Tag Archives: man

#436165 Video Friday: DJI’s Mavic Mini Is ...

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 2019 – November 4-8, 2019 – Macau
Let us know if you have suggestions for next week, and enjoy today’s videos.

DJI’s new Mavic Mini looks like a pretty great drone for US $400 ($500 for a combo with more accessories): It’s tiny, flies for 30 minutes, and will do what you need as far as pictures and video (although not a whole lot more).

DJI seems to have put a bunch of effort into making the drone 249 grams, 1 gram under what’s required for FAA registration. That means you save $5 and a few minutes of your time, but that does not mean you don’t have to follow the FAA’s rules and regulations governing drone use.

[ DJI ]

Don’t panic, but Clearpath and HEBI Robotics have armed the Jackal:

After locking eyes across a crowded room at ICRA 2019, Clearpath Robotics and HEBI Robotics basked in that warm and fuzzy feeling that comes with starting a new and exciting relationship. Over a conference hall coffee, they learned that the two companies have many overlapping interests. The most compelling was the realization that customers across a variety of industries are hunting for an elusive true love of their own – a robust but compact robotic platform combined with a long reach manipulator for remote inspection tasks.

After ICRA concluded, Arron Griffiths, Application Engineer at Clearpath, and Matthew Tesch, Software Engineer at HEBI, kept in touch and decided there had been enough magic in the air to warrant further exploration. A couple of months later, Matthew arrived at Clearpath to formally introduce the HEBI’s X-Series Arm to Clearpath’s Jackal UGV. It was love.

[ Clearpath ]

Thanks Dave!

I’m really not a fan of the people-carrying drones, but heavy lift cargo drones seem like a more okay idea.

Volocopter, the pioneer in Urban Air Mobility, presented the demonstrator of its VoloDrone. This marks Volocopters expansion into the logistics, agriculture, infrastructure and public services industry. The VoloDrone is an unmanned, fully electric, heavy-lift utility drone capable of carrying a payload of 200 kg (440 lbs) up to 40 km (25 miles). With a standardized payload attachment, VoloDrone can serve a great variety of purposes from transporting boxes, to liquids, to equipment and beyond. It can be remotely piloted or flown in automated mode on pre-set routes.

[ Volocopter ]

JAY is a mobile service robot that projects a display on the floor and plays sound with its speaker. By playing sounds and videos, it provides visual and audio entertainment in various places such as exhibition halls, airports, hotels, department stores and more.

[ Rainbow Robotics ]

The DARPA Subterranean Challenge Virtual Tunnel Circuit concluded this week—it was the same idea as the physical challenge that took place in August, just with a lot less IRL dirt.

The awards ceremony and team presentations are in this next video, and we’ll have more on this once we get back from IROS.

[ DARPA SubT ]

NASA is sending a mobile robot to the south pole of the Moon to get a close-up view of the location and concentration of water ice in the region and for the first time ever, actually sample the water ice at the same pole where the first woman and next man will land in 2024 under the Artemis program.

About the size of a golf cart, the Volatiles Investigating Polar Exploration Rover, or VIPER, will roam several miles, using its four science instruments — including a 1-meter drill — to sample various soil environments. Planned for delivery in December 2022, VIPER will collect about 100 days of data that will be used to inform development of the first global water resource maps of the Moon.

[ NASA ]

Happy Halloween from HEBI Robotics!

[ HEBI ]

Happy Halloween from Soft Robotics!

[ Soft Robotics ]

Halloween must be really, really confusing for autonomous cars.

[ Waymo ]

Once a year at Halloween, hardworking JPL engineers put their skills to the test in a highly competitive pumpkin carving contest. The result: A pumpkin gently landed on the Moon, its retrorockets smoldering, while across the room a Nemo-inspired pumpkin explored the sub-surface ocean of Jupiter moon Europa. Suffice to say that when the scientists and engineers at NASA’s Jet Propulsion Laboratory compete in a pumpkin-carving contest, the solar system’s the limit. Take a look at some of the masterpieces from 2019.

Now in its ninth year, the contest gives teams only one hour to carve and decorate their pumpkin though they can prepare non-pumpkin materials – like backgrounds, sound effects and motorized parts – ahead of time.

[ JPL ]

The online autonomous navigation and semantic mapping experiment presented [below] is conducted with the Cassie Blue bipedal robot at the University of Michigan. The sensors attached to the robot include an IMU, a 32-beam LiDAR and an RGB-D camera. The whole online process runs in real-time on a Jetson Xavier and a laptop with an i7 processor.

[ BPL ]

Misty II is now available to anyone who wants one, and she’s on sale for a mere $2900.

[ Misty ]

We leveraged LIDAR-based slam, in conjunction with our specialized relative localization sensor UVDAR to perform a de-centralized, communication-free swarm flight without the units knowing their absolute locations. The swarming and obstacle avoidance control is based on a modified Boids-like algorithm, while the whole swarm is controlled by directing a selected leader unit.

[ MRS ]

The MallARD robot is an autonomous surface vehicle (ASV), designed for the monitoring and inspection of wet storage facilities for example spent fuel pools or wet silos. The MallARD is holonomic, uses a LiDAR for localisation and features a robust trajectory tracking controller.

The University of Manchester’s researcher Dr Keir Groves designed and built the autonomous surface vehicle (ASV) for the challenge which came in the top three of the second round in Nov 2017. The MallARD went on to compete in a final 3rd round where it was deployed in a spent fuel pond at a nuclear power plant in Finland by the IAEA, along with two other entries. The MallARD came second overall, in November 2018.

[ RNE ]

Thanks Jennifer!

I sometimes get the sense that in the robotic grasping and manipulation world, suction cups are kinda seen as cheating at times. But, their nature allows you to do some pretty interesting things.

More clever octopus footage please.

[ CMU ]

A Personal, At-Home Teacher For Playful Learning: From academic topics to child-friendly news bulletins, fun facts and more, Miko 2 is packed with relevant and freshly updated content specially designed by educationists and child-specialists. Your little one won’t even realize they’re learning.

As we point out pretty much every time we post a video like this, keep in mind that you’re seeing a heavily edited version of a hypothetical best case scenario for how this robot can function. And things like “creating a relationship that they can then learn how to form with their peers” is almost certainly overselling things. But at $300 (shipping included), this may be a decent robot as long as your expectations are appropriately calibrated.

[ Miko ]

ICRA 2018 plenary talk by Rodney Brooks: “Robots and People: the Research Challenge.”

[ IEEE RAS ]

ICRA-X 2018 talk by Ron Arkin: “Lethal Autonomous Robots and the Plight of the Noncombatant.”

[ IEEE RAS ]

On the most recent episode of the AI Podcast, Lex Fridman interviews Garry Kasparov.

[ AI Podcast ] Continue reading

Posted in Human Robots

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

Illustration: Greg Mably

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

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

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

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

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

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

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

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

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

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

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

Illustration: Greg Mably

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

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

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

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

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

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

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

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

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

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

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

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

Images: ScienceAtHome

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

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

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

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

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

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

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

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

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

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

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

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

Posted in Human Robots

#436123 A Path Towards Reasonable Autonomous ...

Editor’s Note: The debate on autonomous weapons systems has been escalating over the past several years as the underlying technologies evolve to the point where their deployment in a military context seems inevitable. IEEE Spectrum has published a variety of perspectives on this issue. In summary, while there is a compelling argument to be made that autonomous weapons are inherently unethical and should be banned, there is also a compelling argument to be made that autonomous weapons could potentially make conflicts less harmful, especially to non-combatants. Despite an increasing amount of international attention (including from the United Nations), progress towards consensus, much less regulatory action, has been slow. The following workshop paper on autonomous weapons systems policy is remarkable because it was authored by a group of experts with very different (and in some cases divergent) views on the issue. Even so, they were able to reach consensus on a roadmap that all agreed was worth considering. It’s collaborations like this that could be the best way to establish a reasonable path forward on such a contentious issue, and with the permission of the authors, we’re excited to be able to share this paper (originally posted on Georgia Tech’s Mobile Robot Lab website) with you in its entirety.

Autonomous Weapon Systems: A Roadmapping Exercise
Over the past several years, there has been growing awareness and discussion surrounding the possibility of future lethal autonomous weapon systems that could fundamentally alter humanity’s relationship with violence in war. Lethal autonomous weapons present a host of legal, ethical, moral, and strategic challenges. At the same time, artificial intelligence (AI) technology could be used in ways that improve compliance with the laws of war and reduce non-combatant harm. Since 2014, states have come together annually at the United Nations to discuss lethal autonomous weapons systems1. Additionally, a growing number of individuals and non-governmental organizations have become active in discussions surrounding autonomous weapons, contributing to a rapidly expanding intellectual field working to better understand these issues. While a wide range of regulatory options have been proposed for dealing with the challenge of lethal autonomous weapons, ranging from a preemptive, legally binding international treaty to reinforcing compliance with existing laws of war, there is as yet no international consensus on a way forward.

The lack of an international policy consensus, whether codified in a formal document or otherwise, poses real risks. States could fall victim to a security dilemma in which they deploy untested or unsafe weapons that pose risks to civilians or international stability. Widespread proliferation could enable illicit uses by terrorists, criminals, or rogue states. Alternatively, a lack of guidance on which uses of autonomy are acceptable could stifle valuable research that could reduce the risk of non-combatant harm.

International debate thus far has predominantly centered around whether or not states should adopt a preemptive, legally-binding treaty that would ban lethal autonomous weapons before they can be built. Some of the authors of this document have called for such a treaty and would heartily support it, if states were to adopt it. Other authors of this document have argued an overly expansive treaty would foreclose the possibility of using AI to mitigate civilian harm. Options for international action are not binary, however, and there are a range of policy options that states should consider between adopting a comprehensive treaty or doing nothing.

The purpose of this paper is to explore the possibility of a middle road. If a roadmap could garner sufficient stakeholder support to have significant beneficial impact, then what elements could it contain? The exercise whose results are presented below was not to identify recommendations that the authors each prefer individually (the authors hold a broad spectrum of views), but instead to identify those components of a roadmap that the authors are all willing to entertain2. We, the authors, invite policymakers to consider these components as they weigh possible actions to address concerns surrounding autonomous weapons3.

Summary of Issues Surrounding Autonomous Weapons

There are a variety of issues that autonomous weapons raise, which might lend themselves to different approaches. A non-exhaustive list of issues includes:

The potential for beneficial uses of AI and autonomy that could improve precision and reliability in the use of force and reduce non-combatant harm.
Uncertainty about the path of future technology and the likelihood of autonomous weapons being used in compliance with the laws of war, or international humanitarian law (IHL), in different settings and on various timelines.
A desire for some degree of human involvement in the use of force. This has been expressed repeatedly in UN discussions on lethal autonomous weapon systems in different ways.
Particular risks surrounding lethal autonomous weapons specifically targeting personnel as opposed to vehicles or materiel.
Risks regarding international stability.
Risk of proliferation to terrorists, criminals, or rogue states.
Risk that autonomous systems that have been verified to be acceptable can be made unacceptable through software changes.
The potential for autonomous weapons to be used as scalable weapons enabling a small number of individuals to inflict very large-scale casualties at low cost, either intentionally or accidentally.

Summary of Components

A time-limited moratorium on the development, deployment, transfer, and use of anti-personnel lethal autonomous weapon systems4. Such a moratorium could include exceptions for certain classes of weapons.
Define guiding principles for human involvement in the use of force.
Develop protocols and/or technological means to mitigate the risk of unintentional escalation due to autonomous systems.
Develop strategies for preventing proliferation to illicit uses, such as by criminals, terrorists, or rogue states.
Conduct research to improve technologies and human-machine systems to reduce non-combatant harm and ensure IHL compliance in the use of future weapons.

Component 1:

States should consider adopting a five-year, renewable moratorium on the development, deployment, transfer, and use of anti-personnel lethal autonomous weapon systems. Anti-personnel lethal autonomous weapon systems are defined as weapons systems that, once activated, can select and engage dismounted human targets without further intervention by a human operator, possibly excluding systems such as:

Fixed-point defensive systems with human supervisory control to defend human-occupied bases or installations
Limited, proportional, automated counter-fire systems that return fire in order to provide immediate, local defense of humans
Time-limited pursuit deterrent munitions or systems
Autonomous weapon systems with size above a specified explosive weight limit that select as targets hand-held weapons, such as rifles, machine guns, anti-tank weapons, or man-portable air defense systems, provided there is adequate protection for non-combatants and ensuring IHL compliance5

The moratorium would not apply to:

Anti-vehicle or anti-materiel weapons
Non-lethal anti-personnel weapons
Research on ways of improving autonomous weapon technology to reduce non-combatant harm in future anti-personnel lethal autonomous weapon systems
Weapons that find, track, and engage specific individuals whom a human has decided should be engaged within a limited predetermined period of time and geographic region

Motivation:

This moratorium would pause development and deployment of anti-personnel lethal autonomous weapons systems to allow states to better understand the systemic risks of their use and to perform research that improves their safety, understandability, and effectiveness. Particular objectives could be to:

ensure that, prior to deployment, anti-personnel lethal autonomous weapons can be used in ways that are equal to or outperform humans in their compliance with IHL (other conditions may also apply prior to deployment being acceptable);
lay the groundwork for a potentially legally binding diplomatic instrument; and
decrease the geopolitical pressure on countries to deploy anti-personnel lethal autonomous weapons before they are reliable and well-understood.

Compliance Verification:

As part of a moratorium, states could consider various approaches to compliance verification. Potential approaches include:

Developing an industry cooperation regime analogous to that mandated under the Chemical Weapons Convention, whereby manufacturers must know their customers and report suspicious purchases of significant quantities of items such as fixed-wing drones, quadcopters, and other weaponizable robots.
Encouraging states to declare inventories of autonomous weapons for the purposes of transparency and confidence-building.
Facilitating scientific exchanges and military-to-military contacts to increase trust, transparency, and mutual understanding on topics such as compliance verification and safe operation of autonomous systems.
Designing control systems to require operator identity authentication and unalterable records of operation; enabling post-hoc compliance checks in case of plausible evidence of non-compliant autonomous weapon attacks.
Relating the quantity of weapons to corresponding capacities for human-in-the-loop operation of those weapons.
Designing weapons with air-gapped firing authorization circuits that are connected to the remote human operator but not to the on-board automated control system.
More generally, avoiding weapon designs that enable conversion from compliant to non-compliant categories or missions solely by software updates.
Designing weapons with formal proofs of relevant properties—e.g., the property that the weapon is unable to initiate an attack without human authorization. Proofs can, in principle, be provided using cryptographic techniques that allow the proofs to be checked by a third party without revealing any details of the underlying software.
Facilitate access to (non-classified) AI resources (software, data, methods for ensuring safe operation) to all states that remain in compliance and participate in transparency activities.

Component 2:

Define and universalize guiding principles for human involvement in the use of force.

Humans, not machines, are legal and moral agents in military operations.
It is a human responsibility to ensure that any attack, including one involving autonomous weapons, complies with the laws of war.
Humans responsible for initiating an attack must have sufficient understanding of the weapons, the targets, the environment and the context for use to determine whether that particular attack is lawful.
The attack must be bounded in space, time, target class, and means of attack in order for the determination about the lawfulness of that attack to be meaningful.
Militaries must invest in training, education, doctrine, policies, system design, and human-machine interfaces to ensure that humans remain responsible for attacks.

Component 3:

Develop protocols and/or technological means to mitigate the risk of unintentional escalation due to autonomous systems.

Specific potential measures include:

Developing safe rules for autonomous system behavior when in proximity to adversarial forces to avoid unintentional escalation or signaling. Examples include:

No-first-fire policy, so that autonomous weapons do not initiate hostilities without explicit human authorization.
A human must always be responsible for providing the mission for an autonomous system.
Taking steps to clearly distinguish exercises, patrols, reconnaissance, or other peacetime military operations from attacks in order to limit the possibility of reactions from adversary autonomous systems, such as autonomous air or coastal defenses.

Developing resilient communications links to ensure recallability of autonomous systems. Additionally, militaries should refrain from jamming others’ ability to recall their autonomous systems in order to afford the possibility of human correction in the event of unauthorized behavior.

Component 4:

Develop strategies for preventing proliferation to illicit uses, such as by criminals, terrorists, or rogue states:

Targeted multilateral controls to prevent large-scale sale and transfer of weaponizable robots and related military-specific components for illicit use.
Employ measures to render weaponizable robots less harmful (e.g., geofencing; hard-wired kill switch; onboard control systems largely implemented in unalterable, non-reprogrammable hardware such as application-specific integrated circuits).

Component 5:

Conduct research to improve technologies and human-machine systems to reduce non-combatant harm and ensure IHL-compliance in the use of future weapons, including:

Strategies to promote human moral engagement in decisions about the use of force
Risk assessment for autonomous weapon systems, including the potential for large-scale effects, geopolitical destabilization, accidental escalation, increased instability due to uncertainty about the relative military balance of power, and lowering thresholds to initiating conflict and for violence within conflict
Methodologies for ensuring the reliability and security of autonomous weapon systems
New techniques for verification, validation, explainability, characterization of failure conditions, and behavioral specifications.

About the Authors (in alphabetical order)

Ronald Arkin directs the Mobile Robot Laboratory at Georgia Tech.

Leslie Kaelbling is co-director of the Learning and Intelligent Systems Group at MIT.

Stuart Russell is a professor of computer science and engineering at UC Berkeley.

Dorsa Sadigh is an assistant professor of computer science and of electrical engineering at Stanford.

Paul Scharre directs the Technology and National Security Program at the Center for a New American Security (CNAS).

Bart Selman is a professor of computer science at Cornell.

Toby Walsh is a professor of artificial intelligence at the University of New South Wales (UNSW) Sydney.

The authors would like to thank Max Tegmark for organizing the three-day meeting from which this document was produced.

1 Autonomous Weapons System (AWS): A weapon system that, once activated, can select and engage targets without further intervention by a human operator. BACK TO TEXT↑

2 There is no implication that some authors would not personally support stronger recommendations. BACK TO TEXT↑

3 For ease of use, this working paper will frequently shorten “autonomous weapon system” to “autonomous weapon.” The terms should be treated as synonymous, with the understanding that “weapon” refers to the entire system: sensor, decision-making element, and munition. BACK TO TEXT↑

4 Anti-personnel lethal autonomous weapon system: A weapon system that, once activated, can select and engage dismounted human targets with lethal force and without further intervention by a human operator. BACK TO TEXT↑

5 The authors are not unanimous about this item because of concerns about ease of repurposing for mass-casualty missions targeting unarmed humans. The purpose of the lower limit on explosive payload weight would be to minimize the risk of such repurposing. There is precedent for using explosive weight limit as a mechanism of delineating between anti-personnel and anti-materiel weapons, such as the 1868 St. Petersburg Declaration Renouncing the Use, in Time of War, of Explosive Projectiles Under 400 Grammes Weight. BACK TO TEXT↑ Continue reading

Posted in Human Robots

#436079 Video Friday: This Humanoid Robot Will ...

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!):

Northeast Robotics Colloquium – October 12, 2019 – Philadelphia, Pa., USA
Ro-Man 2019 – October 14-18, 2019 – New Delhi, India
Humanoids 2019 – October 15-17, 2019 – Toronto, Canada
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.

What’s better than a robotics paper with “dynamic” in the title? A robotics paper with “highly dynamic” in the title. From Sangbae Kim’s lab at MIT, the latest exploits of Mini Cheetah:

Yes I’d very much like one please. Full paper at the link below.

[ Paper ] via [ MIT ]

A humanoid robot serving you ice cream—on his own ice cream bike: What a delicious vision!

[ Roboy ]

The Roomba “i” series and “s” series vacuums have just gotten an update that lets you set “keep out” zones, which is super useful. Tell your robot where not to go!

I feel bad, that Roomba was probably just hungry 🙁

[ iRobot ]

We wrote about Voliro’s tilt-rotor hexcopter a couple years ago, and now it’s off doing practical things, like spray painting a building pretty much the same color that it was before.

[ Voliro ]

Thanks Mina!

Here’s a clever approach for bin-picking problematic objects, like shiny things: Just grab a whole bunch, and then sort out what you need on a nice robot-friendly table.

It might take a little bit longer, but what do you care, you’re probably off sipping a cocktail with a little umbrella in it on a beach somewhere.

[ Harada Lab ]

A unique combination of the IRB 1200 and YuMi industrial robots that use vision, AI and deep learning to recognize and categorize trash for recycling.

[ ABB ]

Measuring glacial movements in-situ is a challenging, but necessary task to model glaciers and predict their future evolution. However, installing GPS stations on ice can be dangerous and expensive when not impossible in the presence of large crevasses. In this project, the ASL develops UAVs for dropping and recovering lightweight GPS stations over inaccessible glaciers to record the ice flow motion. This video shows the results of first tests performed at Gorner glacier, Switzerland, in July 2019.

[ EPFL ]

Turns out Tertills actually do a pretty great job fighting weeds.

Plus, they leave all those cute lil’ Tertill tracks.

[ Franklin Robotics ]

The online autonomous navigation and semantic mapping experiment presented [below] is conducted with the Cassie Blue bipedal robot at the University of Michigan. The sensors attached to the robot include an IMU, a 32-beam LiDAR and an RGB-D camera. The whole online process runs in real-time on a Jetson Xavier and a laptop with an i7 processor.

The resulting map is so precise that it looks like we are doing real-time SLAM (simultaneous localization and mapping). In fact, the map is based on dead-reckoning via the InvEKF.

[ GTSAM ] via [ University of Michigan ]

UBTECH has announced an upgraded version of its Meebot, which is 30 percent bigger and comes with more sensors and programmable eyes.

[ UBTECH ]

ABB’s research team will be working with medical staff, scientist and engineers to develop non-surgical medical robotics systems, including logistics and next-generation automated laboratory technologies. The team will develop robotics solutions that will help eliminate bottlenecks in laboratory work and address the global shortage of skilled medical staff.

[ ABB ]

In this video, Ian and Chris go through Misty’s SDK, discussing the languages we’ve included, the tools that make it easy for you to get started quickly, a quick rundown of how to run the skills you build, plus what’s ahead on the Misty SDK roadmap.

[ Misty Robotics ]

My guess is that this was not one of iRobot’s testing environments for the Roomba.

You know, that’s actually super impressive. And maybe if they threw one of the self-emptying Roombas in there, it would be a viable solution to the entire problem.

[ How Farms Work ]

Part of WeRobotics’ Flying Labs network, Panama Flying Labs is a local knowledge hub catalyzing social good and empowering local experts. Through training and workshops, demonstrations and missions, the Panama Flying Labs team leverages the power of drones, data, and AI to promote entrepreneurship, build local capacity, and confront the pressing social challenges faced by communities in Panama and across Central America.

[ Panama Flying Labs ]

Go on a virtual flythrough of the NIOSH Experimental Mine, one of two courses used in the recent DARPA Subterranean Challenge Tunnel Circuit Event held 15-22 August, 2019. The data used for this partial flythrough tour were collected using 3D LIDAR sensors similar to the sensors commonly used on autonomous mobile robots.

[ SubT ]

Special thanks to PBS, Mark Knobil, Joe Seamans and Stan Brandorff and many others who produced this program in 1991.

It features Reid Simmons (and his 1 year old son), David Wettergreen, Red Whittaker, Mac Macdonald, Omead Amidi, and other Field Robotics Center alumni building the planetary walker prototype called Ambler. The team gets ready for an important demo for NASA.

[ CMU RI ]

As art and technology merge, roboticist Madeline Gannon explores the frontiers of human-robot interaction across the arts, sciences and society, and explores what this could mean for the future.

[ Sonar+D ] Continue reading

Posted in Human Robots

#436042 Video Friday: Caltech’s Drone With ...

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!):

ISRR 2019 – October 6-10, 2019 – Hanoi, Vietnam
Ro-Man 2019 – October 14-18, 2019 – New Delhi, India
Humanoids 2019 – October 15-17, 2019 – Toronto, Canada
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.

Caltech has been making progress on LEONARDO (LEg ON Aerial Robotic DrOne), their leggy thruster powered humanoid-thing. It can now balance and walk, which is quite impressive to see.

We’ll circle back again when they’ve got it jumping and floating around.

[ Caltech ]

Turn the subtitles on to learn how robots became experts at slicing bubbly, melty, delicious cheese.

These robots learned how to do the traditional Swiss raclette from demonstration. The Robot Learning & Interaction group at the Idiap Research Institute has developed an imitation learning technique allowing the robot to acquire new skills by considering position and force information, with an automatic adaptation to new situations. The range of applications is wide, including industrial robots, service robots, and assistive robots.

[ Idiap ]

Thanks Sylvain!

Some amazing news this week from Skydio, with the announcement of their better in every single way Skydio 2 autonomous drone. Read our full article for details, but here’s a getting started video that gives you an overview of what the drone can do.

The first batch sold out in 36 hours, but you can put down a $100 deposit to reserve the $999 drone for 2020 delivery.

[ Skydio ]

UBTECH is introducing a couple new robot kits for the holidays: ChampBot and FireBot.

$130 each, available on October 20.

[ Ubtech ]

NASA’s InSight lander on Mars is trying to use its robotic arm to get the mission’s heat flow probe, or mole, digging again. InSight team engineer Ashitey Trebbi-Ollennu, based at NASA’s Jet Propulsion Laboratory in Pasadena, California, explains what has been attempted and the game plan for the coming weeks. The next tactic they’ll try will be “pinning” the mole against the hole it’s in.

[ NASA ]

We introduce shape-changing swarm robots. A swarm of self-transformable robots can both individually and collectively change their configuration to display information, actuate objects, act as tangible controllers, visualize data, and provide physical affordances. ShapeBots is a concept prototype of shape-changing swarm robots. Each robot can change its shape by leveraging small linear actuators that are thin (2.5 cm) and highly extendable (up to 20cm) in both horizontal and vertical directions.

[ Ryo Suzuki ]

Robot abuse!

Vision 60 legged robot managing unstructured terrain without vision or force sensors in its legs. Using only high-transparency actuators and 2kHz algorithmic stability control… 4-limbs and 12-motors with only a velocity command.

[ Ghost Robotics ]

We asked real people to bring in real products they needed picked for their application. In MINUTES, we assembled the right tool.

This is a cool idea, but for a real challenge they should try it outside a supermarket. Or a pet store.

[ Soft Robotics ]

Good water quality is important to humans and to nature. In a country with as much water as the Netherlands has, ensuring water quality is a very labour-intensive undertaking. To address this issue, researchers from TU Delft have developed a ‘pelican drone’: a drone capable of taking water samples quickly, in combination with a measuring instrument that immediately analyses the water quality. The drone was tested this week at the new Marker Wadden nature area ‘Living Lab’.

[ MAVLab ]

In an international collaboration led by scientists in Switzerland, three amputees merge with their bionic prosthetic legs as they climb over various obstacles without having to look. The amputees report using and feeling their bionic leg as part of their own body, thanks to sensory feedback from the prosthetic leg that is delivered to nerves in the leg’s stump.

[ EPFL ]

It’s a little hard to see, but this is one way of testing out asteroid imaging spacecraft without actually going into space: a fake asteroid and a 2D microgravity simulator.

[ Caltech ]

Drones can help filmmakers do the kinds of shots that would be otherwise impossible.

[ DJI ]

Two long interviews this week from Lex Fridman’s AI Podcast, and both of them are worth watching: Gary Marcus, and Peter Norvig.

[ AI Podcast ]

This week’s CMU RI Seminar comes from Tucker Hermans at the University of Utah, on “Improving Multi-fingered Robot Manipulation by Unifying Learning and Planning.”

Multi-fingered hands offer autonomous robots increased dexterity, versatility, and stability over simple two-fingered grippers. Naturally, this increased ability comes with increased complexity in planning and executing manipulation actions. As such, I propose combining model-based planning with learned components to improve over purely data-driven or purely-model based approaches to manipulation. This talk examines multi-fingered autonomous manipulation when the robot has only partial knowledge of the object of interest. I will first present results on planning multi-fingered grasps for novel objects using a learned neural network. I will then present our approach to planning in-hand manipulation tasks when dynamic properties of objects are not known. I will conclude with a discussion of our ongoing and future research to further unify these two approaches.

[ CMU RI ] Continue reading

Posted in Human Robots