Tag Archives: australia
#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
#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