Human Culture - A Genetic Takeover Underway Hans Moravec Robotics Institute Carnegie-Mellon University Pittsburgh, PA 15213 July 1988 This is the end. Our genes, engaged for four billion years in a relentless, spiralling arms race with one other, have finally outsmarted themselves. They've produced a weapon so powerful it will vanquish the losers and winners alike. I do not mean nuclear devices -- {\it their} widespread use would merely delay the immensely more interesting demise that's been engineered. You may be surprised to encounter an author who cheerfully concludes the human race is in its last century, and goes on to suggest how to help the process along. Surely, though, the surprise is more in the timing than in the fact itself. The evolution of species is a firmly established idea, and the accelerating pace of cultural change has been a daily reality for a century. During those hundred years many projections of future life, serious and fictional, have been published. Most past futurism has kept separate the changes anticipated in the external world, and those expected in our bodies and minds. While our environment and our machinery could be rapidly engineered through industrious invention, alterations in ourselves were paced by the much slower Darwinian processes of mutation and selection. In the late twentieth century the barriers of complexity that divided the engineers of inanimate matter from the breeders of living things have been crumbling. In the future presented in this book the human race itself is swept away by the tide of cultural change, not to oblivion, but to a future that, from our vantage point, is best described by the word ``supernatural.'' Though the ultimate consequences are unimaginable, the process itself is quite palpable, and many of the intermediate steps are predictable. This book reflects that progression--from uncontroversial history of relevant technologies, to modest near-term projections, to speculative glimpses of the distant future (discerning the fuzzy boundaries between them is up to the reader). The underlying theme is the maturation of our machines from the simple devices they still are, to entities as complex as ourselves, to something transcending everything we know, in whom we can take pride when they refer to themselves as our descendants. As humans, we are half-breeds: part nature, part nurture. The cultural half is built, and depends for its existence on the biological foundation. But there is a tension between the two. Often expressed as the drag of the flesh on the spirit, the problem is that cultural development proceeds much faster than biological evolution. Many of our fleshly traits are out of step with the inventions of our minds. Yet machines, as purely cultural entities, do not share this dilemma of the human condition. Unfettered, they are visibly overtaking us. Sooner or later they will be able to manage their own design and construction, freeing them from the last vestiges of their biological scaffolding, the society of flesh and blood humans that gave them them birth. There may be ways for human minds to share in this emancipation. Free of the arbitrary limits of our biological evolution, the children of our minds will yet be constrained by the physics and the logic of the universe. Present knowledge hints at the motives, shapes and effects of post-biological life, but there may be ways to transcend even the most apparently fundamental barriers. \section{The Slippery Slope to Genetic Takeover} The trouble began about a 100 million years ago when some gene lines hit upon a way to make animals with the ability to learn behaviors from their elders during life, rather than inheriting them at conception. It was accelerated 10 million years ago when our ancestors began to rely on tools like bones and sticks and stones. It was massively compounded with the coming of fire and complex languages, perhaps 1 million years ago. By the time our species appeared, maybe 100 thousand years ago, the genes' job was done; cultural evolution, the juggernaut that they had unwittingly constructed, was rolling. Within the last ten thousand years human culture produced the agricultural revolution and subsequently large scale bureaucratic government, written language, taxes, and leisure classes. In the last thousand years this change blossomed into a host of inventions such as movable type printing that accelerated the process. With the industrial revolution two hundred years ago, we entered the final phase. Bit by bit, ever more rapidly, cultural evolution discovered economically attractive artificial substitutes for human body functions, as well as totally new abilities. One hundred years ago we invented practical calculating machines that could duplicate some small, but vexing, functions of the human mind. Since then the mental power of calculating devices has risen a thousandfold every twenty years. We are very near to the time when {\it no} essential human function will lack an artificial counterpart. The embodiment of this convergence of cultural developments is the intelligent robot, a machine that can think and act as a human, however inhuman it may be in physical or mental detail. Such machines could carry on our cultural evolution, including their own increasingly rapid self-improvement, without us, and without the genes that built us. It will be then that our DNA will be out of a job, having passed the torch, and lost the race, to a new kind of competition. The genetic information carrier, in the new scheme of things, will be exclusively knowledge, passed from mind to artificial mind. A. G. Cairns-Smith, a chemist contemplating the beginnings of life on the early earth, calls this kind of internal coup a {\it genetic takeover}. He suggests that it has happened at least once before. In Cairns-Smith's convincingly argued theory, presented most accessibly in {\bf Seven Clues to Origin of Life}, the first organisms were microscopic crystals of clay that reproduced by the common processes of crystal growth and fracture, and carried genetic information as patterns of crystal defects. These defects influence the physical properties of a clay, and its action as a chemical catalyst, and so partially control that clay's immediate surroundings. In a Darwinian process of reproduction, mutation and selection, some crystal species stumbled on a way to harness nearby carbon compounds as construction materials and machinery, and even as {\it external repositories for genetic information}. The carbon machinery was so effective that organisms using it to ever greater extent won out, resulting eventually in carbon based organisms with no vestiges of the original crystalline genetics. Life as we know it had begun. How should you and I, products of both an organic and a cultural heritage, feel about the coming rift between the two? We owe our existence to organic evolution, but do we owe it any loyalty? Our minds and genes share many common goals during life, but even then there is a tension between time and energy spent acquiring, developing, and spreading ideas, and effort expended towards biological reproduction (as any parent of teenagers will attest). As death nears, the dichotomy widens; too many aspects of mental existence simply cannot be passed on. The problem is partly one of timescales: humans already live extraordinarily long compared to other animals, no doubt to better teach their young, but the lifespan is a compromise with the genes' evolutionary imperative to experiment, the better to adapt. Things are a little askew because this deal was forged long ago, when the cultural life was simpler. The amount to teach and learn has ballooned recently and, all other things being equal, we'd likely be better off with a somewhat longer lifespan. But what would be the optimal lifespan if our genes' specialized needs were no longer a factor? A sexually produced body is a finalized evolutionary experiment. Further genetic adaptation is precluded until offspring are produced through a genetic bottleneck, and then the experiment is over. A mind, however, is a conduit for ideas, and can evolve and adapt without such abrupt beginnings and endings. In principle it could cope successfully indefinitely. It is true that human minds, tuned for mortality, undergo a maturation from impressionable plasticity to self assured rigidity, and this makes them unpromising material for immortality. But there are adaptable entities on earth with indefinite life spans: living species and some human institutions. Their secret is a balance between continuity and experimentation. Death of individual organisms plays a central role in successful species. Old experiments are cleared away, making room for new ones, in a genteel, prearranged way, or by relentless life-and-death competitions. In human institutions turnover in skilled personnel and alteration of the company rules play the same role. The point is that the larger unit, the species or the organization, can adapt indefinitely (perhaps beyond recognition in the long run) without losing its identity, as its design and components are altered bit by bit. A thinking machine could probably be designed from the ground up to have this same kind of flexibility. Mental genes could be created, imported, tested in combinations, and added and deleted to keep the thinking current. The testing is of central importance: it steers the evolution. If the machine makes too many bad decisions in these tests, it will fail totally, in the old fashioned, Darwinian, way. And so the world of the children of our minds will be as different from our own as the world of living things is different from the lifelessness than preceded it. The consequences of unfettered thought are quite unimaginable. We're going to try to imagine some of them anyway. \section{Machines Who Think (Weakly)} Later I will argue that robots with human intelligence will be common within fifty years. By comparison, the best of today's machines have minds more like those of insects. This in itself is a recent gaint leap from far more modest beginnings. While mechanical imitations of life have been with us for at least several hundred years, the earliest machines, powered by running water, falling weights, or springs copied the motions of living things, often charmingly, but could not respond to the world around them. They could only {\it act}. The development of electrical, electronic and radio technology early in this century made possible machines that reacted to light, sound, and other subtle cues, and also provided a means of invisible remote control. These possibilities inspired a number of entertaining demonstration robots, as well as thoughts and stories about future human-like mechanisms, but only simple connections between the sensors and motors were possible at first. These machines could {\it sense} and {\it act}, but hardly think. Analog computers were designed during World War II for controlling anti-aircraft guns, for navigation, and for precision bombing. Some of their developers noticed a similarity between the operation of the devices and the regulatory systems in living things, and these researchers were inspired to build machines that acted as if they were alive. Norbert Wiener of MIT coined the term ``cybernetics'' for this unified study of control and communication in animals and machines. Its practitioners combined new theory on feedback regulation with post war electronics and early knowledge of living nervous systems to build machines that responded like simple animals, and were able to learn. The rudiments of {\it thought} had arrived. The field thrived less than two decades. Among its highlights was a series of electronic turtles built during the 1950s by W. Grey Walter, a British psychologist. With subminiature tube electronic brains, and rotating phototube eyes, microphone ears and contact switch feelers, the first versions could locate their ``recharging hutch'' when their batteries ran low, and otherwise avoid trouble while wandering about. Groups of them exhibited complex social behavior by responding to each other's control lights and touches. A later machine with the same senses, could be conditioned to associate one stimulus with another, and could learn, by repeated experience, that, for instance, a loud noise would be followed by a kick to its shell. Once educated, the turtle would avoid a noise as it had before responded to a kick. The associations were slowly accumulated as electrical charges in capacitors. The swan song of the cybernetics effort may have been the Johns Hopkins University ``Beast.'' Built by a group of brain researchers in the early 1960s, it wandered the halls, guided by sonar and a specialized photocell eye that searched for the distinctive black cover plate of wall outlets, where it would plug itself in, to feed. It inspired a number of imitators. Some used special circuits connected to TV cameras instead of photocells, and were controlled by assemblies of (then new) transistor digital logic gates. Some added new motions such as ``shake to untangle arm'' to the repertoire of basic actions. Cybernetics was laid low by a relative. The war's many small analog computers, which had inspired cybernetics, had a few, much larger, digital cousins. The first automatic digital computers, giant autonomous calculators, were completed toward the end of the war and used for codebreaking, calculating artillery tables, and atomic bomb design. Less belligerently, they provided unprecedented opportunities for experiments in complexity, and raised the hope in some pioneers like Alan Turing and John von Neumann that the ability to think rationally, our most unique asset in dealing with the world, could be captured in a machine. Our minds might be amplified just as our muscles had been by the energy machines of the industrial revolution. Programs to reason and to play intellectual games like chess were designed, for instance by Claude Shannon and by Turing in 1950, but the earliest computers were too puny and too expensive for this kind of use. A few poor checker playing programs did appear on the first commercial machines in the early 1950s, and equally poor chess programs showed up in latter half of that decade, along with a better checker player. In 1957 Allen Newell, Herbert Simon, and John Shaw demonstrated the {\it Logic Theorist}, the first program able to reason about arbitrary matters, by starting with axioms and applying rules of inference to prove theorems. In 1960 John McCarthy coined the term ``Artificial Intelligence'' for the effort to make computers think. By 1965 the first students of McCarthy, Marvin Minsky, Newell, and Simon had produced programs that proved theorems in geometry, solved problems from intelligence tests, algebra books, and calculus exams, and they played chess all with the proficiency of an average college freshman. Each program could handle only one narrow problem type, but for first efforts they were very encouraging-- so encouraging that most involved felt that another decade of progress would surely produce a genuinely intelligent machine. In later chapters I will explain the nature of their understandable miscalculation. Now, thirty years later, computers are thousands of times as powerful, but they don't seem much smarter. In the past three decades progress in artificial intelligence has slowed from the heady sprint of a handful of enthusiasts to the plodding trudge of growing throngs of workers. Even so, modest successes have maintained flickering hope. So-called ``expert systems,'' programs encoding the decision rules of human experts in narrow domains such as diagnosis of infections, factory scheduling, or computer system configuration, are earning their keep in the business world. A fifteen-year effort at MIT has gathered knowledge about algebra, trigonometry, calculus, and related fields into a program called MACSYMA; this wonderful program manipulates symbolic formulas and helps to solve otherwise forbidding problems. Several chess playing programs are now officially rated as chess masters, and excellent performance has been achieved in other games like backgammon. Other semi-intelligent programs can understand simplified typewritten English about restricted subjects, make elementary deductions in the course of answering questions, and interpret spoken commands chosen from thousand-word repertoires. Some can do simple visual inspection tasks, such as deciding whether a part is in its desired location. Unfortunately for humanlike robots, computers are at their worst trying to do the things most natural to humans, like seeing, hearing, manipulating, language, and common sense. This dichotomy--machines doing well things humans find hard, while doing poorly what's easy for us--is a giant clue to the nature of the intelligent machine problem. \section{Machines Who See (Dimly) and Act (Clumsily)} In the mid 1960s Minsky's students at MIT began to connect television camera eyes and mechanical robot arms to their computers, giving eyes and hands to computer minds, for machines that could see, plan, and act. By 1965 they had created programs that could find and remove children's blocks, painted white, from a black tabletop. This was a difficult and impressive accomplishment, requiring a controlling program as complex as any of the then current pure reasoning programs. Yet, while the reasoning programs, unencumbered by robot appendages, matched college freshmen in fields like calculus, Minsky's hand-eye system could be bested by a toddler. Nevertheless, hand-eye experiments continued at MIT and elsewhere, gradually developing the field which now goes by the name ``robotics,'' a term coined in science fiction stories by Isaac Asimov. As with mainstream artificial intelligence programs, robotics has progressed at an agonizingly slow rate over the last twenty years. Not all robots, nor all people, idle away their lives in universities. Many must work for a living. Even before the industrial revolution, before any kind of thought was mechanized, partially automatic machinery, powered by wind or flowing water, was put to work grinding grain and cutting lumber. The beginnings of the industrial revolution in the eighteenth century were marked by the invention of a plethora of devices that could substitute for manual labor in a powerful, precise, and thoroughly inhuman way. Powered by turning shafts driven by water or steam, these machines pumped, pounded, cut, spun, wove, stamped, moved materials and parts and much else, consistently and tirelessly. Once in a while something ingeniously different appeared: the Jacquard loom, invented in 1801, could weave intricate tapestries specified by a string of punched cards (a human operator provided power and the routine motions of the weaving shuttle). By the early twentieth century electronics had given the machinery limited senses; it could now stop when something went wrong, or control the temperature, thickness, even consistency, of its workpieces. Still, each machine did one job and one job only. This meant that, as technical developments occurred with increasing rapidity, the product produced by the machine often became obsolete before the machine had paid back its design and construction costs, a problem which had become particularly acute by the end of World War II. In 1954 the inventor George Devol filed a patent for a new kind of industrial machine, the programmable robot arm, whose movements would be controlled by a stream of punched cards, and whose task could thus be altered simply by changing its program cards. In 1958, with Joseph Engelberger, Devol founded a company named Unimation (a contraction of "universal" and "automation") to build such machines. The punched cards soon gave way to a magnetic memory, thereby allowing the robot to be programmed simply by leading it by the hand through its required paces once. The first industrial robot began work in a General Motors plant in 1961. To this day most large robots seen welding, spray painting, and moving pieces of cars are still of this type. Only when the cost of small computers dropped to less than \$10,000 did robotics research conducted in universities begin to influence the robot industry. The first industrial vision systems, usually coupled with a new class of small robot arms, appeared in the late 1970s, and now play a modest, but quietly booming, role in the assembly and inspection of small devices like calculators, printed circuit boards, and automobile water pumps. Indeed, industrial needs have strongly influenced university research. What was once a negligible number of smart robot projects has swelled to the hundreds. And while cybernetics may be relatively dormant, its stodgy parent, control theory, has grown massively since the war to meet the profitable needs of the aerospace industry; moreover, the applications developed for controlling air- and spacecraft and weapons are once again finding their way into robots. The goal of humanlike performance, though highly diluted by a myriad of approaches and short term goals, has acquired a relentless, Darwinian, vigor. As a story, it becomes bewildering in its diversity and interrelatedness. Let's move on to the sparser world of robots that rove. \section{Machines Who Explore (Haltingly)} In the next section I will try to convince you that mobility is a key to developing fully intelligent machines, an argument that begins with the observation that {\it reasoning}, as such, is only the thinnest veneer of human thought, effective only because it is supported by much older and much more powerful and diverse unconscious mental machinery. This opinion may have been common among the cybernetics researchers, many of whose self-contained experiments were animal-like and mobile. It is not yet widespread in the artificial intelligence research community, where experiments are typically encumbered by huge, immobile mainframe computers, and dedicated to mechanizing pure reasoning. Nevertheless, a small number of mobile robots have appeared in the artificial intelligence laboratories. Stanford Research Institute's ``Shakey,'' was a mobile robot built by the researchers who believed that reasoning was the essence of intelligence, and in 1970 it was the first mobile robot to be controlled by programs that reasoned. Five feet tall, equipped with a television camera, it was remote controlled by a large computer. Inspired by the first wave of successes in AI research, its designers sought to apply logic-based problem solving methods to a real world task. Controlling the movement of the robot, and interpreting its sensory data, were treated as secondary tasks and relegated to junior programmers. MIT's ``blocks world'' vision methods were used, and a robot environment was constructed in which the robot moved through several rooms bounded by clean walls, seeing, and sometimes pushing, large, uniformly painted blocks and wedges. Shakey's most impressive performance, executed piecemeal over a period of days, was to solve a so called ``monkey and bananas'' problem. Told to push a particular block that happened to be resting on a larger one, the robot constructed and acted on a plan that included finding a wedge that could serve as a ramp, pushing it against the large block, driving up the ramp, and delivering the requested push. The environment was contrived, and the problem staged, but it provided a motivation, and a test, for a clever reasoning program called STRIPS (the STanford Research Institute Problem Solver) that, given a task for the robot, assembled a plan out of the little actions the robot could take. Each little action had preconditions (e.g., to push a block, it must be in front of us) and probable consequences (e.g., after we push a block, it is moved). The state of the robot's world was represented in sentences of mathematical logic, and formulating a plan was like proving a theorem, with the initial state of the world being the axioms, and primitive actions being the rules of inference. One complication was immediately evident: the outcome of a primitive action is not always what one expects (as, for instance, when the block does not budge). Shakey had a limited ability to handle such glitches by occasionally observing parts of the world, and adjusting its internal description and replanning its actions if the conditions were not as it had assumed. Shakey's specialty was {\it reasoning} - its rudimentary vision and motion software worked only in starkly simple surroundings. At about the same time, on a much lower budget, a mobile robot that was to specialize in {\it seeing} and {\it moving} in natural settings was born at Stanford University's Artificial Intelligence Project. John McCarthy founded the Project in 1963 with the then plausible goal of building a fully intelligent machine in a decade. (The Project was renamed the Stanford AI Laboratory, or SAIL, as the decade drew nigh and plausibility drifted away.) Reflecting the priorities of early AI research, McCarthy worked on reasoning, and delegated to others the design of ears, eyes, and hands for the anticipated artificial mind . SAIL's hand-eye group soon overtook the MIT robotics group in visible results, and was seminal in the later industrial smart robot explosion. A modest investment in mobility was added when Les Earnest, SAIL's technically astute chief administrator, learned of a vehicle abandoned by Stanford's mechanical engineering department after a short stint as a simulated remote controlled lunar rover. At SAIL it became the Stanford Cart, the first mobile robot controlled by a large computer that did {\it not} reason , and the first testbed for computer vision in the cluttered, haphazardly illuminated, world most animals inhabit. The progeny of two PhD theses, it slowly navigated raw indoor and outdoor spaces guided by TV images processed by programs quite different from those in the blocks world. In the mid 1970s NASA began planning for a robot Mars mission to follow the successful Viking landings. Scheduled for launch in 1984, it was to include two vehicles roving the Martian surface. Mars is so far away, even by radio, that simple remote control was unattractve; the delay between sending a command and seeing its consequence could be as long as forty minutes. Much greater distances would be possible if the robot could travel safely on its own much of the time. Toward this end Caltech's Jet Propulsion Laboratory, designer of most of NASA's robot spacecraft, which until then used quite safe and simple automation, initiated an intelligent robotics project. Pulling together methods, hardware, and people from university robotics programs, it built a large wheeled test platform called the Robotics Research Vehicle, or RRV, a contraption that carried cameras, a laser rangefinder, a robot arm, and a full electronics rack, all connected by a long cable to a big computer. By 1977 it could struggle through short stretches of rock-littered parking lot to pick up a certain rock and rotate it for the cameras. But in 1978 the project was halted when the Mars 1984 mission was cancelled and removed from NASA's budget. (Of course, Mars hasn't gone away, and the JPL is considering a visit there at the end of the millenium.) The best supporter of artificial intelligence research is the Department of Defense's Advanced Research Project Agency (DARPA). Founded after the 1957 humiliation of Sputnik to fund far out projects as insurance against future unwelcome technological surprises, it became the world's first government agency to foster AI investigations. In 1981 managers in DARPA decided that robot navigation was sufficiently advanced to warrant a major effort to develop autonomous vehicles able to travel large distances overland without a human operator, perhaps into war zones or other hazardous areas. The number of mobile robot projects jumped dizzyingly, in universities and at defense contractors, as funding for this project materialized. Even now, several new, truck-sized, robots are negotiating test roads around the country--and the dust is still settling. On a more workaday level, it is not a trivial matter that fixed robot arms in factories must have their work delivered to them. An assembly line conveyor belt is one solution, but managers of increasingly automated factories in the late 1970s and early 1980s found belts, whose routes are difficult to change, too restrictive. Their robots could be rapidly reprogrammed for different jobs, but the material flow routes could not. Several large companies worldwide dealt with the problem by building what they called Automatically Guided Vehicles, AGVs, that navigated by sensing signals transmitted by wires buried along their route. Looking like fork lifts or large bumper cars, they can be programmed to travel from place to place and be loaded and unloaded by robot arms. Some recent variants carry their own robotic arms. Burying the route wires in concrete factory floors is expensive, and alternative methods of navigation are being sought. As with robot arms, the academic and industrial efforts have merged, and a bewildering number of directions and ideas are being energetically pursued. The history presented so far is highly sanitized, and describes only a few major actors in the newly united field of robotics. The reality is a turbulent witch's brew of approaches, motivations, and, as yet, unconnected problems. The practitioners are large and small groups around the world of electrical, mechanical, optical, and all other kinds of engineers, physicists, mathematicians, biologists, chemists, medical technologists, computer scientists, artists, and inventors. Computer scientists and biologists are collaborating on the development of machines that see. Physicists and mathematicians can be found improving sonar and other senses. Mechanical engineers have built machines that walk on legs, and others that grasp with robot hands of nearly human dexterity. These are all fledgling efforts, and the ground rules are not yet worked out. Each group represents a different set of backgrounds, desires, and skills; communication among groups is often difficult. There are no good general texts in the field, nor even a generally agreed upon outline. Continuing diversity and rapid change make it likely that this situation will continue for many years. In spite of the chaos, however, I maintain that the first mass offering from the cauldron will probably be served within a decade. And what leaps out of the brew in fifty years is the subject of the rest of this book. Before concluding this chapter, I'll foreshadow some of the contents in the cauldron by returning to notions raised at the outset. \section{Mobility and Intelligence} I've been hinting that robot research, especially the mobile robot variety, has a significance much greater than the sum of its many applications, and is, indeed, the safest route to full intelligent machines. I'll offer more detailed evidence later, but briefly the argument goes like this. Computers were created to do arithmetic faster and better than people. AI attempts to extend this superiority to other mental arenas. Some mental activities require little data, but others depend on voluminous knowledge of the world. Robotics was pursued in AI labs partly to automate the acquisition of world knowledge. It was soon noticed that the acquisition problem was less tractable than the mental activities it was to serve. While computers often exhibited adult level performance in difficult mental tasks, robotic controllers were incapable of matching even infantile perceptual skills. In hindsight the dichotomy is not surprising. Animal genomes have been engaged in a billion year arms race among themselves, with survival often awarded to the quickest to produce a correct action from inconclusive perceptions. We are all prodigous olympians in perceptual and motor areas, so good that we make the hard look easy. Abstract thought, on the other hand, is a small new trick, perhaps less than a hundred thousand years old, not yet mastered. It just looks hard when we do it. How hard and how easy? Average humans beings can be beaten at arithmetic by a one operation per second machine, in logic problems by 100 operations per second, at chess by 10,000 operations per second, in some narrow "expert systems" areas by a million operations. Robotic performance can not yet provide this same standard of comparison, but a calculation based on retinal processes and their computer visual equivalents suggests that a {\it billion} ($10^{9}$) operations per second are required to do the job of the retina, and $10$ {\it trillion} ($10^{13}$) to match the bulk of the human brain. Truly expert human performance may depend on mapping a problem into structures originally constructed for perceptual and motor tasks - so it can be internally visualized, felt, heard or perhaps smelled and tasted. Such transformations give the trillion operations per second engine a purchase on the problem. The same perceptual-motor structures may also be the seat of ``common sense'', since they probably contain a powerful model of the world - developed to solve the merciless life and death problems of rapidly jumping to the right conclusion from the slightest sensory clues. Decades of steady growth trends in computer power suggest that trillion operation per second computers will be common in twenty to forty years. Can we expect to program them to mimic the ``hard'' parts of human thought in the same way that current AI program capture some of the easy parts? It is unlikely that introspection of conscious thought can carry us very far - most of the brain is not instrumented for introspection, the neurons are occupied efficiently solving the problem at hand, as in the retina. Neurobiologists are providing some very helpful instrumentation extra-somatically, but not fast enough for the forty year timetable. Another approach is to attempt to parallel the evolution of animal nervous systems by seeking situations with selection criteria like those in their history. By solving similar incremental problems, we may be driven, step by step, through the same solutions (helped, where possible, by biological peeks at the ``back of the book''). That animals started with small nervous systems gives confidence that small computers can emulate the intermediate steps, and mobile robots provide the natural external forms for recreating the evolutionary tests we must pass. Followers of this ``bottom up'' route to AI may one day meet those pursuing the traditional ``top down'' route half way. Fully intelligent machines will result when the metaphorical golden spike is driven uniting the two efforts. \begin{figure} \vspace{6in} \caption{The evolution of terrestrial intelligence.} \end{figure} The parallel between the evolution of intelligent living organisms and the development of robots is a strong one. Many real-world constraints that shaped life by favoring one kind of change over another in the contest for survival also affect the viability of robot characteristics. To a large extent the incremental paths of development pioneered by living things are being followed by their technological imitators. Given this, there are lessons to be learned from the diversity of life. One is the observation made earlier, that mobile organisms tend to evolve the mental characteristics that form the bedrock of human intelligence, immobile ones do not. Plants are an example of the latter case; vertebrates an example of the former. An especially dramatic contrast is provided in an invertebrate phylum, the molluscs. Many are shellfish like clams and oysters that move little and have small nervous systems and behaviors more like plants than like animals. Yet they have relatives, the cephalopods, like octopus and squid, that are mobile and have independently developed many of the characteristics of vertebrates, including imaging eyes, large nervous systems and very interesting behavior, including major problem solving abilities. Two billion years ago our unicelled ancestors parted genetic company with the plants. By dint of energetics and heritage, large plants now live their lives fixed in place. Awesomely effective in their own right, the plants have no apparent inclinations toward intelligence--negative evidence that supports my thesis that mobility is a parent of this trait. Animals bolster the argument on the positive side, except for the immobile minority like sponges and clams that support it on the negative. A billion years ago, before brains or eyes were invented, when the most complicated animals were something like hydras (i.e., double layers of cells with a primitive nerve net), our progenitors split with invertebrates. Now both clans have "intelligent" members. Most mollusks are sessile shellfish, but octopus and squid are highly mobile, with big brains and excellent eyes. Evolved independently of us, they are quite different in detail. The optic nerve connects to the back of the retina, so there is no blind spot. The brain is annular, a ring around the esophagus. The green blood is circulated by a systemic heart oxygenating the tissues and two gill hearts moving depleted blood. Hemocyanin, a copper doped protein related to hemoglobin and chlorophyll, carries the oxygen. Octopus and their relatives are swimming light-shows, their surfaces covered by a million individually controlled color changing cells. A cuttlefish placed on a checkerboard can imitate the pattern, a fleeing octopus can make deceiving seaweed shapes coruscate backward along its body. Photophores of deep sea squid, some with irises and lenses, generate bright multicolored light. Since they also have good vision, there is a potential for rich communication. Martin Moynihan, a biologist at the University of Indiana, in {\bf Communication and Noncommunication by Cephalopods} identifies several dozen distinct symbolic displays , many apparently expressing strong emotions. Their behavior is mammallike. Octopus are reclusive and shy; squid are occasionally aggressive. Small octopus can learn to solve problems like how to open a container of food. Giant squid, with large nervous systems, have hardly ever been observed except as corpses. They might be as clever as whales. Birds are vertebrates, related to us through a 300 million year old, probably not very bright, early reptile. Size-limited by the dynamics of flying, some are intellectually comparable to the highest mammals. The intuitive number sense of crows and ravens, for example, extends to seven, compared to three or four for us. Birds outperform all mammals except higher primates and the whales in ``learning set'' tasks, where the idea is to generalize from specific instances . In mammals generalization depends on cerebral cortex size. In birds forebrain regions called the Wulst and the hyperstriatum are critical , while the cortex is small and unimportant. Our last common ancestor with the whales was a primitive shrew-like mammal alive 100 million years ago. Some dolphin species have body and brain masses identical to ours, and have had them for more generations . They are as good as us at many kinds of problem solving , and can grasp and communicate complex ideas. Killer whales have brains five times human size, and their ability to formulate plans is better than the dolphins', whom they occasionally eat. Sperm whales, though not the largest animals, have the world's largest brains. Intelligence may be an important part of their struggle with large squid, their main food. Elephant brains are three times human size. Elephants form matriarchal tribal societies and exhibit complex behavior. Indian domestic elephants learn over 500 commands, and form voluntary mutual benefit relationships with their trainers, exchanging labor for baths. They can solve problems such as how to sneak into a plantation at night to steal bananas, after having been belled (answer: stuff mud into the bells). And they do have long memories. Apes are our 10 million year cousins. Chimps and gorillas can learn to use tools and to communicate in human sign languages at a retarded level. Chimps have one third, and gorillas one half, human brain size. Animals exhibiting near-human behavior have hundred-billion neuron nervous systems. Imaging vision alone requires a billion. The most developed insects have a million brain cells, while slugs and worms make do with fewer than one hundred thousand, and sessile animals with a few thousand. The portions of nervous systems for which tentative wiring diagrams have been obtained, including several nerve clumps of the large neuroned sea slugs, and leeches, and the early stages of vertebrate vision, reveal neurons configured into efficient, clever, assemblies. The twenty year old modern robotics effort can hardly hope to rival the billion year history of large life on earth in richness of example or profundity of result. Nevertheless, the evolutionary pressures that shaped life are already palpable in the robotics labs. The following is a thought experiment that reflects this situation. We wish to make robots execute general tasks such as ``go down the hall to the third door, go in, look for a cup and bring it back.'' This desire has created a pressing need--a computer language in which to specify complex tasks for a rover, and a hardware and software system to embody it. Sequential control languages successfully used with industrial manipulators might seem a good starting point. Paper attempts at defining the structures and primitives required for the mobile application revealed that the linear control structure of these state-of-the-art robot arm controlling languages was inadequate for a rover. The essential difference is that a rover, in its wanderings, is regularly ``surprised'' by events it cannot anticipate, but with which it must deal. This requires that contingency routines be activated in arbitrary order, and run concurrently, each with its own access to the needed sensors, effectors, and internal state of the machine, and a way of arbitrating their differences. As conditions change the priority of the modules changes, and control may be passed from one to another. Suppose that we ask a future robot to go down the hall to the third door, go in, look for a cup and bring it back. This will be implemented as a process that looks very much like a program written for the arm control languages (that in turn look very much like Algol, or Basic), except that the door recognizer routine would probably be activated separately. Consider the following caricature of such a program. module GO-FETCH-CUP wake up DOOR-RECOGNIZER with instructions ( on FINDING-DOOR add 1 to DOOR-NUMBER record DOOR-LOCATION ) record START-LOCATION set DOOR-NUMBER to 0 while DOOR-NUMBER<3 WALL-FOLLOW FACE-DOOR if DOOR-OPEN then GO-THROUGH-OPENING else OPEN-DOOR-AND-GO-THROUGH set CUP-LOCATION to result of LOOK-FOR-CUP TRAVEL to CUP-LOCATION PICKUP-CUP at CUP-LOCATION TRAVEL to DOOR-LOCATION FACE-DOOR if DOOR-OPEN then GO-THROUGH-OPENING else OPEN-DOOR-AND-GO-THROUGH TRAVEL to START-LOCATION end So far so good. We activate our program, and the robot obediently begins to trundle down the hall counting doors. It correctly recognizes the first one. The second door, unfortunately, is decorated with garish posters, and the lighting in that part of the corridor is poor, and our experimental door recognizer fails to detect it. The wall follower, however, continues to operate properly and the robot continues on down the hall, its door count short by one. It recognizes door 3, the one we had asked it to go through, but thinks it is only the second, so continues. The next door is recognized correctly, and is open. The program, thinking it is the third one, faces it and proceeds to go through. This fourth door, sadly, leads to the stairwell, and the poor robot, unequipped to travel on stairs, is in mortal danger. Fortunately there is a process in our concurrent programming system called {\tt DETECT-CLIFF}. This program is always running and checks ground position data posted on the blackboard by the vision processes and also requests sonar and infrared proximity checks on the ground. It combines these, perhaps with an a-priori expectation of finding a cliff set high when operating in dangerous areas, to produce a number that indicates the likelihood there is a drop-off in the neighborhood. A companion process {\tt DEAL-WITH-CLIFF}, also running continuously, but with low priority, regularly checks this number and adjusts its own priority on the basis of it. When the cliff probability variable becomes high enough, the priority of {\tt DEAL-WITH-CLIFF} will exceed the priority of the current process in control, {\tt GO-FETCH-CUP} in our example, and {\tt DEAL-WITH-CLIFF} takes over control of the robot. A properly written {\tt DEAL-WITH-CLIFF} will then proceed to stop or greatly slow down the movement of the robot, to increase the frequency of sensor measurements of the cliff, and to back away slowly from it when it has been reliably identified and located. Now there's a curious thing about this sequence of actions. A person seeing them, not knowing about the internal mechanisms of the robot, might offer the interpretation ``First the robot was determined to go through the door, but then it noticed the stairs and became so frightened and preoccupied it forgot all about what it had been doing''. Knowing what we do about what really happened in the robot, we might be tempted to berate this poor person for using such sloppy anthropomorphic concepts as determination, fear, preoccupation, and forgetfulness in describing the actions of a machine. We could berate the person, but it would be wrong. The robot came by the emotions and foibles indicated as honestly as any living animal; the observed behavior is the correct course of action for a being operating with uncertain data in a dangerous and uncertain world. An octopus in pursuit of a meal can be diverted by hints of danger in just the way the robot was. An octopus also happens to have a nervous system that evolved entirely independently of our own vertebrate version. Yet most of us feel no qualms about ascribing qualities like passion, pleasure, fear, and pain to the actions of the animal. We have in the behavior of the vertebrate, the mollusc, and the robot a case of convergent evolution. The needs of the mobile way of life have conspired in all three instances to create an entity that has modes of operation for different circumstances, and that changes quickly from mode to mode on the basis of uncertain and noisy data prone to misinterpretation. As the complexity of the mobile robots increases, their similarity to animals and humans will become even greater. Hold on a minute, you say. There may be some resemblance between the robot's reaction to a dangerous situation and an animal's, but surely there are differences. Isn't the robot more like a startled spider, or even a bacterium, than like a frightened human being? Wouldn't it react over and over again in exactly the same way, even if the situation turned out not to be dangerous? You've caught me. I think the spider's nervous system is an excellent match for robot programs possible today. We passed the bacterial stage in the 1950s with light-seeking electronic turtles. This does not mean that concepts like thinking and consciousness are ruled out. In the book {\bf Animal Thinking}, the animal ethologist D. G. Griffiths reviews evidence that much animal behavior, including that of insects, can be explained economically in terms of consciousness: an internal model of the self and surroundings, that, however crudely, allows consideration of alternative actions. But there are differences of degree. \section{Other Emotions} When tickled, the sea slug Aplysia withdraws its delicate gills into its body. If the tickling is repeated often, Aplysia gradually learns to ignore the nuisance, and the gills remain deployed. If, later, tickles are followed by harsh stimuli, such as contact with a strong acid, the withdrawal reflex returns with a vengeance. Either way, the modified behavior is remembered for hours. Aplysia has been studied so thoroughly in the last few decades that the neurons involved in the reflex are well known, and the learning has recently been traced to chemical changes in single synapses on these neurons. Larger networks of neurons can adapt in more elaborate ways, for instance by learning to associate specific pairs of stimuli with one another. Such mechanisms tune a nervous system to the body it inhabits, and to its environment. Vertebrates owe much of their behavioral flexibility to an elaboration of this arrangement, systems that can be activated from many locations that encourage and discourage future repetitions of recent behaviors. Though their neural architecture is not understood, their effect is self evident in the subjective sensations we call pleasure and pain. A unified conditioning mechanism has obvious advantages in guiding an animal through a changing world. It seems to me that it also conveys a long term evolutionary advantage by providing a ``cheap'' means of entry into fundamental new behaviors. A new need or danger can be accommodated through a modest mutation of the sensory neural wiring, the connection of a detector for the condition to a pleasure or pain site. The standard conditioning mechanism will then ensure that animals with the mutation learn to seek the conditions that meet the need, or to avoid the danger, even if the required behavior is complex. Without the learning mechanism a much more specific sensor to motor connection would have to be discovered. We are deep in the realm of speculation now, but the generalpleasure/pain learning mechanism may provide an explanation for abstract emotions. Let's suppose that altruism, for instance of a mother toward her offspring, can enhance the long term survival of the altruist's genes even though it has a negative effect on the individual altruist. Feeding the young may leave the mother exhausted and hungry, and defending them may involve her in risk of injury. In a successful animal hunger and injury would surely be wired to register as pain. Wouldn't the conditioning mechanisms we've just described then eventually suppress a mother's ministrations on behalf of her young? Activities whose beneficial or detrimental effects act only across the generations can be conditioned just as readily those with more immediate effects, if detectors for them are wired strongly to pleasure and pain sites. For instance, mother love is encouraged if the sight, feel, sound or smell of the offspring triggers pleasure, and if absence of the young is painful. To the extent that conditioning stimuli have subjective manifestations other than the pain or pleasure sensation itself, such long range causes are likely to {\it feel} different from more immediate ones like skin pain or hunger. Most of the immediate concerns are associated with some part of the body and can be usefully mapped there in the organism's conscious map of self and world. Multigenerational imperatives, on the other hand, cannot be so simply related to the physically apparent world. This may help explain the ethereal or spiritual associations people often assign to them. Certainly they deserve respect, being the distillation of perhaps tens of millions of years of life or death trials, the wisdom of many lifetimes. \section{What If?} Elaboration of the internal world model in higher animals made possible another twist. A rich world model allows its possessor to examine in detail alternative situations, past, future, or merely hypothetical. Dangers avoided can yet be brooded over, and what {\it might} have happened can be imagined. If the mental simulation is accurate enough, such brooding can produce useful warnings, or point out missed opportunities. These lessons of the imagination are most effective if their consequences are tied to the conditioning mechanism, just as with real events. Such a connection is particularly easy to explain if, as we elaborate below, the most powerful aspects of reason are due to world knowledge powerfully encoded in the sensory and motor systems. The same wiring that conditions in real situations would be activated for imaginary ones. The ability to imagine must be a key component in communication among higher animals (and between you and me). Messages trigger mental scenarios that then provide conditioning (i.e., learning). Communication that fails to engage the emotions is not very educational in this sense, and a waste of time. Imagine circuitry for detecting time well spent and time wasted wired to the conditioning centers. It's not too far fetched to think that these correspond to the subjective emotions of ``interesting'' and ``boring''. Humans seem to have cross wiring that allows elaborate imagining, for instance about future rewards, to make interesting activities that might normally be boring. How else can one explain the existence of intellectuals? Indeed, the conventional view of intelligence, and the bulk of work in artificial intelligence, centers on this final twist. While I believe that it is important, it is only a tiny part of the whole story, and often overrated. \section{Coming Soon} A few of the ideas above have been explored in machinery. I mentioned earlier that W. Grey Walter built electronic turtles which demonstrated learning by association, represented as charges on a matrix of capacitors. Arthur Samuel at IBM wrote a checker playing program that adjusted evaluation parameters to improve its play, and was able to learn simply by playing game after game against itself overnight. Frank Rosenblatt of Cornell invented networks, called ``perceptrons,'' of artificial neurons that could be trained to do simple tasks by properly timed punish and reward signals. These approaches of the 1950s and 1960s fell out of fashion in the 1970s, but modern variations of it are again in vogue. Among the natural traits in the immediate roving robot horizon is parameter adjustment learning. A precise mechanical arm in a rigid environment can usually be ``tuned'' for optimal control once, permanently. A mobile robot bouncing around in the muddy world, on the other hand, is likely to continuously suffer insults like dirt buildup, tire wear, frame bends, and small mounting bracket slips that ruin precise adjustments. Some of the programs that drive our robots through obstacle courses now have a camera calibration phase. The robot is parked with its camera ``eye'' facing a precisely painted grid of spots. A program notes where the spots appear in the camera's images and figures a correction for camera distortions, so that later programs can make precise visual angle measurements. The driving program is highly sensitive to miscalibrations, and we are working on a method that will continuously calibrate the cameras just from the images perceived on normal trips through clutter. With such a procedure in place, a bump that slightly shifts one of the robot's cameras will no longer cause systematic errors in its navigation. Animals seem to tune most of their nervous systems with processes of this kind, and such accommodation may be a precursor to more general kinds of learning. Perhaps more controversially, I see the beginnings of awareness in the minds of our machines. The more advanced control programs use data from the robot's sensors to maintain representations, at varying levels of abstraction and precision, of the world around the robot, of the robot's position within that world, and of the robot's internal condition. The programs that plan actions for the robot manipulate these ``world models'' to weigh alternative future moves. The world models can also be stored from time to time, and examined later, as a basis for learning. A verbal interface keyed to these programs would be able to meaningfully answer questions like ``Where are you?'' (``I'm in an area of about twenty square meters, bounded on three sides, and there are three small objects in front of me'') and "Why did you do that?" (``I turned right because I didn't think I could fit through the opening on the left ''). Our programs usually present such information from their world models in the form of pictures on computer screens--a direct window into their minds. \section{When?} How does computer speed compare with human thought? The answer has been changing. The first electronic computers were constructed in the mid 1940s to solve problems too large for unaided humans. {\it Colossus}, one of a series of ultrasecret British machines, broke the German {\it Enigma} code, greatly influencing the course of the European war, by scanning through code keys tens of thousands of times faster than humanly possible. In the US {\it Eniac} computed antiaircraft artillery tables for the Army, and later did calculations for the atomic bomb, at similar speeds. Such feats earned the early machines the popular appellation {\it Giant Brains}. In the mid 1950s computers more than ten times faster than Eniac appeared in many larger Universities. They did numerical scientific calculations nearly a million times faster than humans. A few visionaries took the Giant Brains metaphor seriously and began to write programs for them to solve intellectual problems going beyond mere calculation. The first such programs were encouragingly successful. Computers were soon solving logic problems, proving theorems in Euclidean geometry, playing checkers, even doing well in IQ test analogy problems. The performance level and the speed in each of these narrow areas was roughly equivalent to that of a college freshman who had recently learned the subject. The automation of thought had made a great leap, but paradoxically the term ``Giant Brains'' seemed less appropriate. In the mid 1960s a few centers working in this new area of {\it Artificial Intelligence} added another twist: mechanical eyes, hands and ears to provide real world interaction for the thinking programs. By then computers were a thousand times faster than Eniac, but programs to do even simple things like clearing white blocks from a black tabletop turned out to be very difficult to write, and performed hundreds of times more slowly, and much less reliably, than a human. Slightly more complicated tasks took much longer, and many seemingly trivial things, like identifying a few simple objects in a jumble, still cannot be done acceptably at all twenty years later, even given hours of computer time. Forty years of research and a millionfold increase in computer power has reduced the image of computers from Giant Brains to mental midgets. Is this silly, or what? \section{Easy and Hard} The human evolutionary record provides a clue to the paradox. While our sensory and muscle control systems have been in development for almost a billion years, and common sense reasoning has been honed for perhaps a million, really high level, deep, thinking is little more than a parlor trick, culturally developed over a few thousand years, which a few humans, operating largely against their natures, can learn. As with Samuel Johnson's dancing dog, what is amazing is not how well it is done, but that it is done at all. Computers can challenge humans in intellectual areas, where humans are evolutionary novices, because they can be programmed to carry on much less wastefully. Arithmetic is an extreme example, a function learned by humans with great difficulty, but instinctive to computers. A 1987 home computer can add a million large numbers in a second, astronomically faster than a person, and with no errors. Yet the 100 billion neurons in a human brain, if reorganized by a mad neurosurgeon into adders using switching logic design principles, could sum one hundred thousand times faster than the computer. \section{Retina and Computer} The retina is the best studied piece of the vertebrate nervous system. Though located at the back of the eyeball, some distance from the bulk of the brain, it is really an elongated extension of the brain. Its separation makes it comparatively easy to study, even in living animals. Removed from the body, it can be kept functioning for hours, with its inputs and outputs highly accessible. Transparent, and thinner than a sheet of paper, it is ideal for light and electron microscopic examination, when stained with dyes to make specific neurons visible. It consists of a layer of light-detecting photocells connected to a network of neurons that respond to contrast and motion and more specific features in the image received by the eye. These preprocessed data are then passed by the optic nerve to larger neural centers in the brain. It is a peculiar feature of the vertebrate retina that light must pass through the neural network to get to the photocells. This is, no doubt, an unfortunate design choice, now locked in, made early in the evolutionary history of the eye. The independently evolved retinas of octopus and squid sensibly have their photoreceptors up front. The awkward position of the vertebrate retinal nerve net greatly limits its size. On the other hand, there is strong selection pressure to enhance its function. The retinal cells are in a unique position to rapidly and comprehensively abstract the essentials from an image, and good vision was a key survival tool for our ancestors: life and death alternatives often depended on small differences in visual speed or acuity. The product of this evolutionary adaptation is bound to be a little atypical of the rest of the brain, where space is larger, and payoffs for small improvements are more dilute. Retinal neurons, as I noted, form a thin sheet. Although nerve tissue is usually gray or white, the retinal neurons, and their supporting glial cells, are clear. Retinal neurons are smaller than most found in the brain. Though the rest of the brain is too poorly understood to be sure, the same pressures make it likely that the retina is wired more precisely than neural centers with gentler criteria, and that the retinal neurons are used more effectively. A supporting fact is that the retinal neurons communicate among themselves almost exclusively by smoothly varying voltages rather than pulses, though their computations are ultimately encoded as pulses on the optic nerve. This continuous mode works over only small distances in the wet environment, but at that range is faster and more precise. The retina may thus be representative of the most efficient neural structures in vertebrates. So what does the retina actually do? A rough and ready answer is available. Five cell types do most of the work. Photocells (subdivided into cone cells, which together discriminate colors, and rod cells which don't) intercept the light. Horizontal, bipolar, and amacrine cells, working with continuous voltages, process the image. Ganglion cells, whose axons form the optic nerve, combine outputs from the other cells and produce pulsed signals that go into the brain. After adapting to a particular overall light level, clusters of photocells create a voltage proportional to the amount of light striking them. This signal is received by two classes of neurons, the horizontal cells and the bipolar cells. The horizontal cells, whose thousands of fibers cover large circular fields of photocells, produce a kind of average of their areas. If the voltages of all the horizontal cells were mapped onto a TV screen, a blurry version of the retinal image would be displayed. The bipolar cells, on the other hand, are wired only to small areas, and would provide a sharp picture on our imaginary TV. Some of the bipolar cells also receive inputs from nearby horizontal cells, and then compute a difference between the small bipolar center areas and the large horizontal surround. Viewed on our TV, their picture would look much paler than the original, except at the edges of objects and patterns, where a distinct bright halo would be seen. The bipolar cell axons connect to complicated multilayer synapses on the axonless amacrine cells. Each ganglion cell collects inputs from several of these amacrine synapses, and produces a pulsed output, which travels up its long axon. Each amacrine cell connects to several bipolar and ganglion cells, and some of the juctions appear to both send and receive signals. Some amacrine cells enhance the ``center surround'' response, others detect changes in brightness in parts of the image. On the TV, some of these would show only objects moving left to right, while others would reveal other directions of motion. Each ganglion cell connects to several bipolar and amacrine cells, and produces pulse streams whose rate is proportional to a computed feature of the image. Some report on high contrast in specific parts of the picture, others on various kinds of motion, or combinations of contrast and motion. The TV I'm referring to is not totally imaginary. Sitting next to me as I write is a TV monitor that often displays images just like those described. They come not from an animal's retina, but from the eye of a robot. The picture from a TV camera on the robot is converted by electronics into an array of numbers in a computer memory. Programs in the computer combine these numbers to deduce things about the robot's surroundings. Though designed with little reference to neurobiology, many of the program steps resemble strongly the operations of the retinal cells--a case of convergent evolution. The parallel provides a way to measure the net computational power of neural tissue. The human retina has about 100 million photocells, tens of millions of horizontal, bipolar and amacrine cells, and one million ganglion cells, each contributing one signal-carrying fiber to the optic nerve. All this is packaged in a volume a third of a millimeter thick and less than a centimeter square, $1/100,000$ the volume of the whole brain. The photocells interact with their neighbors to enhance each other's output, and their great multiplicity appears to be a way to maximize sensitivity; a single photon sometimes produces a detectable response. The horizontal and bipolar cells and the amacrine cell synapses each seem to perform a unique computation. The bottom line, however, is that the million ganglion cell axons each reports on a specific function computed over a particular patch of photocells. To find the computer equivalent for such a function, we'll first have to match the visual detail of the human eye in the computer equivalent. Simply counting photocells in the eye leads to an overestimate, because they work in groups. External visual acuity tests are better, but complicated by the fact that the retina has a small, dense, high resolution center area, the fovea, which can resolve details more than 10 times as fine as the rest of the eye. Though it covers less than $1\%$ of the visual field, the fovea employs perhaps one quarter of the retinal circuitry, and one quarter of the optic nerve fibers. Under optimal seeing conditions as many as 500 distinct points can be resolved across the width of this central region. This feat could be matched by a TV camera with 500 separate picture elements, or ``pixels,'' in the horizontal direction. The vertical resolution is similar, so our camera would need $500 \times 500$, or one quarter million pixels, in all--which, incidentally, just happens to be the resolution of a good quality image on a standard television set. But don't we see more finely than that? Not really. The $500 \times 500$ array corresponds only to our fovea, spanning a mere $5\deg$ of our field of view. A standard TV screen subtends about $5\deg$ when viewed from a distance of 10 meters. At that range, the scanning lines and other resolution defects of the TV image are invisible because the resolution of our eye is no better. At closer range we can concentrate our fovea on small parts of the TV image to get greater detail. We have the illusion of seeing the whole screen this sharply because our unconsciously swiveling eyes rapidly zip the foveal area from one place to another. Somewhere, in an as yet mysterious part of our brain, a high resolution image is being synthesized like a jigsaw puzzle from these fragmentary glimpses. So the foveal circuitry in the retina effectively takes a $500\times 500$ image and processes it to produce 250,000 values, some being center-surround operations, some being motion detections. One key question remains. How fast does this happen? Experience with motion pictures provides a ready answer. When successive frames are presented at a rate slower than about ten per second, the individual frames become distinguishable. At faster rates they blend together into apparently smooth motion. Though the separate frames cannot be distinguished faster than ten per second, if the light flickers at the frame rate, as it does in a movie projector and on a TV screen, the flicker itself is detectable until it reaches a frequency of about 50 flashes per second. Presumably in the 10-50 cycle range the simplest brightness change detectors are triggered, but the more complicated neuron chains do not have time to react. In our lab we have often programmed computers to do center-surround operations on images from TV toting robots, and once or twice we have written motion detectors. To get the speed up, we have spent much programming effort and mathematical trickery to do the job as efficiently as possible. Despite our best efforts, 10 frame per second processing rates have been out of reach because our computers are too slow. In a rough sense, with an efficient program a center-surround calculation applied to each pixel in a $500 \times 500$ image takes about 25 million calculations, which breaks down to about 100 calculations for each center-surround value produced. A motion-detecting operator can be applied at a similar cost. Translated to the retina, this means that each ganglion cell reports on the computer equivalent of 100 calculations every tenth of a second, and thus represents 1000 calculations per second. The whole million-fiber optic nerve then carries the answers to a billion calculations per second. If the retina's processing can be matched by a billion computer calculations per second, what can we say about the entire brain? The brain has about 1000 times as many neurons as the retina, but its volume is 100,000 times as large. The retina's evolutionarily pressed neurons are smaller and more tightly packed than average. By multiplying the computational equivalent of the retina by a compromise value of 10,000 for the ratio of brain complexity to retina complexity, I rashly conclude that the whole brain's job might be done by a computer performing 10 trillion ($10^{13}$) calculations per second. This is about a million times faster than the medium size machines that now drive my robots, and one thousand times more than today's fastest supercomputers. \begin{figure} \vspace{6in} \caption{Computing speed and memory of some animals and machines. The animal figures are for the nervous system only, calculated at 100 bits per second and 100 bits of storage per neuron. These are speculative estimates, but note that a factor of 100 one way or the other would change the appearance of the graph only slightly.} \label{brains} \end{figure} \section{Intellectual Voyages} Interesting computation and thought requires a processing engine of sufficient computational {\it power} and {\it capacity}. Roughly, power is the speed of the machine, and capacity is its memory size. Here's a helpful metaphor. Computing is like a sea voyage in a motorboat. How fast a given journey can be completed depends on the power of the boat's engine. The maximum length of any journey is limited by the capacity of its fuel tank. The effective speed is decreased, in general, if the course of the boat is constrained, for instance to major compass directions. Some computations are like a trip to a known location on a distant shore, others resemble a mapless search for a lost island. Parallel computing is like having a fleet of small boats - it helps in searches, and in reaching multiple goals, but not very much in problems that require a distant sprint. Special purpose machines trade a larger engine for less rudder control. Attaching disks and tapes to a computer is like adding secondary fuel tanks to the boat. The capacity, and thus the range, is increased, but if the connecting plumbing is too thin, it will limit the fuel flow rate and thus the effective power of the engine. Extending the metaphor, input/output devices are like boat sails. They capture power and capacity in the environment. Outside information is a source of variability, and thus power, by our definition. More concretely, it may contain answers that would otherwise have to be computed. The external medium can also function as extra memory, increasing capacity. Figure \ref{brains} shows the power and capacity of some interesting natural and artificial thinking engines. At its best, a computer instruction has a few tens of bits of information, and a million instruction per second computer represents a few tens of millions of bits/second of power. The power ratio between nervous systems and computers is as calculated in the last section: a million instructions per second is worth about a hundred thousand neurons. I also assume that a neuron represents about 100 bits of storage, suggested by recent evidence of synaptic learning in simple neurvous systems by Eric Kandel and others. Note that change of a factor of ten or even one hundred in these ratios would hardly change the graph qualitatively. (My forthcoming book {\it Mind Children}, from which this paper is drawn, offers more detailed technical justifications for these numbers). The figure shows that current laboratory computers are equal in power approximately to the nervous systems of insects. It is these machines that support essentially all the research in artificial intelligence. No wonder the results to date are so sparse! The largest supercomputers of the mid 1980s are a match for the 1 gram brain of a mouse, but at ten million dollars or more apiece they are reserved for serious work. \begin{figure} \vspace{6in} \caption{A Century of Computing - The cost of calculation has dropped a thousandfold every twenty years (or halved every two years) since the late nineteenth century. Before then mechanical calculation was an unreliable and expensive novelty with no particular edge over hand calculation. The graph shows a mind boggling {\it trillionfold} decrease in the cost since then. The pace has actually picked up a little since the beginning of the century. It once took 30 years to accumulate a thousandfold improvement; in recent decades it takes only 19. Human equivalence should be affordable very early in the 21st century.} \label{compute} \end{figure} \section{The Growth of Processing Power} How long before the research medium is rich enough for full intelligence? Although a number of mechanical digital calculators were devised and built during the seventeenth and eighteenth centuries, only with the mechanical advances of the industrial revolution did they become reliable and inexpensive enough to routinely rival manual calculation. By the late nineteenth century their edge was clear, and the continuing progress dramatic. Since then the cost of computing has dropped a thousandfold every twenty years (figure \ref{compute}). The early improvements in speed and reliability came with advances in mechanics - precision mass produced gears and cams, for instance, improved springs and lubricants, as well as increasing design experience and competition among the calculator manufacturers. Powering calculators by electric motors provided a boost in both speed and automation in the 1920s, as did incorporating electromagnets and special switches in the innards in the 1930s. Telephone relay methods were used to make fully automatic computers during World War II, but these were quickly eclipsed by electronic tube computers using radio, and ultrafast radar, techniques. By the 1950s computers were an industry that itself spurred further major component improvements. The curve in figure \ref{compute} is not leveling off, and the technological pipeline is full of developments that can sustain the pace for the foreseeable future. Success in this enterprise, as in others, breeds success. Not only is an increasing fraction of the best human talent engaged in the research, but the ever more powerful computers themselves feed the process. Electronics is riding this curve so quickly that it is likely to be the main occupation of the human race by the end of the century. The price decline is fueled by miniaturization, which supplies a double whammy. Small components both cost less and operate more quickly. Charles Babbage, who in 1834 was the first person to conceive the idea of an automatic computer, realized this. He wrote that the speed of his design, which called for hundreds of thousands of mechanical components, could be increased in proportion if ``as the mechanical art achieved higher states of perfection'' his palm sized gears could be reduced to the scale of clockwork, or further to watchwork. (I fantasize an electricityless world where the best minds continued on Babbage's course. By now there would be desk and pocket sized mechanical computers containing millions of microscopic gears, computing at thousands of revolutions per second.) To a remarkable extent the cost per pound of machinery has remained constant as its intricacy increased. This is as true of consumer electronics as of computers (merging categories in the 1980s). The radios of the 1930s were as large and as expensive as the televisions of the 1950s, the color televisions of the 1970s, and the home computers of the 1980s. The volume required to amplify or switch a single signal dropped from the size of a fist in 1940, to that of a thumb in 1950, to a pencil eraser in 1960, to a salt grain in 1970, to a small bacterium in 1980. In the same period the basic switching speed rose a millionfold, and the cost declined by the same huge amount. Predicting the detailed future course is impossible for many reasons. Entirely new and unexpected possibilities are encountered in the course of basic research. Even among the known, many techniques are in competition, and a promising line of development may be abandoned simply because some other approach has a slight edge. I'll content myself with a short list of some of what looks promising today. In recent years the widths of the connections within integrated circuits have shrunk to less than one micron, perilously close to the wavelength of the light used to ``print'' the circuitry. The manufacturers have switched from visible light to shorter wavelength ultraviolet, but this gives them only a short respite. X-rays, with much shorter wavelengths, would serve longer, but conventional X-ray sources are so weak and diffuse that they need uneconomically long exposure times. High energy particle physicists have an answer. Speeding electrons curve in magnetic fields, and spray photons like mud from a spinning wheel. Called synchotron radiation for the class of particle accelerator where it became a nuisance, the effect can be harnessed to produce powerful beamed X-rays. The stronger the magnets, the smaller can be the synchotron. With liquid helium cooled superconductiong magnets an adequate machine can fit into a truck, otherwise it is the size of a small building. Either way, synchotrons are now an area of hot interest, and promise to shrink mass-produced circuitry into the sub-micron region. Electron and ion beams are also being used to write submicron circuits, but present systems affect only small regions at a time, and must be scanned slowly across a chip. The scanned nature makes computer controlled electron beams ideal, however, for manufacturing the ``masks'' that act like photographic negatives in circuit printing. Smaller circuits have less electronic ``inertia'' and switch both faster and with less power. On the negative side, as the number of electrons in a signal drops it becomes more prone to thermal jostling. This effect can be countered by cooling, and indeed very fast experimental circuits can now be found in many labs running in supercold liquid nitrogen, and one supercomputer is being designed this way. Liquid nitrogen is produced in huge amounts in the manufacture of liquid oxygen from air, and it is very cheap (unlike the much colder liquid helium). The smaller the circuit, the smaller the regions across which voltages appear, calling for lower voltages. Clumping of the substances in the crystal that make the circuit becomes more of a problem as they get smaller, so more uniform ``doping'' methods are being developed. As the circuits become smaller quantum effects become more pronounced, creating new problems and new opportunities. Superlattices, mutiple layers of atoms-thick regions of differently doped silicon made with molecular beams, are such an opportunity. They allow the electronic characteristics of the material to be tuned, and permit entirely new switching methods, often giving tenfold improvements. The first transistors were made of germanium; they could not stand high temperatures and tended to be unreliable. Improved understanding of semiconductor physics and ways of growing silicon crystals made possible faster and more reliable silicon transistors and integrated circuits. New materials are now coming into their own. The most immediate is gallium arsenide. Its lattice impedes electrons less than silicon, and makes circuits up to ten times faster. The Cray 3 supercomputer due in 1989 will use gallium arsenide integrated circuits, packed into a one cubic foot volume, to top the Cray 2's speed tenfold. Other compounds like indium phosphide and silicon carbide wait in the wings. Pure carbon in diamond form is an obvious possibility - it should be as much an improvement over Gallium Arsenide as that crystal is over Silicon. Among its many superlatives, perfect diamond is the best solid conductor of heat, an important property in densely packed circuitry. The vision of an utradense three dimensional circuit in a gem quality diamond is compelling. As yet no working circuits of diamond have been reported, but excitment is mounting as reports of diamond layers up to a millimeter thick grown from hot methane come from the Soviet Union, Japan and, belatedly, the United States. Farther off the beaten track are optical circuits that use lasers and non-linear optical effects to switch light instead of electricity. Switching times of a few picoseconds, a hundred times faster than conventional circuits, have been demonstrated, but many practical problems remain. Finely tuned laser has also been used with light sensitive crystals and organic molecules in demonstration memories that store up to a trillion bits per square centimeter. The ultimate circuits may be superconducting quantum devices, which are not only extremely fast, but extremely efficient. Various superconducting devices have been in and out of fashion several times over the past twenty years. They've had a tough time because the liquid helium environment they require is expensive, the heating/cooling cycles are stressful, and especially because rapidly improving semiconductors have offered such tough competition. Underlying these technical advances, and preceding them, are equally amazing advances in the methods of basic physics. One recent, unexpected and somewhat unlikely, device is the inexpensive tunnelling microscope that can reliably see, identify and soon manipulate single atoms on surfaces by scanning them with a very sharp needle. The tip is positioned by three piezoelectric crystals microscopically moved by small voltages. It maintains a gap a few atoms in size by monitoring a current that jumps across it. The trickiest part is isolating the system from vibrations. It provides our first solid toehold on the atomic scale. A new approach to miniaturization is being pursued by enthusiasts in the laboratories of both semiconductor and biotechnology companies, and elswhere. Living organisms are clearly machines when viewed at the molecular scale. Information encoded in RNA ``tapes'' directs protein assembly devices called ribosomes to pluck particular sequences of amino acids from their environment and attach them to the ends of growing chains. Proteins, in turn, fold up in certain ways, depending on their sequence, to do their jobs. Some have moving parts acting like hinges, springs, latches triggered by templates. Others are primarily structural, like bricks or ropes or wires. The proteins of muscle tissue work like ratcheting pistons. Minor modifications of this existing machinery are the core of today's biotechnology industry. The visionaries see much greater possibilities. Proteins to do specific jobs can be engineered even without a perfect model of their physics. Design guidelines, with safety margins to cover the uncertainties, can substitute. The first generation of artificial molecular machinery would be made of protein by mechanisms recruited from living cells. Early products would be simple, like tailored medicines, and experimental, like little computer circuits. Gradually a bag of tricks, and computer design aids, would accumulate to build more complicated machines. Eventually it may be possible to build tiny robot arms, and equally tiny computers to control them, able to grab molecules and hold them, thermally wriggling, in place. The protein apparatus could then be used as machine tools to build a second generation of molecular devices by assembling atoms and molecules of all kinds. For instance, carbon atoms might be laid, bricklike, into ultra strong fibers of perfect diamond. The smaller, harder, tougher machines so produced would be the second generation molecular machinery. The book {\bf Engines of Creation} by Eric Drexler, and a forthcoming book by Conrad Schneiker, call the entire scheme {\it nanotechnology}, for the nanometer scale of its parts. By contrast today's integrated circuit microtechnology has micrometer features, a thousand times bigger. Some things are easier at the nanometer scale. Atoms are perfectly uniform in size and shape, if somewhat fuzzy, and behave predictably, unlike the nicked, warped and cracked parts in larger \section{A Stumble} It seemed to me throughout the 1970s (I was serving an extended sentence as a graduate student at the time) that the processing power available to AI programs was not increasing very rapidly. In 1970 most of my work was done on a Digital Equipment Corp. PDP-10 serving a community of perhaps thirty people. In 1980 my computer was a DEC KL-10, five times as fast and with five times the memory of the old machine, but with twice as many users. Worse, the little remaining speedup seemed to have been absorbed in computationally expensive convenience features: fancier time sharing and high level languages, graphics, screen editors, mail systems, computer networking and other luxuries that soon became necessities. Several effects together produced this state of affairs. Support for university science in general had wound down in the aftermath of the Apollo moon landings and politics of the Vietnam war, leaving the universities to limp along with aging equipment. The same conditions caused a recession in the technical industries - unemployed engineers opened fast food restaurants instead of designing computers (the rate of change in figure \ref{compute} does slacken slightly in the mid 1970s). The initially successful ``problem solving'' thrust in AI had not yet run its course, and it still seemed to many that existing machines were powerful enough - if only the right programs could be found. While spectacular progress in the research became increasingly difficult, a pleasant synergism among the growing number of information utilities on the computers created an attractive diversion for the best programmers - creating more utilities. If the 1970s were the doldrums, the 1980s more than compensated. Several salvations had been brewing. The Japanese industrial successes focused attention worldwide on the importance of technology, particularly computers and automation, in modern economies - American industries and government responded with research dollars. The Japanese stoked the fires, under the influence of a small group of senior researchers, by boldly announcing a major initiative towards future computers, the so called ``Fifth Generation'' project, pushing the most promising American and European research directions. The Americans responded with more money. Besides this, integrated circuitry had evolved far enough that an entire computer could fit on a chip. Suddenly computers were affordable by individuals, and a new generation of computer customers and manufacturers came into being. The market was lucrative, the competition fierce, and the evolution swift, and by the mid 1980s the momentum lost in the previous decade had been regained, with interest. Artificial intelligence research is awash in a cornucopia of powerful new ``personal'' workstation computers, and there is talk of applying supercomputers to the work. Even without supercomputers, human equivalence in a research setting should be possible by around 2010, as suggested by figure \ref{compute}. Now, the smallest vertebrates, shrews and hummingbirds, get interesting behavior from nervous systems one ten thousandth the size of a human's, so I expect fair motor and perceptual competence, in about a decade. \section{Faster Yet?} Very specialized machines can provide up to one thousand times the effective performance for a given price in well defined tasks. Some vision and control problems may be candidates for this approach. Special purpose machines are not a good solution in the groping research stage, but may dramatically lower the costs of intelligent machines when the problems and solutions are well understood. Some principals in the Japanese Fifth Generation Computer Project have been quoted as planning ``man capable'' systems in ten years. I believe this more optimistic projection is unlikely, but not impossible. As the computers become more powerful and as research in this area becomes more widespread the rate of visible progress should accelerate. I think artificial intelligence via the ``bottom up'' approach of technological recapitulation of the evolution of mobile animals is the surest bet because the existence of independently evolved intelligent nervous systems indicates that there is an incremental route to intelligence. It is also possible, of course, that the more traditional ``top down'' approach will achieve its goals, growing from the narrow problem solvers of today into the much harder areas of learning, common-sense reasoning and perceptual acquisition of knowledge as computers become large and powerful enough, and the techniques are mastered. Most likely both approaches will make enough progress that they can effectively meet somewhere in the middle, for a grand synthesis into a true artificial sentience. This artificial person will have some interesting properties. Its high level reasoning abilities should be astonishingly better than a human's - even today's puny systems are much better in some areas - but its low level perceptual and motor abilities will be comparable to ours. Most interestingly it will be highly changeable, both on an individual basis and from one of its generations to the next. And it will quickly become cheap. \footnote{Adapted from the forthcoming book {\bf Mind Children}, Harvard University Press, Fall 1988. This work has been supported in part by the Office of Naval Research under contract N00014-81-K-503. \end{document}