Tag Archives: university

#437337 6G Will Be 100 Times Faster Than ...

Though 5G—a next-generation speed upgrade to wireless networks—is scarcely up and running (and still nonexistent in many places) researchers are already working on what comes next. It lacks an official name, but they’re calling it 6G for the sake of simplicity (and hey, it’s tradition). 6G promises to be up to 100 times faster than 5G—fast enough to download 142 hours of Netflix in a second—but researchers are still trying to figure out exactly how to make such ultra-speedy connections happen.

A new chip, described in a paper in Nature Photonics by a team from Osaka University and Nanyang Technological University in Singapore, may give us a glimpse of our 6G future. The team was able to transmit data at a rate of 11 gigabits per second, topping 5G’s theoretical maximum speed of 10 gigabits per second and fast enough to stream 4K high-def video in real time. They believe the technology has room to grow, and with more development, might hit those blistering 6G speeds.

NTU final year PhD student Abhishek Kumar, Assoc Prof Ranjan Singh and postdoc Dr Yihao Yang. Dr Singh is holding the photonic topological insulator chip made from silicon, which can transmit terahertz waves at ultrahigh speeds. Credit: NTU Singapore
But first, some details about 5G and its predecessors so we can differentiate them from 6G.

Electromagnetic waves are characterized by a wavelength and a frequency; the wavelength is the distance a cycle of the wave covers (peak to peak or trough to trough, for example), and the frequency is the number of waves that pass a given point in one second. Cellphones use miniature radios to pick up electromagnetic signals and convert those signals into the sights and sounds on your phone.

4G wireless networks run on millimeter waves on the low- and mid-band spectrum, defined as a frequency of a little less (low-band) and a little more (mid-band) than one gigahertz (or one billion cycles per second). 5G kicked that up several notches by adding even higher frequency millimeter waves of up to 300 gigahertz, or 300 billion cycles per second. Data transmitted at those higher frequencies tends to be information-dense—like video—because they’re much faster.

The 6G chip kicks 5G up several more notches. It can transmit waves at more than three times the frequency of 5G: one terahertz, or a trillion cycles per second. The team says this yields a data rate of 11 gigabits per second. While that’s faster than the fastest 5G will get, it’s only the beginning for 6G. One wireless communications expert even estimates 6G networks could handle rates up to 8,000 gigabits per second; they’ll also have much lower latency and higher bandwidth than 5G.

Terahertz waves fall between infrared waves and microwaves on the electromagnetic spectrum. Generating and transmitting them is difficult and expensive, requiring special lasers, and even then the frequency range is limited. The team used a new material to transmit terahertz waves, called photonic topological insulators (PTIs). PTIs can conduct light waves on their surface and edges rather than having them run through the material, and allow light to be redirected around corners without disturbing its flow.

The chip is made completely of silicon and has rows of triangular holes. The team’s research showed the chip was able to transmit terahertz waves error-free.

Nanyang Technological University associate professor Ranjan Singh, who led the project, said, “Terahertz technology […] can potentially boost intra-chip and inter-chip communication to support artificial intelligence and cloud-based technologies, such as interconnected self-driving cars, which will need to transmit data quickly to other nearby cars and infrastructure to navigate better and also to avoid accidents.”

Besides being used for AI and self-driving cars (and, of course, downloading hundreds of hours of video in seconds), 6G would also make a big difference for data centers, IoT devices, and long-range communications, among other applications.

Given that 5G networks are still in the process of being set up, though, 6G won’t be coming on the scene anytime soon; a recent whitepaper on 6G from Japanese company NTTDoCoMo estimates we’ll see it in 2030, pointing out that wireless connection tech generations have thus far been spaced about 10 years apart; we got 3G in the early 2000s, 4G in 2010, and 5G in 2020.

In the meantime, as 6G continues to develop, we’re still looking forward to the widespread adoption of 5G.

Image Credit: Hans Braxmeier from Pixabay Continue reading

Posted in Human Robots

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Image Credit: José Pablo Iglesias / Unsplash Continue reading

Posted in Human Robots

#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

Posted in Human Robots

#437285 THEaiTRE: A theatre play written ...

Researchers at Charles University, Švanda Theater and the Academy of Performing Arts in Prague are currently working on an intriguing research project that merges artificial intelligence and robotics with theater. Their project's main objective is to use artificial intelligence to create an innovative theatrical performance, which is expected to premiere in January 2021. Continue reading

Posted in Human Robots

#437282 This Week’s Awesome Tech Stories From ...

ARTIFICIAL INTELLIGENCE
OpenAI’s Latest Breakthrough Is Astonishingly Powerful, But Still Fighting Its Flaws
James Vincent | The Verge
“What makes GPT-3 amazing, they say, is not that it can tell you that the capital of Paraguay is Asunción (it is) or that 466 times 23.5 is 10,987 (it’s not), but that it’s capable of answering both questions and many more beside simply because it was trained on more data for longer than other programs. If there’s one thing we know that the world is creating more and more of, it’s data and computing power, which means GPT-3’s descendants are only going to get more clever.”

TECHNOLOGY
I Tried to Live Without the Tech Giants. It Was Impossible.
Kashmir Hill | The New York Times
“Critics of the big tech companies are often told, ‘If you don’t like the company, don’t use its products.’ My takeaway from the experiment was that it’s not possible to do that. It’s not just the products and services branded with the big tech giant’s name. It’s that these companies control a thicket of more obscure products and services that are hard to untangle from tools we rely on for everything we do, from work to getting from point A to point B.”

ROBOTICS
Meet the Engineer Who Let a Robot Barber Shave Him With a Straight Razor
Luke Dormehl | Digital Trends
“No, it’s not some kind of lockdown-induced barber startup or a Jackass-style stunt. Instead, Whitney, assistant professor of mechanical and industrial engineering at Northeastern University School of Engineering, was interested in straight-razor shaving as a microcosm for some of the big challenges that robots have faced in the past (such as their jerky, robotic movement) and how they can now be solved.”

LONGEVITY
Can Trees Live Forever? New Kindling in an Immortal Debate
Cara Giaimo | The New York Times
“Even if a scientist dedicated her whole career to very old trees, she would be able to follow her research subjects for only a small percentage of their lives. And a long enough multigenerational study might see its own methods go obsolete. For these reasons, Dr. Munné-Bosch thinks we will never prove’ whether long-lived trees experience senescence…”

BIOTECH
There’s No Such Thing as Family Secrets in the Age of 23andMe
Caitlin Harrington | Wired
“…technology has a way of creating new consequences for old decisions. Today, some 30 million people have taken consumer DNA tests, a threshold experts have called a tipping point. People conceived through donor insemination are matching with half-siblings, tracking down their donors, forming networks and advocacy organizations.”

ETHICS
The Problems AI Has Today Go Back Centuries
Karen Hao | MIT Techology Review
“In 2018, just as the AI field was beginning to reckon with problems like algorithmic discrimination, [Shakir Mohamed, a South African AI researcher at DeepMind], penned a blog post with his initial thoughts. In it he called on researchers to ‘decolonise artificial intelligence’—to reorient the field’s work away from Western hubs like Silicon Valley and engage new voices, cultures, and ideas for guiding the technology’s development.”

INTERNET
AI-Generated Text Is the Scariest Deepfake of All
Renee DiResta | Wired
“In the future, deepfake videos and audiofakes may well be used to create distinct, sensational moments that commandeer a press cycle, or to distract from some other, more organic scandal. But undetectable textfakes—masked as regular chatter on Twitter, Facebook, Reddit, and the like—have the potential to be far more subtle, far more prevalent, and far more sinister.”

Image credit: Adrien Olichon / Unsplash Continue reading

Posted in Human Robots