poker than Libratus has yet conquered. “There’s this belief that it’s all about statistics and correlations. And we actually don’t believe that,” Nystrom explained as we left Bridges behind. “Once in a while correlations are good, but in general, they can also be really misleading.”

Two years later, the Sandholm lab will produce Pluribus. Pluribus will be able to play against five players—and will run on a single computer. Much of the human edge will have evaporated in a short, very short time. The algorithms have improved, as have the computers. AI, it seems, has gained by leaps and bounds.

So does that mean that, ultimately, the algorithmic can indeed beat out the human, that computation can untangle the web of human interaction by discerning “the little tactics of deception, of asking yourself what is the other man going to think I mean to do,” as von Neumann put it?

Long before I’d spoken to Sandholm, I’d met Kevin Slavin, a polymath of sorts whose past careers have including founding a game design company and an interactive art space and launching the Playful Systems group at MIT’s Media Lab. Slavin has a decidedly different view from the creators of Pluribus. “On the one hand, [von Neumann] was a genius,” Kevin Slavin reflects. “But the presumptuousness of it.”

Slavin is firmly on the side of the gambler, who recognizes uncertainty for what it is and thus is able to take calculated risks when necessary, all the while tampering confidence at the outcome. The most you can do is put yourself in the path of luck—but to think you can guess with certainty the actual outcome is a presumptuousness the true poker player foregoes. For Slavin, the wonder of computers is “That they can generate this fabulous, complex randomness.” His opinion of the algorithmic assaults on chance? “This is their moment,” he said. “But it’s the exact opposite of what’s really beautiful about a computer, which is that it can do something that’s actually unpredictable. That, to me, is the magic.”

Will they actually succeed in making the unpredictable predictable, though? That’s what I want to know. Because everything I’ve seen tells me that absolute success is impossible. The deck is not rigged.

“It’s an unbelievable amount of work to get there. What do you get at the end? Let’s say they’re successful. Then we live in a world where there’s no God, agency, or luck,” Slavin responded.

“I don’t want to live there,’’ he added “I just don’t want to live there.”

Luckily, it seems that for now, he won’t have to. There are more things in life than are yet written in the algorithms. We have no reliable lie detection software—whether in the face, the skin, or the brain. In a recent test of bluffing in poker, computer face recognition failed miserably. We can get at discomfort, but we can’t get at the reasons for that discomfort: lying, fatigue, stress—they all look much the same. And humans, of course, can also mimic stress where none exists, complicating the picture even further.

Pluribus may turn out to be powerful, but von Neumann’s challenge still stands: The true nature of games, the most human of the human, remains to be conquered.

This article was originally published on Undark. Read the original article.

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