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They’re making a real HAL 9000, and it’s called CASE – TechCrunch

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Don’t panic! Life imitates art, to be sure, but hopefully the researchers in charge of the Cognitive Architecture for Space Exploration, or CASE, have taken the right lessons from 2001: A Space Odyssey, and their AI won’t kill us all and/or expose us to alien artifacts so we enter a state of cosmic nirvana. (I think that’s what happened.)

CASE is primarily the work of Pete Bonasso, who has been working in AI and robotics for decades — since well before the current vogue of virtual assistants and natural language processing. It’s easy to forget these days that research in this area goes back to the middle of the century, with a boom in the ’80s and ’90s as computing and robotics began to proliferate.

The question is how to intelligently monitor and administrate a complicated environment like that of a space station, crewed spaceship, or a colony on the surface of the Moon or Mars. A simple question with an answer that has been evolving for decades; the International Space Station (which just turned 20) has complex systems governing it and has grown more complex over time — but it’s far from the HAL 9000 that we all think of, and which inspired Bonasso to begin with.

“When people ask me what I am working on, the easiest thing to say is, ‘I am building HAL 9000,’ ” he wrote in a piece published today in the journal Science Robotics. Currently that work is being done under the auspices of TRAC Lab, a research outfit in Houston.

One of the many challenges of this project is marrying the various layers of awareness and activity together. It may be, for example, that a robot arm needs to move something on the outside the habitat. Meanwhile someone may also want to initiate a video call with another part of the colony. There’s no reason for one single system to encompass command and control methods for robotics and a VOIP stack — yet at some point these responsibilities should be known and understood by some overarching agent.

CASE, therefore, isn’t some kind of mega-intelligent know-it-all AI, but an architecture for organizing systems and agents that is itself an intelligent agent. As Bonasso describes in his piece, and as is documented more thoroughly elsewhere, CASE is composed of several “layers” that govern control, routine activities, and planning. A voice interaction system translates human-language queries or commands into tasks those layers can carry out. But it’s the “ontology” system that’s the most important.

Any AI expected to manage a spaceship or colony has to have an intuitive understanding of the people, objects, and processes that make it up. At a basic level, for instance, that might mean knowing that if there’s no one in a room, the lights can turn off to save power but it can’t be depressurized. Or if someone moves a rover from its bay to park it by a solar panel, the AI has to understand that it’s gone, how to describe where it is, and how to plan around its absence.

This type of common sense logic is deceptively difficult and is one of the major problems being tackled in AI today. We have years to learn cause and effect, to gather and put together visual clues to create a map of the world, and so on — for robots and AI, it has to be created from scratch (and they’re not good at improvising). But CASE is working on fitting the pieces together.

Screen showing another ontology system from TRAC Labs, PRONTOE.

“For example,” Bonasso writes, “the user could say, ‘Send the rover to the vehicle bay,’ and CASE would respond, ‘There are two rovers. Rover1 is charging a battery. Shall I send Rover2?’ Alas, if you say, ‘Open the pod bay doors, CASE’ (assuming there are pod bay doors in the habitat), unlike HAL, it will respond, ‘Certainly, Dave,’ because we have no plans to program paranoia into the system.”

I’m not sure why he had to write “alas” — our love of cinema is exceeded by our will to live, surely.

That won’t be a problem for some time to come, of course — CASE is still very much a work in progress.

“We have demonstrated it to manage a simulated base for about 4 hours, but much needs to be done for it to run an actual base,” Bonasso writes. “We are working with what NASA calls analogs, places where humans get together and pretend they are living on a distant planet or the moon. We hope to slowly, piece by piece, work CASE into one or more analogs to determine its value for future space expeditions.”

I’ve asked Bonasso for some more details and will update this post if I hear back.

Whether a CASE- or HAL-like AI will ever be in charge of a base is almost not a question any more — in a way it’s the only reasonable way to manage what will certainly be an immensely complex system of systems. But for obvious reasons it needs to be developed from scratch with an emphasis on safety, reliability… and sanity.

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How To Make Sure Yours Have The Latest Firmware Installed

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Before checking your AirPods’ firmware version, first make sure you have the latest version of iOS, iPadOS, or macOS installed. To do this, open Settings (or System Settings on Mac), go to General, and then Software Update. If an update is available, download and install it before proceeding to check your AirPods firmware.

Provided your iPhone or iPad is running the latest software, here’s how to check firmware version of your AirPods:

  1. Open Settings.

  2. Tap Bluetooth.

  3. Tap the info button next to your AirPods.

  4. Look for the firmware version under the “About” section.

If you use your AirPods with a Mac, follow these steps to check the firmware version:

  1. Press and hold the Option key, then select the Apple menu and System Information.

  2. Click on Bluetooth.

  3. Look for the “Firmware Version” under your AirPods.

Once you’ve made a note of the AirPods’ firmware version, you’ll need to make sure they’re running the latest update by going to Apple’s website, and scrolling down to the “Latest firmware versions” section. Locate your AirPods in the list, and verify they’re running the firmware mentioned next to the product name.

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This Electric BMW Existed Long Before The I3 And Looked Way Better

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BMW’s first electric car, the 1602e, was based on the 02 Series, the entry-level BMW, which were essentially smaller-wheelbase versions of the New Class sedans. The 02 Series spawned a variety of models like 2002, 1802, and 1502 (characterized by the displacement of their four-cylinder motors), but BMW’s 1602 came first. Designed by then-design director Wilhelm Hofmeister (the man behind the “Hofmeister Kink”), BMW unveiled the first batch of 1602e electric prototypes at the 1972 Munich Olympic Games as support vehicles for marathon events.

It has a 32 kW electric motor developed by Bosch, producing a paltry 43 horsepower. The motor draws juice from a dozen 12-volt Varta lead-acid batteries neatly tucked in the engine bay, weighing 350 kg or more than 770 pounds. Despite this, the BMW 1602e had a 62 mph top speed and could accelerate from zero to 31 mph in about eight seconds. However, it only musters 19 miles of range before needing to recharge despite having regenerative braking.

On the plus side, the 1602e looks way better than the i3, and it’s a prime candidate for an electric restomod with new-age motors and energy-dense batteries. If BMW can do it with classic Minis, the 1602 deserves an electric comeback, too.

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5 Of The Best PS2 Games Still Worth Playing If You Haven’t

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There are enough games in the “Final Fantasy” lineup to spark contentious debate about which is best, but “Final Fantasy X” deserves recognition as a turning point for the series. It’s also one of the PS2’s best games and is widely regarded as one of the best RPGs ever. The game took the series to new cinematic heights by offering convincing voice acting for an endearing cast of characters featured in a tear-jerking narrative.

You play primarily as Tidus, a standout athlete in the game’s enjoyable side activity, blitzball. While competing, he experiences a world-ending reality after witnessing his home’s destruction by a malevolent force called Sin. You’ll embark on a quest to learn how to defeat it, meeting helpful new comrades along the way.

“Final Fantasy X” is the PlayStation 2 game that JRPG fans recommend en masse to series and genre newcomers. It faithfully upholds tradition with a turn-based combat system that checks all the boxes for the usual gameplay tropes, such as multi-member battle parties, creature summoning, attack-type bonuses, and character-specific special moves.

In addition, the Sphere system was a unique take on character progression that brought a non-linear upgrade path which opened up new ability possibilities for characters that wouldn’t traditionally have them. The unique progression system, a memorable world, and an engaging narrative helped make “Final Fantasy X” a standout title in the franchise and a landmark PS2 game.

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