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#437564 How We Won the DARPA SubT Challenge: ...

This is a guest post. The views expressed here are those of the authors and do not necessarily represent positions of IEEE or its organizational units.​

“Do you smell smoke?” It was three days before the qualification deadline for the Virtual Tunnel Circuit of the DARPA Subterranean Challenge Virtual Track, and our team was barrelling through last-minute updates to our robot controllers in a small conference room at the Michigan Tech Research Institute (MTRI) offices in Ann Arbor, Mich. That’s when we noticed the smell. We’d assumed that one of the benefits of entering a virtual disaster competition was that we wouldn’t be exposed to any actual disasters, but equipment in the basement of the building MTRI shares had started to smoke. We evacuated. The fire department showed up. And as soon as we could, the team went back into the building, hunkered down, and tried to make up for the unexpected loss of several critical hours.

Team BARCS joins the SubT Virtual Track
The smoke incident happened more than a year after we first learned of the DARPA Subterranean Challenge. DARPA announced SubT early in 2018, and at that time, we were interested in building internal collaborations on multi-agent autonomy problems, and SubT seemed like the perfect opportunity. Though a few of us had backgrounds in robotics, the majority of our team was new to the field. We knew that submitting a proposal as a largely non-traditional robotics team from an organization not known for research in robotics was a risk. However, the Virtual Track gave us the opportunity to focus on autonomy and multi-agent teaming strategies, areas requiring skill in asynchronous computing and sensor data processing that are strengths of our Institute. The prevalence of open source code, small inexpensive platforms, and customizable sensors has provided the opportunity for experts in fields other than robotics to apply novel approaches to robotics problems. This is precisely what makes the Virtual Track of SubT appealing to us, and since starting SubT, autonomy has developed into a significant research thrust for our Institute. Plus, robots are fun!

After many hours of research, discussion, and collaboration, we submitted our proposal early in 2018. And several months later, we found out that we had won a contract and became a funded team (Team BARCS) in the SubT Virtual Track. Now we needed to actually make our strategy work for the first SubT Tunnel Circuit competition, taking place in August of 2019.

Building a team of virtual robots
A natural approach to robotics competitions like SubT is to start with the question of “what can X-type robot do” and then build a team and strategy around individual capabilities. A particular challenge for the SubT Virtual Track is that we can’t design our own systems; instead, we have to choose from a predefined set of simulated robots and sensors that DARPA provides, based on the real robots used by Systems Track teams. Our approach is to look at what a team of robots can do together, determining experimentally what the best team configuration is for each environment. By the final competition, ideally we will be demonstrating the value of combining platforms across multiple Systems Track teams into a single Virtual Track team. Each of the robot configurations in the competition has an associated cost, and team size is constrained by a total cost. This provides another impetus for limiting dependence on complex sensor packages, though our ranging preference is 3D lidar, which is the most expensive sensor!

Image: Michigan Tech Research Institute

The teams can rely on realistic physics and sensors but they start off with no maps of any kind, so the focus is on developing autonomous exploratory behavior, navigation methods, and object recognition for their simulated robots.

One of the frequent questions we receive about the Virtual Track is if it’s like a video game. While it may look similar on the surface, everything under the hood in a video game is designed to service the game narrative and play experience, not require novel research in AI and autonomy. The purpose of simulations, on the other hand, is to include full physics and sensor models (including noise and errors) to provide a testbed for prototyping and developing solutions to those real-world challenges. We are starting with realistic physics and sensors but no maps of any kind, so the focus is on developing autonomous exploratory behavior, navigation methods, and object recognition for our simulated robots.

Though the simulation is more like real life than a video game, it is not real life. Due to occasional software bugs, there are still non-physical events, like the robots falling through an invisible hole in the world or driving through a rock instead of over it or flipping head over heels when driving over a tiny lip between world tiles. These glitches, while sometimes frustrating, still allow the SubT Virtual platform to be realistic enough to support rapid prototyping of controller modules that will transition straightforwardly onto hardware, closing the loop between simulation and real-world robots.

Full autonomy for DARPA-hard scenarios
The Virtual Track requirement that the robotic agents be fully autonomous, rather than have a human supervisor, is a significant distinction between the Systems and Virtual Tracks of SubT. Our solutions must be hardened against software faults caused by things like missing and bad data since our robots can’t turn to us for help. In order for a team of robots to complete this objective reliably with no human-in-the-loop, all of the internal systems, from perception to navigation to control to actuation to communications, must be able to autonomously identify and manage faults and failures anywhere in the control chain.

The communications limitations in subterranean environments (both real and virtual) mean that we need to keep the amount of information shared between robots low, while making the usability of that information for joint decision-making high. This goal has guided much of our design for autonomous navigation and joint search strategy for our team. For example, instead of sharing the full SLAM map of the environment, our agents only share a simplified graphical representation of the space, along with data about frontiers it has not yet explored, and are able to merge its information with the graphs generated by other agents. The merged graph can then be used for planning and navigation without having full knowledge of the detailed 3D map.

The Virtual Track requires that the robotic agents be fully autonomous. With no human-in-the-loop, all of the internal systems, from perception to navigation to control to actuation to communications, must be able to identify and manage faults and failures anywhere in the control chain.

Since the objective of the SubT program is to advance the state-of-the-art in rapid autonomous exploration and mapping of subterranean environments by robots, our first software design choices focused on the mapping task. The SubT virtual environments are sufficiently rich as to provide interesting problems in building so-called costmaps that accurately separate obstructions that are traversable (like ramps) from legitimately impassible obstructions. An extra complication we discovered in the first course, which took place in mining tunnels, was that the angle of the lowest beam of the lidar was parallel to the down ramps in the tunnel environment, so they could not “see” the ground (or sometimes even obstructions on the ramp) until they got close enough to the lip of the ramp to receive lidar reflections off the bottom of the ramp. In this case, we had to not only change the costmap to convince the robot that there was safe ground to reach over the lip of the ramp, but also had to change the path planner to get the robot to proceed with caution onto the top of the ramp in case there were previously unseen obstructions on the ramp.

In addition to navigation in the costmaps, the robot must be able to generate its own goals to navigate to. This is what produces exploratory behavior when there is no map to start with. SLAM is used to generate a detailed map of the environment explored by a single robot—the space it has probed with its sensors. From the sensor data, we are able to extract information about the interior space of the environment while looking for holes in the data, to determine things like whether the current tunnel continues or ends, or how many tunnels meet at an intersection. Once we have some understanding of the interior space, we can place navigation goals in that space. These goals naturally update as the robot traverses the tunnel, allowing the entire space to be explored.

Sending our robots into the virtual unknown
The solutions for the Virtual Track competitions are tested by DARPA in multiple sequestered runs across many environments for each Circuit in the month prior to the Systems Track competition. We must wait until the joint award ceremony at the conclusion of the Systems Track to find out the results, and we are completely in the dark about placings before the awards are announced. It’s nerve-wracking! The challenges of the worlds used in the Circuit events are also hand-designed, so features of the worlds we use for development could be combined in ways we have not anticipated—it’s always interesting to see what features were prioritized after the event. We test everything in our controllers well enough to feel confident that we at least are submitting something reasonably stable and broadly capable, and once the solution is in, we can’t really do anything other than “let go” and get back to work on the next phase of development. Maybe it’s somewhat like sending your kid to college: “we did our best to prepare you for this world, little bots. Go do good.”

Image: Michigan Tech Research Institute

The first SubT competition was the Tunnel Circuit, featuring a labyrinthine environment that simulated human-engineered tunnels, including hazards such as vertical shafts and rubble.

The first competition was the Tunnel Circuit, in October 2019. This environment models human-engineered tunnels. Two substantial challenges in this environment were vertical shafts and rubble. Our team accrued 21 points over 15 competition runs in five separate tunnel environments for a second place finish, behind Team Coordinated Robotics.

The next phase of the SubT virtual competition was the Urban Circuit. Much of the difference between our Tunnel and Urban Circuit results came down to thorough testing to identify failure modes and implementations of checks and data filtering for fault tolerance. For example, in the SLAM nodes run by a single robot, the coordinates of the most recent sensor data are changed multiple times during processing and integration into the current global 3D map of the “visited” environment stored by that robot. If there is lag in IMU or clock data, the observation may be temporarily registered at a default location that is very far from the actual position. Since most of our decision processes for exploration are downstream from SLAM, this can cause faulty or impossible goals to be generated, and the robots then spend inordinate amounts of time trying to drive through walls. We updated our method to add a check to see if the new map position has jumped a far distance from the prior map position, and if so, we threw that data out.

Image: Michigan Tech Research Institute

In open spaces like the rooms in the Urban circuit, we adjusted our approach to exploration through graph generation to allow the robots to accurately identify viable routes while helping to prevent forays off platform edges.

Our approach to exploration through graph generation based on identification of interior spaces allowed us to thoroughly explore the centers of rooms, although we did have to make some changes from the Tunnel circuit to achieve that. In the Tunnel circuit, we used a simplified graph of the environment based on landmarks like intersections. The advantage of this approach is that it is straightforward for two robots to compare how the graphs of the space they explored individually overlap. In open spaces like the rooms in the Urban circuit, we chose to instead use a more complex, less directly comparable graph structure based on the individual robot’s trajectory. This allowed the robots to accurately identify viable routes between features like subway station platforms and subway tracks, as well as to build up the navigation space for room interiors, while helping to prevent forays off the platform edges. Frontier information is also integrated into the graph, providing a uniform data structure for both goal selection and route planning.

The results are in!
The award ceremony for the Urban Circuit was held concurrently with the Systems Track competition awards this past February in Washington State. We sent a team representative to participate in the Technical Interchange Meeting and present the approach for our team, and the rest of us followed along from our office space on the DARPAtv live stream. While we were confident in our solution, we had also been tracking the online leaderboard and knew our competitors were going to be submitting strong solutions. Since the competition environments are hand-designed, there are always novel challenges that could be presented in these environments as well. We knew we would put up a good fight, but it was very exciting to see BARCS appear in first place!

Any time we implement a new module in our control system, there is a lot of parameter tuning that has to happen to produce reliably good autonomous behavior. In the Urban Circuit, we did not sufficiently test some parameter values in our exploration modules. The effect of this was that the robots only chose to go down small hallways after they explored everything else in their environment, which meant very often they ran out of time and missed a lot of small rooms. This may be the biggest source of lost points for us in the Urban Circuit. One of our major plans going forward from the Urban Circuit is to integrate more sophisticated node selection methods, which can help our robots more intelligently prioritize which frontier nodes to visit. By going through all three Circuit challenges, we will learn how to appropriately add weights to the frontiers based on features of the individual environments. For the Final Challenge, when all three Circuit environments will be combined into large systems, we plan to implement adaptive controllers that will identify their environments and use the appropriate optimized parameters for that environment. In this way, we expect our agents to be able to (for example) prioritize hallways and other small spaces in Urban environments, and perhaps prioritize large openings over small in the Cave environments, if the small openings end up being treacherous overall.

Next for our team: Cave Circuit
Coming up next for Team BARCS is the Virtual Cave Circuit. We are in the middle of testing our hypothesis that our controller will transition from UGVs to UAVs and developing strategies for refining our solution to handle Cave Circuit environmental hazards. The UAVs have a shorter battery life than the UGVs, so executing a joint exploration strategy will also be a high priority for this event, as will completing our work on graph sharing and merging, which will give our robot teams more sophisticated options for navigation and teamwork. We’re reaching a threshold in development where we can start increasing the “smarts” of the robots, which we anticipate will be critical for the final competition, where all of the challenges of SubT will be combined to push the limits of innovation. The Cave Circuit will also have new environmental challenges to tackle: dynamic features such as rock falls have been added, which will block previously accessible passages in the cave environment. We think our controllers are well-poised to handle this new challenge, and we’re eager to find out if that’s the case.

As of now, the biggest worries for us are time and team composition. The Cave Circuit deadline has been postponed to October 15 due to COVID-19 delays, with the award ceremony in mid-November, but there have also been several very compelling additions to the testbed that we would like to experiment with before submission, including droppable networking ‘breadcrumbs’ and new simulated platforms. There are design trade-offs when balancing general versus specialist approaches to the controllers for these robots—since we are adding UAVs to our team for the first time, there are new decisions that will have to be made. For example, the UAVs can ascend into vertical spaces, but only have a battery life of 20 minutes. The UGVs by contrast have 90 minute battery life. One of our strategies is to do an early return to base with one or more agents to buy down risk on making any artifact reports at all for the run, hedging against our other robots not making it back in time, a lesson learned from the Tunnel Circuit. Should a UAV take on this role, or is it better to have them explore deeper into the environment and instead report their artifacts to a UGV or network node, which comes with its own risks? Testing and experimentation to determine the best options takes time, which is always a worry when preparing for a competition! We also anticipate new competitors and stiffer competition all around.

Image: Michigan Tech Research Institute

Team BARCS has now a year to prepare for the final DARPA SubT Challenge event, expected to take place in late 2021.

Going forward from the Cave Circuit, we will have a year to prepare for the final DARPA SubT Challenge event, expected to take place in late 2021. What we are most excited about is increasing the level of intelligence of the agents in their teamwork and joint exploration of the environment. Since we will have (hopefully) built up robust approaches to handling each of the specific types of environments in the Tunnel, Urban, and Cave circuits, we will be aiming to push the limits on collaboration and efficiency among the agents in our team. We view this as a central research contribution of the Virtual Track to the Subterranean Challenge because intelligent, adaptive, multi-robot collaboration is an upcoming stage of development for integration of robots into our lives.

The Subterranean Challenge Virtual Track gives us a bridge for transitioning our more abstract research ideas and algorithms relevant to this degree of autonomy and collaboration onto physical systems, and exploring the tangible outcomes of implementing our work in the real world. And the next time there’s an incident in the basement of our building, the robots (and humans) of Team BARCS will be ready to respond.

Richard Chase, Ph.D., P.E., is a research scientist at Michigan Tech Research Institute (MTRI) and has 20 years of experience developing robotics and cyber physical systems in areas from remote sensing to autonomous vehicles. At MTRI, he works on a variety of topics such as swarm autonomy, human-swarm teaming, and autonomous vehicles. His research interests are the intersection of design, robotics, and embedded systems.

Sarah Kitchen is a Ph.D. mathematician working as a research scientist and an AI/Robotics focus area leader at MTRI. Her research interests include intelligent autonomous agents and multi-agent collaborative teams, as well as applications of autonomous robots to sensing systems.

This material is based upon work supported by the Defense Advanced Research Projects Agency (DARPA) under Contract No. HR001118C0124 and is released under Distribution Statement (Approved for Public Release, Distribution Unlimited). Any opinions, findings and conclusions or recommendations expressed in this material are those of the authors and do not necessarily reflect the views of DARPA. Continue reading

Posted in Human Robots

#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.

Image Credit: José Pablo Iglesias / Unsplash Continue reading

Posted in Human Robots

#437301 The Global Work Crisis: Automation, the ...

The alarm bell rings. You open your eyes, come to your senses, and slide from dream state to consciousness. You hit the snooze button, and eventually crawl out of bed to the start of yet another working day.

This daily narrative is experienced by billions of people all over the world. We work, we eat, we sleep, and we repeat. As our lives pass day by day, the beating drums of the weekly routine take over and years pass until we reach our goal of retirement.

A Crisis of Work
We repeat the routine so that we can pay our bills, set our kids up for success, and provide for our families. And after a while, we start to forget what we would do with our lives if we didn’t have to go back to work.

In the end, we look back at our careers and reflect on what we’ve achieved. It may have been the hundreds of human interactions we’ve had; the thousands of emails read and replied to; the millions of minutes of physical labor—all to keep the global economy ticking along.

According to Gallup’s World Poll, only 15 percent of people worldwide are actually engaged with their jobs. The current state of “work” is not working for most people. In fact, it seems we as a species are trapped by a global work crisis, which condemns people to cast away their time just to get by in their day-to-day lives.

Technologies like artificial intelligence and automation may help relieve the work burdens of millions of people—but to benefit from their impact, we need to start changing our social structures and the way we think about work now.

The Specter of Automation
Automation has been ongoing since the Industrial Revolution. In recent decades it has taken on a more elegant guise, first with physical robots in production plants, and more recently with software automation entering most offices.

The driving goal behind much of this automation has always been productivity and hence, profits: technology that can act as a multiplier on what a single human can achieve in a day is of huge value to any company. Powered by this strong financial incentive, the quest for automation is growing ever more pervasive.

But if automation accelerates or even continues at its current pace and there aren’t strong social safety nets in place to catch the people who are negatively impacted (such as by losing their jobs), there could be a host of knock-on effects, including more concentrated wealth among a shrinking elite, more strain on government social support, an increase in depression and drug dependence, and even violent social unrest.

It seems as though we are rushing headlong into a major crisis, driven by the engine of accelerating automation. But what if instead of automation challenging our fragile status quo, we view it as the solution that can free us from the shackles of the Work Crisis?

The Way Out
In order to undertake this paradigm shift, we need to consider what society could potentially look like, as well as the problems associated with making this change. In the context of these crises, our primary aim should be for a system where people are not obligated to work to generate the means to survive. This removal of work should not threaten access to food, water, shelter, education, healthcare, energy, or human value. In our current system, work is the gatekeeper to these essentials: one can only access these (and even then often in a limited form), if one has a “job” that affords them.

Changing this system is thus a monumental task. This comes with two primary challenges: providing people without jobs with financial security, and ensuring they maintain a sense of their human value and worth. There are several measures that could be implemented to help meet these challenges, each with important steps for society to consider.

Universal basic income (UBI)

UBI is rapidly gaining support, and it would allow people to become shareholders in the fruits of automation, which would then be distributed more broadly.

UBI trials have been conducted in various countries around the world, including Finland, Kenya, and Spain. The findings have generally been positive on the health and well-being of the participants, and showed no evidence that UBI disincentivizes work, a common concern among the idea’s critics. The most recent popular voice for UBI has been that of former US presidential candidate Andrew Yang, who now runs a non-profit called Humanity Forward.

UBI could also remove wasteful bureaucracy in administering welfare payments (since everyone receives the same amount, there’s no need to prevent false claims), and promote the pursuit of projects aligned with peoples’ skill sets and passions, as well as quantifying the value of tasks not recognized by economic measures like Gross Domestic Product (GDP). This includes looking after children and the elderly at home.

How a UBI can be initiated with political will and social backing and paid for by governments has been hotly debated by economists and UBI enthusiasts. Variables like how much the UBI payments should be, whether to implement taxes such as Yang’s proposed valued added tax (VAT), whether to replace existing welfare payments, the impact on inflation, and the impact on “jobs” from people who would otherwise look for work require additional discussion. However, some have predicted the inevitability of UBI as a result of automation.

Universal healthcare

Another major component of any society is the healthcare of its citizens. A move away from work would further require the implementation of a universal healthcare system to decouple healthcare from jobs. Currently in the US, and indeed many other economies, healthcare is tied to employment.

Universal healthcare such as Medicare in Australia is evidence for the adage “prevention is better than cure,” when comparing the cost of healthcare in the US with Australia on a per capita basis. This has already presented itself as an advancement in the way healthcare is considered. There are further benefits of a healthier population, including less time and money spent on “sick-care.” Healthy people are more likely and more able to achieve their full potential.

Reshape the economy away from work-based value

One of the greatest challenges in a departure from work is for people to find value elsewhere in life. Many people view their identities as being inextricably tied to their jobs, and life without a job is therefore a threat to one’s sense of existence. This presents a shift that must be made at both a societal and personal level.

A person can only seek alternate value in life when afforded the time to do so. To this end, we need to start reducing “work-for-a-living” hours towards zero, which is a trend we are already seeing in Europe. This should not come at the cost of reducing wages pro rata, but rather could be complemented by UBI or additional schemes where people receive dividends for work done by automation. This transition makes even more sense when coupled with the idea of deviating from using GDP as a measure of societal growth, and instead adopting a well-being index based on universal human values like health, community, happiness, and peace.

The crux of this issue is in transitioning away from the view that work gives life meaning and life is about using work to survive, towards a view of living a life that itself is fulfilling and meaningful. This speaks directly to notions from Maslow’s hierarchy of needs, where work largely addresses psychological and safety needs such as shelter, food, and financial well-being. More people should have a chance to grow beyond the most basic needs and engage in self-actualization and transcendence.

The question is largely around what would provide people with a sense of value, and the answers would differ as much as people do; self-mastery, building relationships and contributing to community growth, fostering creativity, and even engaging in the enjoyable aspects of existing jobs could all come into play.

Universal education

With a move towards a society that promotes the values of living a good life, the education system would have to evolve as well. Researchers have long argued for a more nimble education system, but universities and even most online courses currently exist for the dominant purpose of ensuring people are adequately skilled to contribute to the economy. These “job factories” only exacerbate the Work Crisis. In fact, the response often given by educational institutions to the challenge posed by automation is to find new ways of upskilling students, such as ensuring they are all able to code. As alluded to earlier, this is a limited and unimaginative solution to the problem we are facing.

Instead, education should be centered on helping people acknowledge the current crisis of work and automation, teach them how to derive value that is decoupled from work, and enable people to embrace progress as we transition to the new economy.

Disrupting the Status Quo
While we seldom stop to think about it, much of the suffering faced by humanity is brought about by the systemic foe that is the Work Crisis. The way we think about work has brought society far and enabled tremendous developments, but at the same time it has failed many people. Now the status quo is threatened by those very developments as we progress to an era where machines are likely to take over many job functions.

This impending paradigm shift could be a threat to the stability of our fragile system, but only if it is not fully anticipated. If we prepare for it appropriately, it could instead be the key not just to our survival, but to a better future for all.

Image Credit: mostafa meraji from Pixabay Continue reading

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#437276 Cars Will Soon Be Able to Sense and ...

Imagine you’re on your daily commute to work, driving along a crowded highway while trying to resist looking at your phone. You’re already a little stressed out because you didn’t sleep well, woke up late, and have an important meeting in a couple hours, but you just don’t feel like your best self.

Suddenly another car cuts you off, coming way too close to your front bumper as it changes lanes. Your already-simmering emotions leap into overdrive, and you lay on the horn and shout curses no one can hear.

Except someone—or, rather, something—can hear: your car. Hearing your angry words, aggressive tone, and raised voice, and seeing your furrowed brow, the onboard computer goes into “soothe” mode, as it’s been programmed to do when it detects that you’re angry. It plays relaxing music at just the right volume, releases a puff of light lavender-scented essential oil, and maybe even says some meditative quotes to calm you down.

What do you think—creepy? Helpful? Awesome? Weird? Would you actually calm down, or get even more angry that a car is telling you what to do?

Scenarios like this (maybe without the lavender oil part) may not be imaginary for much longer, especially if companies working to integrate emotion-reading artificial intelligence into new cars have their way. And it wouldn’t just be a matter of your car soothing you when you’re upset—depending what sort of regulations are enacted, the car’s sensors, camera, and microphone could collect all kinds of data about you and sell it to third parties.

Computers and Feelings
Just as AI systems can be trained to tell the difference between a picture of a dog and one of a cat, they can learn to differentiate between an angry tone of voice or facial expression and a happy one. In fact, there’s a whole branch of machine intelligence devoted to creating systems that can recognize and react to human emotions; it’s called affective computing.

Emotion-reading AIs learn what different emotions look and sound like from large sets of labeled data; “smile = happy,” “tears = sad,” “shouting = angry,” and so on. The most sophisticated systems can likely even pick up on the micro-expressions that flash across our faces before we consciously have a chance to control them, as detailed by Daniel Goleman in his groundbreaking book Emotional Intelligence.

Affective computing company Affectiva, a spinoff from MIT Media Lab, says its algorithms are trained on 5,313,751 face videos (videos of people’s faces as they do an activity, have a conversation, or react to stimuli) representing about 2 billion facial frames. Fascinatingly, Affectiva claims its software can even account for cultural differences in emotional expression (for example, it’s more normalized in Western cultures to be very emotionally expressive, whereas Asian cultures tend to favor stoicism and politeness), as well as gender differences.

But Why?
As reported in Motherboard, companies like Affectiva, Cerence, Xperi, and Eyeris have plans in the works to partner with automakers and install emotion-reading AI systems in new cars. Regulations passed last year in Europe and a bill just introduced this month in the US senate are helping make the idea of “driver monitoring” less weird, mainly by emphasizing the safety benefits of preemptive warning systems for tired or distracted drivers (remember that part in the beginning about sneaking glances at your phone? Yeah, that).

Drowsiness and distraction can’t really be called emotions, though—so why are they being lumped under an umbrella that has a lot of other implications, including what many may consider an eerily Big Brother-esque violation of privacy?

Our emotions, in fact, are among the most private things about us, since we are the only ones who know their true nature. We’ve developed the ability to hide and disguise our emotions, and this can be a useful skill at work, in relationships, and in scenarios that require negotiation or putting on a game face.

And I don’t know about you, but I’ve had more than one good cry in my car. It’s kind of the perfect place for it; private, secluded, soundproof.

Putting systems into cars that can recognize and collect data about our emotions under the guise of preventing accidents due to the state of mind of being distracted or the physical state of being sleepy, then, seems a bit like a bait and switch.

A Highway to Privacy Invasion?
European regulations will help keep driver data from being used for any purpose other than ensuring a safer ride. But the US is lagging behind on the privacy front, with car companies largely free from any enforceable laws that would keep them from using driver data as they please.

Affectiva lists the following as use cases for occupant monitoring in cars: personalizing content recommendations, providing alternate route recommendations, adapting environmental conditions like lighting and heating, and understanding user frustration with virtual assistants and designing those assistants to be emotion-aware so that they’re less frustrating.

Our phones already do the first two (though, granted, we’re not supposed to look at them while we drive—but most cars now let you use bluetooth to display your phone’s content on the dashboard), and the third is simply a matter of reaching a hand out to turn a dial or press a button. The last seems like a solution for a problem that wouldn’t exist without said… solution.

Despite how unnecessary and unsettling it may seem, though, emotion-reading AI isn’t going away, in cars or other products and services where it might provide value.

Besides automotive AI, Affectiva also makes software for clients in the advertising space. With consent, the built-in camera on users’ laptops records them while they watch ads, gauging their emotional response, what kind of marketing is most likely to engage them, and how likely they are to buy a given product. Emotion-recognition tech is also being used or considered for use in mental health applications, call centers, fraud monitoring, and education, among others.

In a 2015 TED talk, Affectiva co-founder Rana El-Kaliouby told her audience that we’re living in a world increasingly devoid of emotion, and her goal was to bring emotions back into our digital experiences. Soon they’ll be in our cars, too; whether the benefits will outweigh the costs remains to be seen.

Image Credit: Free-Photos from Pixabay Continue reading

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#437150 AI Is Getting More Creative. But Who ...

Creativity is a trait that makes humans unique from other species. We alone have the ability to make music and art that speak to our experiences or illuminate truths about our world. But suddenly, humans’ artistic abilities have some competition—and from a decidedly non-human source.

Over the last couple years there have been some remarkable examples of art produced by deep learning algorithms. They have challenged the notion of an elusive definition of creativity and put into perspective how professionals can use artificial intelligence to enhance their abilities and produce beyond the known boundaries.

But when creativity is the result of code written by a programmer, using a format given by a software engineer, featuring private and public datasets, how do we assign ownership of AI-generated content, and particularly that of artwork? McKinsey estimates AI will annually generate value of $3.5 to $5.8 trillion across various sectors.

In 2018, a portrait that was christened Edmond de Belamy was made in a French art collective called Obvious. It used a database with 15,000 portraits from the 1300s to the 1900s to train a deep learning algorithm to produce a unique portrait. The painting sold for $432,500 in a New York auction. Similarly, a program called Aiva, trained on thousands of classical compositions, has released albums whose pieces are being used by ad agencies and movies.

The datasets used by these algorithms were different, but behind both there was a programmer who changed the brush strokes or musical notes into lines of code and a data scientist or engineer who fitted and “curated” the datasets to use for the model. There could also have been user-based input, and the output may be biased towards certain styles or unintentionally infringe on similar pieces of art. This shows that there are many collaborators with distinct roles in producing AI-generated content, and it’s important to discuss how they can protect their proprietary interests.

A perspective article published in Nature Machine Intelligence by Jason K. Eshraghian in March looks into how AI artists and the collaborators involved should assess their ownership, laying out some guiding principles that are “only applicable for as long as AI does not have legal parenthood, the way humans and corporations are accorded.”

Before looking at how collaborators can protect their interests, it’s useful to understand the basic requirements of copyright law. The artwork in question must be an “original work of authorship fixed in a tangible medium.” Given this principle, the author asked whether it’s possible for AI to exercise creativity, skill, or any other indicator of originality. The answer is still straightforward—no—or at least not yet. Currently, AI’s range of creativity doesn’t exceed the standard used by the US Copyright Office, which states that copyright law protects the “fruits of intellectual labor founded in the creative powers of the mind.”

Due to the current limitations of narrow AI, it must have some form of initial input that helps develop its ability to create. At the moment AI is a tool that can be used to produce creative work in the same way that a video camera is a tool used to film creative content. Video producers don’t need to comprehend the inner workings of their cameras; as long as their content shows creativity and originality, they have a proprietary claim over their creations.

The same concept applies to programmers developing a neural network. As long as the dataset they use as input yields an original and creative result, it will be protected by copyright law; they don’t need to understand the high-level mathematics, which in this case are often black box algorithms whose output it’s impossible to analyze.

Will robots and algorithms eventually be treated as creative sources able to own copyrights? The author pointed to the recent patent case of Warner-Lambert Co Ltd versus Generics where Lord Briggs, Justice of the Supreme Court of the UK, determined that “the court is well versed in identifying the governing mind of a corporation and, when the need arises, will no doubt be able to do the same for robots.”

In the meantime, Dr. Eshraghian suggests four guiding principles to allow artists who collaborate with AI to protect themselves.

First, programmers need to document their process through online code repositories like GitHub or BitBucket.

Second, data engineers should also document and catalog their datasets and the process they used to curate their models, indicating selectivity in their criteria as much as possible to demonstrate their involvement and creativity.

Third, in cases where user data is utilized, the engineer should “catalog all runs of the program” to distinguish the data selection process. This could be interpreted as a way of determining whether user-based input has a right to claim the copyright too.

Finally, the output should avoid infringing on others’ content through methods like reverse image searches and version control, as mentioned above.

AI-generated artwork is still a very new concept, and the ambiguous copyright laws around it give a lot of flexibility to AI artists and programmers worldwide. The guiding principles Eshraghian lays out will hopefully shed some light on the legislation we’ll eventually need for this kind of art, and start an important conversation between all the stakeholders involved.

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