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unpredictable. Trouble was, the kill switch had about a two-second delay. Spiker pressed the switch, but Sandstorm hit the tabletop before the command took effect. The front wheels bounced the front end into the air. The rear wheels hit the tabletop and bounced up the Humvee’s back end. For a moment the entire vehicle was airborne. Then the front end nose-dived with a violent slam against the concrete.

      That’s when the kill switch disabled the vehicle.

      Spiker and Peterson rushed to assess the damage. Whittaker was in a nearby building conducting his presentation for AM General executives on Red Team, and the wonderful capabilities of the robot they’d developed. Outside, Spiker and Peterson discovered the impact of Sandstorm on the tabletop had crushed an engine-compartment coolant tank. Once that was repaired, they set up Sandstorm on a section of clear road and activated the giant robot to test it. Immediately the front wheels turned to the right. That shouldn’t have happened. “Kill kill kill!” Spiker shouted to Peterson. With a snort of exhaust, Sandstorm accelerated right off the road and straight into the building where Whittaker was talking to the AM General executives. The impact of the Humvee against the wall shook the entire structure.

      Later, Spiker figured out that the tabletop collision had detached a steering position sensor from its mooring—which, in turn, caused the second accident. But it turned out not to have mattered. Whittaker and the AM General executives rushed from the building to investigate the source of the impact. Spiker figured the sponsorship bid was toast. But as the execs surveyed the scene of the accident, Spiker realized his fears were groundless.

      “Unflinching grace” is the way Whittaker characterizes the AM General execs’ reactions, portraying them as “great hosts who don’t fuss over a dropped fork or spilled water.” The executives saw themselves as manufacturing a vehicle designed to push the bounds of what an automobile could do—and so, in its own way, did the Red Team. Of course they would sponsor Whittaker’s team. “We’ll give you two Humvees,” one of the AM General execs proclaimed. “Just be careful.”

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      Some months later, in the summer of 2004, a computer scientist named Sebastian Thrun listened to a presentation about the first DARPA Grand Challenge in a seminar room at Stanford University. Thrun had recently moved from a faculty position at Carnegie Mellon’s Robotics Institute, where he’d been working on a project with Red Whittaker—a robot called Groundhog that was designed to map Pennsylvania’s abandoned coal mines. His new job was in Palo Alto, California, leading the Stanford Artificial Intelligence Laboratory, a once-respected research facility established by AI pioneer John McCarthy in 1963, which had been dormant since it had been rolled into the greater computer science faculty in 1980. To reincarnate the facility, Thrun brought nine Carnegie Mellon academics with him. Having left behind all his projects at his old school, Thrun was looking for a quick way to reestablish the AI lab’s reputation.

      Thrun had attended the first Grand Challenge as a spectator, and was intrigued by the prospect of entering the second, as the rebooted Stanford AI lab’s first major feat. So Thrun asked one of his fellow CMU transplants, who had also attended the first challenge, to conduct a presentation to the rest of the group.

      The presenter was Mike Montemerlo, a soft-spoken engineer who had a reputation as a software whiz known for his ability to program robots to conduct the simultaneous localization and mapping that had so bedeviled Sandstorm in the first race. Montemerlo’s father, Melvin Montemerlo, was a program executive at NASA and had worked closely with Whittaker on numerous projects. When Mike had been in high school, his dad had taken him on a pre-college trip to experience firsthand candidate campuses. One evening in Pittsburgh, the pair of them threw pebbles up at Whittaker’s window to convince the robotics legend to give the teenager a tour of the Field Robotics Center. That experience was the reason Montemerlo attended CMU. Years later, Whittaker would become Montemerlo’s PhD adviser; in the same period, Montemerlo also happened to be Chris Urmson’s officemate.

      At Stanford, Montemerlo’s presentation amounted to a travelogue of his experiences at the California Speedway. Full of photos of the various robots, the seminar highlighted the problems and foibles that each team experienced. He spent a lot of time on the work that had almost been destroyed by Sandstorm’s rollover accident. The penultimate slide asked whether the Stanford AI lab should compete in the second DARPA Grand Challenge. The final slide featured the answer: “No,” in bold and all caps.

      Thrun is a slim man who communicates in perfectly enunciated, precisely formed sentences colored with a German accent; he was born in the small Rhineland city of Solingen and raised in north Germany. “Why not?” he asked softly.

      “It’s hard,” said Montemerlo, whose side-parted brown hair and wire-framed circular glasses made him resemble the Hollywood stereotype of a software engineer. “It’s all encompassing,” he followed up, perhaps thinking of the experience of Urmson and the rest of the CMU team. “People have to work all day and all night. They lose their social life. And—it can’t be done!”

      Somewhere, somehow, Montemerlo must have known that telling Thrun that something couldn’t be done was the quickest way to entice him to try it. “I’m a rule breaker,” Thrun says, a character trait he shares with Whittaker. “A rebel—I like to do crazy things.”

      Thrun was the third of three children. “I was the one the parents didn’t have the energy and time to pay attention to,” he told one reporter, years later. “I remember a beautiful childhood—but pretty much on my own.” Left to his own devices, he developed various obsessions with intellectual projects. At the age of twelve, in 1980, the obsession involved a Texas Instruments pocket calculator that could be programmed to solve various equations. Thrun delighted himself using it to create little video games. Next, he happened upon a Commodore 64 personal computer on display in a local department store. The computer was too expensive for his middle-class family, so Thrun returned to the store display to program on it, day after day, week after week. Each day he tried bigger and bigger programming challenges. He grew adept at efficient coding; because the staff turned off the computer each night, he had to execute each challenge he set himself in the two and a half hours that passed between the end of the school day and the store’s closing time.

      By the time Thrun’s parents bought him a used NorthStar Horizon personal computer, the young man was able to program simple video games. He wrote a virtual simulation of the Rubik’s Cube. Another feat involved coding the member database for his family’s tennis club. One gets a sense that Thrun roved through his adolescence seeking out challenging problems that he would use to test his programming ability. The same method would predominate in Thrun’s academic and professional life. He enrolled in the computer science department at the University of Bonn. Artificial intelligence attracted him because, in comparison to humans, with their sometimes irrational, inscrutable behavior, Thrun felt he could fully grasp the reasons a software program acted the way it did.

      In 1990, the University of Bonn bought a Japanese robotic arm as a research tool. Thrun distinguished himself by using a neural network to teach the robot how to catch a rolling ball. The resultant academic paper was accepted to an American artificial intelligence conference, Neural Information Processing Systems. The trip was a turning point for Thrun, who was then twenty-two. He’d discovered people exactly like him—a whole community of “psychologists and statisticians and computer scientists all working together to understand how to make machines learn.” From that moment on Thrun focused on writing academic papers so he could attend more AI conferences. Through such gatherings, Carnegie Mellon AI legend Alex Waibel became a mentor, as did Thrun’s future thesis adviser, Tom Mitchell. Thrun joined the CMU faculty after he earned his PhD in computer science and statistics from the University of Bonn in 1995.

      One of the most interesting projects Thrun worked on in Pittsburgh was the creation of a robot tour guide for museums. In keeping with the kitsch factor the public associated with robots—think the 1986 comedy Short Circuit, the TV show Knight Rider and Data, the well-meaning android on Star Trek: The Next Generation—the tour guide that Thrun constructed, Minerva, included a pair of camera lenses for eyes and a red mouth that could tilt

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