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#439934 New Spiking Neuromorphic Chip Could ...
When it comes to brain computing, timing is everything. It’s how neurons wire up into circuits. It’s how these circuits process highly complex data, leading to actions that can mean life or death. It’s how our brains can make split-second decisions, even when faced with entirely new circumstances. And we do so without frying the brain from extensive energy consumption.
To rephrase, the brain makes an excellent example of an extremely powerful computer to mimic—and computer scientists and engineers have taken the first steps towards doing so. The field of neuromorphic computing looks to recreate the brain’s architecture and data processing abilities with novel hardware chips and software algorithms. It may be a pathway towards true artificial intelligence.
But one crucial element is lacking. Most algorithms that power neuromorphic chips only care about the contribution of each artificial neuron—that is, how strongly they connect to one another, dubbed “synaptic weight.” What’s missing—yet tantamount to our brain’s inner working—is timing.
This month, a team affiliated with the Human Brain Project, the European Union’s flagship big data neuroscience endeavor, added the element of time to a neuromorphic algorithm. The results were then implemented on physical hardware—the BrainScaleS-2 neuromorphic platform—and pitted against state-of-the-art GPUs and conventional neuromorphic solutions.
“Compared to the abstract neural networks used in deep learning, the more biological archetypes…still lag behind in terms of performance and scalability” due to their inherent complexity, the authors said.
In several tests, the algorithm compared “favorably, in terms of accuracy, latency, and energy efficiency” on a standard benchmark test, said Dr. Charlotte Frenkel at the University of Zurich and ETH Zurich in Switzerland, who was not involved in the study. By adding a temporal component into neuromorphic computing, we could usher in a new era of highly efficient AI that moves from static data tasks—say, image recognition—to one that better encapsulates time. Think videos, biosignals, or brain-to-computer speech.
To lead author Dr. Mihai Petrovici, the potential goes both ways. “Our work is not only interesting for neuromorphic computing and biologically inspired hardware. It also acknowledges the demand … to transfer so-called deep learning approaches to neuroscience and thereby further unveil the secrets of the human brain,” he said.
Let’s Talk Spikes
At the root of the new algorithm is a fundamental principle in brain computing: spikes.
Let’s take a look at a highly abstracted neuron. It’s like a tootsie roll, with a bulbous middle section flanked by two outward-reaching wrappers. One side is the input—an intricate tree that receives signals from a previous neuron. The other is the output, blasting signals to other neurons using bubble-like ships filled with chemicals, which in turn triggers an electrical response on the receiving end.
Here’s the crux: for this entire sequence to occur, the neuron has to “spike.” If, and only if, the neuron receives a high enough level of input—a nicely built-in noise reduction mechanism—the bulbous part will generate a spike that travels down the output channels to alert the next neuron.
But neurons don’t just use one spike to convey information. Rather, they spike in a time sequence. Think of it like Morse Code: the timing of when an electrical burst occurs carries a wealth of data. It’s the basis for neurons wiring up into circuits and hierarchies, allowing highly energy-efficient processing.
So why not adopt the same strategy for neuromorphic computers?
A Spartan Brain-Like Chip
Instead of mapping out a single artificial neuron’s spikes—a Herculean task—the team honed in on a single metric: how long it takes for a neuron to fire.
The idea behind “time-to-first-spike” code is simple: the longer it takes a neuron to spike, the lower its activity levels. Compared to counting spikes, it’s an extremely sparse way to encode a neuron’s activity, but comes with perks. Because only the latency to the first time a neuron perks up is used to encode activation, it captures the neuron’s responsiveness without overwhelming a computer with too many data points. In other words, it’s fast, energy-efficient, and easy.
The team next encoded the algorithm onto a neuromorphic chip—the BrainScaleS-2, which roughly emulates simple “neurons” inside its structure, but runs over 1,000 times faster than our biological brains. The platform has over 500 physical artificial neurons, each capable of receiving 256 inputs through configurable synapses, where biological neurons swap, process, and store information.
The setup is a hybrid. “Learning” is achieved on a chip that implements the time-dependent algorithm. However, any updates to the neural circuit—that is, how strongly one neuron connects to another—is achieved through an external workstation, something dubbed “in-the-loop training.”
In a first test, the algorithm was challenged with the “Yin-Yang” task, which requires the algorithm to parse different areas in the traditional Eastern symbol. The algorithm excelled, with an average of 95 percent accuracy.
The team next challenged the setup with a classic deep learning task—MNIST, a dataset of handwritten numbers that revolutionized computer vision. The algorithm excelled again, with nearly 97 percent accuracy. Even more impressive, the BrainScaleS-2 system took less than one second to classify 10,000 test samples, with extremely low relative energy consumption.
Putting these results into context, the team next compared BrainScaleS-2’s performance—armed with the new algorithm—to commercial and other neuromorphic platforms. Take SpiNNaker, a massive, parallel distributed architecture that also mimics neural computing and spikes. The new algorithm was over 100 times faster at image recognition while consuming just a fraction of the power SpiNNaker consumes. Similar results were seen with True North, the harbinger IBM neuromorphic chip.
What Next?
The brain’s two most valuable computing features—energy efficiency and parallel processing—are now heavily inspiring the next generation of computer chips. The goal? Build machines that are as flexible and adaptive as our own brains while using just a fraction of the energy required for our current silicon-based chips.
Yet compared to deep learning, which relies on artificial neural networks, biologically-plausible ones have languished. Part of this, explained Frenkel, is the difficultly of “updating” these circuits through learning. However, with BrainScaleS-2 and a touch of timing data, it’s now possible.
At the same time, having an “external” arbitrator for updating synaptic connections gives the whole system some time to breathe. Neuromorphic hardware, similar to the messiness of our brain computation, is littered with mismatches and errors. With the chip and an external arbitrator, the whole system can learn to adapt to this variability, and eventually compensate for—or even exploit—its quirks for faster and more flexible learning.
For Frenkel, the algorithm’s power lies in its sparseness. The brain, she explained, is powered by sparse codes that “could explain the fast reaction times…such as for visual processing.” Rather than activating entire brain regions, only a few neural networks are needed—like whizzing down empty highways instead of getting stuck in rush hour traffic.
Despite its power, the algorithm still has hiccups. It struggles with interpreting static data, although it excels with time sequences—for example, speech or biosignals. But to Frenkel, it’s the start of a new framework: important information can be encoded with a flexible but simple metric, and generalized to enrich brain- and AI-based data processing with a fraction of the traditional energy costs.
“[It]…may be an important stepping-stone for spiking neuromorphic hardware to finally demonstrate a competitive advantage over conventional neural network approaches,” she said.
Image Credit: Classifying data points in the Yin-Yang dataset, by Göltz and Kriener et al. (Heidelberg / Bern) Continue reading
#439211 A highly dexterous robot hand with a ...
A team of researchers at Yale University's Department of Mechanical Engineering and Materials Science, has developed a robot hand that employs a caging mechanism. In their paper published in the journal Science Robotics, the group describes their research into applying a caging mechanism to robot hands and how well their demonstration models worked. Continue reading
#439053 Bipedal Robots Are Learning To Move With ...
Most humans are bipeds, but even the best of us are really only bipeds until things get tricky. While our legs may be our primary mobility system, there are lots of situations in which we leverage our arms as well, either passively to keep balance or actively when we put out a hand to steady ourselves on a nearby object. And despite how unstable bipedal robots tend to be, using anything besides legs for mobility has been a challenge in both software and hardware, a significant limitation in highly unstructured environments.
Roboticists from TUM in Germany (with support from the German Research Foundation) have recently given their humanoid robot LOLA some major upgrades to make this kind of multi-contact locomotion possible. While it’s still in the early stages, it’s already some of the most human-like bipedal locomotion we’ve seen.
It’s certainly possible for bipedal robots to walk over challenging terrain without using limbs for support, but I’m sure you can think of lots of times where using your arms to assist with your own bipedal mobility was a requirement. It’s not a requirement because your leg strength or coordination or sense of balance is bad, necessarily. It’s just that sometimes, you might find yourself walking across something that’s highly unstable or in a situation where the consequences of a stumble are exceptionally high. And it may not even matter how much sensing you do beforehand, and how careful you are with your footstep planning: there are limits to how much you can know about your environment beforehand, and that can result in having a really bad time of it. This is why using multi-contact locomotion, whether it’s planned in advance or not, is a useful skill for humans, and should be for robots, too.
As the video notes (and props for being explicit up front about it), this isn’t yet fully autonomous behavior, with foot positions and arm contact points set by hand in advance. But it’s not much of a stretch to see how everything could be done autonomously, since one of the really hard parts (using multiple contact points to dynamically balance a moving robot) is being done onboard and in real time.
Getting LOLA to be able to do this required a major overhaul in hardware as well as software. And Philipp Seiwald, who works with LOLA at TUM, was able to tell us more about it.
IEEE Spectrum: Can you summarize the changes to LOLA’s hardware that are required for multi-contact locomotion?
Philipp Seiwald: The original version of LOLA has been designed for fast biped walking. Although it had two arms, they were not meant to get into contact with the environment but rather to compensate for the dynamic effects of the feet during fast walking. Also, the torso had a relatively simple design that was fine for its original purpose; however, it was not conceived to withstand the high loads coming from the hands during multi-contact maneuvers. Thus, we redesigned the complete upper body of LOLA from scratch. Starting from the pelvis, the strength and stiffness of the torso have been increased. We used the finite element method to optimize critical parts to obtain maximum strength at minimum weight. Moreover, we added additional degrees of freedom to the arms to increase the hands' reachable workspace. The kinematic topology of the arms, i.e., the arrangement of joints and link lengths, has been obtained from an optimization that takes typical multi-contact scenarios into account.
Why is this an important problem for bipedal humanoid robots?
Maintaining balance during locomotion can be considered the primary goal of legged robots. Naturally, this task is more challenging for bipeds when compared to robots with four or even more legs. Although current high-end prototypes show impressive progress, humanoid robots still do not have the robustness and versatility they need for most real-world applications. With our research, we try to contribute to this field and help to push the limits further. Recently, we showed our latest work on walking over uneven terrain without multi-contact support. Although the robustness is already high, there still exist scenarios, such as walking on loose objects, where the robot's stabilization fails when using only foot contacts. The use of additional hand-environment support during this (comparatively) fast walking allows a further significant increase in robustness, i.e., the robot's capability to compensate disturbances, modeling errors, or inaccurate sensor input. Besides stabilization on uneven terrain, multi-contact locomotion also enables more complex motions, e.g., stepping over a tall obstacle or toe-only contacts, as shown in our latest multi-contact video.
How can LOLA decide whether a surface is suitable for multi-contact locomotion?
LOLA’s visual perception system is currently developed by our project partners from the Chair for Computer Aided Medical Procedures & Augmented Reality at the TUM. This system relies on a novel semantic Simultaneous Localization and Mapping (SLAM) pipeline that can robustly extract the scene's semantic components (like floor, walls, and objects therein) by merging multiple observations from different viewpoints and by inferring therefrom the underlying scene graph. This provides a reliable estimate of which scene parts can be used to support the locomotion, based on the assumption that certain structural elements such as walls are fixed, while chairs, for example, are not.
Also, the team plans to develop a specific dataset with annotations further describing the attributes of the object (such as roughness of the surface or its softness) and that will be used to master multi-contact locomotion in even more complex scenes. As of today, the vision and navigation system is not finished yet; thus, in our latest video, we used pre-defined footholds and contact points for the hands. However, within our collaboration, we are working towards a fully integrated and autonomous system.
Is LOLA capable of both proactive and reactive multi-contact locomotion?
The software framework of LOLA has a hierarchical structure. On the highest level, the vision system generates an environment model and estimates the 6D-pose of the robot in the scene. The walking pattern generator then uses this information to plan a dynamically feasible future motion that will lead LOLA to a target position defined by the user. On a lower level, the stabilization module modifies this plan to compensate for model errors or any kind of disturbance and keep overall balance. So our approach currently focuses on proactive multi-contact locomotion. However, we also plan to work on a more reactive behavior such that additional hand support can also be triggered by an unexpected disturbance instead of being planned in advance.
What are some examples of unique capabilities that you are working towards with LOLA?
One of the main goals for the research with LOLA remains fast, autonomous, and robust locomotion on complex, uneven terrain. We aim to reach a walking speed similar to humans. Currently, LOLA can do multi-contact locomotion and cross uneven terrain at a speed of 1.8 km/h, which is comparably fast for a biped robot but still slow for a human. On flat ground, LOLA's high-end hardware allows it to walk at a relatively high maximum speed of 3.38 km/h.
Fully autonomous multi-contact locomotion for a life-sized humanoid robot is a tough task. As algorithms get more complex, computation time increases, which often results in offline motion planning methods. For LOLA, we restrict ourselves to gaited multi-contact locomotion, which means that we try to preserve the core characteristics of bipedal gait and use the arms only for assistance. This allows us to use simplified models of the robot which lead to very efficient algorithms running in real-time and fully onboard.
A long-term scientific goal with LOLA is to understand essential components and control policies of human walking. LOLA's leg kinematics is relatively similar to the human body. Together with scientists from kinesiology, we try to identify similarities and differences between observed human walking and LOLA’s “engineered” walking gait. We hope this research leads, on the one hand, to new ideas for the control of bipeds, and on the other hand, shows via experiments on bipeds if biomechanical models for the human gait are correctly understood. For a comparison of control policies on uneven terrain, LOLA must be able to walk at comparable speeds, which also motivates our research on fast and robust walking.
While it makes sense why the researchers are using LOLA’s arms primarily to assist with a conventional biped gait, looking ahead a bit it’s interesting to think about how robots that we typically consider to be bipeds could potentially leverage their limbs for mobility in decidedly non-human ways.
We’re used to legged robots being one particular morphology, I guess because associating them with either humans or dogs or whatever is just a comfortable way to do it, but there’s no particular reason why a robot with four limbs has to choose between being a quadruped and being a biped with arms, or some hybrid between the two, depending on what its task is. The research being done with LOLA could be a step in that direction, and maybe a hand on the wall in that direction, too. Continue reading