Tag Archives: Cognition

#436491 The Year’s Most Fascinating Tech ...

Last Saturday we took a look at some of the most-read Singularity Hub articles from 2019. This week, we’re featuring some of our favorite articles from the last year. As opposed to short pieces about what’s happening, these are long reads about why it matters and what’s coming next. Some of them make the news while others frame the news, go deep on big ideas, go behind the scenes, or explore the human side of technological progress.

We hope you find them as fascinating, inspiring, and illuminating as we did.

DeepMind and Google: The Battle to Control Artificial Intelligence
Hal Hodson | 1843
“[DeepMind cofounder and CEO Demis] Hassabis thought DeepMind would be a hybrid: it would have the drive of a startup, the brains of the greatest universities, and the deep pockets of one of the world’s most valuable companies. Every element was in place to hasten the arrival of [artificial general intelligence] and solve the causes of human misery.”

The Most Powerful Person in Silicon Valley
Katrina Brooker | Fast Company
“Billionaire Masayoshi Son—not Elon Musk, Jeff Bezos, or Mark Zuckerberg—has the most audacious vision for an AI-powered utopia where machines control how we live. And he’s spending hundreds of billions of dollars to realize it. Are you ready to live in Masa World?”

AR Will Spark the Next Big Tech Platform—Call It Mirrorworld
Kevin Kelly | Wired
“Eventually this melded world will be the size of our planet. It will be humanity’s greatest achievement, creating new levels of wealth, new social problems, and uncountable opportunities for billions of people. There are no experts yet to make this world; you are not late.”

Behind the Scenes of a Radical New Cancer Cure
Ilana Yurkiewicz | Undark
“I remember the first time I watched a patient get his Day 0 infusion. It felt anti-climactic. The entire process took about 15 minutes. The CAR-T cells are invisible to the naked eye, housed in a small plastic bag containing clear liquid. ‘That’s it?’ my patient asked when the nurse said it was over. The infusion part is easy. The hard part is everything that comes next.”

The Promise and Price of Cellular Therapies
Siddhartha Mukherjee | The New Yorker
“We like to imagine medical revolutions as, well, revolutionary—propelled forward through leaps of genius and technological innovation. But they are also evolutionary, nudged forward through the optimization of design and manufacture.”

Impossible Foods’ Rising Empire of Almost Meat
Chris Ip | Engadget
“Impossible says it wants to ultimately create a parallel universe of ersatz animal products from steak to eggs. …Yet as Impossible ventures deeper into the culinary uncanny valley, it also needs society to discard a fundamental cultural idea that dates back millennia and accept a new truth: Meat doesn’t have to come from animals.”

Inside the Amazon Warehouse Where Humans and Machines Become One
Matt Simon | Wired
“Seen from above, the scale of the system is dizzying. My robot, a little orange slab known as a ‘drive’ (or more formally and mythically, Pegasus), is just one of hundreds of its kind swarming a 125,000-square-foot ‘field’ pockmarked with chutes. It’s a symphony of electric whirring, with robots pausing for one another at intersections and delivering their packages to the slides.”

Boston Dynamics’ Robots Are Preparing to Leave the Lab—Is the World Ready?
James Vincent | The Verge
“After decades of kicking machines in parking lots, the company is set to launch its first ever commercial bot later this year: the quadrupedal Spot. It’s a crucial test for a company that’s spent decades pursuing long-sighted R&D. And more importantly, the success—or failure—of Spot will tell us a lot about our own robot future. Are we ready for machines to walk among us?”

I Cut the ‘Big Five’ Tech Giants From My Life. It Was Hell
Kashmir Hill | Gizmodo
“Critics of the big tech companies are often told, ‘If you don’t like the company, don’t use its products.’ I did this experiment to find out if that is possible, and I found out that it’s not—with the exception of Apple. …These companies are unavoidable because they control internet infrastructure, online commerce, and information flows.”

Why I (Still) Love Tech: In Defense of a Difficult Industry
Paul Ford | Wired
“The mysteries of software caught my eye when I was a boy, and I still see it with the same wonder, even though I’m now an adult. Proudshamed, yes, but I still love it, the mess of it, the code and toolkits, down to the pixels and the processors, and up to the buses and bridges. I love the whole made world. But I can’t deny that the miracle is over, and that there is an unbelievable amount of work left for us to do.”

The Peculiar Blindness of Experts
David Epstein | The Atlantic
“In business, esteemed (and lavishly compensated) forecasters routinely are wildly wrong in their predictions of everything from the next stock-market correction to the next housing boom. Reliable insight into the future is possible, however. It just requires a style of thinking that’s uncommon among experts who are certain that their deep knowledge has granted them a special grasp of what is to come.”

The Most Controversial Tree in the World
Rowan Jacobson | Pacific Standard
“…we are all GMOs, the beneficiaries of freakishly unlikely genetic mash-ups, and the real Island of Dr. Moreau is that blue-green botanical garden positioned third from the sun. Rather than changing the nature of nature, as I once thought, this might just be the very nature of nature.”

How an Augmented Reality Game Escalated Into Real-World Spy Warfare
Elizabeth Ballou | Vice
“In Ingress, players accept that every park and train station could be the site of an epic showdown, but that’s only the first step. The magic happens when other people accept that, too. When players feel like that magic is real, there are few limits to what they’ll do or where they’ll go for the sake of the game. ”

The Shady Cryptocurrency Boom on the Post-Soviet Frontier
Hannah Lucinda Smith | Wired
“…although the tourists won’t guess it as they stand at Kuchurgan’s gates, admiring how the evening light reflects off the silver plaque of Lenin, this plant is pumping out juice to a modern-day gold rush: a cryptocurrency boom that is underway all across the former Soviet Union, from the battlefields of eastern Ukraine to time-warp enclaves like Transnistria and freshly annexed Crimea.”

Scientists Are Totally Rethinking Animal Cognition
Ross Andersen | The Atlantic
“This idea that animals are conscious was long unpopular in the West, but it has lately found favor among scientists who study animal cognition. …For many scientists, the resonant mystery is no longer which animals are conscious, but which are not.”

I Wrote This on a 30-Year-Old Computer
Ian Bogost | The Atlantic
“[Back then] computing was an accompaniment to life, rather than the sieve through which all ideas and activities must filter. That makes using this 30-year-old device a surprising joy, one worth longing for on behalf of what it was at the time, rather than for the future it inaugurated.”

Image Credit: Wes Hicks / Unsplash Continue reading

Posted in Human Robots

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

Illustration: Greg Mably

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

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

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

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

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

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

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

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

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

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

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

Illustration: Greg Mably

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

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

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

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

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

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

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

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

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

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

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

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

Images: ScienceAtHome

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

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

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

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

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

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

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

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

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

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

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

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

Posted in Human Robots

#436114 Video Friday: Transferring Human Motion ...

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!):

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.

We are very sad to say that MIT professor emeritus Woodie Flowers has passed away. Flowers will be remembered for (among many other things, like co-founding FIRST) the MIT 2.007 course that he began teaching in the mid-1970s, famous for its student competitions.

These competitions got a bunch of well-deserved publicity over the years; here’s one from 1985:

And the 2.007 competitions are still going strong—this year’s theme was Moonshot, and you can watch a replay of the event here.

[ MIT ]

Looks like Aibo is getting wireless integration with Hitachi appliances, which turns out to be pretty cute:

What is this magical box where you push a button and 60 seconds later fluffy pancakes come out?!

[ Aibo ]

LiftTiles are a “modular and reconfigurable room-scale shape display” that can turn your floor and walls into on-demand structures.

[ LiftTiles ]

Ben Katz, a grad student in MIT’s Biomimetics Robotics Lab, has been working on these beautiful desktop-sized Furuta pendulums:

That’s a crowdfunding project I’d pay way too much for.

[ Ben Katz ]

A clever bit of cable manipulation from MIT, using GelSight tactile sensors.

[ Paper ]

A useful display of industrial autonomy on ANYmal from the Oxford Robotics Group.

This video is of a demonstration for the ORCA Robotics Hub showing the ANYbotics ANYmal robot carrying out industrial inspection using autonomy software from Oxford Robotics Institute.

[ ORCA Hub ] via [ DRS ]

Thanks Maurice!

Meet Katie Hamilton, a software engineer at NASA’s Ames Research Center, who got into robotics because she wanted to help people with daily life. Katie writes code for robots, like Astrobee, who are assisting astronauts with routine tasks on the International Space Station.

[ NASA Astrobee ]

Transferring human motion to a mobile robotic manipulator and ensuring safe physical human-robot interaction are crucial steps towards automating complex manipulation tasks in human-shared environments. In this work we present a robot whole-body teleoperation framework for human motion transfer. We validate our approach through several experiments using the TIAGo robot, showing this could be an easy way for a non-expert to teach a rough manipulation skill to an assistive robot.

[ Paper ]

This is pretty cool looking for an autonomous boat, but we’ll see if they can build a real one by 2020 since at the moment it’s just an average rendering.

[ ProMare ]

I had no idea that asparagus grows like this. But, sure does make it easy for a robot to harvest.

[ Inaho ]

Skip to 2:30 in this Pepper unboxing video to hear the noise it makes when tickled.

[ HIT Lab NZ ]

In this interview, Jean Paul Laumond discusses his movement from mathematics to robotics and his career contributions to the field, especially in regards to motion planning and anthropomorphic motion. Describing his involvement at CNRS and in other robotics projects, such as HILARE, he comments on the distinction in perception between the robotics approach and a mathematics one.

[ IEEE RAS History ]

Here’s a couple of videos from the CMU Robotics Institute archives, showing some of the work that took place over the last few decades.

[ CMU RI ]

In this episode of the Artificial Intelligence Podcast, Lex Fridman speaks with David Ferrucci from IBM about Watson and (you guessed it) artificial intelligence.

David Ferrucci led the team that built Watson, the IBM question-answering system that beat the top humans in the world at the game of Jeopardy. He is also the Founder, CEO, and Chief Scientist of Elemental Cognition, a company working engineer AI systems that understand the world the way people do. This conversation is part of the Artificial Intelligence podcast.

[ AI Podcast ]

This week’s CMU RI Seminar is by Pieter Abbeel from UC Berkeley, on “Deep Learning for Robotics.”

Programming robots remains notoriously difficult. Equipping robots with the ability to learn would by-pass the need for what otherwise often ends up being time-consuming task specific programming. This talk will describe recent progress in deep reinforcement learning (robots learning through their own trial and error), in apprenticeship learning (robots learning from observing people), and in meta-learning for action (robots learning to learn). This work has led to new robotic capabilities in manipulation, locomotion, and flight, with the same approach underlying advances in each of these domains.

[ CMU RI ] Continue reading

Posted in Human Robots

#435822 The Internet Is Coming to the Rest of ...

People surf it. Spiders crawl it. Gophers navigate it.

Now, a leading group of cognitive biologists and computer scientists want to make the tools of the Internet accessible to the rest of the animal kingdom.

Dubbed the Interspecies Internet, the project aims to provide intelligent animals such as elephants, dolphins, magpies, and great apes with a means to communicate among each other and with people online.

And through artificial intelligence, virtual reality, and other digital technologies, researchers hope to crack the code of all the chirps, yips, growls, and whistles that underpin animal communication.

Oh, and musician Peter Gabriel is involved.

“We can use data analysis and technology tools to give non-humans a lot more choice and control,” the former Genesis frontman, dressed in his signature Nehru-style collar shirt and loose, open waistcoat, told IEEE Spectrum at the inaugural Interspecies Internet Workshop, held Monday in Cambridge, Mass. “This will be integral to changing our relationship with the natural world.”

The workshop was a long time in the making.

Eighteen years ago, Gabriel visited a primate research center in Atlanta, Georgia, where he jammed with two bonobos, a male named Kanzi and his half-sister Panbanisha. It was the first time either bonobo had sat at a piano before, and both displayed an exquisite sense of musical timing and melody.

Gabriel seemed to be speaking to the great apes through his synthesizer. It was a shock to the man who once sang “Shock the Monkey.”

“It blew me away,” he says.

Add in the bonobos’ ability to communicate by pointing to abstract symbols, Gabriel notes, and “you’d have to be deaf, dumb, and very blind not to notice language being used.”

Gabriel eventually teamed up with Internet protocol co-inventor Vint Cerf, cognitive psychologist Diana Reiss, and IoT pioneer Neil Gershenfeld to propose building an Interspecies Internet. Presented in a 2013 TED Talk as an “idea in progress,” the concept proved to be ahead of the technology.

“It wasn’t ready,” says Gershenfeld, director of MIT’s Center for Bits and Atoms. “It needed to incubate.”

So, for the past six years, the architects of the Dolittlesque initiative embarked on two small pilot projects, one for dolphins and one for chimpanzees.

At her Hunter College lab in New York City, Reiss developed what she calls the D-Pad—a touchpad for dolphins.

Reiss had been trying for years to create an underwater touchscreen with which to probe the cognition and communication skills of bottlenose dolphins. But “it was a nightmare coming up with something that was dolphin-safe and would work,” she says.

Her first attempt emitted too much heat. A Wii-like system of gesture recognition proved too difficult to install in the dolphin tanks.

Eventually, she joined forces with Rockefeller University biophysicist Marcelo Magnasco and invented an optical detection system in which images and infrared sensors are projected through an underwater viewing window onto a glass panel, allowing the dolphins to play specially designed apps, including one dubbed Whack-a-Fish.

Meanwhile, in the United Kingdom, Gabriel worked with Alison Cronin, director of the ape rescue center Monkey World, to test the feasibility of using FaceTime with chimpanzees.

The chimps engaged with the technology, Cronin reported at this week’s workshop. However, our hominid cousins proved as adept at videotelephonic discourse as my three-year-old son is at video chatting with his grandparents—which is to say, there was a lot of pass-the-banana-through-the-screen and other silly games, and not much meaningful conversation.

“We can use data analysis and technology tools to give non-humans a lot more choice and control.”
—Peter Gabriel

The buggy, rudimentary attempt at interspecies online communication—what Cronin calls her “Max Headroom experiment”—shows that building the Interspecies Internet will not be as simple as giving out Skype-enabled tablets to smart animals.

“There are all sorts of problems with creating a human-centered experience for another animal,” says Gabriel Miller, director of research and development at the San Diego Zoo.

Miller has been working on animal-focused sensory tools such as an “Elephone” (for elephants) and a “Joybranch” (for birds), but it’s not easy to design efficient interactive systems for other creatures—and for the Interspecies Internet to be successful, Miller points out, “that will be super-foundational.”

Researchers are making progress on natural language processing of animal tongues. Through a non-profit organization called the Earth Species Project, former Firefox designer Aza Raskin and early Twitter engineer Britt Selvitelle are applying deep learning algorithms developed for unsupervised machine translation of human languages to fashion a Rosetta Stone–like tool capable of interpreting the vocalizations of whales, primates, and other animals.

Inspired by the scientists who first documented the complex sonic arrangements of humpback whales in the 1960s—a discovery that ushered in the modern marine conservation movement—Selvitelle hopes that an AI-powered animal translator can have a similar effect on environmentalism today.

“A lot of shifts happen when someone who doesn’t have a voice gains a voice,” he says.

A challenge with this sort of AI software remains verification and validation. Normally, machine-learning algorithms are benchmarked against a human expert, but who is to say if a cybernetic translation of a sperm whale’s clicks is accurate or not?

One could back-translate an English expression into sperm whale-ese and then into English again. But with the great apes, there might be a better option.

According to primatologist Sue Savage-Rumbaugh, expertly trained bonobos could serve as bilingual interpreters, translating the argot of apes into the parlance of people, and vice versa.

Not just any trained ape will do, though. They have to grow up in a mixed Pan/Homo environment, as Kanzi and Panbanisha were.

“If I can have a chat with a cow, maybe I can have more compassion for it.”
—Jeremy Coller

Those bonobos were raised effectively from birth both by Savage-Rumbaugh, who taught the animals to understand spoken English and to communicate via hundreds of different pictographic “lexigrams,” and a bonobo mother named Matata that had lived for six years in the Congolese rainforests before her capture.

Unlike all other research primates—which are brought into captivity as infants, reared by human caretakers, and have limited exposure to their natural cultures or languages—those apes thus grew up fluent in both bonobo and human.

Panbanisha died in 2012, but Kanzi, aged 38, is still going strong, living at an ape sanctuary in Des Moines, Iowa. Researchers continue to study his cognitive abilities—Francine Dolins, a primatologist at the University of Michigan-Dearborn, is running one study in which Kanzi and other apes hunt rabbits and forage for fruit through avatars on a touchscreen. Kanzi could, in theory, be recruited to check the accuracy of any Google Translate–like app for bonobo hoots, barks, grunts, and cries.

Alternatively, Kanzi could simply provide Internet-based interpreting services for our two species. He’s already proficient at video chatting with humans, notes Emily Walco, a PhD student at Harvard University who has personally Skyped with Kanzi. “He was super into it,” Walco says.

And if wild bonobos in Central Africa can be coaxed to gather around a computer screen, Savage-Rumbaugh is confident Kanzi could communicate with them that way. “It can all be put together,” she says. “We can have an Interspecies Internet.”

“Both the technology and the knowledge had to advance,” Savage-Rumbaugh notes. However, now, “the techniques that we learned could really be extended to a cow or a pig.”

That’s music to the ears of Jeremy Coller, a private equity specialist whose foundation partially funded the Interspecies Internet Workshop. Coller is passionate about animal welfare and has devoted much of his philanthropic efforts toward the goal of ending factory farming.

At the workshop, his foundation announced the creation of the Coller Doolittle Prize, a US $100,000 award to help fund further research related to the Interspecies Internet. (A working group also formed to synthesize plans for the emerging field, to facilitate future event planning, and to guide testing of shared technology platforms.)

Why would a multi-millionaire with no background in digital communication systems or cognitive psychology research want to back the initiative? For Coller, the motivation boils to interspecies empathy.

“If I can have a chat with a cow,” he says, “maybe I can have more compassion for it.”

An abridged version of this post appears in the September 2019 print issue as “Elephants, Dolphins, and Chimps Need the Internet, Too.” Continue reading

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#435676 Intel’s Neuromorphic System Hits 8 ...

At the DARPA Electronics Resurgence Initiative Summit today in Detroit, Intel plans to unveil an 8-million-neuron neuromorphic system comprising 64 Loihi research chips—codenamed Pohoiki Beach. Loihi chips are built with an architecture that more closely matches the way the brain works than do chips designed to do deep learning or other forms of AI. For the set of problems that such “spiking neural networks” are particularly good at, Loihi is about 1,000 times as fast as a CPU and 10,000 times as energy efficient. The new 64-Loihi system represents the equivalent of 8-million neurons, but that’s just a step to a 768-chip, 100-million-neuron system that the company plans for the end of 2019.

Intel and its research partners are just beginning to test what massive neural systems like Pohoiki Beach can do, but so far the evidence points to even greater performance and efficiency, says Mike Davies, director of neuromorphic research at Intel.

“We’re quickly accumulating results and data that there are definite benefits… mostly in the domain of efficiency. Virtually every one that we benchmark…we find significant gains in this architecture,” he says.

Going from a single-Loihi to 64 of them is more of a software issue than a hardware one. “We designed scalability into the Loihi chip from the beginning,” says Davies. “The chip has a hierarchical routing interface…which allows us to scale to up to 16,000 chips. So 64 is just the next step.”

Photo: Tim Herman/Intel Corporation

One of Intel’s Nahuku boards, each of which contains 8 to 32 Intel Loihi neuromorphic chips, shown here interfaced to an Intel Arria 10 FPGA development kit. Intel’s latest neuromorphic system, Pohoiki Beach, is made up of multiple Nahuku boards and contains 64 Loihi chips.

Finding algorithms that run well on an 8-million-neuron system and optimizing those algorithms in software is a considerable effort, he says. Still, the payoff could be huge. Neural networks that are more brain-like, such as Loihi, could be immune to some of the artificial intelligence’s—for lack of a better word—dumbness.

For example, today’s neural networks suffer from something called catastrophic forgetting. If you tried to teach a trained neural network to recognize something new—a new road sign, say—by simply exposing the network to the new input, it would disrupt the network so badly that it would become terrible at recognizing anything. To avoid this, you have to completely retrain the network from the ground up. (DARPA’s Lifelong Learning, or L2M, program is dedicated to solving this problem.)

(Here’s my favorite analogy: Say you coached a basketball team, and you raised the net by 30 centimeters while nobody was looking. The players would miss a bunch at first, but they’d figure things out quickly. If those players were like today’s neural networks, you’d have to pull them off the court and teach them the entire game over again—dribbling, passing, everything.)

Loihi can run networks that might be immune to catastrophic forgetting, meaning it learns a bit more like a human. In fact, there’s evidence through a research collaboration with Thomas Cleland’s group at Cornell University, that Loihi can achieve what’s called one-shot learning. That is, learning a new feature after being exposed to it only once. The Cornell group showed this by abstracting a model of the olfactory system so that it would run on Loihi. When exposed to a new virtual scent, the system not only didn't catastrophically forget everything else it had smelled, it learned to recognize the new scent just from the single exposure.

Loihi might also be able to run feature-extraction algorithms that are immune to the kinds of adversarial attacks that befuddle today’s image recognition systems. Traditional neural networks don’t really understand the features they’re extracting from an image in the way our brains do. “They can be fooled with simplistic attacks like changing individual pixels or adding a screen of noise that wouldn’t fool a human in any way,” Davies explains. But the sparse-coding algorithms Loihi can run work more like the human visual system and so wouldn’t fall for such shenanigans. (Disturbingly, humans are not completely immune to such attacks.)

Photo: Tim Herman/Intel Corporation

A close-up shot of Loihi, Intel’s neuromorphic research chip. Intel’s latest neuromorphic system, Pohoiki Beach, will be comprised of 64 of these Loihi chips.

Researchers have also been using Loihi to improve real-time control for robotic systems. For example, last week at the Telluride Neuromorphic Cognition Engineering Workshop—an event Davies called “summer camp for neuromorphics nerds”—researchers were hard at work using a Loihi-based system to control a foosball table. “It strikes people as crazy,” he says. “But it’s a nice illustration of neuromorphic technology. It’s fast, requires quick response, quick planning, and anticipation. These are what neuromorphic chips are good at.” Continue reading

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