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#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
#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
#436044 Want a Really Hard Machine Learning ...
What’s the world’s hardest machine learning problem? Autonomous vehicles? Robots that can walk? Cancer detection?
Nope, says Julian Sanchez. It’s agriculture.
Sanchez might be a little biased. He is the director of precision agriculture for John Deere, and is in charge of adding intelligence to traditional farm vehicles. But he does have a little perspective, having spent time working on software for both medical devices and air traffic control systems.
I met with Sanchez and Alexey Rostapshov, head of digital innovation at John Deere Labs, at the organization’s San Francisco offices last month. Labs launched in 2017 to take advantage of the area’s tech expertise, both to apply machine learning to in-house agricultural problems and to work with partners to build technologies that play nicely with Deere’s big green machines. Deere’s neighbors in San Francisco’s tech-heavy South of Market are LinkedIn, Salesforce, and Planet Labs, which puts it in a good position for recruiting.
“We’ve literally had folks knock on the door and say, ‘What are you doing here?’” says Rostapshov, and some return to drop off resumes.
Here’s why Sanchez believes agriculture is such a big challenge for artificial intelligence.
“It’s not just about driving tractors around,” he says, although autonomous driving technologies are part of the mix. (John Deere is doing a lot of work with precision GPS to improve autonomous driving, for example, and allow tractors to plan their own routes around fields.)
But more complex than the driving problem, says Sanchez, are the classification problems.
Corn: A Classic Classification Problem
Photo: Tekla Perry
One key effort, Sanchez says, are AI systems “that allow me to tell whether grain being harvested is good quality or low quality and to make automatic adjustment systems for the harvester.” The company is already selling an early version of this image analysis technology. But the many differences between grain types, and grains grown under different conditions, make this task a tough one for machine learning.
“Take corn,” Sanchez says. “Let’s say we are building a deep learning algorithm to detect this corn. And we take lots of pictures of kernels to give it. Say we pick those kernels in central Illinois. But, one mile over, the farmer planted a slightly different hybrid which has slightly different coloration of yellow. Meanwhile, this other farm harvested three days later in a field five miles away; it’s the same hybrid, but it also looks different.
“It’s an overwhelming classification challenge, and that’s just for corn. But you are not only doing it for corn, you have to add 20 more varieties of grain to the mix; and some, like canola, are almost microscopic.”
Even the ground conditions vary dramatically—far more than road conditions, Sanchez points out.
“Let’s say we are building a deep learning algorithm to detect how much residue is left on the soil after a harvest, including stubble and some chaff. Let’s drive 2,000 acres of fields in the Midwest looking at residue. That’s great, but I guarantee that if you go drive those the next year, it will look significantly different.
“Deep learning is great at interpolating conditions between what it knows; it is not good at extrapolating to situations it hasn’t seen. And in agriculture, you always feel that there is a set of conditions that you haven’t yet classified.”
A Flood of Big Data
The scale of the data is also daunting, Rostapshov points out. “We are one of the largest users of cloud computing services in the world,” he says. “We are gathering 5 to 15 million measurements per second from 130,000 connected machines globally. We have over 150 million acres in our databases, using petabytes and petabytes [of storage]. We process more data than Twitter does.”
Much of this information is so-called dirty data, that is, it doesn’t share the same format or structure, because it’s coming not only from a wide variety of John Deere machines, but also includes data from some 100 other companies that have access to the platform, including weather information, aerial imagery, and soil analyses.
As a result, says Sanchez, Deere has had to make “tremendous investments in back-end data cleanup.”
Deep learning is great at interpolating conditions between what it knows; it is not good at extrapolating to situations it hasn’t seen.”
—Julian Sanchez, John Deere
“We have gotten progressively more skilled at that problem,” he says. “We started simply by cleaning up our own data. You’d think it would be nice and neat, since it’s coming from our own machines, but there is a wide variety of different models and different years. Then we started geospatially tagging the agronomic data—the information about where you are applying herbicides and fertilizer and the like—coming in from our vehicles. When we started bringing in other data, from drones, say, we were already good at cleaning it up.”
John Deere’s Hiring Pitch
Hard problems can be a good thing to have for a company looking to hire machine learning engineers.
“Our opening line to potential recruits,” Sanchez says, “is ‘This stuff matters.’ Then, if we get a chance to talk to them more, we follow up with ‘Not only does this stuff matter, but the problems are really hard and interesting.’ When we explain the variability in farming and how we have to apply all the latest tools to these problems, we get their attention.”
Software engineers “know that feeding a growing population is a massive problem and are excited about the prospect of making a difference,” Rostapshov says.
Only 20 engineers work in the San Francisco labs right now, and that’s on a busy day—some of the researchers spend part of their time at Blue River Technology, a startup based in Sunnyvale that was acquired by Deere in 2017. About half of the researchers are focusing on AI. The Lab is in the process of doubling its office space (no word on staffing plans for that expansion yet).
“We are one of the largest users of cloud computing services in the world.”
—Alexey Rostapshov, John Deere Labs
Company-wide, Deere has thousands of software engineers, with many using AI and machine learning tools in their work, and about the same number of mechanical and electrical engineers, Sanchez reports. “If you look at our hiring 10 years ago,” he says, “it was heavily weighted to mechanical engineers. But if you look at those numbers now, it is by a large majority [engineers working] in the software space. We still need mechanical engineers—we do build green machines—but if you go by our footprint of tech talent, it is pretty safe to call John Deere a software company. And if you follow the key conversations that are happening in the company right now, 95 percent of them are software-related.”
For now, these software engineers are focused on developing technologies that allow farmers to “do more with less,” Sanchez says. Meaning, to get more and better crops from less fuel, less seed, less fertilizer, less pesticide, and fewer workers, and putting together building blocks that, he says, could eventually lead to fully autonomous farm vehicles. The data Deere collects today, for the most part, stays in silos (the virtual kind), with AI algorithms that analyze specific sets of data to provide guidance to individual farmers. At some point, however, with tools to anonymize data and buy-in from farmers, aggregating data could provide some powerful insights.
“We are not asking farmers for that yet,” Sanchez says. “We are not doing aggregation to look for patterns. We are focused on offering technology that allows an individual farmer to use less, on positioning ourselves to be in a neutral spot. We are not about selling you more seed or more fertilizer. So we are building up a good trust level. In the long term, we can have conversations about doing more with deep learning.” Continue reading
#436021 AI Faces Speed Bumps and Potholes on Its ...
Implementing machine learning in the real world isn’t easy. The tools are available and the road is well-marked—but the speed bumps are many.
That was the conclusion of panelists wrapping up a day of discussions at the IEEE AI Symposium 2019, held at Cisco’s San Jose, Calif., campus last week.
The toughest problem, says Ben Irving, senior manager of Cisco’s strategy innovations group, is people.
It’s tough to find data scientist expertise, he indicated, so companies are looking into non-traditional sources of personnel, like political science. “There are some untapped areas with a lot of untapped data science expertise,” Irving says.
Lazard’s artificial intelligence manager Trevor Mottl agreed that would-be data scientists don’t need formal training or experience to break into the field. “This field is changing really rapidly,” he says. “There are new language models coming out every month, and new tools, so [anyone should] expect to not know everything. Experiment, try out new tools and techniques, read, study, spend time; there aren’t any true experts at this point because the foundational elements are shifting so rapidly.”
“It is a wonderful time to get into a field,” he reasons, noting that it doesn’t take long to catch up because there aren’t 20 years of history.”
Confusion about what different kinds of machine learning specialists do doesn’t help the personnel situation. An audience member asked panelists to explain the difference between data scientist, data analyst, and data engineer. Darrin Johnson, Nvidia global director of technical marketing for enterprise, admitted it’s hard to sort out, and any two companies could define the positions differently. “Sometimes,” he says, particularly at smaller companies, “a data scientist plays all three roles. But as companies grow, there are different groups that ingest data, clean data, and use data. At some companies, training and inference are separate. It really depends, which is a challenge when you are trying to hire someone.”
Mitigating the risks of a hot job market
The competition to hire data scientists, analysts, engineers, or whatever companies call them requires that managers make sure any work being done is structured and comprehensible at all times, the panelists cautioned.
“We need to remember that our data scientists go home every day and sometimes they don’t come back because they go home and then go to a different company,” says Lazard’s Mottl. “That’s a fact of life. If you give people choice on [how they do development], and have a successful person who gets poached by competitor, you have to either hire a team to unwrap what that person built or jettison their work and rebuild it.”
By contrast, he says, “places that have structured coding and structured commits and organized constructions of software have done very well.”
But keeping all of a company’s engineers working with the same languages and on the same development paths is not easy to do in a field that moves as fast as machine learning. Zongjie Diao, Cisco director of product management for machine learning, quipped: “I have a data scientist friend who says the speed at which he changes girlfriends is less than speed at which he changes languages.”
The data scientist/IT manager clash
Once a company finds the data engineers and scientists they need and get them started on the task of applying machine learning to that company’s operations, one of the first obstacles they face just might be the company’s IT department, the panelists suggested.
“IT is process oriented,” Mottl says. The IT team “knows how to keep data secure, to set up servers. But when you bring in a data science team, they want sandboxes, they want freedom, they want to explore and play.”
Also, Nvidia’s Johnson pointed out, “There is a language barrier.” The AI world, he says, is very different from networking or storage, and data scientists find it hard to articulate their requirements to IT.
On the ground or in the cloud?
And then there is the decision of where exactly machine learning should happen—on site, or in the cloud? At Lazard, Mottl says, the deep learning engineers do their experimentation on premises; that’s their sandbox. “But when we deploy, we deploy in the cloud,” he says.
Nvidia, Johnson says, thinks the opposite approach is better. We see the cloud as “the sandbox,” he says. “So you can run as many experiments as possible, fail fast, and learn faster.”
For Cisco’s Irving, the “where” of machine learning depends on the confidentiality of the data.
Mottl, who says rolling machine learning technology into operation can hit resistance from all across the company, had one last word of caution for those aiming to implement AI:
Data scientists are building things that might change the ways other people in the organization work, like sales and even knowledge workers. [You need to] think about the internal stakeholders and prepare them, because the last thing you want to do is to create a valuable new thing that nobody likes and people take potshots against.
The AI Symposium was organized by the Silicon Valley chapters of the IEEE Young Professionals, the IEEE Consultants’ Network, and IEEE Women in Engineering and supported by Cisco. Continue reading