manufacturing

deepmind’s-robotic-ballet:-an-ai-for-coordinating-manufacturing-robots

DeepMind’s robotic ballet: An AI for coordinating manufacturing robots


An AI figures out how robots can get jobs done without getting in each other’s way.

A lot of the stuff we use today is largely made by robots—arms with multiple degrees of freedom positioned along conveyor belts that move in a spectacle of precisely synchronized motions. All this motion is usually programmed by hand, which can take hundreds to thousands of hours. Google’s DeepMind team has developed an AI system called RoboBallet that lets manufacturing robots figure out what to do on their own.

Traveling salesmen

Planning what manufacturing robots should do to get their jobs done efficiently is really hard to automate. You need to solve both task allocation and scheduling—deciding which task should be done by which robot in what order. It’s like the famous traveling salesman problem on steroids. On top of that, there is the question of motion planning; you need to make sure all these robotic arms won’t collide with each other or with all the gear standing around them.

At the end, you’re facing myriad possible combinations where you’ve got to solve not one but three computationally hard problems at the same time. “There are some tools that let you automate motion planning, but task allocation and scheduling are usually done manually,” says Matthew Lai, a research engineer at Google DeepMind. “Solving all three of these problems combined is what we tackled in our work.”

Lai’s team started by generating simulated samples of what are called work cells, areas where teams of robots perform their tasks on a product being manufactured. The work cells contained something called a workpiece, a product on which the robots do work, in this case something to be constructed of aluminum struts placed on a table. Around the table, there were up to eight randomly placed Franka Panda robotic arms, each with 7 degrees of freedom, that were supposed to complete up to 40 tasks on a workpiece. Every task required a robotic arm’s end effector to get within 2.5 centimeters of the right spot on the right strut, approached from the correct angle, then stay there, frozen, for a moment. The pause simulates doing some work.

To make things harder, the team peppered every work cell with random obstacles the robots had to avoid. “We chose to work with up to eight robots, as this is around the sensible maximum for packing robots closely together without them blocking each other all the time,” Lai explains. Forcing the robots to perform 40 tasks on a workpiece was also something the team considered representative of what’s required at real factories.

A setup like this would be a nightmare to tackle using even the most powerful reinforcement-learning algorithms. Lai and his colleagues found a way around it by turning it all into graphs.

Complex relationships

Graphs in Lai’s model comprised nodes and edges. Things like robots, tasks, and obstacles were treated as nodes. Relationships between them were encoded as either one- or bi-directional edges. One-directional edges connected robots with tasks and obstacles because the robots needed information about where the obstacles were and whether the tasks were completed or not. Bidirectional edges connected the robots to each other, because each robot had to know what other robots were doing at each time step to avoid collisions or duplicating tasks.

To read and make sense of the graphs, the team used graph neural networks, a type of artificial intelligence designed to extract relationships between the nodes by passing messages along the edges of the connections among them. This decluttered the data, allowing the researchers to design a system that focused exclusively on what mattered most: finding the most efficient ways to complete tasks while navigating obstacles. After a few days of training on randomly generated work cells using a single Nvidia A100 GPU, the new industrial planning AI, called RoboBallet, could lay out seemingly viable trajectories through complex, previously unseen environments in a matter of seconds.

Most importantly, though, it scaled really well.

Economy of scale

The problem with applying traditional computational methods to complex problems like managing robots at a factory is that the challenge of computation grows exponentially with the number of items you have in your system. Computing the most optimal trajectories for one robot is relatively simple. Doing the same for two is considerably harder; when the number grows to eight, the problem becomes practically intractable.

With RoboBallet, the complexity of computation also grew with the complexity of the system, but at a far slower rate. (The computations grew linearly with the growing number of tasks and obstacles, and quadratically with the number of robots.) According to the team, these computations should make the system feasible for industrial-scale use.

The team wanted to test, however, whether the plans their AI was producing were any good. To check that, Lai and his colleagues computed the most optimal task allocations, schedules, and motions in a few simplified work cells and compared those with results delivered by RoboBallet. In terms of execution time, arguably the most important metric in manufacturing, the AI came very close to what human engineers could do. It wasn’t better than they were—it just provided an answer more quickly.

The team also tested RoboBallet plans on a real-world physical setup of four Panda robots working on an aluminum workpiece, and they worked just as well as in simulations. But Lai says it can do more than just speed up the process of programming robots.

Limping along

RoboBallet, according to DeepMind’s team, also enables us to design better work cells. “Because it works so fast, it would be possible for a designer to try different layouts and different placement or selections of robots in almost real time,” Lai says. This way, engineers at factories would be able to see exactly how much time they would save by adding another robot to a cell or choosing a robot of a different type. Another thing RoboBallet can do is reprogram the work cell on the fly, allowing other robots to fill in when one of them breaks down.

Still, there are a few things that still need ironing out before RoboBallet can come to factories. “There are several simplifications we made,” Lai admits. The first was that the obstacles were decomposed into cuboids. Even the workpiece itself was cubical. While this was somewhat representative of the obstacles and equipment in real factories, there are lots of possible workpieces with more organic shapes. “It would be better to represent those in a more flexible way, like mesh graphs or point clouds,” Lai says. This, however, would likely mean a drop in RoboBallet’s blistering speed.

Another thing is that the robots in Lai’s experiments were identical, while in a real-world work cell, robotic teams are quite often heterogeneous. “That’s why real-world applications would require additional research and engineering specific to the type of application,” Lai says. He adds, though, that the current RoboBallet is already designed with such adaptations in mind—it can be easily extended to support them. And once that’s done, his hope is that it will make factories faster and way more flexible.

“The system would have to be given work cell models, the workpiece models, as well as the list of tasks that need to be done—based on that, RoboBallet would be able to generate a complete plan,” Lai says.

Science Robotics, 2025. DOI: 10.1126/scirobotics.ads1204

Photo of Jacek Krywko

Jacek Krywko is a freelance science and technology writer who covers space exploration, artificial intelligence research, computer science, and all sorts of engineering wizardry.

DeepMind’s robotic ballet: An AI for coordinating manufacturing robots Read More »

raspberry-pi-cuts-product-returns-by-50%-by-changing-up-its-pin-soldering

Raspberry Pi cuts product returns by 50% by changing up its pin soldering

Getting the hang of through-hole soldering is tricky for those of us tinkering at home with our irons, spools, flux, and, sometimes, braids. It’s almost reassuring, then, to learn that through-hole soldering was also a pain for a firm that has made more than 60 million products with it.

Raspberry Pi boards have a combination of surface-mount devices (SMDs) and through-hole bits. SMDs allow for far more tiny chips, resistors, and other bits to be attached to boards by their tiny pins, flat contacts, solder balls, or other connections. For those things that are bigger, or subject to rough forces like clumsy human hands, through-hole soldering is still required, with leads poked through a connective hole and solder applied to connect and join them securely.

The Raspberry Pi board has a 40-pin GPIO header on it that needs through-hole soldering, along with bits like the Ethernet and USB ports. These require robust solder joints, which can’t be done the same way as with SMT (surface-mount technology) tools. “In the early days of Raspberry Pi, these parts were inserted by hand, and later by robotic placement,” writes Roger Thornton, director of applications for Raspberry Pi, in a blog post. The boards then had to go through a follow-up wave soldering step.

Now Pi boards have their tiny bits and bigger pieces soldered at the same time through an intrusive reflow soldering process undertaken with Raspberry Pi’s UK manufacturing partner, Sony. After adjusting component placement, the solder stencil, and the connectors, the board makers could then place and secure all their components in the same stage.

Raspberry Pi cuts product returns by 50% by changing up its pin soldering Read More »

kaizen:-a-factory-story-makes-a-game-of-perfecting-1980s-japanese-manufacturing

Kaizen: A Factory Story makes a game of perfecting 1980s Japanese manufacturing

Zach Barth, the namesake of game studio Zachtronics, tends to make a certain kind of game.

Besides crafting the free browser game Infiniminer, which inspired the entire global Minecraft industry, Barth and his collaborators made SpaceChem, Infinifactory, TIS-100, Shenzen I/O, Opus Magnum, and Exapunks. Each one of them is some combination of puzzle game, light capitalism horror, and the most memorable introductory-level computer science, chemistry, or logistics class into which you unwittingly enrolled. Each game is its own thing, but they have a certain similar brain feel between them. It is summed up perhaps best by the Zachtronics team itself in a book: Zach-Like.

Barth and his crew have made other kinds of games, including a forward-looking visual novel about AI, Eliza, and multiplayer card battler Nerts!. And Barth himself told PC Gamer that he hates “saying Zach-like.” But fans of refining inputs, ordering operations, and working their way past constraints will thrill to learn that Zach is, in fact, back.

Announcement trailer for Kaizen: A Factory Story.

Kaizen: A Factory Story, from developer Coincidence and comprising “the original Zachtronics team,” puts you, an American neophyte business type, in charge of a factory making toys, tiny electronics, and other goods during the Japanese economic boom of the 1980s. You arrange the spacing and order of operations of the mechanical arms that snap the head onto a robot toy, or the battery onto a Walkman, for as little time, power, and financial cost as possible.

Kaizen: A Factory Story makes a game of perfecting 1980s Japanese manufacturing Read More »

a-new-essential-guide-to-electronics-by-naomi-wu-details-a-different-shenzen

A New Essential Guide to Electronics by Naomi Wu details a different Shenzen

Crystal clear, super-bright, and short leads —

Eating, tipping, LGBTQ+ advice, and Mandarin for “Self-Flashing” and “RGB.”

Point to translate guide in the New Essential Guide to Electronics in Shenzen

Enlarge / The New Essential Guide to Electronics in Shenzen is made to be pointed at, rapidly, in a crowded environment.

Machinery Enchantress / Crowd Supply

“Hong Kong has better food, Shanghai has better nightlife. But when it comes to making things—no one can beat Shenzen.”

Many things about the Hua Qiang market in Shenzen, China, are different than they were in 2016, when Andrew “bunnie” Huang’s Essential Guide to Electronics in Shenzen was first published. But the importance of the world’s premiere electronics market, and the need for help navigating it, are a constant. That’s why the book is getting an authorized, crowdfunded revision, the New Essential Guide, written by noted maker and Shenzen native Naomi Wu and due to ship in April 2024.

Naomi Wu’s narrated introduction to the New Essential Guide to Electronics in Shenzen.

Huang notes on the crowdfunding page that Wu’s “strengths round out my weaknesses.” Wu speaks Mandarin, lives in Shenzen, and is more familiar with Shenzen, and China, as it is today. Shenzen has grown by more than 2 million people, the central Huaqiangbei Road has been replaced by a car-free boulevard, and the city’s metro system has more than 100 new kilometers with dozens of new stations. As happens anywhere, market vendors have also changed locations, payment and communications systems have modernized, and customs have shifted.

The updated guide’s contents are set to include typical visitor guide items, like “Taxis,” “Tipping,” and, new to this edition, “LGBTQ+ Visitors.” Then there are the more Shenzen-specific guides: “Is It Fake?,” “Do Not Burn Your Contacts,” and “Type It, Don’t Say It.” The original guide had plastic business card pockets, but “They are anachronistic now,” Wu writes; removing them has allowed the 2023 guide to be sold for the same price as the original.

Machinery Enchantress / Crowd Supply

Both the original and updated guide are ring-bound and focus on quick-flipping and “Point to Translate” guides, with clearly defined boxes of English and Mandarin characters for things like “RGB,” “Common anode,” and “LED tape.” “When sourcing components, speed is critical, and it’s quicker to flip through physical pages,” Wu writes. “The market is full of visitors struggling to navigate mobile interfaces in order to make their needs known to busy vendors. It simply doesn’t work as well as walking up and pointing to large, clearly written Chinese of exactly what you want.”

Then there is the other notable thing that’s different about the two guides. Wu, a Chinese national, accomplished hardware maker, and former tech influencer, has gone quiet since the summer of 2023, following interactions with state security actors. The guide’s crowdfunding page notes that “offering an app or download specifically for English-speaking hardware engineers to install on their phones would be… iffy.” Wu adds, “If at some point ‘I’ do offer you such a thing, I’d suggest you not use it.”

Huang, who previously helped sue the government over DRM rules, designed and sold the Chumby, and was one of the first major Xbox hackers, released the original Essential Guide on the rights-friendly Crowd Supply under a Creative Commons license (BY-NC-SA 4.0) that restricted commercial derivatives without explicit permission, which he granted to Wu. The book costs $30, with roughly $8 shipping costs to the US. It is dedicated to Gavin Zhao, whom Huang considered a mentor and who furthered his ambition to print the original guide.

Listing image by Machinery Enchantress/Crowd Supply

A New Essential Guide to Electronics by Naomi Wu details a different Shenzen Read More »