The boxer has his hand, well, up his butt. He has just thrown a punch, a hard one—too hard because the forward momentum nearly threw him flat on his face. He saved himself by pulling his right arm back behind him as a counterbalance, a tactic that worked, except for one thing: as that arm came around front again, it grazed his posterior, causing his hand to stick where the sun don’t shine.

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Leah Fasten
Computer Science Professor Chad Jenkins works on designing robots that we can teach to do our bidding. His amazing vision of the future starts with the push of a joystick.

Now the fighter’s opponent should be able to clobber him. But these fighters are characters in a video game, one in the earliest stages of development. The game still has glitches, so the opponent is standing on the opposite side of the computer screen solipsistically shadow boxing. He shows no signs of wanting to engage in combat. In fact, both fighters bear little resemblance to real people. They are stick figures, made up of small orange rectangles attached where we humans have joints.

Don’t expect these boxers to be showing up on an Xbox any time soon. But once its creators, computer science professor Odest “Chad” Jenkins and his former student Pawel Wrotek ’05, further develop it, the game might help you not with boxing but with housework. Why? It’s all about artificial intelligence. Eventually, Jenkins and Wrotek plan to invite an actual heavyweight boxer to come into the lab, don a body suit studded with sensors, and teach the computer how to move and fight. If all goes as expected, the pixilated boxer on the computer screen will start to learn how to literally think like a champ, with the same instincts, acumen, and prowess.

Now take the same software and put it inside a robot. This time, you’re the one with the sensor-studded body suit. Pick up a broom or fire up the vacuum and start cleaning the house. The robot will first learn to imitate you, then grasp your preferences and patterns of behavior, and will even detect how you react when the telephone rings or the baby cries. “It’s too hard to program a computer to do what you want it to do,” Jenkins says. “It’s much easier to demonstrate and have the robot follow.”

So that boxer with his hand up his rear? In the not too far off future, you may be having him answer your doorbell, put away the dishes, and fold your laundry.

If it’s true that learning should be fun, the twenty-seven members of Brown’s computer science faculty are doing a lot of learning. Most of these professors work in highly esoteric and complicated areas of research. They are well acquainted with such things as stochastic optimization, cryptography, and natural language processing.

You will also find, though, that many of these scientists spend a great deal of time designing and playing games. Games are where the rubber meets the road, so to speak, where theoretical ideas get transformed into practical applications that may one day transform our everyday lives.

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Leah Fasten
This souped-up robotic dog programmed by Brown researchers is in training to become the computer world’s next Pelé. His software may one day be put in androids capable of beating the World Cup champions.

Take Amy Greenwald, for instance. Greenwald, one of the department’s star junior faculty members, specializes in devising optimal decision-making algorithms and artificial-intelligence heuristic search techniques. But day-to-day, she spends a significant amount of time preparing for a tournament called the Trading Agent Competition, in which teams of pretend travel agents take part in twenty-eight simultaneous competitions, eight for hotel rooms, eight for flights, and twelve for concert and entertainment tickets. The real competitors, however, are not the human beings but their computer software. Balancing forecasts of supply and demand, assessments of customer preferences, and judgments of what the other players will bid based on their behavior at previous auctions, the software places bids on behalf of each team. The winner is the one whose travel agency makes the wisest bids and therefore earns the highest profit.

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Leah Fasten
Our whole economic system is just one big game to Amy Greenwald, who designs software that can be used to bid—and triumph—in internet auctions. Imagine being able to participate in dozens of eBay auctions at the same time and win.

Think of what such a computer program could accomplish on eBay. After you told the computer your preferences and needs, it would find the auctions that satisfy these criteria and enter simultaneous bids in all of them. Because the program would also be analyzing the habits of other bidders, its final bid would be just high enough to beat the competition, and not one cent more. And if such a program could do this on eBay, just think of the impact more sophisticated versions might have in other areas—Wall Street or international finance, for example—where game theory really matters. Greenwald, a rare female in a male-dominated field, calls her software RoxyBot. In this year’s tournament, it trounced the competition.

 

Chad Jenkins began playing video games after his father, a warden at a federal prison, brought home an Atari console. Jen­kins was eight years old. “It was like this magic black box,” he recalls. “I was just fascinated.” Twenty years later, for all his ambition to push the outer limits of his academic specialty, artificial intelligence, Jenkins just wants to develop the perfect video game. What holds back such games is their limited ability to learn. Right now the range of actions you can take as a player depends on the number of maneuvers programmed into the game’s software. Kick, punch, jump, duck, and shoot are pretty much all you can do. But imagine the action if the game’s software can learn new moves from human players. That such a breakthrough in the world of gaming could lead to the development of robots capable of being educated by humans can seem beside the point to Jenkins, who seems not to have shed completely the perspective of an eight-year-old boy. “Ever since I was a kid playing those video games,” he says, “I’ve known I could do it better.”

In other words, if you really want to know what the future of computer technology will look like, skip the journal articles and the academic conferences. Sit down with these professors and play games with them. That’s where the seeds of technological breakthroughs are being sown.

I am a troll scurrying around the labyrinthine ground floor of a medieval castle. I head up a cobblestone ramp into an atrium and fire off a few blasts at the dozens of other trolls running around. This video game, known as the Cube, presents me with formidable foes. They have rocket launchers; I have a handgun. Within seconds, one of them fires off a burst. “You are fragged,” the computer screen reads. Translation: I am dead.

I challenge computer science grad student Yanif Ahmad ScM ’04 to do better. He finds a way to replace the handgun with a rocket launcher, which I consider unfair. Then again, he has spent the last several years of his life developing this program. Not that it makes much difference, anyway. He manages to kill a few enemy trolls, but then one of his foes sneaks up behind him and blows him away. He didn’t last much longer than I did. “Right now, there are too many trolls in too small a space,” Ahmad explains. “Even I can’t cope in there.”

What’s different about this game is the level of complexity Ahmad is striving for. He is trying to write code that will let hundreds of thousands of users all across the globe battle one another simultaneously.

To achieve such a real-time gaming environment, the slightest move by one player must register instantly on individual computers all over the world. The technology for doing that today requires an individual player’s computer to relay a command to a central computer server, which in turn sends it out to everyone else’s computer. This takes time—too much time, in fact, for the Cube to work. Having a player in Beijing beam a request for data to a server in Providence and then wait to get an answer back wastes milliseconds, time you simply do not have if you want the Cube to achieve its full potential. Besides, hundreds of thousands of users asking for updates on other players’ maneuvers every few milliseconds would overload the entire system.

How quickly information moves among computers is a fundamental problem of our age. As Ahmad’s adviser, assistant professor Ugur Cetintemel, describes it, “We have reached the point where no computer, no matter how powerful, will ever be able to keep up with all the information out there.” This is why the Cube experiment is so critical to the future of computing. It’s not just the Cube that needs to relay massive amounts of information in real time; computers on Wall Street must constantly update the market data they send to investment companies. News sites can update their Web sites every few minutes at most; more frequent updates would crash their servers. Getting information out faster in such businesses can give them a huge competitive advantage.

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Leah Fasten
Ugur Cetinitemel is building computer networks that can transmit data at close to the speed of light.

There are more mundane advantages as well. Supermarkets may soon be attaching sensors to every item they sell to help them continually track and update their inventories. They are looking at scenarios that would allow them to track the precise whereabouts of their products, so that the act of putting one product in your grocery cart would trigger price adjustments to items you haven’t reached yet. If you were stocking up on celery sticks, for example, the market might immediately drop the price of dip to encourage you to spend the extra money. Right now no computer server out there has the processing power to handle so much data quickly enough. But if only Ahmad could get that Cube working right.

Cetintemel’s solution is what he calls an “overlay network.” Instead of a centralized server, the Cube will use every computer in the game as a kind of mini server sharing the responsibility for moving data. If Player A moves his troll forward, his own computer will send this information to several other computers, each of which relays it to several other computers, and so on and so on. Every computer becomes in effect a server. Similarly, if you want updates of news beamed to you by CNN every second, you will have to give over some of your computing power to serve the larger needs of the network.

The problem is that every computer—hundreds of thousands of them in this example—will have to think like a server, making split-second decisions about the most efficient way to route data. If, for example, Player A’s computer in the Cube senses that Player B’s computer has a slow processor, it will send a signal out to the other computers to make sure that Player B’s computer is pushed to the fringes of the network. Player B’s computer will also need to be able to tell if Player A turns his machine off, and then send out a message informing the network that A is AWOL and a new replacement needs to be found immediately. What you wind up with is a highly dynamic, supremely powerful, Borg-like network that is constantly reconfiguring itself to deliver information at a rate approaching the speed of light. “No one has ever achieved speeds like this before,” says Ahmad. “Whether this is feasible at all, I don’t know, but we’re going to give it a shot.”

It’s spring break, and the campus is deserted. Even athletes aretaking a week off. But holed up in a computer lab, Dan Grollman ScM ’05 and three other grad students are at work training a dog. Grollman, the group’s captain, presses a button on a store-bought Logitech joystick. A few feet away, a five-inch-high robotic poodle rises to attention. Its platinum head, complete with two purely decorative plastic ears, mechanically turns back and forth. It seems to be sensing something. Grollman pushes the joystick, and the robot moves forward, its legs motoring in little circles as it walks in a motion more ducklike than doglike. It reaches a plastic pink ball, then swings its front right leg forward. The ball moves. The poodle swings its leg forward again. The ball moves again.

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Leah Fasten
Ethan Leland ‘05 and team captain Dan Grollman ‘05 ScM created a team of robotic dogs able to play soccer. For now, these computerized canines can only run after the ball and kick, but in the long-term they could pass and play out complicated strategies.

In a few weeks, Grollman and his team will travel to Atlanta for the RoboCup competition, where four of their reprogrammed robotic dogs will face off in a soccer game against canine squads from other universities around the country (They wound up losing all sixteen matches). For now, the game is basically what Grollman calls a “canine free for all”—the dogs are programmed to sense the location of the ball, go toward it, and then kick it. With luck the ball will move in the direction of the opponent’s goal. In an example of the level of optimism that drives scientific researchers, RoboCup’s organizers believe that in fifty years similar androids will be able to compete with that year’s World Cup champions—and beat them.

Before that’s possible, Grollman says he will need to perfect “a dog that can learn new tricks.” As with a real dog, this means repeating a lot of actions over and over so that the robot can gather and collect data on what its sensors detect. The data it records while racing toward the ball, for example, form what might be called Snapshot 1. By recording such things as the amount of light overhead, the rotation of its legs, and the distance between it and the ball, and by joining that data with the information it took in response to these stimuli, the dog will be able to react the same way when it encounters another constellation of stimuli similar to Snapshot 1. Over time the dog will have created so many snapshots it will have the ability to parse the data and “reason” its way to reacting to its environment. This constant analyzing and reanalyzing of snapshots will eventually give the dog a kind of intelligence that will let it improvise even when its opponent plays out a maneuver that’s totally unexpected.

The work is similar to what Chad Jenkins is doing with his boxers. Through their games, both are trying to achieve the same serious goal: to bridge the gap between robots and humans. Both Grollman’s dog and Jenkin’s boxer think like any other computer, in binary combinations of 0’s and 1’s. Because humans don’t think that way, they are trying to write software that translates human reasoning patterns into 0’s and 1’s, the vocabulary of computer code. In the case of the dog and boxer, this happens through a process known as “dimensionality reduction.” The software sifts through all the data the robot or boxer has collected from the environment and picks out the information that was the basis for its human master’s decision.

When Grollman tells his dog to advance on the ball, the machine actually collects more than 20,000 pieces of data about its position and environment at that precise moment. Assuming Grollman succeeds in his quest, the dog will then be able to select out the half dozen or so stimuli that most likely motivated the human being in the first place. The pooch will ignore, for example, that it was three feet away from a wall or that the light was dim overhead. Instead, it will know that the information pertaining to its distance from the ball, the goal, and its closest opponent was pertinent to its human master and therefore must be the most important data.

Jenkins sees this kind of learning, however stilted, as the only way machines can become fully integrated into our everyday lives. What good is a housecleaning android that tidies up your house according to information preprogrammed into its software by its manufacturer? It needs to be able to internalize your preferences and, even more important, to react as you would in situations it hasn’t encountered before. “Right now,” Jenkins says, “we have programmers that sit down and manually program what they think a robot should do, but it takes a lot of time.You can get a really big advantage in programming a robot by letting humans be humans and having computers just observe and learn from them.”

This may all be a pipe dream. It might even create robot Frankensteins. One thing is for certain, though: Jenkins, Grollman, and their colleagues will have a lot of fun trying to achieve it.

Lawrence Goodman is the BAM’s staff writer.




Comments (1)
08/10/07
 
awsome!
 

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