Evolution of AI Interplanetary Trajectories Reaches Human-Competitive Levels
New submitter LFSim writes "It's not the Turing test just yet, but in one more domain, AI is becoming increasingly competitive with humans. This time around, it's in interplanetary trajectory optimization. From the European Space Agency comes the news that researchers from its Advanced Concepts Team have recently won the Gold 'Humies' award for their use of Evolutionary Algorithms to design a spacecraft's trajectory for exploring the Galilean moons of Jupiter (Io, Europa, Ganymede and Callisto). The problem addressed in the awarded article (PDF) was put forward by NASA/JPL in the latest edition of the Global Trajectory Optimization Competition. The team from ESA was able to automatically evolve a solution that outperforms all the entries submitted to the competition by human experts from across the world. Interestingly, as noted in the presentation to the award's jury (PDF), the team conducted their work on top of open-source tools (PaGMO / PyGMO and PyKEP)."
It's not like the scientists at ESA are solving differential equations by hand.
John Henry won the battle, but lost the war. How is being outcalculated by a computer news? Just because it's a hard problem?
Have you read my blog lately?
Using a highly specialized cellular automaton is hardly "AI". It's just a very slow but good optimizer for certain types of problems.
I'm surprised that humans can even do such problems. Numerical optimization by hand sucks. There are some strategy issues (should we slingshot around a planet?), but there aren't usually a vast number of options like that. So you crunch on all the plausible options. I wouldn't expect that this is a problem dominated by local minima.
The competition was not that AI was in competition with humans to develop spacecraft trajectories, it was that humans were in competition with other humans to quickly develop frameworks create the best mission design in a complicated search space that had multiple local optima and unusual constraint functions (preventing the use of "canned" solvers).
One of the critera used to select the problem was...
Problem is easy enough to tackle in a 3-4 week timeframe for experienced mission designers or mathematicians, including exploration of new algorithms.
Of course many of the teams in the competition probably used AI-like frameworks to find the actual trajectories so it's unsurprising an AI technique won. Although perhaps some teams tried other non-AI-like searching techniques (like pseudo-objective functions), I'm pretty sure none of the teams chose to use human pondering to come up with mission designs.
It's an interesting parallel problem. I wonder if GPU processing will be the best architecture for it. (and keeping in form, I didn't read the article yet)
I fail to see how a computer accurately performing large amounts of very complex math is impressive or ground breaking...They've been better at that than humans since they were called computers.
it's not like it's rocket science.....oh, wait
Table-ized A.I.
Oh boy. Imagine: computers are more precise with complex mathematics than humans. Whoop-dee-doo! Call me when they can answer the really tough questions, such as, "Does this dress make me look fat?"
Proverbs 21:19
Without precise calculations we could fly right through an asteroid field or bounce too close to a monolith and that'd end your trip real quick, wouldn't it?
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Prisencolinensinainciusol. Ol Rait!
That's funny, because that's amazingly close to the last thing I had my genetic algorithms trying to solve.
I wanted them to use assembly instructions to move dudes around a grid with a sword and shank each other. But I was having a hard time getting them to do anything more advanced than "move forward, if I hit anything, turn right". Or "move east while spinning around". Hell, since it was competitive co-evolution, they couldn't even stay on local maxima for more than a few thousand generations. That was a bit disappointing. Made me realize you can't just unleash GA upon a problem and expect it to get to a solution eventually.
So I stepped back and had them solve how to visit all the planets in a solar system. That they could solve quite easily. Well, pft, I dunno if they had optimal solutions, but they certainly learned and got better. Never got around to limiting fuel expenditure or making it something I could demo. It was a cute distraction I guess. hmmm, never posted that to sourceforge...
I'd say it's not shocking at all that this is a problem that computers can do a better than humans. But I'm always surprised at how little other people know about AI, it's strengths, it's weaknesses. It's honestly depressing how much they get influenced by sci-fi. And it's not even good sci-fi like Clarke. It's Terminator and that ilk where ultra-advanced AI is really just sort of a stoic human with wikipedia and a calculator on hand.
All we have to do is discover the Spice planet.
I strongly suspect that it will not be AI that solves the n-body problem in a meaningful way. Because artificial "intelligence" is a misnomer commonly applied to non-creative, non-elegant, glorified calculators that not only can't think outside the box, but are still capable of being derailed by a single misplaced decimal point. So while some of us love our fuzzy giant thinkertoys, they are still struggling to work up to gnat level in the intelligence department.
"You must try to forget all you have learned. You must begin to dream." -- Sherwood Anderson
Genetic algorithms is just another numerical optimization method programed by human programmers. The computer did nothing by itself. I am sure that the same results (perhaps a little better but at the cost of more time according to literature) can be obtained by simulated annealing. Definitely not AI.
AI is when the computer learns from previous experience. GA do nothing like that.