Tag Archives: math
#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
#435687 Humanoid Robots Teach Coping Skills to ...
Photo: Rob Felt
IEEE Senior Member Ayanna Howard with one of the interactive androids that help children with autism improve their social and emotional engagement.
THE INSTITUTEChildren with autism spectrum disorder can have a difficult time expressing their emotions and can be highly sensitive to sound, sight, and touch. That sometimes restricts their participation in everyday activities, leaving them socially isolated. Occupational therapists can help them cope better, but the time they’re able to spend is limited and the sessions tend to be expensive.
Roboticist Ayanna Howard, an IEEE senior member, has been using interactive androids to guide children with autism on ways to socially and emotionally engage with others—as a supplement to therapy. Howard is chair of the School of Interactive Computing and director of the Human-Automation Systems Lab at Georgia Tech. She helped found Zyrobotics, a Georgia Tech VentureLab startup that is working on AI and robotics technologies to engage children with special needs. Last year Forbes named Howard, Zyrobotics’ chief technology officer, one of the Top 50 U.S. Women in Tech.
In a recent study, Howard and other researchers explored how robots might help children navigate sensory experiences. The experiment involved 18 participants between the ages of 4 and 12; five had autism, and the rest were meeting typical developmental milestones. Two humanoid robots were programmed to express boredom, excitement, nervousness, and 17 other emotional states. As children explored stations set up for hearing, seeing, smelling, tasting, and touching, the robots modeled what the socially acceptable responses should be.
“If a child’s expression is one of happiness or joy, the robot will have a corresponding response of encouragement,” Howard says. “If there are aspects of frustration or sadness, the robot will provide input to try again.” The study suggested that many children with autism exhibit stronger levels of engagement when the robots interact with them at such sensory stations.
It is one of many robotics projects Howard has tackled. She has designed robots for researching glaciers, and she is working on assistive robots for the home, as well as an exoskeleton that can help children who have motor disabilities.
Howard spoke about her work during the Ethics in AI: Impacts of (Anti?) Social Robotics panel session held in May at the IEEE Vision, Innovation, and Challenges Summit in San Diego. You can watch the session on IEEE.tv.
The next IEEE Vision, Innovation, and Challenges Summit and Honors Ceremony will be held on 15 May 2020 at the JW Marriott Parq Vancouver hotel, in Vancouver.
In this interview with The Institute, Howard talks about how she got involved with assistive technologies, the need for a more diverse workforce, and ways IEEE has benefited her career.
FOCUS ON ACCESSIBILITY
Howard was inspired to work on technology that can improve accessibility in 2008 while teaching high school students at a summer camp devoted to science, technology, engineering, and math.
“A young lady with a visual impairment attended camp. The robot programming tools being used at the camp weren’t accessible to her,” Howard says. “As an engineer, I want to fix problems when I see them, so we ended up designing tools to enable access to programming tools that could be used in STEM education.
“That was my starting motivation, and this theme of accessibility has expanded to become a main focus of my research. One of the things about this world of accessibility is that when you start interacting with kids and parents, you discover another world out there of assistive technologies and how robotics can be used for good in education as well as therapy.”
DIVERSITY OF THOUGHT
The Institute asked Howard why it’s important to have a more diverse STEM workforce and what could be done to increase the number of women and others from underrepresented groups.
“The makeup of the current engineering workforce isn’t necessarily representative of the world, which is composed of different races, cultures, ages, disabilities, and socio-economic backgrounds,” Howard says. “We’re creating products used by people around the globe, so we have to ensure they’re being designed for a diverse population. As IEEE members, we also need to engage with people who aren’t engineers, and we don’t do that enough.”
Educational institutions are doing a better job of increasing diversity in areas such as gender, she says, adding that more work is needed because the enrollment numbers still aren’t representative of the population and the gains don’t necessarily carry through after graduation.
“There has been an increase in the number of underrepresented minorities and females going into engineering and computer science,” she says, “but data has shown that their numbers are not sustained in the workforce.”
ROLE MODEL
Because there are more underrepresented groups on today’s college campuses that can form a community, the lack of engineering role models—although a concern on campuses—is more extreme for preuniversity students, Howard says.
“Depending on where you go to school, you may not know what an engineer does or even consider engineering as an option,” she says, “so there’s still a big disconnect there.”
Howard has been involved for many years in math- and science-mentoring programs for at-risk high school girls. She tells them to find what they’re passionate about and combine it with math and science to create something. She also advises them not to let anyone tell them that they can’t.
Howard’s father is an engineer. She says he never encouraged or discouraged her to become one, but when she broke something, he would show her how to fix it and talk her through the process. Along the way, he taught her a logical way of thinking she says all engineers have.
“When I would try to explain something, he would quiz me and tell me to ‘think more logically,’” she says.
Howard earned a bachelor’s degree in engineering from Brown University, in Providence, R.I., then she received both a master’s and doctorate degree in electrical engineering from the University of Southern California. Before joining the faculty of Georgia Tech in 2005, she worked at NASA’s Jet Propulsion Laboratory at the California Institute of Technology for more than a decade as a senior robotics researcher and deputy manager in the Office of the Chief Scientist.
ACTIVE VOLUNTEER
Howard’s father was also an IEEE member, but that’s not why she joined the organization. She says she signed up when she was a student because, “that was something that you just did. Plus, my student membership fee was subsidized.”
She kept the membership as a grad student because of the discounted rates members receive on conferences.
Those conferences have had an impact on her career. “They allow you to understand what the state of the art is,” she says. “Back then you received a printed conference proceeding and reading through it was brutal, but by attending it in person, you got a 15-minute snippet about the research.”
Howard is an active volunteer with the IEEE Robotics and Automation and the IEEE Systems, Man, and Cybernetics societies, holding many positions and serving on several committees. She is also featured in the IEEE Impact Creators campaign. These members were selected because they inspire others to innovate for a better tomorrow.
“I value IEEE for its community,” she says. “One of the nice things about IEEE is that it’s international.” Continue reading
#435260 How Tech Can Help Curb Emissions by ...
Trees are a low-tech, high-efficiency way to offset much of humankind’s negative impact on the climate. What’s even better, we have plenty of room for a lot more of them.
A new study conducted by researchers at Switzerland’s ETH-Zürich, published in Science, details how Earth could support almost an additional billion hectares of trees without the new forests pushing into existing urban or agricultural areas. Once the trees grow to maturity, they could store more than 200 billion metric tons of carbon.
Great news indeed, but it still leaves us with some huge unanswered questions. Where and how are we going to plant all the new trees? What kind of trees should we plant? How can we ensure that the new forests become a boon for people in those areas?
Answers to all of the above likely involve technology.
Math + Trees = Challenges
The ETH-Zürich research team combined Google Earth mapping software with a database of nearly 80,000 existing forests to create a predictive model for optimal planting locations. In total, 0.9 billion hectares of new, continuous forest could be planted. Once mature, the 500 billion new trees in these forests would be capable of storing about two-thirds of the carbon we have emitted since the industrial revolution.
Other researchers have noted that the study may overestimate how efficient trees are at storing carbon, as well as underestimate how much carbon humans have emitted over time. However, all seem to agree that new forests would offset much of our cumulative carbon emissions—still an impressive feat as the target of keeping global warming this century at under 1.5 degrees Celsius becomes harder and harder to reach.
Recently, there was a story about a Brazilian couple who replanted trees in the valley where they live. The couple planted about 2.7 million trees in two decades. Back-of-the-napkin math shows that they on average planted 370 trees a day, meaning planting 500 billion trees would take about 3.7 million years. While an over-simplification, the point is that planting trees by hand is not realistic. Even with a million people going at a rate of 370 trees a day, it would take 83 years. Current technologies are also not likely to be able to meet the challenge, especially in remote locations.
Tree-Bombing Drones
Technology can speed up the planting process, including a new generation of drones that take tree planting to the skies. Drone planting generally involves dropping biodegradable seed pods at a designated area. The pods dissolve over time, and the tree seeds grow in the earth below. DroneSeed is one example; its 55-pound drones can plant up to 800 seeds an hour. Another startup, Biocarbon Engineering, has used various techniques, including drones, to plant 38 different species of trees across three continents.
Drone planting has distinct advantages when it comes to planting in hard-to-access areas—one example is mangrove forests, which are disappearing rapidly, increasing the risk of floods and storm surges.
Challenges include increasing the range and speed of drone planting, and perhaps most importantly, the success rate, as automatic planting from a height is still likely to be less accurate when it comes to what depth the tree saplings are planted. However, drones are already showing impressive numbers for sapling survival rates.
AI, Sensors, and Eye-In-the-Sky
Planting the trees is the first step in a long road toward an actual forest. Companies are leveraging artificial intelligence and satellite imagery in a multitude of ways to increase protection and understanding of forested areas.
20tree.ai, a Portugal-based startup, uses AI to analyze satellite imagery and monitor the state of entire forests at a fraction of the cost of manual monitoring. The approach can lead to faster identification of threats like pest infestation and a better understanding of the state of forests.
AI can also play a pivotal role in protecting existing forest areas by predicting where deforestation is likely to occur.
Closer to the ground—and sometimes in it—new networks of sensors can provide detailed information about the state and needs of trees. One such project is Trace, where individual trees are equipped with a TreeTalker, an internet of things-based device that can provide real-time monitoring of the tree’s functions and well-being. The information can be used to, among other things, optimize the use of available resources, such as providing the exact amount of water a tree needs.
Budding Technologies Are Controversial
Trees are in many ways fauna’s marathon runners—slow-growing and sturdy, but still susceptible to sickness and pests. Many deforested areas are likely not as rich in nutrients as they once were, which could slow down reforestation. Much of the positive impact that said trees could have on carbon levels in the atmosphere is likely decades away.
Bioengineering, for example through CRISPR, could provide solutions, making trees more resistant and faster-growing. Such technologies are being explored in relation to Ghana’s at-risk cocoa trees. Other exponential technologies could also hold much future potential—for instance micro-robots to assist the dwindling number of bees with pollination.
These technologies remain mired in controversy, and perhaps rightfully so. Bioengineering’s massive potential is for many offset by the inherent risks of engineered plants out-competing existing fauna or growing beyond our control. Micro-robots for pollination may solve a problem, but don’t do much to address the root cause: that we seem to be disrupting and destroying integral parts of natural cycles.
Tech Not The Whole Answer
So, is it realistic to plant 500 billion new trees? The short answer would be that yes, it’s possible—with the help of technology.
However, there are many unanswered challenges. For example, many of areas identified by the ETH-Zürich research team are not readily available for reforestation. Some are currently reserved for grazing, others owned by private entities, and others again are located in remote areas or areas prone to political instability, beyond the reach of most replanting efforts.
If we do wish to plant 500 billion trees to offset some of the negative impacts we have had on the planet, we might well want to combine the best of exponential technology with reforestation as well as a move to other forms of agriculture.
Such an approach might also help address a major issue: that few of the proposed new forests will likely succeed without ensuring that people living in and around the areas where reforestation takes place become involved, and can reap rewards from turning arable land into forests.
Image Credit: Lillac/Shutterstock.com Continue reading