Tag Archives: weird
#436126 Quantum Computing Gets a Boost From AI ...
Illustration: Greg Mably
Anyone of a certain age who has even a passing interest in computers will remember the remarkable breakthrough that IBM made in 1997 when its Deep Blue chess-playing computer defeated Garry Kasparov, then the world chess champion. Computer scientists passed another such milestone in March 2016, when DeepMind (a subsidiary of Alphabet, Google’s parent company) announced that its AlphaGo program had defeated world-champion player Lee Sedol in the game of Go, a board game that had vexed AI researchers for decades. Recently, DeepMind’s algorithms have also bested human players in the computer games StarCraft IIand Quake Arena III.
Some believe that the cognitive capacities of machines will overtake those of human beings in many spheres within a few decades. Others are more cautious and point out that our inability to understand the source of our own cognitive powers presents a daunting hurdle. How can we make thinking machines if we don’t fully understand our own thought processes?
Citizen science, which enlists masses of people to tackle research problems, holds promise here, in no small part because it can be used effectively to explore the boundary between human and artificial intelligence.
Some citizen-science projects ask the public to collect data from their surroundings (as eButterfly does for butterflies) or to monitor delicate ecosystems (as Eye on the Reef does for Australia’s Great Barrier Reef). Other projects rely on online platforms on which people help to categorize obscure phenomena in the night sky (Zooniverse) or add to the understanding of the structure of proteins (Foldit). Typically, people can contribute to such projects without any prior knowledge of the subject. Their fundamental cognitive skills, like the ability to quickly recognize patterns, are sufficient.
In order to design and develop video games that can allow citizen scientists to tackle scientific problems in a variety of fields, professor and group leader Jacob Sherson founded ScienceAtHome (SAH), at Aarhus University, in Denmark. The group began by considering topics in quantum physics, but today SAH hosts games covering other areas of physics, math, psychology, cognitive science, and behavioral economics. We at SAH search for innovative solutions to real research challenges while providing insight into how people think, both alone and when working in groups.
It is computationally intractable to completely map out a higher-dimensional landscape: It is called the curse of high dimensionality, and it plagues many optimization problems.
We believe that the design of new AI algorithms would benefit greatly from a better understanding of how people solve problems. This surmise has led us to establish the Center for Hybrid Intelligence within SAH, which tries to combine human and artificial intelligence, taking advantage of the particular strengths of each. The center’s focus is on the gamification of scientific research problems and the development of interfaces that allow people to understand and work together with AI.
Our first game, Quantum Moves, was inspired by our group’s research into quantum computers. Such computers can in principle solve certain problems that would take a classical computer billions of years. Quantum computers could challenge current cryptographic protocols, aid in the design of new materials, and give insight into natural processes that require an exact solution of the equations of quantum mechanics—something normal computers are inherently bad at doing.
One candidate system for building such a computer would capture individual atoms by “freezing” them, as it were, in the interference pattern produced when a laser beam is reflected back on itself. The captured atoms can thus be organized like eggs in a carton, forming a periodic crystal of atoms and light. Using these atoms to perform quantum calculations requires that we use tightly focused laser beams, called optical tweezers, to transport the atoms from site to site in the light crystal. This is a tricky business because individual atoms do not behave like particles; instead, they resemble a wavelike liquid governed by the laws of quantum mechanics.
In Quantum Moves, a player manipulates a touch screen or mouse to move a simulated laser tweezer and pick up a trapped atom, represented by a liquidlike substance in a bowl. Then the player must bring the atom back to the tweezer’s initial position while trying to minimize the sloshing of the liquid. Such sloshing would increase the energy of the atom and ultimately introduce errors into the operations of the quantum computer. Therefore, at the end of a move, the liquid should be at a complete standstill.
To understand how people and computers might approach such a task differently, you need to know something about how computerized optimization algorithms work. The countless ways of moving a glass of water without spilling may be regarded as constituting a “solution landscape.” One solution is represented by a single point in that landscape, and the height of that point represents the quality of the solution—how smoothly and quickly the glass of water was moved. This landscape might resemble a mountain range, where the top of each mountain represents a local optimum and where the challenge is to find the highest peak in the range—the global optimum.
Illustration: Greg Mably
Researchers must compromise between searching the landscape for taller mountains (“exploration”) and climbing to the top of the nearest mountain (“exploitation”). Making such a trade-off may seem easy when exploring an actual physical landscape: Merely hike around a bit to get at least the general lay of the land before surveying in greater detail what seems to be the tallest peak. But because each possible way of changing the solution defines a new dimension, a realistic problem can have thousands of dimensions. It is computationally intractable to completely map out such a higher-dimensional landscape. We call this the curse of high dimensionality, and it plagues many optimization problems.
Although algorithms are wonderfully efficient at crawling to the top of a given mountain, finding good ways of searching through the broader landscape poses quite a challenge, one that is at the forefront of AI research into such control problems. The conventional approach is to come up with clever ways of reducing the search space, either through insights generated by researchers or with machine-learning algorithms trained on large data sets.
At SAH, we attacked certain quantum-optimization problems by turning them into a game. Our goal was not to show that people can beat computers in this arena but rather to understand the process of generating insights into such problems. We addressed two core questions: whether allowing players to explore the infinite space of possibilities will help them find good solutions and whether we can learn something by studying their behavior.
Today, more than 250,000 people have played Quantum Moves, and to our surprise, they did in fact search the space of possible moves differently from the algorithm we had put to the task. Specifically, we found that although players could not solve the optimization problem on their own, they were good at searching the broad landscape. The computer algorithms could then take those rough ideas and refine them.
Herbert A. Simon said that “solving a problem simply means representing it so as to make the solution transparent.” Apparently, that’s what our games can do with their novel user interfaces.
Perhaps even more interesting was our discovery that players had two distinct ways of solving the problem, each with a clear physical interpretation. One set of players started by placing the tweezer close to the atom while keeping a barrier between the atom trap and the tweezer. In classical physics, a barrier is an impenetrable obstacle, but because the atom liquid is a quantum-mechanical object, it can tunnel through the barrier into the tweezer, after which the player simply moved the tweezer to the target area. Another set of players moved the tweezer directly into the atom trap, picked up the atom liquid, and brought it back. We called these two strategies the “tunneling” and “shoveling” strategies, respectively.
Such clear strategies are extremely valuable because they are very difficult to obtain directly from an optimization algorithm. Involving humans in the optimization loop can thus help us gain insight into the underlying physical phenomena that are at play, knowledge that may then be transferred to other types of problems.
Quantum Moves raised several obvious issues. First, because generating an exceptional solution required further computer-based optimization, players were unable to get immediate feedback to help them improve their scores, and this often left them feeling frustrated. Second, we had tested this approach on only one scientific challenge with a clear classical analogue, that of the sloshing liquid. We wanted to know whether such gamification could be applied more generally, to a variety of scientific challenges that do not offer such immediately applicable visual analogies.
We address these two concerns in Quantum Moves 2. Here, the player first generates a number of candidate solutions by playing the original game. Then the player chooses which solutions to optimize using a built-in algorithm. As the algorithm improves a player’s solution, it modifies the solution path—the movement of the tweezer—to represent the optimized solution. Guided by this feedback, players can then improve their strategy, come up with a new solution, and iteratively feed it back into this process. This gameplay provides high-level heuristics and adds human intuition to the algorithm. The person and the machine work in tandem—a step toward true hybrid intelligence.
In parallel with the development of Quantum Moves 2, we also studied how people collaboratively solve complex problems. To that end, we opened our atomic physics laboratory to the general public—virtually. We let people from around the world dictate the experiments we would run to see if they would find ways to improve the results we were getting. What results? That’s a little tricky to explain, so we need to pause for a moment and provide a little background on the relevant physics.
One of the essential steps in building the quantum computer along the lines described above is to create the coldest state of matter in the universe, known as a Bose-Einstein condensate. Here millions of atoms oscillate in synchrony to form a wavelike substance, one of the largest purely quantum phenomena known. To create this ultracool state of matter, researchers typically use a combination of laser light and magnetic fields. There is no familiar physical analogy between such a strange state of matter and the phenomena of everyday life.
The result we were seeking in our lab was to create as much of this enigmatic substance as was possible given the equipment available. The sequence of steps to accomplish that was unknown. We hoped that gamification could help to solve this problem, even though it had no classical analogy to present to game players.
Images: ScienceAtHome
Fun and Games: The
Quantum Moves game evolved over time, from a relatively crude early version [top] to its current form [second from top] and then a major revision,
Quantum Moves 2 [third from top].
Skill Lab: Science Detective games [bottom] test players’ cognitive skills.
In October 2016, we released a game that, for two weeks, guided how we created Bose-Einstein condensates in our laboratory. By manipulating simple curves in the game interface, players generated experimental sequences for us to use in producing these condensates—and they did so without needing to know anything about the underlying physics. A player would generate such a solution, and a few minutes later we would run the sequence in our laboratory. The number of ultracold atoms in the resulting Bose-Einstein condensate was measured and fed back to the player as a score. Players could then decide either to try to improve their previous solution or to copy and modify other players’ solutions. About 600 people from all over the world participated, submitting 7,577 solutions in total. Many of them yielded bigger condensates than we had previously produced in the lab.
So this exercise succeeded in achieving our primary goal, but it also allowed us to learn something about human behavior. We learned, for example, that players behave differently based on where they sit on the leaderboard. High-performing players make small changes to their successful solutions (exploitation), while poorly performing players are willing to make more dramatic changes (exploration). As a collective, the players nicely balance exploration and exploitation. How they do so provides valuable inspiration to researchers trying to understand human problem solving in social science as well as to those designing new AI algorithms.
How could mere amateurs outperform experienced experimental physicists? The players certainly weren’t better at physics than the experts—but they could do better because of the way in which the problem was posed. By turning the research challenge into a game, we gave players the chance to explore solutions that had previously required complex programming to study. Indeed, even expert experimentalists improved their solutions dramatically by using this interface.
Insight into why that’s possible can probably be found in the words of the late economics Nobel laureate Herbert A. Simon: “Solving a problem simply means representing it so as to make the solution transparent [PDF].” Apparently, that’s what our games can do with their novel user interfaces. We believe that such interfaces might be a key to using human creativity to solve other complex research problems.
Eventually, we’d like to get a better understanding of why this kind of gamification works as well as it does. A first step would be to collect more data on what the players do while they are playing. But even with massive amounts of data, detecting the subtle patterns underlying human intuition is an overwhelming challenge. To advance, we need a deeper insight into the cognition of the individual players.
As a step forward toward this goal, ScienceAtHome created Skill Lab: Science Detective, a suite of minigames exploring visuospatial reasoning, response inhibition, reaction times, and other basic cognitive skills. Then we compare players’ performance in the games with how well these same people did on established psychological tests of those abilities. The point is to allow players to assess their own cognitive strengths and weaknesses while donating their data for further public research.
In the fall of 2018 we launched a prototype of this large-scale profiling in collaboration with the Danish Broadcasting Corp. Since then more than 20,000 people have participated, and in part because of the publicity granted by the public-service channel, participation has been very evenly distributed across ages and by gender. Such broad appeal is rare in social science, where the test population is typically drawn from a very narrow demographic, such as college students.
Never before has such a large academic experiment in human cognition been conducted. We expect to gain new insights into many things, among them how combinations of cognitive abilities sharpen or decline with age, what characteristics may be used to prescreen for mental illnesses, and how to optimize the building of teams in our work lives.
And so what started as a fun exercise in the weird world of quantum mechanics has now become an exercise in understanding the nuances of what makes us human. While we still seek to understand atoms, we can now aspire to understand people’s minds as well.
This article appears in the November 2019 print issue as “A Man-Machine Mind Meld for Quantum Computing.”
About the Authors
Ottó Elíasson, Carrie Weidner, Janet Rafner, and Shaeema Zaman Ahmed work with the ScienceAtHome project at Aarhus University in Denmark. Continue reading
#435621 ANYbotics Introduces Sleek New ANYmal C ...
Quadrupedal robots are making significant advances lately, and just in the past few months we’ve seen Boston Dynamics’ Spot hauling a truck, IIT’s HyQReal pulling a plane, MIT’s MiniCheetah doing backflips, Unitree Robotics’ Laikago towing a van, and Ghost Robotics’ Vision 60 exploring a mine. Robot makers are betting that their four-legged machines will prove useful in a variety of applications in construction, security, delivery, and even at home.
ANYbotics has been working on such applications for years, testing out their ANYmal robot in places where humans typically don’t want to go (like offshore platforms) as well as places where humans really don’t want to go (like sewers), and they have a better idea than most companies what can make quadruped robots successful.
This week, ANYbotics is announcing a completely new quadruped platform, ANYmal C, a major upgrade from the really quite research-y ANYmal B. The new quadruped has been optimized for ruggedness and reliability in industrial environments, with a streamlined body painted a color that lets you know it means business.
ANYmal C’s physical specs are pretty impressive for a production quadruped. It can move at 1 meter per second, manage 20-degree slopes and 45-degree stairs, cross 25-centimeter gaps, and squeeze through passages just 60 centimeters wide. It’s packed with cameras and 3D sensors, including a lidar for 3D mapping and simultaneous localization and mapping (SLAM). All these sensors (along with the vast volume of gait research that’s been done with ANYmal) make this one of the most reliably autonomous quadrupeds out there, with real-time motion planning and obstacle avoidance.
Image: ANYbotics
ANYmal can autonomously attach itself to a cone-shaped docking station to recharge.
ANYmal C is also one of the ruggedest legged robots in existence. The 50-kilogram robot is IP67 rated, meaning that it’s completely impervious to dust and can withstand being submerged in a meter of water for an hour. If it’s submerged for longer than that, you’re absolutely doing something wrong. The robot will run for over 2 hours on battery power, and if that’s not enough endurance, don’t worry, because ANYmal can autonomously impale itself on a weird cone-shaped docking station to recharge.
Photo: ANYbotics
ANYmal C’s sensor payload includes cameras and a lidar for 3D mapping and SLAM.
As far as what ANYmal C is designed to actually do, it’s mostly remote inspection tasks where you need to move around through a relatively complex environment, but where for whatever reason you’d be better off not sending a human. ANYmal C has a sensor payload that gives it lots of visual options, like thermal imaging, and with the ability to handle a 10-kilogram payload, the robot can be adapted to many different environments.
Over the next few months, we’re hoping to see more examples of ANYmal C being deployed to do useful stuff in real-world environments, but for now, we do have a bit more detail from ANYbotics CTO Christian Gehring.
IEEE Spectrum: Can you tell us about the development process for ANYmal C?
Christian Gehring: We tested the previous generation of ANYmal (B) in a broad range of environments over the last few years and gained a lot of insights. Based on our learnings, it became clear that we would have to re-design the robot to meet the requirements of industrial customers in terms of safety, quality, reliability, and lifetime. There were different prototype stages both for the new drives and for single robot assemblies. Apart from electrical tests, we thoroughly tested the thermal control and ingress protection of various subsystems like the depth cameras and actuators.
What can ANYmal C do that the previous version of ANYmal can’t?
ANYmal C was redesigned with a focus on performance increase regarding actuation (new drives), computational power (new hexacore Intel i7 PCs), locomotion and navigation skills, and autonomy (new depth cameras). The new robot additionally features a docking system for autonomous recharging and an inspection payload as an option. The design of ANYmal C is far more integrated than its predecessor, which increases both performance and reliability.
How much of ANYmal C’s development and design was driven by your experience with commercial or industry customers?
Tests (such as the offshore installation with TenneT) and discussions with industry customers were important to get the necessary design input in terms of performance, safety, quality, reliability, and lifetime. Most customers ask for very similar inspection tasks that can be performed with our standard inspection payload and the required software packages. Some are looking for a robot that can also solve some simple manipulation tasks like pushing a button. Overall, most use cases customers have in mind are realistic and achievable, but some are really tough for the robot, like climbing 50° stairs in hot environments of 50°C.
Can you describe how much autonomy you expect ANYmal C to have in industrial or commercial operations?
ANYmal C is primarily developed to perform autonomous routine inspections in industrial environments. This autonomy especially adds value for operations that are difficult to access, as human operation is extremely costly. The robot can naturally also be operated via a remote control and we are working on long-distance remote operation as well.
Do you expect that researchers will be interested in ANYmal C? What research applications could it be useful for?
ANYmal C has been designed to also address the needs of the research community. The robot comes with two powerful hexacore Intel i7 computers and can additionally be equipped with an NVIDIA Jetson Xavier graphics card for learning-based applications. Payload interfaces enable users to easily install and test new sensors. By joining our established ANYmal Research community, researchers get access to simulation tools and software APIs, which boosts their research in various areas like control, machine learning, and navigation.
[ ANYmal C ] Continue reading
#435619 Video Friday: Watch This Robot Dog ...
Video Friday is your weekly selection of awesome robotics videos, collected by your Automaton bloggers. We’ll also be posting a weekly calendar of upcoming robotics events for the next few months; here’s what we have so far (send us your events!):
IEEE Africon 2019 – September 25-27, 2019 – Accra, Ghana
RoboBusiness 2019 – October 1-3, 2019 – Santa Clara, CA, USA
ISRR 2019 – October 6-10, 2019 – Hanoi, Vietnam
Ro-Man 2019 – October 14-18, 2019 – New Delhi, India
Humanoids 2019 – October 15-17, 2019 – Toronto, Canada
ARSO 2019 – October 31-1, 2019 – Beijing, China
ROSCon 2019 – October 31-1, 2019 – Macau
IROS 2019 – November 4-8, 2019 – Macau
Let us know if you have suggestions for next week, and enjoy today’s videos.
Team PLUTO (University of Pennsylvania, Ghost Robotics, and Exyn Technologies) put together this video giving us a robot’s-eye-view (or whatever they happen to be using for eyes) of the DARPA Subterranean Challenge tunnel circuits.
[ PLUTO ]
Zhifeng Huang has been improving his jet-stepping humanoid robot, which features new hardware and the ability to take larger and more complex steps.
This video reported the last progress of an ongoing project utilizing ducted-fan propulsion system to improve humanoid robot’s ability in stepping over large ditches. The landing point of the robot’s swing foot can be not only forward but also side direction. With keeping quasi-static balance, the robot was able to step over a ditch with 450mm in width (up to 97% of the robot’s leg’s length) in 3D stepping.
[ Paper ]
Thanks Zhifeng!
These underacuated hands from Matei Ciocarlie’s lab at Columbia are magically able to reconfigure themselves to grasp different object types with just one or two motors.
[ Paper ] via [ ROAM Lab ]
This is one reason we should pursue not “autonomous cars” but “fully autonomous cars” that never require humans to take over. We can’t be trusted.
During our early days as the Google self-driving car project, we invited some employees to test our vehicles on their commutes and weekend trips. What we were testing at the time was similar to the highway driver assist features that are now available on cars today, where the car takes over the boring parts of the driving, but if something outside its ability occurs, the driver has to take over immediately.
What we saw was that our testers put too much trust in that technology. They were doing things like texting, applying makeup, and even falling asleep that made it clear they would not be ready to take over driving if the vehicle asked them to. This is why we believe that nothing short of full autonomy will do.
[ Waymo ]
Buddy is a DIY and fetchingly minimalist social robot (of sorts) that will be coming to Kickstarter this month.
We have created a new arduino kit. His name is Buddy. He is a DIY social robot to serve as a replacement for Jibo, Cozmo, or any of the other bots that are no longer available. Fully 3D printed and supported he adds much more to our series of Arduino STEM robotics kits.
Buddy is able to look around and map his surroundings and react to changes within them. He can be surprised and he will always have a unique reaction to changes. The kit can be built very easily in less than an hour. It is even robust enough to take the abuse that kids can give it in a classroom.
[ Littlebots ]
The android Mindar, based on the Buddhist deity of mercy, preaches sermons at Kodaiji temple in Kyoto, and its human colleagues predict that with artificial intelligence it could one day acquire unlimited wisdom. Developed at a cost of almost $1 million (¥106 million) in a joint project between the Zen temple and robotics professor Hiroshi Ishiguro, the robot teaches about compassion and the dangers of desire, anger and ego.
[ Japan Times ]
I’m not sure whether it’s the sound or what, but this thing scares me for some reason.
[ BIRL ]
This gripper uses magnets as a sort of adjustable spring for dynamic stiffness control, which seems pretty clever.
[ Buffalo ]
What a package of medicine sees while being flown by drone from a hospital to a remote clinic in the Dominican Republic. The drone flew 11 km horizontally and 800 meters vertically, and I can’t even imagine what it would take to make that drive.
[ WeRobotics ]
My first ride in a fully autonomous car was at Stanford in 2009. I vividly remember getting in the back seat of a descendant of Junior, and watching the steering wheel turn by itself as the car executed a perfect parking maneuver. Ten years later, it’s still fun to watch other people have that experience.
[ Waymo ]
Flirtey, the pioneer of the commercial drone delivery industry, has unveiled the much-anticipated first video of its next-generation delivery drone, the Flirtey Eagle. The aircraft designer and manufacturer also unveiled the Flirtey Portal, a sophisticated take off and landing platform that enables scalable store-to-door operations; and an autonomous software platform that enables drones to deliver safely to homes.
[ Flirtey ]
EPFL scientists are developing new approaches for improved control of robotic hands – in particular for amputees – that combines individual finger control and automation for improved grasping and manipulation. This interdisciplinary proof-of-concept between neuroengineering and robotics was successfully tested on three amputees and seven healthy subjects.
[ EPFL ]
This video is a few years old, but we’ll take any excuse to watch the majestic sage-grouse be majestic in all their majesticness.
[ UC Davis ]
I like the idea of a game of soccer (or, football to you weirdos in the rest of the world) where the ball has a mind of its own.
[ Sphero ]
Looks like the whole delivery glider idea is really taking off! Or, you know, not taking off.
Weird that they didn’t show the landing, because it sure looked like it was going to plow into the side of the hill at full speed.
[ Yates ] via [ sUAS News ]
This video is from a 2018 paper, but it’s not like we ever get tired of seeing quadrupeds do stuff, right?
[ MIT ]
Founder and Head of Product, Ian Bernstein, and Head of Engineering, Morgan Bell, have been involved in the Misty project for years and they have learned a thing or two about building robots. Hear how and why Misty evolved into a robot development platform, learn what some of the earliest prototypes did (and why they didn’t work for what we envision), and take a deep dive into the technology decisions that form the Misty II platform.
[ Misty Robotics ]
Lex Fridman interviews Vijay Kumar on the Artifiical Intelligence Podcast.
[ AI Podcast ]
This week’s CMU RI Seminar is from Ross Knepper at Cornell, on Formalizing Teamwork in Human-Robot Interaction.
Robots out in the world today work for people but not with people. Before robots can work closely with ordinary people as part of a human-robot team in a home or office setting, robots need the ability to acquire a new mix of functional and social skills. Working with people requires a shared understanding of the task, capabilities, intentions, and background knowledge. For robots to act jointly as part of a team with people, they must engage in collaborative planning, which involves forming a consensus through an exchange of information about goals, capabilities, and partial plans. Often, much of this information is conveyed through implicit communication. In this talk, I formalize components of teamwork involving collaboration, communication, and representation. I illustrate how these concepts interact in the application of social navigation, which I argue is a first-class example of teamwork. In this setting, participants must avoid collision by legibly conveying intended passing sides via nonverbal cues like path shape. A topological representation using the braid groups enables the robot to reason about a small enumerable set of passing outcomes. I show how implicit communication of topological group plans achieves rapid covergence to a group consensus, and how a robot in the group can deliberately influence the ultimate outcome to maximize joint performance, yielding pedestrian comfort with the robot.
[ CMU RI ]
In this week’s episode of Robots in Depth, Per speaks with Julien Bourgeois about Claytronics, a project from Carnegie Mellon and Intel to develop “programmable matter.”
Julien started out as a computer scientist. He was always interested in robotics privately but then had the opportunity to get into micro robots when his lab was merged into the FEMTO-ST Institute. He later worked with Seth Copen Goldstein at Carnegie Mellon on the Claytronics project.
Julien shows an enlarged mock-up of the small robots that make up programmable matter, catoms, and speaks about how they are designed. Currently he is working on a unit that is one centimeter in diameter and he shows us the very small CPU that goes into that model.
[ Robots in Depth ] Continue reading