Tag Archives: build

#435707 AI Agents Startle Researchers With ...

After 25 million games, the AI agents playing hide-and-seek with each other had mastered four basic game strategies. The researchers expected that part.

After a total of 380 million games, the AI players developed strategies that the researchers didn’t know were possible in the game environment—which the researchers had themselves created. That was the part that surprised the team at OpenAI, a research company based in San Francisco.

The AI players learned everything via a machine learning technique known as reinforcement learning. In this learning method, AI agents start out by taking random actions. Sometimes those random actions produce desired results, which earn them rewards. Via trial-and-error on a massive scale, they can learn sophisticated strategies.

In the context of games, this process can be abetted by having the AI play against another version of itself, ensuring that the opponents will be evenly matched. It also locks the AI into a process of one-upmanship, where any new strategy that emerges forces the opponent to search for a countermeasure. Over time, this “self-play” amounted to what the researchers call an “auto-curriculum.”

According to OpenAI researcher Igor Mordatch, this experiment shows that self-play “is enough for the agents to learn surprising behaviors on their own—it’s like children playing with each other.”

Reinforcement is a hot field of AI research right now. OpenAI’s researchers used the technique when they trained a team of bots to play the video game Dota 2, which squashed a world-champion human team last April. The Alphabet subsidiary DeepMind has used it to triumph in the ancient board game Go and the video game StarCraft.

Aniruddha Kembhavi, a researcher at the Allen Institute for Artificial Intelligence (AI2) in Seattle, says games such as hide-and-seek offer a good way for AI agents to learn “foundational skills.” He worked on a team that taught their AllenAI to play Pictionary with humans, viewing the gameplay as a way for the AI to work on common sense reasoning and communication. “We are, however, quite far away from being able to translate these preliminary findings in highly simplified environments into the real world,” says Kembhavi.

Illustration: OpenAI

AI agents construct a fort during a hide-and-seek game developed by OpenAI.

In OpenAI’s game of hide-and-seek, both the hiders and the seekers received a reward only if they won the game, leaving the AI players to develop their own strategies. Within a simple 3D environment containing walls, blocks, and ramps, the players first learned to run around and chase each other (strategy 1). The hiders next learned to move the blocks around to build forts (2), and then the seekers learned to move the ramps (3), enabling them to jump inside the forts. Then the hiders learned to move all the ramps into their forts before the seekers could use them (4).

The two strategies that surprised the researchers came next. First the seekers learned that they could jump onto a box and “surf” it over to a fort (5), allowing them to jump in—a maneuver that the researchers hadn’t realized was physically possible in the game environment. So as a final countermeasure, the hiders learned to lock all the boxes into place (6) so they weren’t available for use as surfboards.

Illustration: OpenAI

An AI agent uses a nearby box to surf its way into a competitor’s fort.

In this circumstance, having AI agents behave in an unexpected way wasn’t a problem: They found different paths to their rewards, but didn’t cause any trouble. However, you can imagine situations in which the outcome would be rather serious. Robots acting in the real world could do real damage. And then there’s Nick Bostrom’s famous example of a paper clip factory run by an AI, whose goal is to make as many paper clips as possible. As Bostrom told IEEE Spectrum back in 2014, the AI might realize that “human bodies consist of atoms, and those atoms could be used to make some very nice paper clips.”

Bowen Baker, another member of the OpenAI research team, notes that it’s hard to predict all the ways an AI agent will act inside an environment—even a simple one. “Building these environments is hard,” he says. “The agents will come up with these unexpected behaviors, which will be a safety problem down the road when you put them in more complex environments.”

AI researcher Katja Hofmann at Microsoft Research Cambridge, in England, has seen a lot of gameplay by AI agents: She started a competition that uses Minecraft as the playing field. She says the emergent behavior seen in this game, and in prior experiments by other researchers, shows that games can be a useful for studies of safe and responsible AI.

“I find demonstrations like this, in games and game-like settings, a great way to explore the capabilities and limitations of existing approaches in a safe environment,” says Hofmann. “Results like these will help us develop a better understanding on how to validate and debug reinforcement learning systems–a crucial step on the path towards real-world applications.”

Baker says there’s also a hopeful takeaway from the surprises in the hide-and-seek experiment. “If you put these agents into a rich enough environment they will find strategies that we never knew were possible,” he says. “Maybe they can solve problems that we can’t imagine solutions to.” Continue reading

Posted in Human Robots

#435591 Video Friday: This Robotic Thread Could ...

Video Friday is your weekly selection of awesome robotics videos, collected by your Automaton bloggers. We’ll also be posting a weekly calendar of upcoming robotics events for the next few months; here’s what we have so far (send us your events!):

IEEE Africon 2019 – September 25-27, 2019 – Accra, Ghana
ISRR 2019 – October 6-10, 2019 – Hanoi, Vietnam
Ro-Man 2019 – October 14-18, 2019 – New Delhi, India
Humanoids 2019 – October 15-17, 2019 – Toronto, Canada
ARSO 2019 – October 31-1, 2019 – Beijing, China
ROSCon 2019 – October 31-1, 2019 – Macau
IROS 2019 – November 4-8, 2019 – Macau
Let us know if you have suggestions for next week, and enjoy today’s videos.

Eight engineering students from ETH Zurich are working on a year-long focus project to develop a multimodal robot called Dipper, which can fly, swim, dive underwater, and manage that difficult air-water transition:

The robot uses one motor to selectively drive either a propeller or a marine screw depending on whether it’s in flight or not. We’re told that getting the robot to autonomously do the water to air transition is still a work in progress, but that within a few weeks things should be much smoother.

[ Dipper ]

Thanks Simon!

Giving a jellyfish a hug without stressing them out is exactly as hard as you think, but Harvard’s robot will make sure that all jellyfish get the emotional (and physical) support that they need.

The gripper’s six “fingers” are composed of thin, flat strips of silicone with a hollow channel inside bonded to a layer of flexible but stiffer polymer nanofibers. The fingers are attached to a rectangular, 3D-printed plastic “palm” and, when their channels are filled with water, curl in the direction of the nanofiber-coated side. Each finger exerts an extremely low amount of pressure — about 0.0455 kPA, or less than one-tenth of the pressure of a human’s eyelid on their eye. By contrast, current state-of-the-art soft marine grippers, which are used to capture delicate but more robust animals than jellyfish, exert about 1 kPA.

The gripper was successfully able to trap each jellyfish against the palm of the device, and the jellyfish were unable to break free from the fingers’ grasp until the gripper was depressurized. The jellyfish showed no signs of stress or other adverse effects after being released, and the fingers were able to open and close roughly 100 times before showing signs of wear and tear.

[ Harvard ]

MIT engineers have developed a magnetically steerable, thread-like robot that can actively glide through narrow, winding pathways, such as the labyrinthine vasculature of the brain. In the future, this robotic thread may be paired with existing endovascular technologies, enabling doctors to remotely guide the robot through a patient’s brain vessels to quickly treat blockages and lesions, such as those that occur in aneurysms and stroke.

[ MIT ]

See NASA’s next Mars rover quite literally coming together inside a clean room at the Jet Propulsion Laboratory. This behind-the-scenes look at what goes into building and preparing a rover for Mars, including extensive tests in simulated space environments, was captured from March to July 2019. The rover is expected to launch to the Red Planet in summer 2020 and touch down in February 2021.

The Mars 2020 rover doesn’t have a name yet, but you can give it one! As long as you’re not too old! Which you probably are!

[ Mars 2020 ]

I desperately wish that we could watch this next video at normal speed, not just slowed down, but it’s quite impressive anyway.

Here’s one more video from the Namiki Lab showing some high speed tracking with a pair of very enthusiastic robotic cameras:

[ Namiki Lab ]

Normally, tedious modeling of mechanics, electronics, and information science is required to understand how insects’ or robots’ moving parts coordinate smoothly to take them places. But in a new study, biomechanics researchers at the Georgia Institute of Technology boiled down the sprints of cockroaches to handy principles and equations they then used to make a test robot amble about better.

[ Georgia Tech ]

More magical obstacle-dodging footage from Skydio’s still secret new drone.

We’ve been hard at work extending the capabilities of our upcoming drone, giving you ways to get the control you want without the stress of crashing. The result is you can fly in ways, and get shots, that would simply be impossible any other way. How about flying through obstacles at full speed, backwards?

[ Skydio ]

This is a cute demo with Misty:

[ Misty Robotics ]

We’ve seen pieces of hardware like this before, but always made out of hard materials—a soft version is certainly something new.

Utilizing vacuum power and soft material actuators, we have developed a soft reconfigurable surface (SRS) with multi-modal control and performance capabilities. The SRS is comprised of a square grid array of linear vacuum-powered soft pneumatic actuators (linear V-SPAs), built into plug-and-play modules which enable the arrangement, consolidation, and control of many DoF.

[ RRL ]

The EksoVest is not really a robot, but it’ll make you a cyborg! With super strength!

“This is NOT intended to give you super strength but instead give you super endurance and reduce fatigue so that you have more energy and less soreness at the end of your shift.”

Drat!

[ EksoVest ]

We have created a solution for parents, grandparents, and their children who are living separated. This is an amazing tool to stay connected from a distance through the intimacy that comes through interactive play with a child. For parents who travel for work, deployed military, and families spread across the country, the Cushybot One is much more than a toy; it is the opportunity for maintaining a deep connection with your young child from a distance.

Hmm.

I think the concept here is great, but it’s going to be a serious challenge to successfully commercialize.

[ Indiegogo ]

What happens when you equip RVR with a parachute and send it off a cliff? Watch this episode of RVR Launchpad to find out – then go Behind the Build to see how we (eventually) accomplished this high-flying feat.

[ Sphero ]

These omnidirectional crawler robots aren’t new, but that doesn’t keep them from being fun to watch.

[ NEDO ] via [ Impress ]

We’ll finish up the week with a couple of past ICRA and IROS keynote talks—one by Gill Pratt on The Reliability Challenges of Autonomous Driving, and the other from Peter Hart, on Making Shakey.

[ IEEE RAS ] Continue reading

Posted in Human Robots

#435589 Construction Robots Learn to Excavate by ...

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

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

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

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

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

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

A long-distance relationship

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

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

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

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

This story was updated on 4 September 2019. Continue reading

Posted in Human Robots

#435583 Soft Self-Healing Materials for Robots ...

If there’s one thing we know about robots, it’s that they break. They break, like, literally all the time. The software breaks. The hardware breaks. The bits that you think could never, ever, ever possibly break end up breaking just when you need them not to break the most, and then you have to try to explain what happened to your advisor who’s been standing there watching your robot fail and then stay up all night fixing the thing that seriously was not supposed to break.

While most of this is just a fundamental characteristic of robots that can’t be helped, the European Commission is funding a project called SHERO (Self HEaling soft RObotics) to try and solve at least some of those physical robot breaking problems through the use of structural materials that can autonomously heal themselves over and over again.

SHERO is a three year, €3 million collaboration between Vrije Universiteit Brussel, University of Cambridge, École Supérieure de Physique et de Chimie Industrielles de la ville de Paris (ESPCI-Paris), and Swiss Federal Laboratories for Materials Science and Technology (Empa). As the name SHERO suggests, the goal of the project is to develop soft materials that can completely recover from the kinds of damage that robots are likely to suffer in day to day operations, as well as the occasional more extreme accident.

Most materials, especially soft materials, are fixable somehow, whether it’s with super glue or duct tape. But fixing things involves a human first identifying when they’re broken, and then performing a potentially skill, labor, time, and money intensive task. SHERO’s soft materials will, eventually, make this entire process autonomous, allowing robots to self-identify damage and initiate healing on their own.

Photos: SHERO Project

The damaged robot finger [top] can operate normally after healing itself.

How the self-healing material works
What these self-healing materials can do is really pretty amazing. The researchers are actually developing two different types—the first one heals itself when there’s an application of heat, either internally or externally, which gives some control over when and how the healing process starts. For example, if the robot is handling stuff that’s dirty, you’d want to get it cleaned up before healing it so that dirt doesn’t become embedded in the material. This could mean that the robot either takes itself to a heating station, or it could activate some kind of embedded heating mechanism to be more self-sufficient.

The second kind of self-healing material is autonomous, in that it will heal itself at room temperature without any additional input, and is probably more suitable for relatively minor scrapes and cracks. Here are some numbers about how well the healing works:

Autonomous self-healing polymers do not require heat. They can heal damage at room temperature. Developing soft robotic systems from autonomous self-healing polymers excludes the need of additional heating devices… The healing however takes some time. The healing efficiency after 3 days, 7 days and 14 days is respectively 62 percent, 91 percent and 97 percent.

This material was used to develop a healable soft pneumatic hand. Relevant large cuts can be healed entirely without the need of external heat stimulus. Depending on the size of the damage and even more on the location of damage, the healing takes only seconds or up to a week. Damage on locations on the actuator that are subjected to very small stresses during actuation was healed instantaneously. Larger damages, like cutting the actuator completely in half, took 7 days to heal. But even this severe damage could be healed completely without the need of any external stimulus.

Applications of self-healing robots
Both of these materials can be mixed together, and their mechanical properties can be customized so that the structure that they’re a part of can be tuned to move in different ways. The researchers also plan on introducing flexible conductive sensors into the material, which will help sense damage as well as providing position feedback for control systems. A lot of development will happen over the next few years, and for more details, we spoke with Bram Vanderborght at Vrije Universiteit in Brussels.

IEEE Spectrum: How easy or difficult or expensive is it to produce these materials? Will they add significant cost to robotic grippers?

Bram Vanderborght: They are definitely more expensive materials, but it’s also a matter of size of production. At the moment, we’ve made a few kilograms of the material (enough to make several demonstrators), and the price already dropped significantly from when we ordered 100 grams of the material in the first phase of the project. So probably the cost of the gripper will be higher [than a regular gripper], but you won’t need to replace the gripper as often as other grippers that need to be replaced due to wear, so it can be an advantage.

Moreover due to the method of 3D printing the material, the surface is smoother and airtight (so no post-processing is required to make it airtight). Also, the smooth surface is better to avoid contamination for food handling, for example.

In commercial or industrial applications, gradual fatigue seems to be a more common issue than more abrupt trauma like cuts. How well does the self-healing work to improve durability over long periods of time?

We did not test for gradual fatigue over very long times. But both macroscopic and microscopic damage can be healed. So hopefully it can provide an answer here as well.

Image: SHERO Project

After developing a self-healing robot gripper, the researchers plan to use similar materials to build parts that can be used as the skeleton of robots, allowing them to repair themselves on a regular basis.

How much does the self-healing capability restrict the material properties? What are the limits for softness or hardness or smoothness or other characteristics of the material?

Typically the mechanical properties of networked polymers are much better than thermoplastics. Our material is a networked polymer but in which the crosslinks are reversible. We can change quite a lot of parameters in the design of the materials. So we can develop very stiff (fracture strain at 1.24 percent) and very elastic materials (fracture strain at 450 percent). The big advantage that our material has is we can mix it to have intermediate properties. Moreover, at the interface of the materials with different mechanical properties, we have the same chemical bonds, so the interface is perfect. While other materials, they may need to glue it, which gives local stresses and a weak spot.

When the material heals itself, is it less structurally sound in that spot? Can it heal damage that happens to the same spot over and over again?

In theory we can heal it an infinite amount of times. When the wound is not perfectly aligned, of course in that spot it will become weaker. Also too high temperatures lead to irreversible bonds, and impurities lead to weak spots.

Besides grippers and skins, what other potential robotics applications would this technology be useful for?

Most of self healing materials available now are used for coatings. What we are developing are structural components, therefore the mechanical properties of the material need to be good for such applications. So maybe part of the skeleton of the robot can be developed with such materials to make it lighter, since can be designed for regular repair. And for exceptional loads, it breaks and can be repaired like our human body.

[ SHERO Project ] Continue reading

Posted in Human Robots

#435541 This Giant AI Chip Is the Size of an ...

People say size doesn’t matter, but when it comes to AI the makers of the largest computer chip ever beg to differ. There are plenty of question marks about the gargantuan processor, but its unconventional design could herald an innovative new era in silicon design.

Computer chips specialized to run deep learning algorithms are a booming area of research as hardware limitations begin to slow progress, and both established players and startups are vying to build the successor to the GPU, the specialized graphics chip that has become the workhorse of the AI industry.

On Monday Californian startup Cerebras came out of stealth mode to unveil an AI-focused processor that turns conventional wisdom on its head. For decades chip makers have been focused on making their products ever-smaller, but the Wafer Scale Engine (WSE) is the size of an iPad and features 1.2 trillion transistors, 400,000 cores, and 18 gigabytes of on-chip memory.

The Cerebras Wafer-Scale Engine (WSE) is the largest chip ever built. It measures 46,225 square millimeters and includes 1.2 trillion transistors. Optimized for artificial intelligence compute, the WSE is shown here for comparison alongside the largest graphics processing unit. Image Credit: Used with permission from Cerebras Systems.
There is a method to the madness, though. Currently, getting enough cores to run really large-scale deep learning applications means connecting banks of GPUs together. But shuffling data between these chips is a major drain on speed and energy efficiency because the wires connecting them are relatively slow.

Building all 400,000 cores into the same chip should get round that bottleneck, but there are reasons it’s not been done before, and Cerebras has had to come up with some clever hacks to get around those obstacles.

Regular computer chips are manufactured using a process called photolithography to etch transistors onto the surface of a wafer of silicon. The wafers are inches across, so multiple chips are built onto them at once and then split up afterwards. But at 8.5 inches across, the WSE uses the entire wafer for a single chip.

The problem is that while for standard chip-making processes any imperfections in manufacturing will at most lead to a few processors out of several hundred having to be ditched, for Cerebras it would mean scrapping the entire wafer. To get around this the company built in redundant circuits so that even if there are a few defects, the chip can route around them.

The other big issue with a giant chip is the enormous amount of heat the processors can kick off—so the company has had to design a proprietary water-cooling system. That, along with the fact that no one makes connections and packaging for giant chips, means the WSE won’t be sold as a stand-alone component, but as part of a pre-packaged server incorporating the cooling technology.

There are no details on costs or performance so far, but some customers have already been testing prototypes, and according to Cerebras results have been promising. CEO and co-founder Andrew Feldman told Fortune that early tests show they are reducing training time from months to minutes.

We’ll have to wait until the first systems ship to customers in September to see if those claims stand up. But Feldman told ZDNet that the design of their chip should help spur greater innovation in the way engineers design neural networks. Many cornerstones of this process—for instance, tackling data in batches rather than individual data points—are guided more by the hardware limitations of GPUs than by machine learning theory, but their chip will do away with many of those obstacles.

Whether that turns out to be the case or not, the WSE might be the first indication of an innovative new era in silicon design. When Google announced it’s AI-focused Tensor Processing Unit in 2016 it was a wake-up call for chipmakers that we need some out-of-the-box thinking to square the slowing of Moore’s Law with skyrocketing demand for computing power.

It’s not just tech giants’ AI server farms driving innovation. At the other end of the spectrum, the desire to embed intelligence in everyday objects and mobile devices is pushing demand for AI chips that can run on tiny amounts of power and squeeze into the smallest form factors.

These trends have spawned renewed interest in everything from brain-inspired neuromorphic chips to optical processors, but the WSE also shows that there might be mileage in simply taking a sideways look at some of the other design decisions chipmakers have made in the past rather than just pumping ever more transistors onto a chip.

This gigantic chip might be the first exhibit in a weird and wonderful new menagerie of exotic, AI-inspired silicon.

Image Credit: Used with permission from Cerebras Systems. Continue reading

Posted in Human Robots