Return to List of Reports

Highlights from


The Computer Museum Report

Volume 20 ---- Summer/Fall 1987


Contents of Highlights


Smart Machines

Oliver Strimpel

The unifying theme of the Smart Machines gallery is to demonstrate how machines do things that have hitherto been the province of intelligent human activity. We were determined to convey to our visitors the tremendous sophistication of the human mind and body, as well as some of the difficulties scientists face in their attempts to replicate even the simplest of human activities. The combination of A. I. and robotics was straightforward enough: we wanted to demonstrate both the mental capabilities and the physical dexterity of today's machines. This article attempts to explain how the various live exhibits selected for Smart Machines exemplify past and present trends in A. I. and robotics.

The exhibit is grouped into six sections: language understanding, knowledge- based systems, game-playing, robot sensing, mobile robots and robot arms. The historical time-line and robot theater are described in the next article.

Language Understanding

One of the major conclusions of A.I. research during the 1970s was that knowledge and language could not be clearly separated. The early attempts to understand or translate language on a word-by-word basis failed. However, research has continued along several lines, and progress has resulted in commercially successful products.

A grammar correction system from Houghton-Mifflin shows how much a computer can do without any knowledge of the meanings of words. Visitors can watch the grammar checker find mistakes and correct them automatically.

Unlike a grammar checker, parsing is just the first stage of a program that actually tries to understand the meaning of a sentence. In a natural language interface program, the knowledge resides in the database. However, the questions stated in English must be translated into a machine language query to the database. Our exhibit features Datatalker, a natural language interface from Natural Language, Inc. It asks visitors to type in information about themselves, which it stores. It then invites questions in plain English about previous visitors. The program's task is eased because it expects a question about something in its database. After parsing a visitor's question stated in English, the program tries to extract the sentence's meaning, and, if appropriate, converts it into instructions to search through its database for information that will answer the question. The result of the search is translated back into an English reply. Other parts of the program keep track of the dialog, deciding when responses are adequate.

To go beyond a simple question and answer conversation, computers need a much wider and deeper knowledge. The exhibit addresses this enormous problem by demonstrating some of complexities of building a real computer like HAL in the film 2001: A Space Odyssey.

Two exhibits are conversational programs that pretend to know more than they do. ELIZA, the classic computer psychotherapist program written by Joseph Weizenbaum in 1966, takes key words from the visitor's typed-in text and uses them to trigger stock questions. It also repeats the user's words, turning statements into questions. ELIZA exploits its role as a non-directive therapist to justify its extreme passivity. In contrast, RACTER converses volubly with the visitor on many arcane topics. Like ELIZA, it has no model of the world, but responds to key words in the input text by concocting sentences based on standard forms. It attempts to skirt around its lack of understanding by making a virtue out of being zany. These programs are not presented as A.I., but as illustrations of the limitations of approaches that use words without knowledge.

Knowledge-Based Systems

The greatest number of useful applications in the field of A.I. have emerged from rule-based expert systems. Several hundred expert systems perform tasks ranging from diagnosing failures on gas turbines to suggesting which pesticides to use on a particular crop. In general, a Museum should exhibit genuine examples of its subject matter.

However, expert systems are tools aimed at the technical user and would be totally incomprehensible to the majority of our visitors. As a compromise, we included one "real" expert system, somewhat modified for the Museum by its author, Randy Miller. The system is Quick Medical Reference (QMR), a medical diagnosis system that contains descriptions of nearly 600 diseases. Visitors can browse through the system, using it like an electronic textbook indexed either by disease or by symptom. Alternatively, visitors can retreive a patient's case, make QMR diagnose it, and compare QMR's hypothesis with one of their own.

We assembled several highly instructive and entertaining "nonreal" rule-based systems to demonstrate the capabilities and internal workings of expert systems. In the Haymarket exhibit, visitors haggle with up to three different rule-based storekeepers to buy a large box of strawberries. The simplest, Noah Budge, has only 8 rules and never budges on his price. Eventually, he will kick you out of the store if you don't give him what he's asking for. Visitors can choose Ho Nin with 30 rules and

Nora Logical, the sophisticated storekeeper with over 100 rules. Another rule-based demonstration is a wine-advisor. This proceeds via a two-way spoken conversation. Visitors are asked questions about the type of food planned for the meal and what their tastes are in general. They respond by speaking into a microphone. After up to 10 questions, the computer makes a specific recommendation.

Several rule-based systems dealing with the arts are also on display, including a musical score follower (right) and a drawing expert (below). The goal is to demonstrate the application of rule-based programming techniques in non- technical domains. A computer composition system by Charles Ames generates rock and jazz pieces, which it performs through a Kurzweil 250 synthe- sizer. After selecting a musical style and a model, such as the twelve bar blues, the program selects instruments and then com- poses the rhythm, assigning each note a duration that depends in part on whether it is a basic, ornamental or cadence note. Finally, pitches are selected according to a set of about 20 rules. The rules make the notes conform to the harmony, create a melody and avoid repetition. The music is surprisingly convincing.

In contrast to all the systems described above, which represent knowledge as sets of rules, TALE-SPIN is based on scripts. This program came from the work of Roger Schank's group at Yale on language understanding. TALE-SPIN is a program that generates stories with a simple "point" somewhat reminiscent of the simpler Aesop's fables. The program simulates a world of char- acters who do things because they have problems to solve. These consist of fulfilling simple goals, such as satisfying hunger or thirst. Visitors select a main character -- Joe Bear, Irving Bird or Lucy Lamb -- and also determine the goals and character traits of the players. The program has a model of its characters and ensures that their behavior is rational. For example, if Joe Bear is thirsty and sees a river, he will try to get to the river.

In addition to rules, knowledge can be represented as frames, semantic nets and scripts. These are illustrated by panels in the exhibit.

Game-Playing

In addition to being fun, computer games are a valuable testing ground of ways to search through enormous numbers of alternative solutions to a given problem. Typically, when people play a game, they rely on knowledge of the opponent's ability and on an understanding of what it takes to win. Machines, on the other hand, rely on searching many possible moves to determine the best outcome. Research efforts have concen- trated on optimizing the search for moves in chess. One approach is to perform the search in the proper order so that unpromising avenues can be elimi- nated early on. Another approach seeks to give the com- puter knowledge about chess, increasing its ability to "size-up" a given position. Hans Berliner and his colleagues at Carnegie-Mellon University used both approaches to build the world's strongest computer chess player. Their program, called Hitech, has custom hardware to generate and evaluate up to 200,000 moves a second. This enables it to search about 11 half-moves ahead while playing in a tournament. In addition, Hitech's board knowledge is equivalent to a search of a further three half-moves.

Visitors can also play tic-tac-toe and five-in-a-row and choose the computer's strategy to be one of look-ahead search, voting or random. The program offers graphics that give an "X-ray" view of the program's deliberations.

A checker player by David Slate can beat all but the most serious players. Finally, in the game "How the West Was Won," the computer plays two roles: opponent and tutor. This is a numbers game, designed to help children gain familiarity with arithmetic. The computer tutor analyzes one's moves and suggests possible improvements. It never scolds or repeats itself and lets the player discover the game for him or herself. This coach was developed as a robust, friendly and intelligent tutor that could work well in the home and classroom.

Robot Sensing

Giving robots sensory capabilities is an important part of the effort to endow robots with intelligence. A smart robot must find its way independently and cope with the unexpected. It can only begin to do this if it can sense the distance to any surrounding obstacles, feel if it is touching something, or analyze pictures taken with an onboard camera. Many of the historic robots acquired by the Museum and on display in the exhibit's Smart Machines Theater were built as experiments, allowing researchers to explore how a robot can gather and make good use of sensory data.

The Museum visitor can experiment with four robot senses: vision, hearing, touch and sonar. Human vision is so sophisticated that we hardly appreciate its complexity. For example, just consider how we can instantly recognize everyday objects, such as a tree or cat, even though no two examples look alike in detail. Our vision relies on a great deal of knowledge about the world and about what we expect to see. By contrast, machines rely mainly on the details of the actual image, analyzing it first to find edges, and identifying objects by their outlines. This ap- proach makes machines better at matching complicated abstract patterns, such as fingerprints. Part of a fingerprint recognition system used by police departments all over the world is on display. Visitors try to match a fingerprint on the screen with one of several prints displayed on the wall from famous criminals. The computer then shows how it would make the match, using the points where ridges start or fork to classify the pattern accurately.

Speech recognition systems can give computers a reasonable sense of hearing, particularly if the machine has been trained by the speaker. Visitors can use several systems, including one that can be trained to respond to the visitor's voice. Even after training, computer speech recognition is limited to a few thou- sand words at most and generally requires the speaker to pause briefly between each word. In both speech recognition and vision, computers have yet to match the ability of a two-year old child.

A sense of touch is needed by a robot hand when it tries to grasp a delicate object. A pressure sensitive pad mounted on the robot gripper can gauge the amount of pressure being applied. Visitors see the pressure of their fingers on a pad displayed as an array of colors on a screen.

Finally, visitors can try out a sense that humans do not have - sonar. Robots use sonar to gauge the distance to surrounding walls and obstacles. The sensor emits pulses of extremely high-pitched sound, which reflect off an object and are picked up by the detector. The sound's round trip travel time indicates the distance to the object. In the exhibit, a ceiling mounted sensor measures a visitor's height by bouncing a signal off the top of the head.

Mobile Robots

In addition to its sensing ability, an intelligent, independent robot must have a suitable drive system and should be able to form and achieve goals. All the mobile robots on display in the exhibit are equipped with a drive system. Most have some form of sensing, but only Shakey seriously attempted the last and hardest requirement of forming plans and reasoning.

A mobile robot from Real World Interfaces roams around a cage, using sonar to sense and map the walls and obstacles. Visitors can try to override the robot's good sense by controlling its movement with a joystick, but it will never let itself collide with a wall. In addition, about 25 robot toys are on display and can be tried out by visitors. Most have wheels, but several can walk; some have bump sensors, or respond to claps or squeezing.

An application mobile robots have already found is that of night watchman. The gallery's Sentry robot by Denning Mobile Robotics can carry TV cameras, infrared sensors and microphones to detect an intruder. The information it collects is radioed to a security office. Microwave beacons supplement the Sentry's onboard sonar, enabling it to patrol a path hundreds of feet long for hours on end without ever losing an exact knowledge of its position. In the exhibit, the Sentry patrols a short path, avoiding obstacles in its way. Its TV camera relays signals to another robot, the Hubot, whose onboard TV monitor displays the picture.

Robot Arms

Robot arms and hands attempt to replicate aspects of human manual dexterity. Arms are by far the most common type of robot. They perform a wide range of industrial tasks, from the tiny movements for assembling a wristwatch to the large powerful movements required to stack heavy cartons. In the exhibit, the real industrial arms are shown on video, and smaller, educational arms are operated by visitors.

Two robot hands are on display: the five-fingered Tomovic hand attached to the tentacle arm pictured on the front cover, and a three-fingered soft gripper from Shigeo Hirose at the Tokyo Institute of Technology.

An ingenious way to achieve responsive compliance was invented at the Draper Laboratories. Their system uses an arrangement of springs that greatly eases tasks such as putting a peg into a tightly fitting hole. With a stiff wrist, a robot would jam the peg and only make it worse by pushing harder. With the compliant wrist, however, the peg finds its way into the hole smoothly. Visitors can use a compliant wrist to try this out for themselves.

A major thrust of industrial development is to tighten the link between the design and manufacture of a product. Using a computer-aided design system, an industrial designer can create a product and then send instructions for making that product directly to a numerically controlled tool or to a robot. Visitors can experiment with this process by designing a log cabin made of lincoln logs. When the design is complete, the cabin is constructed automatically by a pair of simulated robots on a screen. Real robots would need to be guided by a vision system to ensure that the logs were positioned accurately. This is demonstrated in an adjacent display in which a vision system guides a robot arm that assembles a toy boat from its parts. Both these displays were provided by the University of Lowell's Center for Productivity Enhancement.

The Future

The exhibit can be readily updated as new items become available. A large industrial arm has already been offered to us by Cincinatti Milacron, and we hope to be able to demonstrate an industrial application. We welcome suggestions from our members and visitors!


A Historical Timeline of Artificial Intelligence and Robotics

Gwen Bell and Leah Hutten

The Smart Machines exhibition has two historical components. A timeline, on display at the entrance to the exhibit, chronicles the major milestones to 1979. The Robot Theatre displays a collection of historic robots through the early 1980s. This article is intended as a synthesis of these two exhibits

Precursors

In the 1950s robots and artificial intelligence (A.I.) start evolving along separate tracks.

In the 1960s, the Department of Defense Advanced Research Project Agency(DARPA) provides largescale funds for artificial intelligence research at Carnegie-Mellon University, Massachusetts Institute of Technology and Stanford University.

Joe Engelberger, the entrepreneur, works tirelessly to get Joseph Devol's ideas for industrial robots into use. Engelberger eventually eams the title "Father of Robotics. "

In the 1970s, A.I. is recognized as a computer science discipline, and industrial robots are put to work in factories around the world.
BIPER-3, designed by Hirofumi Miura and Isao Shimoyama in 1981, was the first legged machine to balance itself dynamically. Like a person, its gait relies on its own forward momentum. It has stilt-like legs and uses its hips to pick up its feet. This gives the machine a pronounced shuffling gait like Charlie Chaplin's stiffkneed walk. BIPER-3 can walk forward, backward, or sideways.

On loan from the University of Tokyo, Tokyo, Japan


Return to List of Reports