Tag Archives: complexity
#438925 Nanophotonics Could Be the ‘Dark ...
The race to build the first practical quantum computers looks like a two-horse contest between machines built from superconducting qubits and those that use trapped ions. But new research suggests a third contender—machines based on optical technology—could sneak up on the inside.
The most advanced quantum computers today are the ones built by Google and IBM, which rely on superconducting circuits to generate the qubits that form the basis of quantum calculations. They are now able to string together tens of qubits, and while controversial, Google claims its machines have achieved quantum supremacy—the ability to carry out a computation beyond normal computers.
Recently this approach has been challenged by a wave of companies looking to use trapped ion qubits, which are more stable and less error-prone than superconducting ones. While these devices are less developed, engineering giant Honeywell has already released a machine with 10 qubits, which it says is more powerful than a machine made of a greater number of superconducting qubits.
But despite this progress, both of these approaches have some major drawbacks. They require specialized fabrication methods, incredibly precise control mechanisms, and they need to be cooled to close to absolute zero to protect the qubits from any outside interference.
That’s why researchers at Canadian quantum computing hardware and software startup Xanadu are backing an alternative quantum computing approach based on optics, which was long discounted as impractical. In a paper published last week in Nature, they unveiled the first fully programmable and scalable optical chip that can run quantum algorithms. Not only does the system run at room temperature, but the company says it could scale to millions of qubits.
The idea isn’t exactly new. As Chris Lee notes in Ars Technica, people have been experimenting with optical approaches to quantum computing for decades, because encoding information in photons’ quantum states and manipulating those states is relatively easy. The biggest problem was that optical circuits were very large and not readily programmable, which meant you had to build a new computer for every new problem you wanted to solve.
That started to change thanks to the growing maturity of photonic integrated circuits. While early experiments with optical computing involved complex table-top arrangements of lasers, lenses, and detectors, today it’s possible to buy silicon chips not dissimilar to electronic ones that feature hundreds of tiny optical components.
In recent years, the reliability and performance of these devices has improved dramatically, and they’re now regularly used by the telecommunications industry. Some companies believe they could be the future of artificial intelligence too.
This allowed the Xanadu researchers to design a silicon chip that implements a complex optical network made up of beam splitters, waveguides, and devices called interferometers that cause light sources to interact with each other.
The chip can generate and manipulate up to eight qubits, but unlike conventional qubits, which can simultaneously be in two states, these qubits can be in any configuration of three states, which means they can carry more information.
Once the light has travelled through the network, it is then fed out to cutting-edge photon-counting detectors that provide the result. This is one of the potential limitations of the system, because currently these detectors need to be cryogenically cooled, although the rest of the chip does not.
But most importantly, the chip is easily re-programmable, which allows it to tackle a variety of problems. The computation can be controlled by adjusting the settings of these interferometers, but the researchers have also developed a software platform that hides the physical complexity from users and allows them to program it using fairly conventional code.
The company announced that its chips were available on the cloud in September of 2020, but the Nature paper is the first peer-reviewed test of their system. The researchers verified that the computations being done were genuinely quantum mechanical in nature, but they also implemented two more practical algorithms: one for simulating molecules and the other for judging how similar two graphs are, which has applications in a variety of pattern recognition problems.
In an accompanying opinion piece, Ulrik Andersen from the Technical University of Denmark says the quality of the qubits needs to be improved considerably and photon losses reduced if the technology is ever to scale to practical problems. But, he says, this breakthrough suggests optical approaches “could turn out to be the dark horse of quantum computing.”
Image Credit: Shahadat Rahman on Unsplash Continue reading →
#438801 This AI Thrashes the Hardest Atari Games ...
Learning from rewards seems like the simplest thing. I make coffee, I sip coffee, I’m happy. My brain registers “brewing coffee” as an action that leads to a reward.
That’s the guiding insight behind deep reinforcement learning, a family of algorithms that famously smashed most of Atari’s gaming catalog and triumphed over humans in strategy games like Go. Here, an AI “agent” explores the game, trying out different actions and registering ones that let it win.
Except it’s not that simple. “Brewing coffee” isn’t one action; it’s a series of actions spanning several minutes, where you’re only rewarded at the very end. By just tasting the final product, how do you learn to fine-tune grind coarseness, water to coffee ratio, brewing temperature, and a gazillion other factors that result in the reward—tasty, perk-me-up coffee?
That’s the problem with “sparse rewards,” which are ironically very abundant in our messy, complex world. We don’t immediately get feedback from our actions—no video-game-style dings or points for just grinding coffee beans—yet somehow we’re able to learn and perform an entire sequence of arm and hand movements while half-asleep.
This week, researchers from UberAI and OpenAI teamed up to bestow this talent on AI.
The trick is to encourage AI agents to “return” to a previous step, one that’s promising for a winning solution. The agent then keeps a record of that state, reloads it, and branches out again to intentionally explore other solutions that may have been left behind on the first go-around. Video gamers are likely familiar with this idea: live, die, reload a saved point, try something else, repeat for a perfect run-through.
The new family of algorithms, appropriately dubbed “Go-Explore,” smashed notoriously difficult Atari games like Montezuma’s Revenge that were previously unsolvable by its AI predecessors, while trouncing human performance along the way.
It’s not just games and digital fun. In a computer simulation of a robotic arm, the team found that installing Go-Explore as its “brain” allowed it to solve a challenging series of actions when given very sparse rewards. Because the overarching idea is so simple, the authors say, it can be adapted and expanded to other real-world problems, such as drug design or language learning.
Growing Pains
How do you reward an algorithm?
Rewards are very hard to craft, the authors say. Take the problem of asking a robot to go to a fridge. A sparse reward will only give the robot “happy points” if it reaches its destination, which is similar to asking a baby, with no concept of space and danger, to crawl through a potential minefield of toys and other obstacles towards a fridge.
“In practice, reinforcement learning works very well, if you have very rich feedback, if you can tell, ‘hey, this move is good, that move is bad, this move is good, that move is bad,’” said study author Joost Huinzinga. However, in situations that offer very little feedback, “rewards can intentionally lead to a dead end. Randomly exploring the space just doesn’t cut it.”
The other extreme is providing denser rewards. In the same robot-to-fridge example, you could frequently reward the bot as it goes along its journey, essentially helping “map out” the exact recipe to success. But that’s troubling as well. Over-holding an AI’s hand could result in an extremely rigid robot that ignores new additions to its path—a pet, for example—leading to dangerous situations. It’s a deceptive AI solution that seems effective in a simple environment, but crashes in the real world.
What we need are AI agents that can tackle both problems, the team said.
Intelligent Exploration
The key is to return to the past.
For AI, motivation usually comes from “exploring new or unusual situations,” said Huizinga. It’s efficient, but comes with significant downsides. For one, the AI agent could prematurely stop going back to promising areas because it thinks it had already found a good solution. For another, it could simply forget a previous decision point because of the mechanics of how it probes the next step in a problem.
For a complex task, the end result is an AI that randomly stumbles around towards a solution while ignoring potentially better ones.
“Detaching from a place that was previously visited after collecting a reward doesn’t work in difficult games, because you might leave out important clues,” Huinzinga explained.
Go-Explore solves these problems with a simple principle: first return, then explore. In essence, the algorithm saves different approaches it previously tried and loads promising save points—once more likely to lead to victory—to explore further.
Digging a bit deeper, the AI stores screen caps from a game. It then analyzes saved points and groups images that look alike as a potential promising “save point” to return to. Rinse and repeat. The AI tries to maximize its final score in the game, and updates its save points when it achieves a new record score. Because Atari doesn’t usually allow people to revisit any random point, the team used an emulator, which is a kind of software that mimics the Atari system but with custom abilities such as saving and reloading at any time.
The trick worked like magic. When pitted against 55 Atari games in the OpenAI gym, now commonly used to benchmark reinforcement learning algorithms, Go-Explore knocked out state-of-the-art AI competitors over 85 percent of the time.
It also crushed games previously unbeatable by AI. Montezuma’s Revenge, for example, requires you to move Pedro, the blocky protagonist, through a labyrinth of underground temples while evading obstacles such as traps and enemies and gathering jewels. One bad jump could derail the path to the next level. It’s a perfect example of sparse rewards: you need a series of good actions to get to the reward—advancing onward.
Go-Explore didn’t just beat all levels of the game, a first for AI. It also scored higher than any previous record for reinforcement learning algorithms at lower levels while toppling the human world record.
Outside a gaming environment, Go-Explore was also able to boost the performance of a simulated robot arm. While it’s easy for humans to follow high-level guidance like “put the cup on this shelf in a cupboard,” robots often need explicit training—from grasping the cup to recognizing a cupboard, moving towards it while avoiding obstacles, and learning motions to not smash the cup when putting it down.
Here, similar to the real world, the digital robot arm was only rewarded when it placed the cup onto the correct shelf, out of four possible shelves. When pitted against another algorithm, Go-Explore quickly figured out the movements needed to place the cup, while its competitor struggled with even reliably picking the cup up.
Combining Forces
By itself, the “first return, then explore” idea behind Go-Explore is already powerful. The team thinks it can do even better.
One idea is to change the mechanics of save points. Rather than reloading saved states through the emulator, it’s possible to train a neural network to do the same, without needing to relaunch a saved state. It’s a potential way to make the AI even smarter, the team said, because it can “learn” to overcome one obstacle once, instead of solving the same problem again and again. The downside? It’s much more computationally intensive.
Another idea is to combine Go-Explore with an alternative form of learning, called “imitation learning.” Here, an AI observes human behavior and mimics it through a series of actions. Combined with Go-Explore, said study author Adrien Ecoffet, this could make more robust robots capable of handling all the complexity and messiness in the real world.
To the team, the implications go far beyond Go-Explore. The concept of “first return, then explore” seems to be especially powerful, suggesting “it may be a fundamental feature of learning in general.” The team said, “Harnessing these insights…may be essential…to create generally intelligent agents.”
Image Credit: Adrien Ecoffet, Joost Huizinga, Joel Lehman, Kenneth O. Stanley, and Jeff Clune Continue reading →
#438755 Soft Legged Robot Uses Pneumatic ...
Soft robots are inherently safe, highly resilient, and potentially very cheap, making them promising for a wide array of applications. But development on them has been a bit slow relative to other areas of robotics, at least partially because soft robots can’t directly benefit from the massive increase in computing power and sensor and actuator availability that we’ve seen over the last few decades. Instead, roboticists have had to get creative to find ways of achieving the functionality of conventional robotics components using soft materials and compatible power sources.
In the current issue of Science Robotics, researchers from UC San Diego demonstrate a soft walking robot with four legs that moves with a turtle-like gait controlled by a pneumatic circuit system made from tubes and valves. This air-powered nervous system can actuate multiple degrees of freedom in sequence from a single source of pressurized air, offering a huge reduction in complexity and bringing a very basic form of decision making onto the robot itself.
Generally, when people talk about soft robots, the robots are only mostly soft. There are some components that are very difficult to make soft, including pressure sources and the necessary electronics to direct that pressure between different soft actuators in a way that can be used for propulsion. What’s really cool about this robot is that researchers have managed to take a pressure source (either a single tether or an onboard CO2 cartridge) and direct it to four different legs, each with three different air chambers, using an oscillating three valve circuit made entirely of soft materials.
Photo: UCSD
The pneumatic circuit that powers and controls the soft quadruped.
The inspiration for this can be found in biology—natural organisms, including quadrupeds, use nervous system components called central pattern generators (CPGs) to prompt repetitive motions with limbs that are used for walking, flying, and swimming. This is obviously more complicated in some organisms than in others, and is typically mediated by sensory feedback, but the underlying structure of a CPG is basically just a repeating circuit that drives muscles in sequence to produce a stable, continuous gait. In this case, we’ve got pneumatic muscles being driven in opposing pairs, resulting in a diagonal couplet gait, where diagonally opposed limbs rotate forwards and backwards at the same time.
Diagram: Science Robotics
(J) Pneumatic logic circuit for rhythmic leg motion. A constant positive pressure source (P+) applied to three inverter components causes a high-pressure state to propagate around the circuit, with a delay at each inverter. While the input to one inverter is high, the attached actuator (i.e., A1, A2, or A3) is inflated. This sequence of high-pressure states causes each pair of legs of the robot to rotate in a direction determined by the pneumatic connections. (K) By reversing the sequence of activation of the pneumatic oscillator circuit, the attached actuators inflate in a new sequence (A1, A3, and A2), causing (L) the legs of the robot to rotate in reverse. (M) Schematic bottom view of the robot with the directions of leg motions indicated for forward walking.
Diagram: Science Robotics
Each of the valves acts as an inverter by switching the normally closed half (top) to open and the normally open half (bottom) to closed.
The circuit itself is made up of three bistable pneumatic valves connected by tubing that acts as a delay by providing resistance to the gas moving through it that can be adjusted by altering the tube’s length and inner diameter. Within the circuit, the movement of the pressurized gas acts as both a source of energy and as a signal, since wherever the pressure is in the circuit is where the legs are moving. The simplest circuit uses only three valves, and can keep the robot walking in one single direction, but more valves can add more complex leg control options. For example, the researchers were able to use seven valves to tune the phase offset of the gait, and even just one additional valve (albeit of a slightly more complex design) could enable reversal of the system, causing the robot to walk backwards in response to input from a soft sensor. And with another complex valve, a manual (tethered) controller could be used for omnidirectional movement.
This work has some similarities to the rover that JPL is developing to explore Venus—that rover isn’t a soft robot, of course, but it operates under similar constraints in that it can’t rely on conventional electronic systems for autonomous navigation or control. It turns out that there are plenty of clever ways to use mechanical (or in this case, pneumatic) intelligence to make robots with relatively complex autonomous behaviors, meaning that in the future, soft (or soft-ish) robots could find valuable roles in situations where using a non-compliant system is not a good option.
For more on why we should be so excited about soft robots and just how soft a soft robot needs to be, we spoke with Michael Tolley, who runs the Bioinspired Robotics and Design Lab at UCSD, and Dylan Drotman, the paper’s first author.
IEEE Spectrum: What can soft robots do for us that more rigid robotic designs can’t?
Michael Tolley: At the very highest level, one of the fundamental assumptions of robotics is that you have rigid bodies connected at joints, and all your motion happens at these joints. That's a really nice approach because it makes the math easy, frankly, and it simplifies control. But when you look around us in nature, even though animals do have bones and joints, the way we interact with the world is much more complicated than that simple story. I’m interested in where we can take advantage of material properties in robotics. If you look at robots that have to operate in very unknown environments, I think you can build in some of the intelligence for how to deal with those environments into the body of the robot itself. And that’s the category this work really falls under—it's about navigating the world.
Dylan Drotman: Walking through confined spaces is a good example. With the rigid legged robot, you would have to completely change the way that the legs move to walk through a confined space, while if you have flexible legs, like the robot in our paper, you can use relatively simple control strategies to squeeze through an area you wouldn’t be able to get through with a rigid system.
How smart can a soft robot get?
Drotman: Right now we have a sensor on the front that's connected through a fluidic transmission to a bistable valve that causes the robot to reverse. We could add other sensors around the robot to allow it to change direction whenever it runs into an obstacle to effectively make an electronics-free version of a Roomba.
Tolley: Stepping back a little bit from that, one could make an argument that we’re using basic memory elements to generate very basic signals. There’s nothing in principle that would stop someone from making a pneumatic computer—it’s just very complicated to make something that complex. I think you could build on this and do more intelligent decision making, but using this specific design and the components we’re using, it’s likely to be things that are more direct responses to the environment.
How well would robots like these scale down?
Drotman: At the moment we’re manufacturing these components by hand, so the idea would be to make something more like a printed circuit board instead, and looking at how the channel sizes and the valve design would affect the actuation properties. We’ll also be coming up with new circuits, and different designs for the circuits themselves.
Tolley: Down to centimeter or millimeter scale, I don’t think you’d have fundamental fluid flow problems. I think you’re going to be limited more by system design constraints. You’ll have to be able to locomote while carrying around your pressure source, and possibly some other components that are also still rigid. When you start to talk about really small scales, though, it's not as clear to me that you really need an intrinsically soft robot. If you think about insects, their structural geometry can make them behave like they’re soft, but they’re not intrinsically soft.
Should we be thinking about soft robots and compliant robots in the same way, or are they fundamentally different?
Tolley: There’s certainly a connection between the two. You could have a compliant robot that behaves in a very similar way to an intrinsically soft robot, or a robot made of intrinsically soft materials. At that point, it comes down to design and manufacturing and practical limitations on what you can make. I think when you get down to small scales, the two sort of get connected.
There was some interesting work several years ago on using explosions to power soft robots. Is that still a thing?
Tolley: One of the opportunities with soft robots is that with material compliance, you have the potential to store energy. I think there’s exciting potential there for rapid motion with a soft body. Combustion is one way of doing that with power coming from a chemical source all at once, but you could also use a relatively weak muscle that over time stores up energy in a soft body and then releases it.
Is it realistic to expect complete softness from soft robots, or will they likely always have rigid components because they have to store or generate and move pressurized gas somehow?
Tolley: If you look in nature, you do have soft pumps like the heart, but although it’s soft, it’s still relatively stiff. Like, if you grab a heart, it’s not totally squishy. I haven’t done it, but I’d imagine. If you have a container that you’re pressurizing, it has to be stiff enough to not just blow up like a balloon. Certainly pneumatics or hydraulics are not the only way to go for soft actuators; there has been some really nice work on smart muscles and smart materials like hydraulic electrostatic (HASEL) actuators. They seem promising, but all of these actuators have challenges. We’ve chosen to stick with pressurized pneumatics in the near term; longer term, I think you’ll start to see more of these smart material actuators become more practical.
Personally, I don’t have any problem with soft robots having some rigid components. Most animals on land have some rigid components, but they can still take advantage of being soft, so it’s probably going to be a combination. But I do also like the vision of making an entirely soft, squishy thing. Continue reading →
#438751 Soft Legged Robot Uses Pneumatic ...
Soft robots are inherently safe, highly resilient, and potentially very cheap, making them promising for a wide array of applications. But development on them has been a bit slow relative to other areas of robotics, at least partially because soft robots can’t directly benefit from the massive increase in computing power and sensor and actuator availability that we’ve seen over the last few decades. Instead, roboticists have had to get creative to find ways of achieving the functionality of conventional robotics components using soft materials and compatible power sources.
In the current issue of Science Robotics, researchers from UC San Diego demonstrate a soft walking robot with four legs that moves with a turtle-like gait controlled by a pneumatic circuit system made from tubes and valves. This air-powered nervous system can actuate multiple degrees of freedom in sequence from a single source of pressurized air, offering a huge reduction in complexity and bringing a very basic form of decision making onto the robot itself.
Generally, when people talk about soft robots, the robots are only mostly soft. There are some components that are very difficult to make soft, including pressure sources and the necessary electronics to direct that pressure between different soft actuators in a way that can be used for propulsion. What’s really cool about this robot is that researchers have managed to take a pressure source (either a single tether or an onboard CO2 cartridge) and direct it to four different legs, each with three different air chambers, using an oscillating three valve circuit made entirely of soft materials.
Photo: UCSD
The pneumatic circuit that powers and controls the soft quadruped.
The inspiration for this can be found in biology—natural organisms, including quadrupeds, use nervous system components called central pattern generators (CPGs) to prompt repetitive motions with limbs that are used for walking, flying, and swimming. This is obviously more complicated in some organisms than in others, and is typically mediated by sensory feedback, but the underlying structure of a CPG is basically just a repeating circuit that drives muscles in sequence to produce a stable, continuous gait. In this case, we’ve got pneumatic muscles being driven in opposing pairs, resulting in a diagonal couplet gait, where diagonally opposed limbs rotate forwards and backwards at the same time.
Diagram: Science Robotics
(J) Pneumatic logic circuit for rhythmic leg motion. A constant positive pressure source (P+) applied to three inverter components causes a high-pressure state to propagate around the circuit, with a delay at each inverter. While the input to one inverter is high, the attached actuator (i.e., A1, A2, or A3) is inflated. This sequence of high-pressure states causes each pair of legs of the robot to rotate in a direction determined by the pneumatic connections. (K) By reversing the sequence of activation of the pneumatic oscillator circuit, the attached actuators inflate in a new sequence (A1, A3, and A2), causing (L) the legs of the robot to rotate in reverse. (M) Schematic bottom view of the robot with the directions of leg motions indicated for forward walking.
Diagram: Science Robotics
Each of the valves acts as an inverter by switching the normally closed half (top) to open and the normally open half (bottom) to closed.
The circuit itself is made up of three bistable pneumatic valves connected by tubing that acts as a delay by providing resistance to the gas moving through it that can be adjusted by altering the tube’s length and inner diameter. Within the circuit, the movement of the pressurized gas acts as both a source of energy and as a signal, since wherever the pressure is in the circuit is where the legs are moving. The simplest circuit uses only three valves, and can keep the robot walking in one single direction, but more valves can add more complex leg control options. For example, the researchers were able to use seven valves to tune the phase offset of the gait, and even just one additional valve (albeit of a slightly more complex design) could enable reversal of the system, causing the robot to walk backwards in response to input from a soft sensor. And with another complex valve, a manual (tethered) controller could be used for omnidirectional movement.
This work has some similarities to the rover that JPL is developing to explore Venus—that rover isn’t a soft robot, of course, but it operates under similar constraints in that it can’t rely on conventional electronic systems for autonomous navigation or control. It turns out that there are plenty of clever ways to use mechanical (or in this case, pneumatic) intelligence to make robots with relatively complex autonomous behaviors, meaning that in the future, soft (or soft-ish) robots could find valuable roles in situations where using a non-compliant system is not a good option.
For more on why we should be so excited about soft robots and just how soft a soft robot needs to be, we spoke with Michael Tolley, who runs the Bioinspired Robotics and Design Lab at UCSD, and Dylan Drotman, the paper’s first author.
IEEE Spectrum: What can soft robots do for us that more rigid robotic designs can’t?
Michael Tolley: At the very highest level, one of the fundamental assumptions of robotics is that you have rigid bodies connected at joints, and all your motion happens at these joints. That's a really nice approach because it makes the math easy, frankly, and it simplifies control. But when you look around us in nature, even though animals do have bones and joints, the way we interact with the world is much more complicated than that simple story. I’m interested in where we can take advantage of material properties in robotics. If you look at robots that have to operate in very unknown environments, I think you can build in some of the intelligence for how to deal with those environments into the body of the robot itself. And that’s the category this work really falls under—it's about navigating the world.
Dylan Drotman: Walking through confined spaces is a good example. With the rigid legged robot, you would have to completely change the way that the legs move to walk through a confined space, while if you have flexible legs, like the robot in our paper, you can use relatively simple control strategies to squeeze through an area you wouldn’t be able to get through with a rigid system.
How smart can a soft robot get?
Drotman: Right now we have a sensor on the front that's connected through a fluidic transmission to a bistable valve that causes the robot to reverse. We could add other sensors around the robot to allow it to change direction whenever it runs into an obstacle to effectively make an electronics-free version of a Roomba.
Tolley: Stepping back a little bit from that, one could make an argument that we’re using basic memory elements to generate very basic signals. There’s nothing in principle that would stop someone from making a pneumatic computer—it’s just very complicated to make something that complex. I think you could build on this and do more intelligent decision making, but using this specific design and the components we’re using, it’s likely to be things that are more direct responses to the environment.
How well would robots like these scale down?
Drotman: At the moment we’re manufacturing these components by hand, so the idea would be to make something more like a printed circuit board instead, and looking at how the channel sizes and the valve design would affect the actuation properties. We’ll also be coming up with new circuits, and different designs for the circuits themselves.
Tolley: Down to centimeter or millimeter scale, I don’t think you’d have fundamental fluid flow problems. I think you’re going to be limited more by system design constraints. You’ll have to be able to locomote while carrying around your pressure source, and possibly some other components that are also still rigid. When you start to talk about really small scales, though, it's not as clear to me that you really need an intrinsically soft robot. If you think about insects, their structural geometry can make them behave like they’re soft, but they’re not intrinsically soft.
Should we be thinking about soft robots and compliant robots in the same way, or are they fundamentally different?
Tolley: There’s certainly a connection between the two. You could have a compliant robot that behaves in a very similar way to an intrinsically soft robot, or a robot made of intrinsically soft materials. At that point, it comes down to design and manufacturing and practical limitations on what you can make. I think when you get down to small scales, the two sort of get connected.
There was some interesting work several years ago on using explosions to power soft robots. Is that still a thing?
Tolley: One of the opportunities with soft robots is that with material compliance, you have the potential to store energy. I think there’s exciting potential there for rapid motion with a soft body. Combustion is one way of doing that with power coming from a chemical source all at once, but you could also use a relatively weak muscle that over time stores up energy in a soft body and then releases it.
Is it realistic to expect complete softness from soft robots, or will they likely always have rigid components because they have to store or generate and move pressurized gas somehow?
Tolley: If you look in nature, you do have soft pumps like the heart, but although it’s soft, it’s still relatively stiff. Like, if you grab a heart, it’s not totally squishy. I haven’t done it, but I’d imagine. If you have a container that you’re pressurizing, it has to be stiff enough to not just blow up like a balloon. Certainly pneumatics or hydraulics are not the only way to go for soft actuators; there has been some really nice work on smart muscles and smart materials like hydraulic electrostatic (HASEL) actuators. They seem promising, but all of these actuators have challenges. We’ve chosen to stick with pressurized pneumatics in the near term; longer term, I think you’ll start to see more of these smart material actuators become more practical.
Personally, I don’t have any problem with soft robots having some rigid components. Most animals on land have some rigid components, but they can still take advantage of being soft, so it’s probably going to be a combination. But I do also like the vision of making an entirely soft, squishy thing. Continue reading →
#438606 Hyundai Motor Group Introduces Two New ...
Over the past few weeks, we’ve seen a couple of new robots from Hyundai Motor Group. This is a couple more robots than I think I’ve seen from Hyundai Motor Group, like, ever. We’re particularly interested in them right now mostly because Hyundai Motor Group are the new owners of Boston Dynamics, and so far, these robots represent one of the most explicit indications we’ve got about exactly what Hyundai Motor Group wants their robots to be doing.
We know it would be a mistake to read too much into these new announcements, but we can’t help reading something into them, right? So let’s take a look at what Hyundai Motor Group has been up to recently. This first robot is DAL-e, what HMG is calling an “Advanced Humanoid Robot.”
According to Hyundai, DAL-e is “designed to pioneer the future of automated customer services,” and is equipped with “state-of-the-art artificial intelligence technology for facial recognition as well as an automatic communication system based on a language-comprehension platform.” You’ll find it in car showrooms, but only in Seoul, for now.
We don’t normally write about robots like these because they tend not to represent much that’s especially new or interesting in terms of robotic technology, capabilities, or commercial potential. There’s certainly nothing wrong with DAL-e—it’s moderately cute and appears to be moderately functional. We’ve seen other platforms (like Pepper) take on similar roles, and our impression is that the long-term cost effectiveness of these greeter robots tends to be somewhat limited. And unless there’s some hidden functionality that we’re not aware of, this robot doesn’t really seem to be pushing the envelope, but we’d love to be wrong about that.
The other new robot, announced yesterday, is TIGER (Transforming Intelligent Ground Excursion Robot). It’s a bit more interesting, although you’ll have to skip ahead about 1:30 in the video to get to it.
We’ve talked about how adding wheels can make legged robots faster and more efficient, but I’m honestly not sure that it works all that well going the other way (adding legs to wheeled robots) because rather than adding a little complexity to get a multi-modal system that you can use much of the time, you’re instead adding a lot of complexity to get a multi-modal system that you’re going to use sometimes.
You could argue, as perhaps Hyundai would, that the multi-modal system is critical to get TIGER to do what they want it to do, which seems to be primarily remote delivery. They mention operating in urban areas as well, where TIGER could use its legs to climb stairs, but I think it would be beat by more traditional wheeled platforms, or even whegged platforms, that are almost as capable while being much simpler and cheaper. For remote delivery, though, legs might be a necessary feature.
That is, if you assume that using a ground-based system is really the best way to go.
The TIGER concept can be integrated with a drone to transport it from place to place, so why not just use the drone to make the remote delivery instead? I guess maybe if you’re dealing with a thick tree canopy, the drone could drop TIGER off in a clearing and the robot could drive to its destination, but now we’re talking about developing a very complex system for a very specific use case. Even though Hyundai has said that they’re going to attempt to commercialize TIGER over the next five years, I think it’ll be tricky for them to successfully do so.
The best part about these robots from Hyundai is that between the two of them, they suggest that the company is serious about developing commercial robots as well as willing to invest in something that seems a little crazy. And you know who else is both of those things? Boston Dynamics. To be clear, it’s almost certain that both of Hyundai’s robots were developed well before the company was even thinking about acquiring Boston Dynamics, so the real question is: Where do these two companies go from here? Continue reading →