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#435707 AI Agents Startle Researchers With ...

After 25 million games, the AI agents playing hide-and-seek with each other had mastered four basic game strategies. The researchers expected that part.

After a total of 380 million games, the AI players developed strategies that the researchers didn’t know were possible in the game environment—which the researchers had themselves created. That was the part that surprised the team at OpenAI, a research company based in San Francisco.

The AI players learned everything via a machine learning technique known as reinforcement learning. In this learning method, AI agents start out by taking random actions. Sometimes those random actions produce desired results, which earn them rewards. Via trial-and-error on a massive scale, they can learn sophisticated strategies.

In the context of games, this process can be abetted by having the AI play against another version of itself, ensuring that the opponents will be evenly matched. It also locks the AI into a process of one-upmanship, where any new strategy that emerges forces the opponent to search for a countermeasure. Over time, this “self-play” amounted to what the researchers call an “auto-curriculum.”

According to OpenAI researcher Igor Mordatch, this experiment shows that self-play “is enough for the agents to learn surprising behaviors on their own—it’s like children playing with each other.”

Reinforcement is a hot field of AI research right now. OpenAI’s researchers used the technique when they trained a team of bots to play the video game Dota 2, which squashed a world-champion human team last April. The Alphabet subsidiary DeepMind has used it to triumph in the ancient board game Go and the video game StarCraft.

Aniruddha Kembhavi, a researcher at the Allen Institute for Artificial Intelligence (AI2) in Seattle, says games such as hide-and-seek offer a good way for AI agents to learn “foundational skills.” He worked on a team that taught their AllenAI to play Pictionary with humans, viewing the gameplay as a way for the AI to work on common sense reasoning and communication. “We are, however, quite far away from being able to translate these preliminary findings in highly simplified environments into the real world,” says Kembhavi.

Illustration: OpenAI

AI agents construct a fort during a hide-and-seek game developed by OpenAI.

In OpenAI’s game of hide-and-seek, both the hiders and the seekers received a reward only if they won the game, leaving the AI players to develop their own strategies. Within a simple 3D environment containing walls, blocks, and ramps, the players first learned to run around and chase each other (strategy 1). The hiders next learned to move the blocks around to build forts (2), and then the seekers learned to move the ramps (3), enabling them to jump inside the forts. Then the hiders learned to move all the ramps into their forts before the seekers could use them (4).

The two strategies that surprised the researchers came next. First the seekers learned that they could jump onto a box and “surf” it over to a fort (5), allowing them to jump in—a maneuver that the researchers hadn’t realized was physically possible in the game environment. So as a final countermeasure, the hiders learned to lock all the boxes into place (6) so they weren’t available for use as surfboards.

Illustration: OpenAI

An AI agent uses a nearby box to surf its way into a competitor’s fort.

In this circumstance, having AI agents behave in an unexpected way wasn’t a problem: They found different paths to their rewards, but didn’t cause any trouble. However, you can imagine situations in which the outcome would be rather serious. Robots acting in the real world could do real damage. And then there’s Nick Bostrom’s famous example of a paper clip factory run by an AI, whose goal is to make as many paper clips as possible. As Bostrom told IEEE Spectrum back in 2014, the AI might realize that “human bodies consist of atoms, and those atoms could be used to make some very nice paper clips.”

Bowen Baker, another member of the OpenAI research team, notes that it’s hard to predict all the ways an AI agent will act inside an environment—even a simple one. “Building these environments is hard,” he says. “The agents will come up with these unexpected behaviors, which will be a safety problem down the road when you put them in more complex environments.”

AI researcher Katja Hofmann at Microsoft Research Cambridge, in England, has seen a lot of gameplay by AI agents: She started a competition that uses Minecraft as the playing field. She says the emergent behavior seen in this game, and in prior experiments by other researchers, shows that games can be a useful for studies of safe and responsible AI.

“I find demonstrations like this, in games and game-like settings, a great way to explore the capabilities and limitations of existing approaches in a safe environment,” says Hofmann. “Results like these will help us develop a better understanding on how to validate and debug reinforcement learning systems–a crucial step on the path towards real-world applications.”

Baker says there’s also a hopeful takeaway from the surprises in the hide-and-seek experiment. “If you put these agents into a rich enough environment they will find strategies that we never knew were possible,” he says. “Maybe they can solve problems that we can’t imagine solutions to.” Continue reading

Posted in Human Robots

#435691 Squeezing Rocket Fuel From Moon Rocks

Illustration: John MacNeill

Engineers and Architects Are Already Designing Lunar Habitats
Squeezing Rocket Fuel From Moon Rocks
Robots Will Navigate the Moon With Maps They Make Themselves
Kim Stanley Robinson Built a Moon Base in His Mind

The most valuable natural resource on the moon may be water. In addition to sustaining lunar colonists, it could also be broken down into its constituent elements—hydrogen and oxygen—and used to make rocket propellant.

Although the ancients called the dark areas on the moon maria (Latin for “seas”), it has long been clear that liquid water can’t exist on the lunar surface, where it would swiftly evaporate. Since the 1960s, though, scientists have hypothesized that the moon indeed harbors water, in the form of ice. Because the moon has a very small axial tilt—just 1.5 degrees—the floors of many polar craters remain in perpetual darkness. Water could thus condense and survive in such polar “cold traps,” where it might one day be mined.

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Water Water Everywhere: Finding rich deposits of ice and extracting it should be possible but will be technically challenging for lunar settlers. Illustration: John MacNeill

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Mapping the Moon: Several lunar missions have produced strong evidence of water ice. A NASA instrument called the Moon Mineralogy Mapper (M3) found indications of water ice on the permanently shadowed floors of some polar craters. However, the measurements suggest that only a small fraction of cold traps contain ice [colored areas], and that the ice is probably mixed with lunar regolith. Data source.

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Rover-Mounted Drill: The most straightforward strategy for extracting water from polar ice deposits uses a rover-mounted drill. Honeybee Robotics has designed a Planetary Volatiles Extractor with a heated auger, which would cause any water ice in the drilled regolith to vaporize. That vapor would then move through a tube to a condenser unit, where it would turn back into ice. Illustration: John MacNeill

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Thermal Mining: A more ambitious scheme for extracting water from the moon is “thermal mining.” Researchers at the Colorado School of Mines have proposed redirecting the sun’s rays , using heliostats mounted on a crater rim. Water trapped in the regolith would turn into vapor that would be collected in a large tent, then vented into refrigerated cold traps, where it would condense as pure water ice. Illustration: John MacNeill

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Compressed-Gas Transport: To produce rocket fuel from water ice would require an electrolyzer to break the water into hydrogen and oxygen, which would then be compressed and stored for later use. In situ production would also require vehicles to transport the processed fuel to rocket pads. Illustration: John MacNeill

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Posted in Human Robots

#435687 Humanoid Robots Teach Coping Skills to ...

Photo: Rob Felt

IEEE Senior Member Ayanna Howard with one of the interactive androids that help children with autism improve their social and emotional engagement.

THE INSTITUTEChildren with autism spectrum disorder can have a difficult time expressing their emotions and can be highly sensitive to sound, sight, and touch. That sometimes restricts their participation in everyday activities, leaving them socially isolated. Occupational therapists can help them cope better, but the time they’re able to spend is limited and the sessions tend to be expensive.

Roboticist Ayanna Howard, an IEEE senior member, has been using interactive androids to guide children with autism on ways to socially and emotionally engage with others—as a supplement to therapy. Howard is chair of the School of Interactive Computing and director of the Human-Automation Systems Lab at Georgia Tech. She helped found Zyrobotics, a Georgia Tech VentureLab startup that is working on AI and robotics technologies to engage children with special needs. Last year Forbes named Howard, Zyrobotics’ chief technology officer, one of the Top 50 U.S. Women in Tech.

In a recent study, Howard and other researchers explored how robots might help children navigate sensory experiences. The experiment involved 18 participants between the ages of 4 and 12; five had autism, and the rest were meeting typical developmental milestones. Two humanoid robots were programmed to express boredom, excitement, nervousness, and 17 other emotional states. As children explored stations set up for hearing, seeing, smelling, tasting, and touching, the robots modeled what the socially acceptable responses should be.

“If a child’s expression is one of happiness or joy, the robot will have a corresponding response of encouragement,” Howard says. “If there are aspects of frustration or sadness, the robot will provide input to try again.” The study suggested that many children with autism exhibit stronger levels of engagement when the robots interact with them at such sensory stations.

It is one of many robotics projects Howard has tackled. She has designed robots for researching glaciers, and she is working on assistive robots for the home, as well as an exoskeleton that can help children who have motor disabilities.

Howard spoke about her work during the Ethics in AI: Impacts of (Anti?) Social Robotics panel session held in May at the IEEE Vision, Innovation, and Challenges Summit in San Diego. You can watch the session on IEEE.tv.

The next IEEE Vision, Innovation, and Challenges Summit and Honors Ceremony will be held on 15 May 2020 at the JW Marriott Parq Vancouver hotel, in Vancouver.

In this interview with The Institute, Howard talks about how she got involved with assistive technologies, the need for a more diverse workforce, and ways IEEE has benefited her career.

FOCUS ON ACCESSIBILITY
Howard was inspired to work on technology that can improve accessibility in 2008 while teaching high school students at a summer camp devoted to science, technology, engineering, and math.

“A young lady with a visual impairment attended camp. The robot programming tools being used at the camp weren’t accessible to her,” Howard says. “As an engineer, I want to fix problems when I see them, so we ended up designing tools to enable access to programming tools that could be used in STEM education.

“That was my starting motivation, and this theme of accessibility has expanded to become a main focus of my research. One of the things about this world of accessibility is that when you start interacting with kids and parents, you discover another world out there of assistive technologies and how robotics can be used for good in education as well as therapy.”

DIVERSITY OF THOUGHT
The Institute asked Howard why it’s important to have a more diverse STEM workforce and what could be done to increase the number of women and others from underrepresented groups.

“The makeup of the current engineering workforce isn’t necessarily representative of the world, which is composed of different races, cultures, ages, disabilities, and socio-economic backgrounds,” Howard says. “We’re creating products used by people around the globe, so we have to ensure they’re being designed for a diverse population. As IEEE members, we also need to engage with people who aren’t engineers, and we don’t do that enough.”

Educational institutions are doing a better job of increasing diversity in areas such as gender, she says, adding that more work is needed because the enrollment numbers still aren’t representative of the population and the gains don’t necessarily carry through after graduation.

“There has been an increase in the number of underrepresented minorities and females going into engineering and computer science,” she says, “but data has shown that their numbers are not sustained in the workforce.”

ROLE MODEL
Because there are more underrepresented groups on today’s college campuses that can form a community, the lack of engineering role models—although a concern on campuses—is more extreme for preuniversity students, Howard says.

“Depending on where you go to school, you may not know what an engineer does or even consider engineering as an option,” she says, “so there’s still a big disconnect there.”

Howard has been involved for many years in math- and science-mentoring programs for at-risk high school girls. She tells them to find what they’re passionate about and combine it with math and science to create something. She also advises them not to let anyone tell them that they can’t.

Howard’s father is an engineer. She says he never encouraged or discouraged her to become one, but when she broke something, he would show her how to fix it and talk her through the process. Along the way, he taught her a logical way of thinking she says all engineers have.

“When I would try to explain something, he would quiz me and tell me to ‘think more logically,’” she says.

Howard earned a bachelor’s degree in engineering from Brown University, in Providence, R.I., then she received both a master’s and doctorate degree in electrical engineering from the University of Southern California. Before joining the faculty of Georgia Tech in 2005, she worked at NASA’s Jet Propulsion Laboratory at the California Institute of Technology for more than a decade as a senior robotics researcher and deputy manager in the Office of the Chief Scientist.

ACTIVE VOLUNTEER
Howard’s father was also an IEEE member, but that’s not why she joined the organization. She says she signed up when she was a student because, “that was something that you just did. Plus, my student membership fee was subsidized.”

She kept the membership as a grad student because of the discounted rates members receive on conferences.

Those conferences have had an impact on her career. “They allow you to understand what the state of the art is,” she says. “Back then you received a printed conference proceeding and reading through it was brutal, but by attending it in person, you got a 15-minute snippet about the research.”

Howard is an active volunteer with the IEEE Robotics and Automation and the IEEE Systems, Man, and Cybernetics societies, holding many positions and serving on several committees. She is also featured in the IEEE Impact Creators campaign. These members were selected because they inspire others to innovate for a better tomorrow.

“I value IEEE for its community,” she says. “One of the nice things about IEEE is that it’s international.” Continue reading

Posted in Human Robots

#435683 How High Fives Help Us Get in Touch With ...

The human sense of touch is so naturally ingrained in our everyday lives that we often don’t notice its presence. Even so, touch is a crucial sensing ability that helps people to understand the world and connect with others. As the market for robots grows, and as robots become more ingrained into our environments, people will expect robots to participate in a wide variety of social touch interactions. At Oregon State University’s Collaborative Robotics and Intelligent Systems (CoRIS) Institute, I research how to equip everyday robots with better social-physical interaction skills—from playful high-fives to challenging physical therapy routines.

Some commercial robots already possess certain physical interaction skills. For example, the videoconferencing feature of mobile telepresence robots can keep far-away family members connected with one another. These robots can also roam distant spaces and bump into people, chairs, and other remote objects. And my Roomba occasionally tickles my toes before turning to vacuum a different area of the room. As a human being, I naturally interpret this (and other Roomba behaviors) as social, even if they were not intended as such. At the same time, for both of these systems, social perceptions of the robots’ physical interaction behaviors are not well understood, and these social touch-like interactions cannot be controlled in nuanced ways.

Before joining CoRIS early this year, I was a postdoc at the University of Southern California’s Interaction Lab, and prior to that, I completed my doctoral work at the GRASP Laboratory’s Haptics Group at the University of Pennsylvania. My dissertation focused on improving the general understanding of how robot control and planning strategies influence perceptions of social touch interactions. As part of that research, I conducted a study of human-robot hand-to-hand contact, focusing on an interaction somewhere between a high five and a hand-clapping game. I decided to study this particular interaction because people often high five, and they will likely expect robots in everyday spaces to high five as well!

I conducted a study of human-robot hand-to-hand contact, focusing on an interaction somewhere between a high five and a hand-clapping game. I decided to study this particular interaction because people often high five, and they will likely expect robots to high five as well!

The implications of motion and planning on the social touch experience in these interactions is also crucial—think about a disappointingly wimpy (or triumphantly amazing) high five that you’ve experienced in the past. This great or terrible high-fiving experience could be fleeting, but it could also influence who you interact with, who you’re friends with, and even how you perceive the character or personalities of those around you. This type of perception, judgement, and response could extend to personal robots, too!

An investigation like this requires a mixture of more traditional robotics research (e.g., understanding how to move and control a robot arm, developing models of the desired robot motion) along with techniques from design and psychology (e.g., performing interviews with research participants, using best practices from experimental methods in perception). Enabling robots with social touch abilities also comes with many challenges, and even skilled humans can have trouble anticipating what another person is about to do. Think about trying to make satisfying hand contact during a high five—you might know the classic adage “watch the elbow,” but if you’re like me, even this may not always work.

I conducted a research study involving eight different types of human-robot hand contact, with different combinations of the following: interactions with a facially reactive or non-reactive robot, a physically reactive or non-reactive planning strategy, and a lower or higher robot arm stiffness. My robotic system could become facially reactive by changing its facial expression in response to hand contact, or physically reactive by updating its plan of where to move next after sensing hand contact. The stiffness of the robot could be adjusted by changing a variable that controlled how quickly the robot’s motors tried to pull its arm to the desired position. I knew from previous research that fine differences in touch interactions can have a big impact on perceived robot character. For example, if a robot grips an object too tightly or for too long while handing an object to a person, it might be perceived as greedy, possessive, or perhaps even Sméagol-like. A robot that lets go too soon might appear careless or sloppy.

In the example cases of robot grip, it’s clear that understanding people’s perceptions of robot characteristics and personality can help roboticists choose the right robot design based on the proposed operating environment of the robot. I likewise wanted to learn how the facial expressions, physical reactions, and stiffness of a hand-clapping robot would influence human perceptions of robot pleasantness, energeticness, dominance, and safety. Understanding this relationship can help roboticists to equip robots with personalities appropriate for the task at hand. For example, a robot assisting people in a grocery store may need to be designed with a high level of pleasantness and only moderate energy, while a maximally effective robot for comedy roast battles may need high degrees of energy and dominance above all else.

After many a late night at the GRASP Lab clapping hands with a big red robot, I was ready to conduct the study. Twenty participants visited the lab to clap hands with our Baxter Research Robot and help me begin to understand how characteristics of this humanoid robot’s social touch influenced its pleasantness, energeticness, dominance, and apparent safety. Baxter interacted with participants using a custom 3D-printed hand that was inlaid with silicone inserts.

The study showed that a facially reactive robot seemed more pleasant and energetic. A physically reactive robot seemed less pleasant, energetic, and dominant for this particular study design and interaction. I thought contact with a stiffer robot would seem harder (and therefore more dominant and less safe), but counter to my expectations, a stiffer-armed robot seemed safer and less dominant to participants. This may be because the stiffer robot was more precise in following its pre-programmed trajectory, therefore seeming more predictable and less free-spirited.

Safety ratings of the robot were generally high, and several participants commented positively on the robot’s facial expressions. Some participants attributed inventive (and non-existent) intelligences to the robot—I used neither computer vision nor the Baxter robot’s cameras in this study, but more than one participant complimented me on how well the robot tracked their hand position. While interacting with the robot, participants displayed happy facial expressions more than any other analyzed type of expression.

Photo: Naomi Fitter

Participants were asked to clap hands with Baxter and describe how they perceived the robot in terms of its pleasantness, energeticness, dominance, and apparent safety.

Circling back to the idea of how people might interpret even rudimentary and practical robot behaviors as social, these results show that this type of social perception isn’t just true for my lovable (but sometimes dopey) Roomba, but also for collaborative industrial robots, and generally, any robot capable of physical human-robot interaction. In designing the motion of Baxter, the adjustment of a single number in the equation that controls joint stiffness can flip the robot from seeming safe and docile to brash and commanding. These implications are sometimes predictable, but often unexpected.

The results of this particular study give us a partial guide to manipulating the emotional experience of robot users by adjusting aspects of robot control and planning, but future work is needed to fully understand the design space of social touch. Will materials play a major role? How about personalized machine learning? Do results generalize over all robot arms, or even a specialized subset like collaborative industrial robot arms? I’m planning to continue answering these questions, and when I finally solve human-robot social touch, I’ll high five all my robots to celebrate.

Naomi Fitter is an assistant professor in the Collaborative Robotics and Intelligent Systems (CoRIS) Institute at Oregon State University, where her Social Haptics, Assistive Robotics, and Embodiment (SHARE) research group aims to equip robots with the ability to engage and empower people in interactions from playful high-fives to challenging physical therapy routines. She completed her doctoral work in the GRASP Laboratory’s Haptics Group and was a postdoctoral scholar in the University of Southern California’s Interaction Lab from 2017 to 2018. Naomi’s not-so-secret pastime is performing stand-up and improv comedy. Continue reading

Posted in Human Robots

#435676 Intel’s Neuromorphic System Hits 8 ...

At the DARPA Electronics Resurgence Initiative Summit today in Detroit, Intel plans to unveil an 8-million-neuron neuromorphic system comprising 64 Loihi research chips—codenamed Pohoiki Beach. Loihi chips are built with an architecture that more closely matches the way the brain works than do chips designed to do deep learning or other forms of AI. For the set of problems that such “spiking neural networks” are particularly good at, Loihi is about 1,000 times as fast as a CPU and 10,000 times as energy efficient. The new 64-Loihi system represents the equivalent of 8-million neurons, but that’s just a step to a 768-chip, 100-million-neuron system that the company plans for the end of 2019.

Intel and its research partners are just beginning to test what massive neural systems like Pohoiki Beach can do, but so far the evidence points to even greater performance and efficiency, says Mike Davies, director of neuromorphic research at Intel.

“We’re quickly accumulating results and data that there are definite benefits… mostly in the domain of efficiency. Virtually every one that we benchmark…we find significant gains in this architecture,” he says.

Going from a single-Loihi to 64 of them is more of a software issue than a hardware one. “We designed scalability into the Loihi chip from the beginning,” says Davies. “The chip has a hierarchical routing interface…which allows us to scale to up to 16,000 chips. So 64 is just the next step.”

Photo: Tim Herman/Intel Corporation

One of Intel’s Nahuku boards, each of which contains 8 to 32 Intel Loihi neuromorphic chips, shown here interfaced to an Intel Arria 10 FPGA development kit. Intel’s latest neuromorphic system, Pohoiki Beach, is made up of multiple Nahuku boards and contains 64 Loihi chips.

Finding algorithms that run well on an 8-million-neuron system and optimizing those algorithms in software is a considerable effort, he says. Still, the payoff could be huge. Neural networks that are more brain-like, such as Loihi, could be immune to some of the artificial intelligence’s—for lack of a better word—dumbness.

For example, today’s neural networks suffer from something called catastrophic forgetting. If you tried to teach a trained neural network to recognize something new—a new road sign, say—by simply exposing the network to the new input, it would disrupt the network so badly that it would become terrible at recognizing anything. To avoid this, you have to completely retrain the network from the ground up. (DARPA’s Lifelong Learning, or L2M, program is dedicated to solving this problem.)

(Here’s my favorite analogy: Say you coached a basketball team, and you raised the net by 30 centimeters while nobody was looking. The players would miss a bunch at first, but they’d figure things out quickly. If those players were like today’s neural networks, you’d have to pull them off the court and teach them the entire game over again—dribbling, passing, everything.)

Loihi can run networks that might be immune to catastrophic forgetting, meaning it learns a bit more like a human. In fact, there’s evidence through a research collaboration with Thomas Cleland’s group at Cornell University, that Loihi can achieve what’s called one-shot learning. That is, learning a new feature after being exposed to it only once. The Cornell group showed this by abstracting a model of the olfactory system so that it would run on Loihi. When exposed to a new virtual scent, the system not only didn't catastrophically forget everything else it had smelled, it learned to recognize the new scent just from the single exposure.

Loihi might also be able to run feature-extraction algorithms that are immune to the kinds of adversarial attacks that befuddle today’s image recognition systems. Traditional neural networks don’t really understand the features they’re extracting from an image in the way our brains do. “They can be fooled with simplistic attacks like changing individual pixels or adding a screen of noise that wouldn’t fool a human in any way,” Davies explains. But the sparse-coding algorithms Loihi can run work more like the human visual system and so wouldn’t fall for such shenanigans. (Disturbingly, humans are not completely immune to such attacks.)

Photo: Tim Herman/Intel Corporation

A close-up shot of Loihi, Intel’s neuromorphic research chip. Intel’s latest neuromorphic system, Pohoiki Beach, will be comprised of 64 of these Loihi chips.

Researchers have also been using Loihi to improve real-time control for robotic systems. For example, last week at the Telluride Neuromorphic Cognition Engineering Workshop—an event Davies called “summer camp for neuromorphics nerds”—researchers were hard at work using a Loihi-based system to control a foosball table. “It strikes people as crazy,” he says. “But it’s a nice illustration of neuromorphic technology. It’s fast, requires quick response, quick planning, and anticipation. These are what neuromorphic chips are good at.” Continue reading

Posted in Human Robots