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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.

[ DARPA SubT ] Continue reading

Posted in Human Robots

#437590 Why We Need a Robot Registry


I have a confession to make: A robot haunts my nightmares. For me, Boston Dynamics’ Spot robot is 32.5 kilograms (71.1 pounds) of pure terror. It can climb stairs. It can open doors. Seeing it in a video cannot prepare you for the moment you cross paths on a trade-show floor. Now that companies can buy a Spot robot for US $74,500, you might encounter Spot anywhere.

Spot robots now patrol public parks in Singapore to enforce social distancing during the pandemic. They meet with COVID-19 patients at Boston’s Brigham and Women’s Hospital so that doctors can conduct remote consultations. Imagine coming across Spot while walking in the park or returning to your car in a parking garage. Wouldn’t you want to know why this hunk of metal is there and who’s operating it? Or at least whom to call to report a malfunction?

Robots are becoming more prominent in daily life, which is why I think governments need to create national registries of robots. Such a registry would let citizens and law enforcement look up the owner of any roaming robot, as well as learn that robot’s purpose. It’s not a far-fetched idea: The U.S. Federal Aviation Administration already has a registry for drones.

Governments could create national databases that require any companies operating robots in public spaces to report the robot make and model, its purpose, and whom to contact if the robot breaks down or causes problems. To allow anyone to use the database, all public robots would have an easily identifiable marker or model number on their bodies. Think of it as a license plate or pet microchip, but for bots.

There are some smaller-scale registries today. San Jose’s Department of Transportation (SJDOT), for example, is working with Kiwibot, a delivery robot manufacturer, to get real-time data from the robots as they roam the city’s streets. The Kiwibots report their location to SJDOT using the open-source Mobility Data Specification, which was originally developed by Los Angeles to track Bird scooters.

Real-time location reporting makes sense for Kiwibots and Spots wandering the streets, but it’s probably overkill for bots confined to cleaning floors or patrolling parking lots. That said, any robots that come in contact with the general public should clearly provide basic credentials and a way to hold their operators accountable. Given that many robots use cameras, people may also be interested in looking up who’s collecting and using that data.

I starting thinking about robot registries after Spot became available in June for anyone to purchase. The idea gained specificity after listening to Andra Keay, founder and managing director at Silicon Valley Robotics, discuss her five rules of ethical robotics at an Arm event in October. I had already been thinking that we needed some way to track robots, but her suggestion to tie robot license plates to a formal registry made me realize that people also need a way to clearly identify individual robots.

Keay pointed out that in addition to sating public curiosity and keeping an eye on robots that could cause harm, a registry could also track robots that have been hacked. For example, robots at risk of being hacked and running amok could be required to report their movements to a database, even if they’re typically restricted to a grocery store or warehouse. While we’re at it, Spot robots should be required to have sirens, because there’s no way I want one of those sneaking up on me.

This article appears in the December 2020 print issue as “Who’s Behind That Robot?” Continue reading

Posted in Human Robots

#437491 3.2 Billion Images and 720,000 Hours of ...

Twitter over the weekend “tagged” as manipulated a video showing US Democratic presidential candidate Joe Biden supposedly forgetting which state he’s in while addressing a crowd.

Biden’s “hello Minnesota” greeting contrasted with prominent signage reading “Tampa, Florida” and “Text FL to 30330.”

The Associated Press’s fact check confirmed the signs were added digitally and the original footage was indeed from a Minnesota rally. But by the time the misleading video was removed it already had more than one million views, The Guardian reports.

A FALSE video claiming Biden forgot what state he was in was viewed more than 1 million times on Twitter in the past 24 hours

In the video, Biden says “Hello, Minnesota.”

The event did indeed happen in MN — signs on stage read MN

But false video edited signs to read Florida pic.twitter.com/LdHQVaky8v

— Donie O'Sullivan (@donie) November 1, 2020

If you use social media, the chances are you see (and forward) some of the more than 3.2 billion images and 720,000 hours of video shared daily. When faced with such a glut of content, how can we know what’s real and what’s not?

While one part of the solution is an increased use of content verification tools, it’s equally important we all boost our digital media literacy. Ultimately, one of the best lines of defense—and the only one you can control—is you.

Seeing Shouldn’t Always Be Believing
Misinformation (when you accidentally share false content) and disinformation (when you intentionally share it) in any medium can erode trust in civil institutions such as news organizations, coalitions and social movements. However, fake photos and videos are often the most potent.

For those with a vested political interest, creating, sharing and/or editing false images can distract, confuse and manipulate viewers to sow discord and uncertainty (especially in already polarized environments). Posters and platforms can also make money from the sharing of fake, sensationalist content.

Only 11-25 percent of journalists globally use social media content verification tools, according to the International Centre for Journalists.

Could You Spot a Doctored Image?
Consider this photo of Martin Luther King Jr.

Dr. Martin Luther King Jr. Giving the middle finger #DopeHistoricPics pic.twitter.com/5W38DRaLHr

— Dope Historic Pics (@dopehistoricpic) December 20, 2013

This altered image clones part of the background over King Jr’s finger, so it looks like he’s flipping off the camera. It has been shared as genuine on Twitter, Reddit, and white supremacist websites.

In the original 1964 photo, King flashed the “V for victory” sign after learning the US Senate had passed the civil rights bill.

“Those who love peace must learn to organize as effectively as those who love war.”
Dr. Martin Luther King Jr.

This photo was taken on June 19th, 1964, showing Dr King giving a peace sign after hearing that the civil rights bill had passed the senate. @snopes pic.twitter.com/LXHmwMYZS5

— Willie's Reserve (@WilliesReserve) January 21, 2019

Beyond adding or removing elements, there’s a whole category of photo manipulation in which images are fused together.

Earlier this year, a photo of an armed man was photoshopped by Fox News, which overlaid the man onto other scenes without disclosing the edits, the Seattle Times reported.

You mean this guy who’s been photoshopped into three separate photos released by Fox News? pic.twitter.com/fAXpIKu77a

— Zander Yates ザンダーイェーツ (@ZanderYates) June 13, 2020

Similarly, the image below was shared thousands of times on social media in January, during Australia’s Black Summer bushfires. The AFP’s fact check confirmed it is not authentic and is actually a combination of several separate photos.

Image is more powerful than screams of Greta. A silent girl is holding a koala. She looks straight at you from the waters of the ocean where they found a refuge. She is wearing a breathing mask. A wall of fire is behind them. I do not know the name of the photographer #Australia pic.twitter.com/CrTX3lltdh

— EVC Music (@EVCMusicUK) January 6, 2020

Fully and Partially Synthetic Content
Online, you’ll also find sophisticated “deepfake” videos showing (usually famous) people saying or doing things they never did. Less advanced versions can be created using apps such as Zao and Reface.

Or, if you don’t want to use your photo for a profile picture, you can default to one of several websites offering hundreds of thousands of AI-generated, photorealistic images of people.

These people don’t exist, they’re just images generated by artificial intelligence. Generated Photos, CC BY

Editing Pixel Values and the (not so) Simple Crop
Cropping can greatly alter the context of a photo, too.

We saw this in 2017, when a US government employee edited official pictures of Donald Trump’s inauguration to make the crowd appear bigger, according to The Guardian. The staffer cropped out the empty space “where the crowd ended” for a set of pictures for Trump.

Views of the crowds at the inaugurations of former US President Barack Obama in 2009 (left) and President Donald Trump in 2017 (right). AP

But what about edits that only alter pixel values such as color, saturation, or contrast?

One historical example illustrates the consequences of this. In 1994, Time magazine’s cover of OJ Simpson considerably “darkened” Simpson in his police mugshot. This added fuel to a case already plagued by racial tension, to which the magazine responded, “No racial implication was intended, by Time or by the artist.”

Tools for Debunking Digital Fakery
For those of us who don’t want to be duped by visual mis/disinformation, there are tools available—although each comes with its own limitations (something we discuss in our recent paper).

Invisible digital watermarking has been proposed as a solution. However, it isn’t widespread and requires buy-in from both content publishers and distributors.

Reverse image search (such as Google’s) is often free and can be helpful for identifying earlier, potentially more authentic copies of images online. That said, it’s not foolproof because it:

Relies on unedited copies of the media already being online.
Doesn’t search the entire web.
Doesn’t always allow filtering by publication time. Some reverse image search services such as TinEye support this function, but Google’s doesn’t.
Returns only exact matches or near-matches, so it’s not thorough. For instance, editing an image and then flipping its orientation can fool Google into thinking it’s an entirely different one.

Most Reliable Tools Are Sophisticated
Meanwhile, manual forensic detection methods for visual mis/disinformation focus mostly on edits visible to the naked eye, or rely on examining features that aren’t included in every image (such as shadows). They’re also time-consuming, expensive, and need specialized expertise.

Still, you can access work in this field by visiting sites such as Snopes.com—which has a growing repository of “fauxtography.”

Computer vision and machine learning also offer relatively advanced detection capabilities for images and videos. But they too require technical expertise to operate and understand.

Moreover, improving them involves using large volumes of “training data,” but the image repositories used for this usually don’t contain the real-world images seen in the news.

If you use an image verification tool such as the REVEAL project’s image verification assistant, you might need an expert to help interpret the results.

The good news, however, is that before turning to any of the above tools, there are some simple questions you can ask yourself to potentially figure out whether a photo or video on social media is fake. Think:

Was it originally made for social media?
How widely and for how long was it circulated?
What responses did it receive?
Who were the intended audiences?

Quite often, the logical conclusions drawn from the answers will be enough to weed out inauthentic visuals. You can access the full list of questions, put together by Manchester Metropolitan University experts, here.

This article is republished from The Conversation under a Creative Commons license. Read the original article.

Image Credit: Simon Steinberger from Pixabay Continue reading

Posted in Human Robots

#437471 How Giving Robots a Hybrid, Human-Like ...

Squeezing a lot of computing power into robots without using up too much space or energy is a constant battle for their designers. But a new approach that mimics the structure of the human brain could provide a workaround.

The capabilities of most of today’s mobile robots are fairly rudimentary, but giving them the smarts to do their jobs is still a serious challenge. Controlling a body in a dynamic environment takes a surprising amount of processing power, which requires both real estate for chips and considerable amounts of energy to power them.

As robots get more complex and capable, those demands are only going to increase. Today’s most powerful AI systems run in massive data centers across far more chips than can realistically fit inside a machine on the move. And the slow death of Moore’s Law suggests we can’t rely on conventional processors getting significantly more efficient or compact anytime soon.

That prompted a team from the University of Southern California to resurrect an idea from more than 40 years ago: mimicking the human brain’s division of labor between two complimentary structures. While the cerebrum is responsible for higher cognitive functions like vision, hearing, and thinking, the cerebellum integrates sensory data and governs movement, balance, and posture.

When the idea was first proposed the technology didn’t exist to make it a reality, but in a paper recently published in Science Robotics, the researchers describe a hybrid system that combines analog circuits that control motion and digital circuits that govern perception and decision-making in an inverted pendulum robot.

“Through this cooperation of the cerebrum and the cerebellum, the robot can conduct multiple tasks simultaneously with a much shorter latency and lower power consumption,” write the researchers.

The type of robot the researchers were experimenting with looks essentially like a pole balancing on a pair of wheels. They have a broad range of applications, from hoverboards to warehouse logistics—Boston Dynamics’ recently-unveiled Handle robot operates on the same principles. Keeping them stable is notoriously tough, but the new approach managed to significantly improve all digital control approaches by radically improving the speed and efficiency of computations.

Key to bringing the idea alive was the recent emergence of memristors—electrical components whose resistance relies on previous input, which allows them to combine computing and memory in one place in a way similar to how biological neurons operate.

The researchers used memristors to build an analog circuit that runs an algorithm responsible for integrating data from the robot’s accelerometer and gyroscope, which is crucial for detecting the angle and velocity of its body, and another that controls its motion. One key advantage of this setup is that the signals from the sensors are analog, so it does away with the need for extra circuitry to convert them into digital signals, saving both space and power.

More importantly, though, the analog system is an order of magnitude faster and more energy-efficient than a standard all-digital system, the authors report. This not only lets them slash the power requirements, but also lets them cut the processing loop from 3,000 microseconds to just 6. That significantly improves the robot’s stability, with it taking just one second to settle into a steady state compared to more than three seconds using the digital-only platform.

At the minute this is just a proof of concept. The robot the researchers have built is small and rudimentary, and the algorithms being run on the analog circuit are fairly basic. But the principle is a promising one, and there is currently a huge amount of R&D going into neuromorphic and memristor-based analog computing hardware.

As often turns out to be the case, it seems like we can’t go too far wrong by mimicking the best model of computation we have found so far: our own brains.

Image Credit: Photos Hobby / Unsplash Continue reading

Posted in Human Robots

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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