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Fighter ace leads tech effort to battle emerging China threat

FOX News

"We must do something about the investment China is making in cyber and AI, as well, because in certain spheres, I believe they are much ahead of us," said Daniel Robinson, CEO and founder of Red 6. FORMER PENTAGON OFFICIAL'NOT SURPRISED' BY CHINESE LAUNCH, SAYS US IS RUNNING OUT OF TIME IN AI RACE Robinson and his team developed what they call a "revolutionary approach" to augmented reality โ€“ a technology that enables fighter pilots to go up in real airplanes and train against virtual enemies. "The whole reason I started this company is pilots must fly," Robinson, a former F-22 pilot, told Fox News. "We can't do this in simulators." "The beautiful thing with this technology is it's reset, reset, reset," Robinson continued. He said a traditional flight hour may give a pilot three looks at a problem set.


๐Ÿ‡บ๐Ÿ‡ธ Machine learning job: Senior Machine Learning Software Engineer at ColdQuanta (Madison, Wisconsin, United States)

#artificialintelligence

Senior Machine Learning Software Engineer at ColdQuanta United States โ€บ Wisconsin โ€บ Madison (Posted Feb 18 2022) Salary 130k - 193k Job description ColdQuanta is developing a quantum computing platform utilizing a novel approach with neutral cold atoms. Our quantum computer, Hilbert, arranges individual atoms and generates complex electromagnetic fields to control their quantum state in order to run quantum circuits that our customers will use to discover drugs, optimize the power grid, and develop novel applications for quantum computing. We would like to apply techniques from advanced statistics and machine learning to a variety of problems including analyzing images of our atom array, running black box optimizations to keep our atoms cooled to a few ฮผK, and maintaining gate fidelity by tuning the hundreds of thousands of variables that are used to generate laser and microwave pulses. Our software efforts are largely greenfield, and applicants should be comfortable delivering innovative solutions to novel and challenging problems. An ideal applicant will be able to work independently in exploring huge datasets to identify ways to improve our quantum computer and the software that makes it tick.


Interactive Visual Pattern Search on Graph Data via Graph Representation Learning

arXiv.org Machine Learning

Graphs are a ubiquitous data structure to model processes and relations in a wide range of domains. Examples include control-flow graphs in programs and semantic scene graphs in images. Identifying subgraph patterns in graphs is an important approach to understanding their structural properties. We propose a visual analytics system GraphQ to support human-in-the-loop, example-based, subgraph pattern search in a database containing many individual graphs. To support fast, interactive queries, we use graph neural networks (GNNs) to encode a graph as fixed-length latent vector representation, and perform subgraph matching in the latent space. Due to the complexity of the problem, it is still difficult to obtain accurate one-to-one node correspondences in the matching results that are crucial for visualization and interpretation. We, therefore, propose a novel GNN for node-alignment called NeuroAlign, to facilitate easy validation and interpretation of the query results. GraphQ provides a visual query interface with a query editor and a multi-scale visualization of the results, as well as a user feedback mechanism for refining the results with additional constraints. We demonstrate GraphQ through two example usage scenarios: analyzing reusable subroutines in program workflows and semantic scene graph search in images. Quantitative experiments show that NeuroAlign achieves 19-29% improvement in node-alignment accuracy compared to baseline GNN and provides up to 100x speedup compared to combinatorial algorithms. Our qualitative study with domain experts confirms the effectiveness for both usage scenarios.


Visually Grounded Models of Spoken Language: A Survey of Datasets, Architectures and Evaluation Techniques

Journal of Artificial Intelligence Research

This survey provides an overview of the evolution of visually grounded models of spoken language over the last 20 years. Such models are inspired by the observation that when children pick up a language, they rely on a wide range of indirect and noisy clues, crucially including signals from the visual modality co-occurring with spoken utterances. Several fields have made important contributions to this approach to modeling or mimicking the process of learning language: Machine Learning, Natural Language and Speech Processing, Computer Vision and Cognitive Science. The current paper brings together these contributions in order to provide a useful introduction and overview for practitioners in all these areas. We discuss the central research questions addressed, the timeline of developments, and the datasets which enabled much of this work. We then summarize the main modeling architectures and offer an exhaustive overview of the evaluation metrics and analysis techniques.


On the evaluation of (meta-)solver approaches

arXiv.org Artificial Intelligence

Meta-solver approaches exploits a number of individual solvers to potentially build a better solver. To assess the performance of meta-solvers, one can simply adopt the metrics typically used for individual solvers (e.g., runtime or solution quality), or employ more specific evaluation metrics (e.g., by measuring how close the meta-solver gets to its virtual best performance). In this paper, based on some recently published works, we provide an overview of different performance metrics for evaluating (meta-)solvers, by underlying their strengths and weaknesses.


Bootstrapping Automation with Teleoperation and Data-Driven Reinforcement Learning

#artificialintelligence

A new job figure is silently emerging: teleoperators, that is human piloting robots. While remotely completing a task is useful by itself, there is much more to it. Every successful trial can be logged, building a dataset of experiences. If done properly, we can build an infinitely reusable learning resource to train any number of autonomous robots to perform the same tasks. Here I will go over the potential and unsolved problems in teleoperation, review selected projects in data-driven learning and speculate on the evolution and opportunities in the nascent teleoperation industry, with focus on manipulation. Introduction Building useful AI agents is hard. Since we didnโ€™t figure out a priori how to build general intelligence, the best we can as of today is to take a statistical regressive approach: build a huge dataset which incorporates the behaviour we would like to see, take a predictive function with a lot of free parameters and finally write an algorithm to tune these parameters so that the function is often correct when faced with a data point similar to the ones in the dataset. You may not like it, but the bitter lesson is that it works reasonably well, since we have powerful computers. Now, building useful physical AI agents, a.k.a robots, is harder. Traditional approaches require online interactions: the robot is learning while performing the actions. While this works well in virtual environments such as video games, deploying a baby robot to learn in the real world is costly and dangerous; moreover such online algorithms are not suited to reuse past experiences. To overcome these problems, a promising direction is data-driven reinforcement learning (also named offline-RL or batch-RL), in which we train agents offline on a dataset of already collected experiences. The training can be done virtually and then the learned skills, usually in the form of a neural network, can be deployed to a real robot. If we assume that offline-RL works well we are now able to reuse past-experiences indefinitely, but we still havenโ€™t solved the most crucial problem: the access to a large dataset. As of today, we simply miss the large datasets of robot-experiences needed to power the learning, in the same way as large amounts of labelled pictures and text powered advances in computer vision and natural language processing. Teleoperation has entered the chat. Teleoperation Teleoperation, or Telerobotics, is about separating the brain and body: the human operators control the movements and take decisions, the robot executes. In fact there are different degrees of teleoperation: Direct Control: The operator is controlling the motion of the robot directly and without any automated help. Shared Control: โ€‹โ€‹Some degree of autonomy or automated help is available to assist the user. Such autonomy is set in advance and is fixed. Shared Autonomy: Same as Shared Control, but the level of autonomy is adjusted dynamically (and autonomously!) according to the situation. Supervisory Control: The control happens at a very high level, the robot executes nearly all the functions autonomously. (to go deeper, check Autonomy in Physical Human-Robot Interaction: a Brief Survey and the classic reference (cap 43)). The robot can really be anything: a drone, a manipulator, a vehicle or a humanoid. The robot hardware often dictates how we command the robot; a non exhaustive list of controllers includes joysticks, steering wheels, virtual reality kits, twin robotic arms, haptic controllers and suites, electromyography sensors and tracking the operator body with a camera, using fiducial markers or AI body tracking! Despite being old, with roots going back to the 1940s and 1950s in the remote manipulation of radioactive waste, teleoperation is still not a mature technology. My favourite overview of teleoperation shortcomings remains this 2007 paper, which mentions 8 limiting factors: cameras narrow field of view, figuring out the robot orientation and attitude, multi camera setups logistic, low frame rates, degradation due to motion, egocentric-vs-exocentric camera view tradeoffs, depth perception and stream latency. While all these directions still need to be perfected, in my experience the latency and its unpredictability, that is time delays in the sensor stream, remains the largest bottleneck to a fluid teleoperation experience. In this spirit, teleoperating fixed robots such as manipulators is going to be much easier than mobile robots in outdoor environments since the former can use wired connections, while the latter are forced to rely on cellular connections. Currently there is a significant amount of research into improving the operator User Interface. For instance to alleviate latency itโ€™s possible to overlay a predictive model to the real time feed, such as a โ€œghostโ€œ of the future robot state. In this way the operator has the illusion to control a zero latency robot. Virtual fixtures and augmented reality markers can also help. It is also possible to train an AI to map low dimensional inputs into complex actions, so that the operator can perform complex tasks with a simple joystick. For instance if a manipulator needs to grasp a cup on a table, the operator can simply instruct the manipulator to get closer to the cup and the AI will infer from the camera scene that the operator is looking to grasp it, therefore controlling all the fine motor skills required in the grasping. As a side effect, easier controls allow low skilled teleoperators to operate complex scenarios, which is important since today there are few expert operators. Itโ€™s worth stressing that all this area around shared control and UI needs careful engineering, indeed paradoxically shared control can be harder than just automating, since we need to take into account how the operator reacts to the partial automation. It must be done well, keeping automated and human tasks separated and smoothly glued, so that the automation does not surprise the operator, causing the typical wait and see behaviour (input a command, wait for the robot to finish the movement, input another command, repeat). In closing this intro, we can very crudely divide teleoperation tasks into two macro categories: driving and manipulation. These two classes present opposite challenges: driving (which includes piloting drones, cars and robot dogs walking) difficulty comes from the unpredictability of the environment and the requirement for fast reaction times, while in terms of control itโ€™s easy (brake, accelerate, turn the steering wheel and not much more). Manipulation instead usually operates in slowly varying or fixed environments and in non time critical scenarios, but the controls are very nuanced and high dimensional. So for the rest of the article I will focus on robot manipulators, since thatโ€™s where the biggest learning challenges lie. The Nascent Teleoperation Industry and Bootstrapping Automation Today teleoperation is mainly being used in high touch use cases, such as medical surgery, nuclear decommissioning, space and undersea robotics. The operators are expensive professional domain experts, but their cost is justified since the alternative is too expensive or dangerous. With the increased quality and dropping cost of collaborative robots and the advancements in artificial intelligence in the next few years teleoperation will expand to service use cases, such as in warehouses, light manufacturing, commercial kitchens and labs. How is this possible? Having a teleoperator, even if low skilled, continuously tele operating the robot will rarely make sense. In fact what will happen is that teleoperation will be used to bootstrap automation and then for remote assistance. To understand why, itโ€™s important to recall why automation is hard in the first place. Robots have superhuman precision already, so automating a fixed scenario itโ€™s always possible with superhuman performance. The problem is that in real life no two environments are the same: different lighting, different objects to interact with, different arrangements, different success criteria. Considering these needs for autonomy and flexibility, hereโ€™s the example of how the development and deployment of a kitchen robot manipulator which is tasked to assemble rice bowls may look like: The robot manipulator is trained to learn from a mixture of teleoperated, simulated and unsupervised experiences, from a standardised kitchen, using popular ingredients, tools and appliances. Every experience is divided into a set of basic actions, such as pick&place, mix, pour, sprinkle and it is logged as camera streams, position and velocity of the robot joints, force sensors and any other sensor measurement available. To every experience a score is also assigned, so that the robot learns what is an acceptable end state. After months of development the robot is able to reliably prepare bowls in the training scenario, but the performance in a different kitchen would be poor. The system is deployed in a real kitchen, but for the first weeks a teleoperator has direct control of the robot, getting feedback from the kitchen owner. Every single experience with the new setup is logged and the AI is trained to imitate the operator. The AI performance is continuously tested, by asking in real time what action it would take and then confronting with the action that the operator actually takes. After a few weeks the AI is accurate enough to be left in control. The teleperator is called a few times a day to iron out the edge cases in which the AI keeps making mistakes. After some time the error rate is so low that a single teleoperator can assist more than 50 deployed robots at the same time. The aggregate experiences are trained offline and the robot firmware is routinely updated, so that the robot reaches superhuman performances. Future deployments proceed as in step 2, but the coaching time of the teleoperator keeps decreasing as the global dataset of experience increases in size. Eventually a few hours of demonstrations are enough to onboard a new kitchen. Also deploying the robot for different tasks becomes gradually easier, as basic actions such as pick&place can be reused. In a first instance, robotic companies will vertically integrate and have their own fleet of teleoperators. Eventually specialised infrastructure providers will leverage economies of scale to provide teleoperation-as-a-service, providing flexible fleets of operators when needed. This is similar to how companies providing dataset labelling services operate today, but teleoperation is destined to be a much larger industry as the value of the market size being automated is bigger and the need for teleoperation assistance persists after the initial training. Where the teleoperators are actually located will depend on how critical latency is and what are the regulations and liabilities around remote work for physical tasks, something which at the moment is pretty niche. Besides professional services with strict accuracy standards and trained operators, it will be possible to crowdsource demonstrations from the public, perhaps even inside gamified environments. In the long run, as teleoperation tooling and humanoid robots get cheaper, teleoperation will be rolled out to consumers for tele-existence. Hopefully by then we will not worry about work, and the main use cases will be around entertainment, social connections and exploration. Data-Driven Reinforcement Learning Today As said, offline reinforcement learning will be critical to scale since having a real robot to learn in a real environment is too slow and dangerous. Here I will scratch the tip of the research iceberg and mention a few approaches to tackle the offline reinforcement learning pipeline. A crucial element in building a dataset for offline RL is establishing the reward of each experience. This is in my view the strongest explanation as to why a teleoperator is needed to bootstrap automation: the operator needs to understand what โ€œgoodโ€ means for every single deployment and act accordingly, iterating over the feedback of the new robot owner. In this light, I find the ideas in Scaling data-driven robotics with reward sketching and batch reinforcement learning pretty interesting. Firstly they provide an intuitive mechanism to sketch the reward of a given experience, so that every single camera frame is rated according to how close we are to the desired goal. This helps having a more granular reward distribution than just rating trajectories as good or bad, even though it introduces some degree of subjectivity, since different operators will have different definitions of being close to the goal. More importantly, based on the human labelled rewards, they propose a mechanism to automatically relabel all the dataset accumulated over previous experiences, so that a large amount of data can be leveraged to learn a new task out a few initial demonstrations. Basically the reward annotations produced by the sketching procedure are used to train a reward model, which is then used to predict the reward of all the past data, according to the new definition of success. Ideally a dataset of 10.000 demonstrations for task A can be relabelled to be a dataset of 10.000 demonstrations for task B, assuming that the tasks are not too different. This approach is somewhat opposite to the usual deep learning paradigm of pretraining an AI agent on a large heterogeneous dataset and then fine-tuning using a small amount of data coming from the use case of interest. A more traditional approach is followed in Bridge Data: Boosting Generalization of Robotic Skills with Cross-Domain Datasets, where a medium-size dataset (7200 demonstrations) collected from 71 kitchen tasks is used to bootstrap training on 10 unseed tasks, resulting in a 2x performance improvement with respect to just training the new tasks from scratch. It remains an open research question to quantify how much we can push the performance improvements if we leverage a truly large dataset, containing millions of demonstrations. To my knowledge the easiest resource to get started with offline RL is Robomimic, an open source framework to learn from demonstrations. It provides a set of standardised datasets containing action-state-reward trajectories, with emphasis on human-provided demonstrations and support for multiple observation spaces, including visuomotor policies. The datasets available also contain different sources such as single expert teleoperators, multiple teleoperators and machine-generated trajectories across several simulated and real-world tasks. It contains implementations for several offline learning and imitation learning algorithms, including Behaviour Cloning, Behaviour Cloning-RNN, HBC, IRIS, BCQ, CQL, and TD3-BC (by the way, when to use offline reinforcement learning vs imitation learning?). In the same ecosystem we find RoboTurk, a project to lower the barrier to create large scale crowdsourced datasets and RoboSuite a Mujoco-based simulation framework with benchmark environments. Robomimic is well structured, with a clear documentation instructing on how to create a dataset and train an agent. It is still a bit rough, but hopefully the project will keep being maintained so that other projects can avoid duplicating efforts when training robots. Finally I want to mention d3rlpy, a library for offline and online reinforcement learning. The best thing about it is that itโ€™s intuitive and well documented, with clear examples already available in the README. Outro Bringing artificial intelligence to the real world is going to be hard, many and many practitioners agree. But the takeaway message I want to convey is the following: there is a way to bootstrap automation in the short term, relying heavily on human-in-the-loop teleoperation. Such reliance on humans should be seen as a feature, not as a bug. Commercialising a novel product is always a massive undertaking, but in robotics this is exacerbated by the slow hardware development cycle. A teleop-first approach shortens the iteration cycles, incorporates feedback from the end-user and creates a pool of experiences on which to build scalable solutions.


Fairness constraint in Structural Econometrics and Application to fair estimation using Instrumental Variables

arXiv.org Machine Learning

A supervised machine learning algorithm determines a model from a learning sample that will be used to predict new observations. To this end, it aggregates individual characteristics of the observations of the learning sample. But this information aggregation does not consider any potential selection on unobservables and any status-quo biases which may be contained in the training sample. The latter bias has raised concerns around the so-called \textit{fairness} of machine learning algorithms, especially towards disadvantaged groups. In this chapter, we review the issue of fairness in machine learning through the lenses of structural econometrics models in which the unknown index is the solution of a functional equation and issues of endogeneity are explicitly accounted for. We model fairness as a linear operator whose null space contains the set of strictly {\it fair} indexes. A {\it fair} solution is obtained by projecting the unconstrained index into the null space of this operator or by directly finding the closest solution of the functional equation into this null space. We also acknowledge that policymakers may incur a cost when moving away from the status quo. Achieving \textit{approximate fairness} is obtained by introducing a fairness penalty in the learning procedure and balancing more or less heavily the influence between the status quo and a full fair solution.


A Survey on Deep Reinforcement Learning-based Approaches for Adaptation and Generalization

arXiv.org Artificial Intelligence

Deep Reinforcement Learning (DRL) aims to create intelligent agents that can learn to solve complex problems efficiently in a real-world environment. Typically, two learning goals: adaptation and generalization are used for baselining DRL algorithm's performance on different tasks and domains. This paper presents a survey on the recent developments in DRL-based approaches for adaptation and generalization. We begin by formulating these goals in the context of task and domain. Then we review the recent works under those approaches and discuss future research directions through which DRL algorithms' adaptability and generalizability can be enhanced and potentially make them applicable to a broad range of real-world problems.


Beach bots, sea 'raptors' and marine toolsets mobilised to get rid of marine litter

Robohub

You can guarantee that any beach you walk on, you'll find pieces of plastic,' said James Comerford, a senior researcher in materials and nanotechnology at SINTEF, an independent research organisation in Oslo, Norway. Plastics are estimated to comprise 85% of marine litter, with 11 million metric tonnes entering the oceans annually and the volume potentially tripling by 2040. Some have predicted that, by weight, there will be more plastics than fish in the seas by 2050. In light of the alarming outlook, innovative approaches are required to tackle the problem. This is exactly what the EU Mission "Restore our Ocean and Waters by 2030" is targeting, with the ambition of reducing plastic litter at sea by at least 50%, cutting microplastics released into the environment by 30%, and halving agricultural nutrient losses as well as the use of chemical pesticides.


Holistic Adversarial Robustness of Deep Learning Models

arXiv.org Artificial Intelligence

Adversarial robustness studies the worst-case performance of a machine learning model to ensure safety and reliability. With the proliferation of deep-learning based technology, the potential risks associated with model development and deployment can be amplified and become dreadful vulnerabilities. This paper provides a comprehensive overview of research topics and foundational principles of research methods for adversarial robustness of deep learning models, including attacks, defenses, verification, and novel applications.