Tag Archives: Simulation

#437620 The Trillion-Transistor Chip That Just ...

The history of computer chips is a thrilling tale of extreme miniaturization.

The smaller, the better is a trend that’s given birth to the digital world as we know it. So, why on earth would you want to reverse course and make chips a lot bigger? Well, while there’s no particularly good reason to have a chip the size of an iPad in an iPad, such a chip may prove to be genius for more specific uses, like artificial intelligence or simulations of the physical world.

At least, that’s what Cerebras, the maker of the biggest computer chip in the world, is hoping.

The Cerebras Wafer-Scale Engine is massive any way you slice it. The chip is 8.5 inches to a side and houses 1.2 trillion transistors. The next biggest chip, NVIDIA’s A100 GPU, measures an inch to a side and has a mere 54 billion transistors. The former is new, largely untested and, so far, one-of-a-kind. The latter is well-loved, mass-produced, and has taken over the world of AI and supercomputing in the last decade.

So can Goliath flip the script on David? Cerebras is on a mission to find out.

Big Chips Beyond AI
When Cerebras first came out of stealth last year, the company said it could significantly speed up the training of deep learning models.

Since then, the WSE has made its way into a handful of supercomputing labs, where the company’s customers are putting it through its paces. One of those labs, the National Energy Technology Laboratory, is looking to see what it can do beyond AI.

So, in a recent trial, researchers pitted the chip—which is housed in an all-in-one system about the size of a dorm room mini-fridge called the CS-1—against a supercomputer in a fluid dynamics simulation. Simulating the movement of fluids is a common supercomputer application useful for solving complex problems like weather forecasting and airplane wing design.

The trial was described in a preprint paper written by a team led by Cerebras’s Michael James and NETL’s Dirk Van Essendelft and presented at the supercomputing conference SC20 this week. The team said the CS-1 completed a simulation of combustion in a power plant roughly 200 times faster than it took the Joule 2.0 supercomputer to do a similar task.

The CS-1 was actually faster-than-real-time. As Cerebrus wrote in a blog post, “It can tell you what is going to happen in the future faster than the laws of physics produce the same result.”

The researchers said the CS-1’s performance couldn’t be matched by any number of CPUs and GPUs. And CEO and cofounder Andrew Feldman told VentureBeat that would be true “no matter how large the supercomputer is.” At a point, scaling a supercomputer like Joule no longer produces better results in this kind of problem. That’s why Joule’s simulation speed peaked at 16,384 cores, a fraction of its total 86,400 cores.

A comparison of the two machines drives the point home. Joule is the 81st fastest supercomputer in the world, takes up dozens of server racks, consumes up to 450 kilowatts of power, and required tens of millions of dollars to build. The CS-1, by comparison, fits in a third of a server rack, consumes 20 kilowatts of power, and sells for a few million dollars.

While the task is niche (but useful) and the problem well-suited to the CS-1, it’s still a pretty stunning result. So how’d they pull it off? It’s all in the design.

Cut the Commute
Computer chips begin life on a big piece of silicon called a wafer. Multiple chips are etched onto the same wafer and then the wafer is cut into individual chips. While the WSE is also etched onto a silicon wafer, the wafer is left intact as a single, operating unit. This wafer-scale chip contains almost 400,000 processing cores. Each core is connected to its own dedicated memory and its four neighboring cores.

Putting that many cores on a single chip and giving them their own memory is why the WSE is bigger; it’s also why, in this case, it’s better.

Most large-scale computing tasks depend on massively parallel processing. Researchers distribute the task among hundreds or thousands of chips. The chips need to work in concert, so they’re in constant communication, shuttling information back and forth. A similar process takes place within each chip, as information moves between processor cores, which are doing the calculations, and shared memory to store the results.

It’s a little like an old-timey company that does all its business on paper.

The company uses couriers to send and collect documents from other branches and archives across town. The couriers know the best routes through the city, but the trips take some minimum amount of time determined by the distance between the branches and archives, the courier’s top speed, and how many other couriers are on the road. In short, distance and traffic slow things down.

Now, imagine the company builds a brand new gleaming skyscraper. Every branch is moved into the new building and every worker gets a small filing cabinet in their office to store documents. Now any document they need can be stored and retrieved in the time it takes to step across the office or down the hall to their neighbor’s office. The information commute has all but disappeared. Everything’s in the same house.

Cerebras’s megachip is a bit like that skyscraper. The way it shuttles information—aided further by its specially tailored compiling software—is far more efficient compared to a traditional supercomputer that needs to network a ton of traditional chips.

Simulating the World as It Unfolds
It’s worth noting the chip can only handle problems small enough to fit on the wafer. But such problems may have quite practical applications because of the machine’s ability to do high-fidelity simulation in real-time. The authors note, for example, the machine should in theory be able to accurately simulate the air flow around a helicopter trying to land on a flight deck and semi-automate the process—something not possible with traditional chips.

Another opportunity, they note, would be to use a simulation as input to train a neural network also residing on the chip. In an intriguing and related example, a Caltech machine learning technique recently proved to be 1,000 times faster at solving the same kind of partial differential equations at play here to simulate fluid dynamics.

They also note that improvements in the chip (and others like it, should they arrive) will push back the limits of what can be accomplished. Already, Cerebras has teased the release of its next-generation chip, which will have 2.6 trillion transistors, 850,00 cores, and more than double the memory.

Of course, it still remains to be seen whether wafer-scale computing really takes off. The idea has been around for decades, but Cerebras is the first to pursue it seriously. Clearly, they believe they’ve solved the problem in a way that’s useful and economical.

Other new architectures are also being pursued in the lab. Memristor-based neuromorphic chips, for example, mimic the brain by putting processing and memory into individual transistor-like components. And of course, quantum computers are in a separate lane, but tackle similar problems.

It could be that one of these technologies eventually rises to rule them all. Or, and this seems just as likely, computing may splinter into a bizarre quilt of radical chips, all stitched together to make the most of each depending on the situation.

Image credit: Cerebras Continue reading

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#437592 Coordinated Robotics Wins DARPA SubT ...

DARPA held the Virtual Cave Circuit event of the Subterranean Challenge on Tuesday in the form of a several hour-long livestream. We got to watch (along with all of the competing teams) as virtual robots explored virtual caves fully autonomously, dodging rockfalls, spotting artifacts, scoring points, and sometimes running into stuff and falling over.

Expert commentary was provided by DARPA, and we were able to watch multiple teams running at once, skipping from highlight to highlight. It was really very well done (you can watch an archive of the entire stream here), but they made us wait until the very end to learn who won: First place went to Coordinated Robotics, with BARCS taking second, and third place going to newcomer Team Dynamo.

Huge congratulations to Coordinated Robotics! It’s worth pointing out that the top three teams were separated by an incredibly small handful of points, and on a slightly different day, with slightly different artifact positions, any of them could have come out on top. This doesn’t diminish Coordinated Robotics’ victory in the least—it means that the competition was fierce, and that the problem of autonomous cave exploration with robots has been solved (virtually, at least) in several different but effective ways.

We know Coordinated Robotics pretty well at this point, but here’s an introduction video:

You heard that right—Coordinated Robotics is just Kevin Knoedler, all by himself. This would be astonishing, if we weren’t already familiar with Kevin’s abilities: He won NASA’s virtual Space Robotics Challenge by himself in 2017, and Coordinated Robotics placed first in the DARPA SubT Virtual Tunnel Circuit and second in the Virtual Urban Circuit. We asked Kevin how he managed to do so spectacularly well (again), and here’s what he told us:

IEEE Spectrum: Can you describe what it was like to watch your team of robots on the live stream, and to see them score the most points?

Kevin Knoedler: It was exciting and stressful watching the live stream. It was exciting as the top few scores were quite close for the cave circuit. It was stressful because I started out behind and worked my way up, but did not do well on the final world. Luckily, not doing well on the first and last worlds was offset by better scores on many of the runs in between. DARPA did a very nice job with their live stream of the cave circuit results.

How did you decide on the makeup of your team, and on what sensors to use?

To decide on the makeup of the team I experimented with quite a few different vehicles. I had a lot of trouble with the X2 and other small ground vehicles flipping over. Based on that I looked at the larger ground vehicles that also had a sensor capable of identifying drop-offs. The vehicles that met those criteria for me were the Marble HD2, Marble Husky, Ozbot ATR, and the Absolem. Of those ground vehicles I went with the Marble HD2. It had a downward looking depth camera that I could use to detect drop-offs and was much more stable on the varied terrain than the X2. I had used the X3 aerial vehicle before and so that was my first choice for an aerial platform.

What were some things that you learned in Tunnel and Urban that you were able to incorporate into your strategy for Cave?

In the Tunnel circuit I had learned a strategy to use ground vehicles and in the Urban circuit I had learned a strategy to use aerial vehicles. At a high level that was the biggest thing I learned from the previous circuits that I was able to apply to the Cave circuit. At a lower level I was able to apply many of the development and testing strategies from the previous circuits to the Cave circuit.

What aspect of the cave environment was most challenging for your robots?

I would say it wasn't just one aspect of the cave environment that was challenging for the robots. There were quite a few challenging aspects of the cave environment. For the ground vehicles there were frequently paths that looked good as the robot started on the path, but turned into drop-offs or difficult boulder crawls. While it was fun to see the robot plan well enough to slowly execute paths over the boulders, I was wishing that the robot was smart enough to try a different path rather than wasting so much time crawling over the large boulders. For the aerial vehicles the combination of tight paths along with large vertical spaces was the biggest challenge in the environment. The large open vertical areas were particularly challenging for my aerial robots. They could easily lose track of their position without enough nearby features to track and it was challenging to find the correct path in and out of such large vertical areas.

How will you be preparing for the SubT Final?

To prepare for the SubT Final the vehicles will be getting a lot smarter. The ground vehicles will be better at navigation and communicating with one another. The aerial vehicles will be better able to handle large vertical areas both from a positioning and a planning point of view. Finally, all of the vehicles will do a better job coordinating what areas have been explored and what areas have good leads for further exploration.

Image: DARPA

The final score for the DARPA SubT Cave Circuit virtual competition.

We also had a chance to ask SubT program manager Tim Chung a few questions at yesterday’s post-event press conference, about the course itself and what he thinks teams should have learned from the competition:

IEEE Spectrum: Having looked through some real caves, can you give some examples of some of the most significant differences between this simulation and real caves? And with the enormous variety of caves out there, how generalizable are the solutions that teams came up with?

Tim Chung: Many of the caves that I’ve had to crawl through and gotten bumps and scrapes from had a couple of different features that I’ll highlight. The first is the variations in moisture— a lot of these caves were naturally formed with streams and such, so many of the caves we went to had significant mud, flowing water, and such. And so one of the things we're not capturing in the SubT simulator is explicitly anything that would submerge the robots, or otherwise short any of their systems. So from that perspective, that's one difference that's certainly notable.

And then the other difference I think is the granularity of the terrain, whether it's rubble, sand, or just raw dirt, friction coefficients are all across the board, and I think that's one of the things that any terrestrial simulator will both struggle with and potentially benefit from— that is, terramechanics simulation abilities. Given the emphasis on mobility in the SubT simulation, we’re capturing just a sliver of the complexity of terramechanics, but I think that's probably another take away that you'll certainly see— where there’s that distinction between physical and virtual technologies.

To answer your second question about generalizability— that’s the multi-million dollar question! It’s definitely at the crux of why we have eight diverse worlds, both in size verticality, dimensions, constraint passageways, etc. But this is eight out of countless variations, and the goal of course is to be able to investigate what those key dependencies are. What I'll say is that the out of the seventy three different virtual cave tiles, which are the building blocks that make up these virtual worlds, quite a number of them were not only inspired by real world caves, but were specifically designed so that we can essentially use these tiles as unit tests going forward. So, if I want to simulate vertical inclines, here are the tiles that are the vertical vertical unit tests for robots, and that’s how we’re trying to to think through how to tease out that generalizability factor.

What are some observations from this event that you think systems track teams should pay attention to as they prepare for the final event?

One of the key things about the virtual competition is that you submit your software, and that's it. So you have to design everything from state management to failure mode triage, really thinking about what could go wrong and then building out your autonomous capabilities either to react to some of those conditions, or to anticipate them. And to be honest I think that the humans in the loop that we have in the systems competition really are key enablers of their capability, but also could someday (if not already) be a crutch that we might not be able to develop.

Thinking through some of the failure modes in a fully autonomous software deployed setting are going to be incredibly valuable for the systems competitors, so that for example the human supervisor doesn't have to worry about those failure modes as much, or can respond in a more supervisory way rather than trying to joystick the robot around. I think that's going to be one of the greatest impacts, thinking through what it means to send these robots off to autonomously get you the information you need and complete the mission

This isn’t to say that the humans aren't going to be useful and continue to play a role of course, but I think this shifting of the role of the human supervisor from being a state manager to being more of a tactical commander will dramatically highlight the impact of the virtual side on the systems side.

What, if anything, should we take away from one person teams being able to do so consistently well in the virtual circuit?

It’s a really interesting question. I think part of it has to do with systems integration versus software integration. There's something to be said for the richness of the technologies that can be developed, and how many people it requires to be able to develop some of those technologies. With the systems competitors, having one person try to build, manage, deploy, service, and operate all of those robots is still functionally quite challenging, whereas in the virtual competition, it really is a software deployment more than anything else. And so I think the commonality of single person teams may just be a virtue of the virtual competition not having some of those person-intensive requirements.

In terms of their strong performance, I give credit to all of these really talented folks who are taking upon themselves to jump into the competitor pool and see how well they do, and I think that just goes to show you that whether you're one person or ten people people or a hundred people on a team, a good idea translated and executed well really goes a long way.

Looking ahead, teams have a year to prepare for the final event, which is still scheduled to be held sometime in fall 2021. And even though there was no cave event for systems track teams, the fact that the final event will be a combination of tunnel, urban, and cave circuits means that systems track teams have been figuring out how to get their robots to work in caves anyway, and we’ll be bringing you some of their stories over the next few weeks.

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#437564 How We Won the DARPA SubT Challenge: ...

This is a guest post. The views expressed here are those of the authors and do not necessarily represent positions of IEEE or its organizational units.​

“Do you smell smoke?” It was three days before the qualification deadline for the Virtual Tunnel Circuit of the DARPA Subterranean Challenge Virtual Track, and our team was barrelling through last-minute updates to our robot controllers in a small conference room at the Michigan Tech Research Institute (MTRI) offices in Ann Arbor, Mich. That’s when we noticed the smell. We’d assumed that one of the benefits of entering a virtual disaster competition was that we wouldn’t be exposed to any actual disasters, but equipment in the basement of the building MTRI shares had started to smoke. We evacuated. The fire department showed up. And as soon as we could, the team went back into the building, hunkered down, and tried to make up for the unexpected loss of several critical hours.

Team BARCS joins the SubT Virtual Track
The smoke incident happened more than a year after we first learned of the DARPA Subterranean Challenge. DARPA announced SubT early in 2018, and at that time, we were interested in building internal collaborations on multi-agent autonomy problems, and SubT seemed like the perfect opportunity. Though a few of us had backgrounds in robotics, the majority of our team was new to the field. We knew that submitting a proposal as a largely non-traditional robotics team from an organization not known for research in robotics was a risk. However, the Virtual Track gave us the opportunity to focus on autonomy and multi-agent teaming strategies, areas requiring skill in asynchronous computing and sensor data processing that are strengths of our Institute. The prevalence of open source code, small inexpensive platforms, and customizable sensors has provided the opportunity for experts in fields other than robotics to apply novel approaches to robotics problems. This is precisely what makes the Virtual Track of SubT appealing to us, and since starting SubT, autonomy has developed into a significant research thrust for our Institute. Plus, robots are fun!

After many hours of research, discussion, and collaboration, we submitted our proposal early in 2018. And several months later, we found out that we had won a contract and became a funded team (Team BARCS) in the SubT Virtual Track. Now we needed to actually make our strategy work for the first SubT Tunnel Circuit competition, taking place in August of 2019.

Building a team of virtual robots
A natural approach to robotics competitions like SubT is to start with the question of “what can X-type robot do” and then build a team and strategy around individual capabilities. A particular challenge for the SubT Virtual Track is that we can’t design our own systems; instead, we have to choose from a predefined set of simulated robots and sensors that DARPA provides, based on the real robots used by Systems Track teams. Our approach is to look at what a team of robots can do together, determining experimentally what the best team configuration is for each environment. By the final competition, ideally we will be demonstrating the value of combining platforms across multiple Systems Track teams into a single Virtual Track team. Each of the robot configurations in the competition has an associated cost, and team size is constrained by a total cost. This provides another impetus for limiting dependence on complex sensor packages, though our ranging preference is 3D lidar, which is the most expensive sensor!

Image: Michigan Tech Research Institute

The teams can rely on realistic physics and sensors but they start off with no maps of any kind, so the focus is on developing autonomous exploratory behavior, navigation methods, and object recognition for their simulated robots.

One of the frequent questions we receive about the Virtual Track is if it’s like a video game. While it may look similar on the surface, everything under the hood in a video game is designed to service the game narrative and play experience, not require novel research in AI and autonomy. The purpose of simulations, on the other hand, is to include full physics and sensor models (including noise and errors) to provide a testbed for prototyping and developing solutions to those real-world challenges. We are starting with realistic physics and sensors but no maps of any kind, so the focus is on developing autonomous exploratory behavior, navigation methods, and object recognition for our simulated robots.

Though the simulation is more like real life than a video game, it is not real life. Due to occasional software bugs, there are still non-physical events, like the robots falling through an invisible hole in the world or driving through a rock instead of over it or flipping head over heels when driving over a tiny lip between world tiles. These glitches, while sometimes frustrating, still allow the SubT Virtual platform to be realistic enough to support rapid prototyping of controller modules that will transition straightforwardly onto hardware, closing the loop between simulation and real-world robots.

Full autonomy for DARPA-hard scenarios
The Virtual Track requirement that the robotic agents be fully autonomous, rather than have a human supervisor, is a significant distinction between the Systems and Virtual Tracks of SubT. Our solutions must be hardened against software faults caused by things like missing and bad data since our robots can’t turn to us for help. In order for a team of robots to complete this objective reliably with no human-in-the-loop, all of the internal systems, from perception to navigation to control to actuation to communications, must be able to autonomously identify and manage faults and failures anywhere in the control chain.

The communications limitations in subterranean environments (both real and virtual) mean that we need to keep the amount of information shared between robots low, while making the usability of that information for joint decision-making high. This goal has guided much of our design for autonomous navigation and joint search strategy for our team. For example, instead of sharing the full SLAM map of the environment, our agents only share a simplified graphical representation of the space, along with data about frontiers it has not yet explored, and are able to merge its information with the graphs generated by other agents. The merged graph can then be used for planning and navigation without having full knowledge of the detailed 3D map.

The Virtual Track requires that the robotic agents be fully autonomous. With no human-in-the-loop, all of the internal systems, from perception to navigation to control to actuation to communications, must be able to identify and manage faults and failures anywhere in the control chain.

Since the objective of the SubT program is to advance the state-of-the-art in rapid autonomous exploration and mapping of subterranean environments by robots, our first software design choices focused on the mapping task. The SubT virtual environments are sufficiently rich as to provide interesting problems in building so-called costmaps that accurately separate obstructions that are traversable (like ramps) from legitimately impassible obstructions. An extra complication we discovered in the first course, which took place in mining tunnels, was that the angle of the lowest beam of the lidar was parallel to the down ramps in the tunnel environment, so they could not “see” the ground (or sometimes even obstructions on the ramp) until they got close enough to the lip of the ramp to receive lidar reflections off the bottom of the ramp. In this case, we had to not only change the costmap to convince the robot that there was safe ground to reach over the lip of the ramp, but also had to change the path planner to get the robot to proceed with caution onto the top of the ramp in case there were previously unseen obstructions on the ramp.

In addition to navigation in the costmaps, the robot must be able to generate its own goals to navigate to. This is what produces exploratory behavior when there is no map to start with. SLAM is used to generate a detailed map of the environment explored by a single robot—the space it has probed with its sensors. From the sensor data, we are able to extract information about the interior space of the environment while looking for holes in the data, to determine things like whether the current tunnel continues or ends, or how many tunnels meet at an intersection. Once we have some understanding of the interior space, we can place navigation goals in that space. These goals naturally update as the robot traverses the tunnel, allowing the entire space to be explored.

Sending our robots into the virtual unknown
The solutions for the Virtual Track competitions are tested by DARPA in multiple sequestered runs across many environments for each Circuit in the month prior to the Systems Track competition. We must wait until the joint award ceremony at the conclusion of the Systems Track to find out the results, and we are completely in the dark about placings before the awards are announced. It’s nerve-wracking! The challenges of the worlds used in the Circuit events are also hand-designed, so features of the worlds we use for development could be combined in ways we have not anticipated—it’s always interesting to see what features were prioritized after the event. We test everything in our controllers well enough to feel confident that we at least are submitting something reasonably stable and broadly capable, and once the solution is in, we can’t really do anything other than “let go” and get back to work on the next phase of development. Maybe it’s somewhat like sending your kid to college: “we did our best to prepare you for this world, little bots. Go do good.”

Image: Michigan Tech Research Institute

The first SubT competition was the Tunnel Circuit, featuring a labyrinthine environment that simulated human-engineered tunnels, including hazards such as vertical shafts and rubble.

The first competition was the Tunnel Circuit, in October 2019. This environment models human-engineered tunnels. Two substantial challenges in this environment were vertical shafts and rubble. Our team accrued 21 points over 15 competition runs in five separate tunnel environments for a second place finish, behind Team Coordinated Robotics.

The next phase of the SubT virtual competition was the Urban Circuit. Much of the difference between our Tunnel and Urban Circuit results came down to thorough testing to identify failure modes and implementations of checks and data filtering for fault tolerance. For example, in the SLAM nodes run by a single robot, the coordinates of the most recent sensor data are changed multiple times during processing and integration into the current global 3D map of the “visited” environment stored by that robot. If there is lag in IMU or clock data, the observation may be temporarily registered at a default location that is very far from the actual position. Since most of our decision processes for exploration are downstream from SLAM, this can cause faulty or impossible goals to be generated, and the robots then spend inordinate amounts of time trying to drive through walls. We updated our method to add a check to see if the new map position has jumped a far distance from the prior map position, and if so, we threw that data out.

Image: Michigan Tech Research Institute

In open spaces like the rooms in the Urban circuit, we adjusted our approach to exploration through graph generation to allow the robots to accurately identify viable routes while helping to prevent forays off platform edges.

Our approach to exploration through graph generation based on identification of interior spaces allowed us to thoroughly explore the centers of rooms, although we did have to make some changes from the Tunnel circuit to achieve that. In the Tunnel circuit, we used a simplified graph of the environment based on landmarks like intersections. The advantage of this approach is that it is straightforward for two robots to compare how the graphs of the space they explored individually overlap. In open spaces like the rooms in the Urban circuit, we chose to instead use a more complex, less directly comparable graph structure based on the individual robot’s trajectory. This allowed the robots to accurately identify viable routes between features like subway station platforms and subway tracks, as well as to build up the navigation space for room interiors, while helping to prevent forays off the platform edges. Frontier information is also integrated into the graph, providing a uniform data structure for both goal selection and route planning.

The results are in!
The award ceremony for the Urban Circuit was held concurrently with the Systems Track competition awards this past February in Washington State. We sent a team representative to participate in the Technical Interchange Meeting and present the approach for our team, and the rest of us followed along from our office space on the DARPAtv live stream. While we were confident in our solution, we had also been tracking the online leaderboard and knew our competitors were going to be submitting strong solutions. Since the competition environments are hand-designed, there are always novel challenges that could be presented in these environments as well. We knew we would put up a good fight, but it was very exciting to see BARCS appear in first place!

Any time we implement a new module in our control system, there is a lot of parameter tuning that has to happen to produce reliably good autonomous behavior. In the Urban Circuit, we did not sufficiently test some parameter values in our exploration modules. The effect of this was that the robots only chose to go down small hallways after they explored everything else in their environment, which meant very often they ran out of time and missed a lot of small rooms. This may be the biggest source of lost points for us in the Urban Circuit. One of our major plans going forward from the Urban Circuit is to integrate more sophisticated node selection methods, which can help our robots more intelligently prioritize which frontier nodes to visit. By going through all three Circuit challenges, we will learn how to appropriately add weights to the frontiers based on features of the individual environments. For the Final Challenge, when all three Circuit environments will be combined into large systems, we plan to implement adaptive controllers that will identify their environments and use the appropriate optimized parameters for that environment. In this way, we expect our agents to be able to (for example) prioritize hallways and other small spaces in Urban environments, and perhaps prioritize large openings over small in the Cave environments, if the small openings end up being treacherous overall.

Next for our team: Cave Circuit
Coming up next for Team BARCS is the Virtual Cave Circuit. We are in the middle of testing our hypothesis that our controller will transition from UGVs to UAVs and developing strategies for refining our solution to handle Cave Circuit environmental hazards. The UAVs have a shorter battery life than the UGVs, so executing a joint exploration strategy will also be a high priority for this event, as will completing our work on graph sharing and merging, which will give our robot teams more sophisticated options for navigation and teamwork. We’re reaching a threshold in development where we can start increasing the “smarts” of the robots, which we anticipate will be critical for the final competition, where all of the challenges of SubT will be combined to push the limits of innovation. The Cave Circuit will also have new environmental challenges to tackle: dynamic features such as rock falls have been added, which will block previously accessible passages in the cave environment. We think our controllers are well-poised to handle this new challenge, and we’re eager to find out if that’s the case.

As of now, the biggest worries for us are time and team composition. The Cave Circuit deadline has been postponed to October 15 due to COVID-19 delays, with the award ceremony in mid-November, but there have also been several very compelling additions to the testbed that we would like to experiment with before submission, including droppable networking ‘breadcrumbs’ and new simulated platforms. There are design trade-offs when balancing general versus specialist approaches to the controllers for these robots—since we are adding UAVs to our team for the first time, there are new decisions that will have to be made. For example, the UAVs can ascend into vertical spaces, but only have a battery life of 20 minutes. The UGVs by contrast have 90 minute battery life. One of our strategies is to do an early return to base with one or more agents to buy down risk on making any artifact reports at all for the run, hedging against our other robots not making it back in time, a lesson learned from the Tunnel Circuit. Should a UAV take on this role, or is it better to have them explore deeper into the environment and instead report their artifacts to a UGV or network node, which comes with its own risks? Testing and experimentation to determine the best options takes time, which is always a worry when preparing for a competition! We also anticipate new competitors and stiffer competition all around.

Image: Michigan Tech Research Institute

Team BARCS has now a year to prepare for the final DARPA SubT Challenge event, expected to take place in late 2021.

Going forward from the Cave Circuit, we will have a year to prepare for the final DARPA SubT Challenge event, expected to take place in late 2021. What we are most excited about is increasing the level of intelligence of the agents in their teamwork and joint exploration of the environment. Since we will have (hopefully) built up robust approaches to handling each of the specific types of environments in the Tunnel, Urban, and Cave circuits, we will be aiming to push the limits on collaboration and efficiency among the agents in our team. We view this as a central research contribution of the Virtual Track to the Subterranean Challenge because intelligent, adaptive, multi-robot collaboration is an upcoming stage of development for integration of robots into our lives.

The Subterranean Challenge Virtual Track gives us a bridge for transitioning our more abstract research ideas and algorithms relevant to this degree of autonomy and collaboration onto physical systems, and exploring the tangible outcomes of implementing our work in the real world. And the next time there’s an incident in the basement of our building, the robots (and humans) of Team BARCS will be ready to respond.

Richard Chase, Ph.D., P.E., is a research scientist at Michigan Tech Research Institute (MTRI) and has 20 years of experience developing robotics and cyber physical systems in areas from remote sensing to autonomous vehicles. At MTRI, he works on a variety of topics such as swarm autonomy, human-swarm teaming, and autonomous vehicles. His research interests are the intersection of design, robotics, and embedded systems.

Sarah Kitchen is a Ph.D. mathematician working as a research scientist and an AI/Robotics focus area leader at MTRI. Her research interests include intelligent autonomous agents and multi-agent collaborative teams, as well as applications of autonomous robots to sensing systems.

This material is based upon work supported by the Defense Advanced Research Projects Agency (DARPA) under Contract No. HR001118C0124 and is released under Distribution Statement (Approved for Public Release, Distribution Unlimited). Any opinions, findings and conclusions or recommendations expressed in this material are those of the authors and do not necessarily reflect the views of DARPA. Continue reading

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#437559 The Right Robotic Solution for Your ...

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#437293 These Scientists Just Completed a 3D ...

Human brain maps are a dime a dozen these days. Maps that detail neurons in a certain region. Maps that draw out functional connections between those cells. Maps that dive deeper into gene expression. Or even meta-maps that combine all of the above.

But have you ever wondered: how well do those maps represent my brain? After all, no two brains are alike. And if we’re ever going to reverse-engineer the brain as a computer simulation—as Europe’s Human Brain Project is trying to do—shouldn’t we ask whose brain they’re hoping to simulate?

Enter a new kind of map: the Julich-Brain, a probabilistic map of human brains that accounts for individual differences using a computational framework. Rather than generating a static PDF of a brain map, the Julich-Brain atlas is also dynamic, in that it continuously changes to incorporate more recent brain mapping results. So far, the map has data from over 24,000 thinly sliced sections from 23 postmortem brains covering most years of adulthood at the cellular level. But the atlas can also continuously adapt to progress in mapping technologies to aid brain modeling and simulation, and link to other atlases and alternatives.

In other words, rather than “just another” human brain map, the Julich-Brain atlas is its own neuromapping API—one that could unite previous brain-mapping efforts with more modern methods.

“It is exciting to see how far the combination of brain research and digital technologies has progressed,” said Dr. Katrin Amunts of the Institute of Neuroscience and Medicine at Research Centre Jülich in Germany, who spearheaded the study.

The Old Dogma
The Julich-Brain atlas embraces traditional brain-mapping while also yanking the field into the 21st century.

First, the new atlas includes the brain’s cytoarchitecture, or how brain cells are organized. As brain maps go, these kinds of maps are the oldest and most fundamental. Rather than exploring how neurons talk to each other functionally—which is all the rage these days with connectome maps—cytoarchitecture maps draw out the physical arrangement of neurons.

Like a census, these maps literally capture how neurons are distributed in the brain, what they look like, and how they layer within and between different brain regions.

Because neurons aren’t packed together the same way between different brain regions, this provides a way to parse the brain into areas that can be further studied. When we say the brain’s “memory center,” the hippocampus, or the emotion center, the “amygdala,” these distinctions are based on cytoarchitectural maps.

Some may call this type of mapping “boring.” But cytoarchitecture maps form the very basis of any sort of neuroscience understanding. Like hand-drawn maps from early explorers sailing to the western hemisphere, these maps provide the brain’s geographical patterns from which we try to decipher functional connections. If brain regions are cities, then cytoarchitecture maps attempt to show trading or other “functional” activities that occur in the interlinking highways.

You might’ve heard of the most common cytoarchitecture map used today: the Brodmann map from 1909 (yup, that old), which divided the brain into classical regions based on the cells’ morphology and location. The map, while impactful, wasn’t able to account for brain differences between people. More recent brain-mapping technologies have allowed us to dig deeper into neuronal differences and divide the brain into more regions—180 areas in the cortex alone, compared with 43 in the original Brodmann map.

The new study took inspiration from that age-old map and transformed it into a digital ecosystem.

A Living Atlas
Work began on the Julich-Brain atlas in the mid-1990s, with a little help from the crowd.

The preparation of human tissue and its microstructural mapping, analysis, and data processing is incredibly labor-intensive, the authors lamented, making it impossible to do for the whole brain at high resolution in just one lab. To build their “Google Earth” for the brain, the team hooked up with EBRAINS, a shared computing platform set up by the Human Brain Project to promote collaboration between neuroscience labs in the EU.

First, the team acquired MRI scans of 23 postmortem brains, sliced the brains into wafer-thin sections, and scanned and digitized them. They corrected distortions from the chopping using data from the MRI scans and then lined up neurons in consecutive sections—picture putting together a 3D puzzle—to reconstruct the whole brain. Overall, the team had to analyze 24,000 brain sections, which prompted them to build a computational management system for individual brain sections—a win, because they could now track individual donor brains too.

Their method was quite clever. They first mapped their results to a brain template from a single person, called the MNI-Colin27 template. Because the reference brain was extremely detailed, this allowed the team to better figure out the location of brain cells and regions in a particular anatomical space.

However, MNI-Colin27’s brain isn’t your or my brain—or any of the brains the team analyzed. To dilute any of Colin’s potential brain quirks, the team also mapped their dataset onto an “average brain,” dubbed the ICBM2009c (catchy, I know).

This step allowed the team to “standardize” their results with everything else from the Human Connectome Project and the UK Biobank, kind of like adding their Google Maps layer to the existing map. To highlight individual brain differences, the team overlaid their dataset on existing ones, and looked for differences in the cytoarchitecture.

The microscopic architecture of neurons change between two areas (dotted line), forming the basis of different identifiable brain regions. To account for individual differences, the team also calculated a probability map (right hemisphere). Image credit: Forschungszentrum Juelich / Katrin Amunts
Based on structure alone, the brains were both remarkably different and shockingly similar at the same time. For example, the cortexes—the outermost layer of the brain—were physically different across donor brains of different age and sex. The region especially divergent between people was Broca’s region, which is traditionally linked to speech production. In contrast, parts of the visual cortex were almost identical between the brains.

The Brain-Mapping Future
Rather than relying on the brain’s visible “landmarks,” which can still differ between people, the probabilistic map is far more precise, the authors said.

What’s more, the map could also pool yet unmapped regions in the cortex—about 30 percent or so—into “gap maps,” providing neuroscientists with a better idea of what still needs to be understood.

“New maps are continuously replacing gap maps with progress in mapping while the process is captured and documented … Consequently, the atlas is not static but rather represents a ‘living map,’” the authors said.

Thanks to its structurally-sound architecture down to individual cells, the atlas can contribute to brain modeling and simulation down the line—especially for personalized brain models for neurological disorders such as seizures. Researchers can also use the framework for other species, and they can even incorporate new data-crunching processors into the workflow, such as mapping brain regions using artificial intelligence.

Fundamentally, the goal is to build shared resources to better understand the brain. “[These atlases] help us—and more and more researchers worldwide—to better understand the complex organization of the brain and to jointly uncover how things are connected,” the authors said.

Image credit: Richard Watts, PhD, University of Vermont and Fair Neuroimaging Lab, Oregon Health and Science University Continue reading

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