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#437709 iRobot Announces Major Software Update, ...

Since the release of the very first Roomba in 2002, iRobot’s long-term goal has been to deliver cleaner floors in a way that’s effortless and invisible. Which sounds pretty great, right? And arguably, iRobot has managed to do exactly this, with its most recent generation of robot vacuums that make their own maps and empty their own dustbins. For those of us who trust our robots, this is awesome, but iRobot has gradually been realizing that many Roomba users either don’t want this level of autonomy, or aren’t ready for it.

Today, iRobot is announcing a major new update to its app that represents a significant shift of its overall approach to home robot autonomy. Humans are being brought back into the loop through software that tries to learn when, where, and how you clean so that your Roomba can adapt itself to your life rather than the other way around.

To understand why this is such a shift for iRobot, let’s take a very brief look back at how the Roomba interface has evolved over the last couple of decades. The first generation of Roomba had three buttons on it that allowed (or required) the user to select whether the room being vacuumed was small or medium or large in size. iRobot ditched that system one generation later, replacing the room size buttons with one single “clean” button. Programmable scheduling meant that users no longer needed to push any buttons at all, and with Roombas able to find their way back to their docking stations, all you needed to do was empty the dustbin. And with the most recent few generations (the S and i series), the dustbin emptying is also done for you, reducing direct interaction with the robot to once a month or less.

Image: iRobot

iRobot CEO Colin Angle believes that working toward more intelligent human-robot collaboration is “the brave new frontier” of AI. “This whole journey has been earning the right to take this next step, because a robot can’t be responsive if it’s incompetent,” he says. “But thinking that autonomy was the destination was where I was just completely wrong.”

The point that the top-end Roombas are at now reflects a goal that iRobot has been working toward since 2002: With autonomy, scheduling, and the clean base to empty the bin, you can set up your Roomba to vacuum when you’re not home, giving you cleaner floors every single day without you even being aware that the Roomba is hard at work while you’re out. It’s not just hands-off, it’s brain-off. No noise, no fuss, just things being cleaner thanks to the efforts of a robot that does its best to be invisible to you. Personally, I’ve been completely sold on this idea for home robots, and iRobot CEO Colin Angle was as well.

“I probably told you that the perfect Roomba is the Roomba that you never see, you never touch, you just come home everyday and it’s done the right thing,” Angle told us. “But customers don’t want that—they want to be able to control what the robot does. We started to hear this a couple years ago, and it took a while before it sunk in, but it made sense.”

How? Angle compares it to having a human come into your house to clean, but you weren’t allowed to tell them where or when to do their job. Maybe after a while, you’ll build up the amount of trust necessary for that to work, but in the short term, it would likely be frustrating. And people get frustrated with their Roombas for this reason. “The desire to have more control over what the robot does kept coming up, and for me, it required a pretty big shift in my view of what intelligence we were trying to build. Autonomy is not intelligence. We need to do something more.”

That something more, Angle says, is a partnership as opposed to autonomy. It’s an acknowledgement that not everyone has the same level of trust in robots as the people who build them. It’s an understanding that people want to have a feeling of control over their homes, that they have set up the way that they want, and that they’ve been cleaning the way that they want, and a robot shouldn’t just come in and do its own thing.

This change in direction also represents a substantial shift in resources for iRobot, and the company has pivoted two-thirds of its engineering organization to focus on software-based collaborative intelligence rather than hardware.

“Until the robot proves that it knows enough about your home and about the way that you want your home cleaned,” Angle says, “you can’t move forward.” He adds that this is one of those things that seem obvious in retrospect, but even if they’d wanted to address the issue before, they didn’t have the technology to solve the problem. Now they do. “This whole journey has been earning the right to take this next step, because a robot can’t be responsive if it’s incompetent,” Angle says. “But thinking that autonomy was the destination was where I was just completely wrong.”

The previous iteration of the iRobot app (and Roombas themselves) are built around one big fat CLEAN button. The new approach instead tries to figure out in much more detail where the robot should clean, and when, using a mixture of autonomous technology and interaction with the user.

Where to Clean
Knowing where to clean depends on your Roomba having a detailed and accurate map of its environment. For several generations now, Roombas have been using visual mapping and localization (VSLAM) to build persistent maps of your home. These maps have been used to tell the Roomba to clean in specific rooms, but that’s about it. With the new update, Roombas with cameras will be able to recognize some objects and features in your home, including chairs, tables, couches, and even countertops. The robots will use these features to identify where messes tend to happen so that they can focus on those areas—like around the dining room table or along the front of the couch.

We should take a minute here to clarify how the Roomba is using its camera. The original (primary?) purpose of the camera was for VSLAM, where the robot would take photos of your home, downsample them into QR-code-like patterns of light and dark, and then use those (with the assistance of other sensors) to navigate. Now the camera is also being used to take pictures of other stuff around your house to make that map more useful.

Photo: iRobot

The robots will now try to fit into the kinds of cleaning routines that many people already have established. For example, the app may suggest an “after dinner” routine that cleans just around the kitchen and dining room table.

This is done through machine learning using a library of images of common household objects from a floor perspective that iRobot had to develop from scratch. Angle clarified for us that this is all done via a neural net that runs on the robot, and that “no recognizable images are ever stored on the robot or kept, and no images ever leave the robot.” Worst case, if all the data iRobot has about your home gets somehow stolen, the hacker would only know that (for example) your dining room has a table in it and the approximate size and location of that table, because the map iRobot has of your place only stores symbolic representations rather than images.

Another useful new feature is intended to help manage the “evil Roomba places” (as Angle puts it) that every home has that cause Roombas to get stuck. If the place is evil enough that Roomba has to call you for help because it gave up completely, Roomba will now remember, and suggest that either you make some changes or that it stops cleaning there, which seems reasonable.

When to Clean
It turns out that the primary cause of mission failure for Roombas is not that they get stuck or that they run out of battery—it’s user cancellation, usually because the robot is getting in the way or being noisy when you don’t want it to be. “If you kill a Roomba’s job because it annoys you,” points out Angle, “how is that robot being a good partner? I think it’s an epic fail.” Of course, it’s not the robot’s fault, because Roombas only clean when we tell them to, which Angle says is part of the problem. “People actually aren’t very good at making their own schedules—they tend to oversimplify, and not think through what their schedules are actually about, which leads to lots of [figurative] Roomba death.”

To help you figure out when the robot should actually be cleaning, the new app will look for patterns in when you ask the robot to clean, and then recommend a schedule based on those patterns. That might mean the robot cleans different areas at different times every day of the week. The app will also make scheduling recommendations that are event-based as well, integrated with other smart home devices. Would you prefer the Roomba to clean every time you leave the house? The app can integrate with your security system (or garage door, or any number of other things) and take care of that for you.

More generally, Roomba will now try to fit into the kinds of cleaning routines that many people already have established. For example, the app may suggest an “after dinner” routine that cleans just around the kitchen and dining room table. The app will also, to some extent, pay attention to the environment and season. It might suggest increasing your vacuuming frequency if pollen counts are especially high, or if it’s pet shedding season and you have a dog. Unfortunately, Roomba isn’t (yet?) capable of recognizing dogs on its own, so the app has to cheat a little bit by asking you some basic questions.

A Smarter App

Image: iRobot

The previous iteration of the iRobot app (and Roombas themselves) are built around one big fat CLEAN button. The new approach instead tries to figure out in much more detail where the robot should clean, and when, using a mixture of autonomous technology and interaction with the user.

The app update, which should be available starting today, is free. The scheduling and recommendations will work on every Roomba model, although for object recognition and anything related to mapping, you’ll need one of the more recent and fancier models with a camera. Future app updates will happen on a more aggressive schedule. Major app releases should happen every six months, with incremental updates happening even more frequently than that.

Angle also told us that overall, this change in direction also represents a substantial shift in resources for iRobot, and the company has pivoted two-thirds of its engineering organization to focus on software-based collaborative intelligence rather than hardware. “It’s not like we’re done doing hardware,” Angle assured us. “But we do think about hardware differently. We view our robots as platforms that have longer life cycles, and each platform will be able to support multiple generations of software. We’ve kind of decoupled robot intelligence from hardware, and that’s a change.”

Angle believes that working toward more intelligent collaboration between humans and robots is “the brave new frontier of artificial intelligence. I expect it to be the frontier for a reasonable amount of time to come,” he adds. “We have a lot of work to do to create the type of easy-to-use experience that consumer robots need.” Continue reading

Posted in Human Robots

#437624 AI-Powered Drone Learns Extreme ...

Quadrotors are among the most agile and dynamic machines ever created. In the hands of a skilled human pilot, they can do some astonishing series of maneuvers. And while autonomous flying robots have been getting better at flying dynamically in real-world environments, they still haven’t demonstrated the same level of agility of manually piloted ones.

Now researchers from the Robotics and Perception Group at the University of Zurich and ETH Zurich, in collaboration with Intel, have developed a neural network training method that “enables an autonomous quadrotor to fly extreme acrobatic maneuvers with only onboard sensing and computation.” Extreme.

There are two notable things here: First, the quadrotor can do these extreme acrobatics outdoors without any kind of external camera or motion-tracking system to help it out (all sensing and computing is onboard). Second, all of the AI training is done in simulation, without the need for an additional simulation-to-real-world (what researchers call “sim-to-real”) transfer step. Usually, a sim-to-real transfer step means putting your quadrotor into one of those aforementioned external tracking systems, so that it doesn’t completely bork itself while trying to reconcile the differences between the simulated world and the real world, where, as the researchers wrote in a paper describing their system, “even tiny mistakes can result in catastrophic outcomes.”

To enable “zero-shot” sim-to-real transfer, the neural net training in simulation uses an expert controller that knows exactly what’s going on to teach a “student controller” that has much less perfect knowledge. That is, the simulated sensory input that the student ends up using as it learns to follow the expert has been abstracted to present the kind of imperfect, imprecise data it’s going to encounter in the real world. This can involve things like abstracting away the image part of the simulation until you’d have no way of telling the difference between abstracted simulation and abstracted reality, which is what allows the system to make that sim-to-real leap.

The simulation environment that the researchers used was Gazebo, slightly modified to better simulate quadrotor physics. Meanwhile, over in reality, a custom 1.5-kilogram quadrotor with a 4:1 thrust to weight ratio performed the physical experiments, using only a Nvidia Jetson TX2 computing board and an Intel RealSense T265, a dual fisheye camera module optimized for V-SLAM. To challenge the learning system, it was trained to perform three acrobatic maneuvers plus a combo of all of them:

Image: University of Zurich/ETH Zurich/Intel

Reference trajectories for acrobatic maneuvers. Top row, from left: Power Loop, Barrel Roll, and Matty Flip. Bottom row: Combo.

All of these maneuvers require high accelerations of up to 3 g’s and careful control, and the Matty Flip is particularly challenging, at least for humans, because the whole thing is done while the drone is flying backwards. Still, after just a few hours of training in simulation, the drone was totally real-world competent at these tricks, and could even extrapolate a little bit to perform maneuvers that it was not explicitly trained on, like doing multiple loops in a row. Where humans still have the advantage over drones is (as you might expect since we’re talking about robots) is quickly reacting to novel or unexpected situations. And when you’re doing this sort of thing outdoors, novel and unexpected situations are everywhere, from a gust of wind to a jealous bird.

For more details, we spoke with Antonio Loquercio from the University of Zurich’s Robotics and Perception Group.

IEEE Spectrum: Can you explain how the abstraction layer interfaces with the simulated sensors to enable effective sim-to-real transfer?

Antonio Loquercio: The abstraction layer applies a specific function to the raw sensor information. Exactly the same function is applied to the real and simulated sensors. The result of the function, which is “abstracted sensor measurements,” makes simulated and real observation of the same scene similar. For example, suppose we have a sequence of simulated and real images. We can very easily tell apart the real from the simulated ones given the difference in rendering. But if we apply the abstraction function of “feature tracks,” which are point correspondences in time, it becomes very difficult to tell which are the simulated and real feature tracks, since point correspondences are independent of the rendering. This applies for humans as well as for neural networks: Training policies on raw images gives low sim-to-real transfer (since images are too different between domains), while training on the abstracted images has high transfer abilities.

How useful is visual input from a camera like the Intel RealSense T265 for state estimation during such aggressive maneuvers? Would using an event camera substantially improve state estimation?

Our end-to-end controller does not require a state estimation module. It shares however some components with traditional state estimation pipelines, specifically the feature extractor and the inertial measurement unit (IMU) pre-processing and integration function. The input of the neural networks are feature tracks and integrated IMU measurements. When looking at images with low features (for example when the camera points to the sky), the neural net will mainly rely on IMU. When more features are available, the network uses to correct the accumulated drift from IMU. Overall, we noticed that for very short maneuvers IMU measurements were sufficient for the task. However, for longer ones, visual information was necessary to successfully address the IMU drift and complete the maneuver. Indeed, visual information reduces the odds of a crash by up to 30 percent in the longest maneuvers. We definitely think that event camera can improve even more the current approach since they could provide valuable visual information during high speed.

“The Matty Flip is probably one of the maneuvers that our approach can do very well … It is super challenging for humans, since they don’t see where they’re going and have problems in estimating their speed. For our approach the maneuver is no problem at all, since we can estimate forward velocities as well as backward velocities.”
—Antonio Loquercio, University of Zurich

You describe being able to train on “maneuvers that stretch the abilities of even expert human pilots.” What are some examples of acrobatics that your drones might be able to do that most human pilots would not be capable of?

The Matty Flip is probably one of the maneuvers that our approach can do very well, but human pilots find very challenging. It basically entails doing a high speed power loop by always looking backward. It is super challenging for humans, since they don’t see where they’re going and have problems in estimating their speed. For our approach the maneuver is no problem at all, since we can estimate forward velocities as well as backward velocities.

What are the limits to the performance of this system?

At the moment the main limitation is the maneuver duration. We never trained a controller that could perform maneuvers longer than 20 seconds. In the future, we plan to address this limitation and train general controllers which can fly in that agile way for significantly longer with relatively small drift. In this way, we could start being competitive against human pilots in drone racing competitions.

Can you talk about how the techniques developed here could be applied beyond drone acrobatics?

The current approach allows us to do acrobatics and agile flight in free space. We are now working to perform agile flight in cluttered environments, which requires a higher degree of understanding of the surrounding with respect to this project. Drone acrobatics is of course only an example application. We selected it because it makes a stress test of the controller performance. However, several other applications which require fast and agile flight can benefit from our approach. Examples are delivery (we want our Amazon packets always faster, don’t we?), search and rescue, or inspection. Going faster allows us to cover more space in less time, saving battery costs. Indeed, agile flight has very similar battery consumption of slow hovering for an autonomous drone.

“Deep Drone Acrobatics,” by Elia Kaufmann, Antonio Loquercio, René Ranftl, Matthias Müller, Vladlen Koltun, and Davide Scaramuzza from the Robotics and Perception Group at the University of Zurich and ETH Zurich, and Intel’s Intelligent Systems Lab, was presented at RSS 2020. Continue reading

Posted in Human Robots

#437598 Video Friday: Sarcos Is Developing a New ...

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!):

IROS 2020 – October 25-29, 2020 – [Online]
ROS World 2020 – November 12, 2020 – [Online]
CYBATHLON 2020 – November 13-14, 2020 – [Online]
ICSR 2020 – November 14-16, 2020 – Golden, Colo., USA
Let us know if you have suggestions for next week, and enjoy today's videos.

NASA’s Origins, Spectral Interpretation, Resource Identification, Security, Regolith Explorer (OSIRIS-REx) spacecraft unfurled its robotic arm Oct. 20, 2020, and in a first for the agency, briefly touched an asteroid to collect dust and pebbles from the surface for delivery to Earth in 2023.

[ NASA ]

New from David Zarrouk’s lab at BGU is AmphiSTAR, which Zarrouk describes as “a kind of a ground-water drone inspired by the cockroaches (sprawling) and by the Basilisk lizard (running over water). The robot hovers due to the collision of its propellers with the water (hydrodynamics not aerodynamics). The robot can crawl and swim at high and low speeds and smoothly transition between the two. It can reach 3.5 m/s on ground and 1.5m/s in water.”

AmphiSTAR will be presented at IROS, starting next week!

[ BGU ]

This is unfortunately not a great video of a video that was taken at a SoftBank Hawks baseball game in Japan last week, but it’s showing an Atlas robot doing an honestly kind of impressive dance routine to support the team.

ロボット応援団に人型ロボット『ATLAS』がアメリカからリモートで緊急参戦!!!
ホークスビジョンの映像をお楽しみ下さい♪#sbhawks #Pepper #spot pic.twitter.com/6aTYn8GGli
— 福岡ソフトバンクホークス(公式) (@HAWKS_official)
October 16, 2020

Editor’s Note: The tweet embed above is not working for some reason—see the video here.

[ SoftBank Hawks ]

Thanks Thomas!

Sarcos is working on a new robot, which looks to be the torso of their powered exoskeleton with the human relocated somewhere else.

[ Sarcos ]

The biggest holiday of the year, International Sloth Day, was on Tuesday! To celebrate, here’s Slothbot!

[ NSF ]

This is one of those simple-seeming tasks that are really difficult for robots.

I love self-resetting training environments.

[ MIT CSAIL ]

The Chiel lab collaborates with engineers at the Center for Biologically Inspired Robotics Research at Case Western Reserve University to design novel worm-like robots that have potential applications in search-and-rescue missions, endoscopic medicine, or other scenarios requiring navigation through narrow spaces.

[ Case Western ]

ANYbotics partnered with Losinger Marazzi to explore ANYmal’s potential of patrolling construction sites to identify and report safety issues. With such a complex environment, only a robot designed to navigate difficult terrain is able to bring digitalization to such a physically demanding industry.

[ ANYbotics ]

Happy 2018 Halloween from Clearpath Robotics!

[ Clearpath ]

Overcoming illumination variance is a critical factor in vision-based navigation. Existing methods tackled this radical illumination variance issue by proposing camera control or high dynamic range (HDR) image fusion. Despite these efforts, we have found that the vision-based approaches still suffer from overcoming darkness. This paper presents real-time image synthesizing from carefully controlled seed low dynamic range (LDR) image, to enable visual simultaneous localization and mapping (SLAM) in an extremely dark environment (less than 10 lux).

[ KAIST ]

What can MoveIt do? Who knows! Let's find out!

[ MoveIt ]

Thanks Dave!

Here we pick a cube from a starting point, manipulate it within the hand, and then put it back. To explore the capabilities of the hand, no sensors were used in this demonstration. The RBO Hand 3 uses soft pneumatic actuators made of silicone. The softness imparts considerable robustness against variations in object pose and size. This lets us design manipulation funnels that work reliably without needing sensor feedback. We take advantage of this reliability to chain these funnels into more complex multi-step manipulation plans.

[ TU Berlin ]

If this was a real solar array, King Louie would have totally cleaned it. Mostly.

[ BYU ]

Autonomous exploration is a fundamental problem for various applications of unmanned aerial vehicles(UAVs). Existing methods, however, were demonstrated to have low efficiency, due to the lack of optimality consideration, conservative motion plans and low decision frequencies. In this paper, we propose FUEL, a hierarchical framework that can support Fast UAV ExpLoration in complex unknown environments.

[ HKUST ]

Countless precise repetitions? This is the perfect task for a robot, thought researchers at the University of Liverpool in the Department of Chemistry, and without further ado they developed an automation solution that can carry out and monitor research tasks, making autonomous decisions about what to do next.

[ Kuka ]

This video shows a demonstration of central results of the SecondHands project. In the context of maintenance and repair tasks, in warehouse environments, the collaborative humanoid robot ARMAR-6 demonstrates a number of cognitive and sensorimotor abilities such as 1) recognition of the need of help based on speech, force, haptics and visual scene and action interpretation, 2) collaborative bimanual manipulation of large objects, 3) compliant mobile manipulation, 4) grasping known and unknown objects and tools, 5) human-robot interaction (object and tool handover) 6) natural dialog and 7) force predictive control.

[ SecondHands ]

In celebration of Ada Lovelace Day, Silicon Valley Robotics hosted a panel of Women in Robotics.

[ Robohub ]

As part of the upcoming virtual IROS conference, HEBI robotics is putting together a tutorial on robotics actuation. While I’m sure HEBI would like you to take a long look at their own actuators, we’ve been assured that no matter what kind of actuators you use, this tutorial will still be informative and useful.

[ YouTube ] via [ HEBI Robotics ]

Thanks Dave!

This week’s UMD Lockheed Martin Robotics Seminar comes from Julie Shah at MIT, on “Enhancing Human Capability with Intelligent Machine Teammates.”

Every team has top performers- people who excel at working in a team to find the right solutions in complex, difficult situations. These top performers include nurses who run hospital floors, emergency response teams, air traffic controllers, and factory line supervisors. While they may outperform the most sophisticated optimization and scheduling algorithms, they cannot often tell us how they do it. Similarly, even when a machine can do the job better than most of us, it can’t explain how. In this talk I share recent work investigating effective ways to blend the unique decision-making strengths of humans and machines. I discuss the development of computational models that enable machines to efficiently infer the mental state of human teammates and thereby collaborate with people in richer, more flexible ways.

[ UMD ]

Matthew Piccoli gives a talk to the UPenn GRASP Lab on “Trading Complexities: Smart Motors and Dumb Vehicles.”

We will discuss my research journey through Penn making the world's smallest, simplest flying vehicles, and in parallel making the most complex brushless motors. What do they have in common? We'll touch on why the quadrotor went from an obscure type of helicopter to the current ubiquitous drone. Finally, we'll get into my life after Penn and what tools I'm creating to further drone and robot designs of the future.

[ UPenn ] Continue reading

Posted in Human Robots

#437466 How Future AI Could Recognize a Kangaroo ...

AI is continuously taking on new challenges, from detecting deepfakes (which, incidentally, are also made using AI) to winning at poker to giving synthetic biology experiments a boost. These impressive feats result partly from the huge datasets the systems are trained on. That training is costly and time-consuming, and it yields AIs that can really only do one thing well.

For example, to train an AI to differentiate between a picture of a dog and one of a cat, it’s fed thousands—if not millions—of labeled images of dogs and cats. A child, on the other hand, can see a dog or cat just once or twice and remember which is which. How can we make AIs learn more like children do?

A team at the University of Waterloo in Ontario has an answer: change the way AIs are trained.

Here’s the thing about the datasets normally used to train AI—besides being huge, they’re highly specific. A picture of a dog can only be a picture of a dog, right? But what about a really small dog with a long-ish tail? That sort of dog, while still being a dog, looks more like a cat than, say, a fully-grown Golden Retriever.

It’s this concept that the Waterloo team’s methodology is based on. They described their work in a paper published on the pre-print (or non-peer-reviewed) server arXiv last month. Teaching an AI system to identify a new class of objects using just one example is what they call “one-shot learning.” But they take it a step further, focusing on “less than one shot learning,” or LO-shot learning for short.

LO-shot learning consists of a system learning to classify various categories based on a number of examples that’s smaller than the number of categories. That’s not the most straightforward concept to wrap your head around, so let’s go back to the dogs and cats example. Say you want to teach an AI to identify dogs, cats, and kangaroos. How could that possibly be done without several clear examples of each animal?

The key, the Waterloo team says, is in what they call soft labels. Unlike hard labels, which label a data point as belonging to one specific class, soft labels tease out the relationship or degree of similarity between that data point and multiple classes. In the case of an AI trained on only dogs and cats, a third class of objects, say, kangaroos, might be described as 60 percent like a dog and 40 percent like a cat (I know—kangaroos probably aren’t the best animal to have thrown in as a third category).

“Soft labels can be used to represent training sets using fewer prototypes than there are classes, achieving large increases in sample efficiency over regular (hard-label) prototypes,” the paper says. Translation? Tell an AI a kangaroo is some fraction cat and some fraction dog—both of which it’s seen and knows well—and it’ll be able to identify a kangaroo without ever having seen one.

If the soft labels are nuanced enough, you could theoretically teach an AI to identify a large number of categories based on a much smaller number of training examples.

The paper’s authors use a simple machine learning algorithm called k-nearest neighbors (kNN) to explore this idea more in depth. The algorithm operates under the assumption that similar things are most likely to exist near each other; if you go to a dog park, there will be lots of dogs but no cats or kangaroos. Go to the Australian grasslands and there’ll be kangaroos but no cats or dogs. And so on.

To train a kNN algorithm to differentiate between categories, you choose specific features to represent each category (i.e. for animals you could use weight or size as a feature). With one feature on the x-axis and the other on the y-axis, the algorithm creates a graph where data points that are similar to each other are clustered near each other. A line down the center divides the categories, and it’s pretty straightforward for the algorithm to discern which side of the line new data points should fall on.

The Waterloo team kept it simple and used plots of color on a 2D graph. Using the colors and their locations on the graphs, the team created synthetic data sets and accompanying soft labels. One of the more simplistic graphs is pictured below, along with soft labels in the form of pie charts.

Image Credit: Ilia Sucholutsky & Matthias Schonlau
When the team had the algorithm plot the boundary lines of the different colors based on these soft labels, it was able to split the plot up into more colors than the number of data points it was given in the soft labels.

While the results are encouraging, the team acknowledges that they’re just the first step, and there’s much more exploration of this concept yet to be done. The kNN algorithm is one of the least complex models out there; what might happen when LO-shot learning is applied to a far more complex algorithm? Also, to apply it, you still need to distill a larger dataset down into soft labels.

One idea the team is already working on is having other algorithms generate the soft labels for the algorithm that’s going to be trained using LO-shot; manually designing soft labels won’t always be as easy as splitting up some pie charts into different colors.

LO-shot’s potential for reducing the amount of training data needed to yield working AI systems is promising. Besides reducing the cost and the time required to train new models, the method could also make AI more accessible to industries, companies, or individuals who don’t have access to large datasets—an important step for democratization of AI.

Image Credit: pen_ash from Pixabay Continue reading

Posted in Human Robots

#437303 The Deck Is Not Rigged: Poker and the ...

Tuomas Sandholm, a computer scientist at Carnegie Mellon University, is not a poker player—or much of a poker fan, in fact—but he is fascinated by the game for much the same reason as the great game theorist John von Neumann before him. Von Neumann, who died in 1957, viewed poker as the perfect model for human decision making, for finding the balance between skill and chance that accompanies our every choice. He saw poker as the ultimate strategic challenge, combining as it does not just the mathematical elements of a game like chess but the uniquely human, psychological angles that are more difficult to model precisely—a view shared years later by Sandholm in his research with artificial intelligence.

“Poker is the main benchmark and challenge program for games of imperfect information,” Sandholm told me on a warm spring afternoon in 2018, when we met in his offices in Pittsburgh. The game, it turns out, has become the gold standard for developing artificial intelligence.

Tall and thin, with wire-frame glasses and neat brow hair framing a friendly face, Sandholm is behind the creation of three computer programs designed to test their mettle against human poker players: Claudico, Libratus, and most recently, Pluribus. (When we met, Libratus was still a toddler and Pluribus didn’t yet exist.) The goal isn’t to solve poker, as such, but to create algorithms whose decision making prowess in poker’s world of imperfect information and stochastic situations—situations that are randomly determined and unable to be predicted—can then be applied to other stochastic realms, like the military, business, government, cybersecurity, even health care.

While the first program, Claudico, was summarily beaten by human poker players—“one broke-ass robot,” an observer called it—Libratus has triumphed in a series of one-on-one, or heads-up, matches against some of the best online players in the United States.

Libratus relies on three main modules. The first involves a basic blueprint strategy for the whole game, allowing it to reach a much faster equilibrium than its predecessor. It includes an algorithm called the Monte Carlo Counterfactual Regret Minimization, which evaluates all future actions to figure out which one would cause the least amount of regret. Regret, of course, is a human emotion. Regret for a computer simply means realizing that an action that wasn’t chosen would have yielded a better outcome than one that was. “Intuitively, regret represents how much the AI regrets having not chosen that action in the past,” says Sandholm. The higher the regret, the higher the chance of choosing that action next time.

It’s a useful way of thinking—but one that is incredibly difficult for the human mind to implement. We are notoriously bad at anticipating our future emotions. How much will we regret doing something? How much will we regret not doing something else? For us, it’s an emotionally laden calculus, and we typically fail to apply it in quite the right way. For a computer, it’s all about the computation of values. What does it regret not doing the most, the thing that would have yielded the highest possible expected value?

The second module is a sub-game solver that takes into account the mistakes the opponent has made so far and accounts for every hand she could possibly have. And finally, there is a self-improver. This is the area where data and machine learning come into play. It’s dangerous to try to exploit your opponent—it opens you up to the risk that you’ll get exploited right back, especially if you’re a computer program and your opponent is human. So instead of attempting to do that, the self-improver lets the opponent’s actions inform the areas where the program should focus. “That lets the opponent’s actions tell us where [they] think they’ve found holes in our strategy,” Sandholm explained. This allows the algorithm to develop a blueprint strategy to patch those holes.

It’s a very human-like adaptation, if you think about it. I’m not going to try to outmaneuver you head on. Instead, I’m going to see how you’re trying to outmaneuver me and respond accordingly. Sun-Tzu would surely approve. Watch how you’re perceived, not how you perceive yourself—because in the end, you’re playing against those who are doing the perceiving, and their opinion, right or not, is the only one that matters when you craft your strategy. Overnight, the algorithm patches up its overall approach according to the resulting analysis.

There’s one final thing Libratus is able to do: play in situations with unknown probabilities. There’s a concept in game theory known as the trembling hand: There are branches of the game tree that, under an optimal strategy, one should theoretically never get to; but with some probability, your all-too-human opponent’s hand trembles, they take a wrong action, and you’re suddenly in a totally unmapped part of the game. Before, that would spell disaster for the computer: An unmapped part of the tree means the program no longer knows how to respond. Now, there’s a contingency plan.

Of course, no algorithm is perfect. When Libratus is playing poker, it’s essentially working in a zero-sum environment. It wins, the opponent loses. The opponent wins, it loses. But while some real-life interactions really are zero-sum—cyber warfare comes to mind—many others are not nearly as straightforward: My win does not necessarily mean your loss. The pie is not fixed, and our interactions may be more positive-sum than not.

What’s more, real-life applications have to contend with something that a poker algorithm does not: the weights that are assigned to different elements of a decision. In poker, this is a simple value-maximizing process. But what is value in the human realm? Sandholm had to contend with this before, when he helped craft the world’s first kidney exchange. Do you want to be more efficient, giving the maximum number of kidneys as quickly as possible—or more fair, which may come at a cost to efficiency? Do you want as many lives as possible saved—or do some take priority at the cost of reaching more? Is there a preference for the length of the wait until a transplant? Do kids get preference? And on and on. It’s essential, Sandholm says, to separate means and the ends. To figure out the ends, a human has to decide what the goal is.

“The world will ultimately become a lot safer with the help of algorithms like Libratus,” Sandholm told me. I wasn’t sure what he meant. The last thing that most people would do is call poker, with its competition, its winners and losers, its quest to gain the maximum edge over your opponent, a haven of safety.

“Logic is good, and the AI is much better at strategic reasoning than humans can ever be,” he explained. “It’s taking out irrationality, emotionality. And it’s fairer. If you have an AI on your side, it can lift non-experts to the level of experts. Naïve negotiators will suddenly have a better weapon. We can start to close off the digital divide.”

It was an optimistic note to end on—a zero-sum, competitive game yielding a more ultimately fair and rational world.

I wanted to learn more, to see if it was really possible that mathematics and algorithms could ultimately be the future of more human, more psychological interactions. And so, later that day, I accompanied Nick Nystrom, the chief scientist of the Pittsburgh Supercomputing Center—the place that runs all of Sandholm’s poker-AI programs—to the actual processing center that make undertakings like Libratus possible.

A half-hour drive found us in a parking lot by a large glass building. I’d expected something more futuristic, not the same square, corporate glass squares I’ve seen countless times before. The inside, however, was more promising. First the security checkpoint. Then the ride in the elevator — down, not up, to roughly three stories below ground, where we found ourselves in a maze of corridors with card readers at every juncture to make sure you don’t slip through undetected. A red-lit panel formed the final barrier, leading to a small sliver of space between two sets of doors. I could hear a loud hum coming from the far side.

“Let me tell you what you’re going to see before we walk in,” Nystrom told me. “Once we get inside, it will be too loud to hear.”

I was about to witness the heart of the supercomputing center: 27 large containers, in neat rows, each housing multiple processors with speeds and abilities too great for my mind to wrap around. Inside, the temperature is by turns arctic and tropic, so-called “cold” rows alternating with “hot”—fans operate around the clock to cool the processors as they churn through millions of giga, mega, tera, peta and other ever-increasing scales of data bytes. In the cool rows, robotic-looking lights blink green and blue in orderly progression. In the hot rows, a jumble of multicolored wires crisscrosses in tangled skeins.

In the corners stood machines that had outlived their heyday. There was Sherlock, an old Cray model, that warmed my heart. There was a sad nameless computer, whose anonymity was partially compensated for by the Warhol soup cans adorning its cage (an homage to Warhol’s Pittsburghian origins).

And where does Libratus live, I asked? Which of these computers is Bridges, the computer that runs the AI Sandholm and I had been discussing?

Bridges, it turned out, isn’t a single computer. It’s a system with processing power beyond comprehension. It takes over two and a half petabytes to run Libratus. A single petabyte is a million gigabytes: You could watch over 13 years of HD video, store 10 billion photos, catalog the contents of the entire Library of Congress word for word. That’s a whole lot of computing power. And that’s only to succeed at heads-up poker, in limited circumstances.

Yet despite the breathtaking computing power at its disposal, Libratus is still severely limited. Yes, it beat its opponents where Claudico failed. But the poker professionals weren’t allowed to use many of the tools of their trade, including the opponent analysis software that they depend on in actual online games. And humans tire. Libratus can churn for a two-week marathon, where the human mind falters.

But there’s still much it can’t do: play more opponents, play live, or win every time. There’s more humanity in poker than Libratus has yet conquered. “There’s this belief that it’s all about statistics and correlations. And we actually don’t believe that,” Nystrom explained as we left Bridges behind. “Once in a while correlations are good, but in general, they can also be really misleading.”

Two years later, the Sandholm lab will produce Pluribus. Pluribus will be able to play against five players—and will run on a single computer. Much of the human edge will have evaporated in a short, very short time. The algorithms have improved, as have the computers. AI, it seems, has gained by leaps and bounds.

So does that mean that, ultimately, the algorithmic can indeed beat out the human, that computation can untangle the web of human interaction by discerning “the little tactics of deception, of asking yourself what is the other man going to think I mean to do,” as von Neumann put it?

Long before I’d spoken to Sandholm, I’d met Kevin Slavin, a polymath of sorts whose past careers have including founding a game design company and an interactive art space and launching the Playful Systems group at MIT’s Media Lab. Slavin has a decidedly different view from the creators of Pluribus. “On the one hand, [von Neumann] was a genius,” Kevin Slavin reflects. “But the presumptuousness of it.”

Slavin is firmly on the side of the gambler, who recognizes uncertainty for what it is and thus is able to take calculated risks when necessary, all the while tampering confidence at the outcome. The most you can do is put yourself in the path of luck—but to think you can guess with certainty the actual outcome is a presumptuousness the true poker player foregoes. For Slavin, the wonder of computers is “That they can generate this fabulous, complex randomness.” His opinion of the algorithmic assaults on chance? “This is their moment,” he said. “But it’s the exact opposite of what’s really beautiful about a computer, which is that it can do something that’s actually unpredictable. That, to me, is the magic.”

Will they actually succeed in making the unpredictable predictable, though? That’s what I want to know. Because everything I’ve seen tells me that absolute success is impossible. The deck is not rigged.

“It’s an unbelievable amount of work to get there. What do you get at the end? Let’s say they’re successful. Then we live in a world where there’s no God, agency, or luck,” Slavin responded.

“I don’t want to live there,’’ he added “I just don’t want to live there.”

Luckily, it seems that for now, he won’t have to. There are more things in life than are yet written in the algorithms. We have no reliable lie detection software—whether in the face, the skin, or the brain. In a recent test of bluffing in poker, computer face recognition failed miserably. We can get at discomfort, but we can’t get at the reasons for that discomfort: lying, fatigue, stress—they all look much the same. And humans, of course, can also mimic stress where none exists, complicating the picture even further.

Pluribus may turn out to be powerful, but von Neumann’s challenge still stands: The true nature of games, the most human of the human, remains to be conquered.

This article was originally published on Undark. Read the original article.

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