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Global Brain Simulations

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Title: Global Brain Simulations


1
Global Brain Simulations
  • Wlodzislaw Duch (Google Duch)
  • Department of Informatics,
  • Nicholaus Copernicus University, Torun, Poland
  • School of Computer Engineering,
  • Nanyang Technological University (NTU),
  • Singapore, Singapore

2
Attention-Based Artificial Cognitive Control
Understanding System (ABACCUS)
  • Large EU integrated project (gt150 pp), with 9
    participants
  • Kings College London (John G. Taylor,
    coordinator), UK
  • Centre for Brain Cognitive Development,
    Berkbeck College, University of London, UK
  • Cognition and Brain Sciences Unit, Medical
    Research Council, UK
  • Robotics and Embedded Systems, Technical
    University of Munich, G
  • Institute of Neurophysiology and Pathophysiology,
    Universitätsklinikum Hamburg-Eppendorf, G
  • Institute of Computer Science, Foundation for
    Research and Technology Hellas, Heraklion,
    Crete, GR
  • National Center for Scientific Research
    Demokritos, Athens, GR
  • Dipartimento di Informatica, Sistemistica,
    Telematica, Universita di Genova, I
  • Dep. of Informatics, Nicholaus Copernicus
    University, Torun, PL

3
Motivation
  • AI and CI has not been able to create decent
    human-computer interfaces, solve problems in
    computer vision, natural language understanding,
    cognitive search and data mining, or even
    reasoning in theorem proving.
  • Practical humanized, cognitive computer
    applications require a brain-like architecture
    (either software or hardware) to deal with such
    problems efficiently it is at the center of
    cognitive robotics.
  • Science understand how high-level cognition
    arises from low-level interactions between
    neurons, build powerful research tool to
    understand complex systems is to be able to build
    them.
  • Computer speeds have just reached brain power
    (about 1016 binop/s), but computers are far from
    brains complexity and processing style.

4
Scheme of the brain ...
  • High-level sketch of the brain structures, with
    connections based on different types of
    neurotransmiters marked in different colors.

5
ABACCUS Goals
  • Assumption gross neuroanatomical brain structure
    is critical for its function, therefore it should
    be preserved.
  • To demonstrate how fusion of the appropriate
    brain-based models, guided by the overall
    architecture of the brain, and by its
    developmental learning stages, can help attain
    high-level cognitive processing capabilities.
  • Show basic language understanding and reasoning
    abilities for direct human-machine communication,
    at the level of a pre-school child, mimicking
    solutions used by the human brain.
  • Develop an attention control systems for focusing
    in sensory surveillance tasks, and for image
    searching.
  • Development of control structures for autonomous
    machines.
  • Create its own goals in an autonomous fashion.
  • Founded on neuro-scientific understanding of
    attention and the sensory and motor systems it
    controls, development in children, simplified
    modeling, computer power.

6
Special hardware?
  • Many have proposed the construction of brain-like
    computers, frequently using special hardware.
  • Connection Machines from Thinking Machines, Inc.
    (D. Hills, 1987) was almost successful, but never
    become massively parallel.
  • CAM Brain (ATR Kyoto) failed attempt to evolve
    the large-scale cellular neural network to
    evolve one must know the function.
  • Needed elements based on spiking biological
    neurons and the layered 2-D anatomy of mammalian
    cerebral cortex.
  • ALAVLSI (EU Consortium), a general architecture
    for perceptual attention and learning based on
    neuromorphic VLSI technology. Coherent motion
    speech categorization, project ends in 2005.

7
Other attempts?
  • Artificial Development (www.ad.com) is building
    CCortex, a complete 20-billion neuron simulation
    of the Human Cortex and peripheral systems, on a
    cluster of 500 computers - the largest neural
    network created to date.

Artificial Development plans to deliver a wide
range of commercial products based on artificial
versions of the human brain that will enhance
business relationships globally. Rather unlikely?
The Ersatz Brain Project James Anderson
(Brown University), based on modeling of
intermediate level cerebral cortex structures -
cortical columns of various sizes (mini 102,
plain 104, and hypercolumns 105). NofN,
Network of Networks approximation, 2D BSB network.
8
Nomads
  • G. Edelman (Neurosciences Institute)
    collaborators, created a series of Darwin
    automata, brain-based devices, physical devices
    whose behavior is controlled by a simulated
    nervous system.
  • The device must engage in a behavioral task.
  • The devices behavior must be controlled by a
    simulated nervous system having a design that
    reflects the brains architecture and dynamics.
  • The devices behavior is modified by a reward or
    value system that signals the salience of
    environmental cues to its nervous system.
  • The device must be situated in the real world.

Darwin VII consists of a mobile base equipped
with a CCD camera and IR sensor for vision,
microphones for hearing, conductivity sensors for
taste, and effectors for movement of its base, of
its head, and of a gripping manipulator having
one degree-of-freedom 53K mean firing phase
neurons, 1.7 M synapses, 28 brain areas.
9
Sketch of the ABACCUS system
  • Rough sketch of the ABACCUS system, based on
    simplified spiking neurons.

10
Natural perception
  • Spectrogram of speech hearing a sentence.

11
Spiking vs. mean field
Brain 1011 Neurons
Networks of Spiking Neurons
Neuron Pools
neuron
spikes
1 2 3 M
neuron 1
neuron 2
Pool Activity
Integrate and Fire Model
12
Synaptic Dynamics
Synapses
Soma
EPSP, IPSP
Spike
Spike
13
Primary objective 1
  • To develop linguistic powers of ABACCUS system.
  • Use training of single words by associating their
    representations to internal representations of
    objects and actions.
  • Use pair-wise associations to learn word pairs
    (like kick ball), extend syntactically and
    functionally the use of function words.
  • Working memory modules, with associated
    phonological coding, will be created and fused in
    the language component, both for speech
    understanding and generation.
  • Extension for abstract concepts by tagging the
    associated words to clusters of concrete
    object/action representations.

14
Primary objective 2
  • To create a high-level cognitive system, able to
    solve problems requiring reasoning, thinking,
    imagination and creativity.
  • Based on the basic control concept of a forward
    model, acting as a predictor and working under
    attention control.
  • Forward models include various semantic and goal
    networks.
  • Sequences of activations of representations will
    be learnt and thereby used to achieve goals.
  • Various of these forward models will be present
    and branch into each other during the running
    process by means of lateral connections.
  • New routes will occur allowing complex goals to
    be achieved, or even new, previously unrecognized
    goals, to be arrived at (required for creativity).

15
Example of action internal models
  • Rough sketch of the ACTION subnetwork.
  • Sensory information enters the supplementary
    motor area (SMA)
  • (1) cortico-thalamo-cortical (the short loop)
  • (2) cortico-striatal-GPi-thalamo-cortical (the
    long loop)
  • (3) cortico-(STN?GPe)-GPi-thalamo-cortical
    (first indirect loop)
  • (4) cortico-striatal-(STN?GPe)-GPi-thalamo-cortica
    l (the second indirect loop).

16
Primary objective 3
  • Extract a simplified architecture for the
    attention control system.
  • Should involve both sensory and motor control,
    especially joint sensory-motor control, systems
    whose creation is guided by neuroscientific
    knowledge about the brain.
  • Approach based on infant development to train
    ABACCUS incrementally on the computer platform.
  • Use neuroscientific data to guide the
    architecture of a large-scale neural simulation
    of the relevant components of the human brain.
  • Use feed-forward/feedback training simulations
    based on the simplified brain architecture
    following developmental processes, using the
    sensor and response signals of the robotic
    embodiment.

17
Primary objective 4
  • Developing the ability to learn novel objects,
    both as stimuli and as associated reward values.
  • Use reward/penalty feedback training with
    attention control, with associated value maps
    constructed to learn to encode the values of
    stimuli and responses to them in the environment.
  • Temporal sequence or schemata (as object/action
    sequences as well as the associated rewards
    involved) will be constructed to function as
    predictors and so support reasoning, along with
    automatic response learning.
  • Neural codes of visual, auditory and tactile
    concepts will be learnt in a feedforward manner,
    without attention, as will codes for motor
    responses controlling the embodied robot.

18
Primary objective 5
  • Develop a robotic embodiment this involves
  • Specification of robots available for ABACCUS
    control.
  • Development of sensor and response systems in the
    robot.
  • Sensory data mappings to the central
    computational platform.
  • An environmental task domain in which ABACCUS can
    develop its concepts and cognitive powers.
  • Simulation platform for the developmental
    training (on a Beowulf cluster or similar
    powerful computer system).
  • Specifications for integration of various models
    on the central computational platform.
  • Compatibility of computational languages used by
    partners.

19
Attention Control
  • Attention control systems will be achieved by use
    of the early flow of activity from low-level
    cortex rapidly to prefrontal sites.
  • This initially uncoded activity will be used to
    bias feedback activity sent to parietal and/or
    temporal lobe, so as to bias the attention
    feedback from there down to the activated inputs
    encoded in the object representations in the
    temporal lobe.
  • This feedback loop will be trained by causal
    Hebbian learning, with the attention feedback
    represented by contrast gain amplification, so by
    sigma-pi network quadratic nodes, onto neurons in
    hierarchically lower modules the goal
    representations will be learnt as part of this
    processing.
  • The manner in which a dual-control stereo camera
    can be used most effectively will be explored by
    modeling the manner in which eye and attention
    control are separable.

20
Drives, Value Maps Emotions
  • Drives and reflexes will be enumerated and
    modeled as separate systems to be used as a
    launching pad for more controlled developmental
    sensory representations and responses.
  • The rewards system will also be developed as a
    separate component, based on the learning of
    reward/error prediction.
  • ABACCUS will be trained by reward error to
    develop value maps for objects and responses as
    goals, to bias learning of feedback attention to
    filter out responses in complex environments. The
    effect of the reward signal will be checked to
    determine if there is any modification of the
    earlier goal representations learnt under
    attention control.
  • Value maps associated to rewards attached to
    sequences of stimuli (schemata) will give
    emotional bias in the cognitive decision-making
    it can perform.

21
Short-term working memory
  • Two sorts of working memory are presently known
    buffer or slave working memories, of a fixed and
    limited persistence, and longer lasting
    prefrontal activities of duration determined by
    the importance and difficulty of the goal they
    represent.
  • Buffer memory is fed by the semantic
    representations, whose activity they extend, and
    thereby allow the development of attended state
    estimators in the various modalities for more
    general use across other cortical regions,
    especially goal sites.
  • Buffer sites will be modeled by suitable
    recurrent circuits coupled to the semantic maps
    from which they receive input.
  • Rehearsal of the working memory will be extended
    to various transformations that are also known to
    occur in goal sites, such as deletion, comparison
    and related functions.

22
Concept Understanding and Abstraction
  • Highlevel concepts will be created by use of a
    hierarchy of networks, each being more specific
    in its features to which it is responsive than
    the next lower one.
  • The understanding based on such ontology allows
    to understand various levels of concepts, by
    the associated super- or sub-ordinate concept
    levels activated by trained connectivity at the
    levels of specificity allowed by the number of
    hierarchical layers.
  • Abstraction will arise through creation of
    specific connections of a new word
    representation, describing the concept, to its
    various more concrete word and object/action
    representatives.
  • Word representations will be linked to emotion
    state descriptors, that are connected to the
    associated reward value map representations of
    the associated system state. For example the word
    anger would be associated with the underlying
    state arising from blockage, by the environment,
    of the gaining of a goal.

23
Basic tasks
  • 2D domain, enclosed within four walls with
    obstacles on the floor and 2D objects on the
    walls, of varying shapes (square, triangle,
    circle) and colors (red, green, blue), emitting
    various tones. Objects are potential goals, to be
    learnt and responded to.
  • Perceptions/Concepts To develop internal
    representations of the 2D objects, based on
    shape/color feature maps created by learning,
    after relevant clustering on the feature map
    activations, to learn a representation for the
    objects.
  • Actions/Goals learn to touch/manipulate the 2D
    objects based on stimulus-action rewards and
    fused representation as a goal to attentionally
    bias lower order perceptual representations just
    learnt (using dopamine-based reward learning).

24
Intermediate tasks
  • 2D domain with walls, with 3D objects as
    potential goals objects with simple shapes
    (sphere, box, ring), colors, emitting various
    sounds, some in motion (to help develop
    tracking).
  • Perception/Concepts/Goals To develop internal
    representations of the 3D objects, based on a set
    of their 2D views, clustered over time (by use of
    binocular representations of depth). Certain
    examples of moving stimuli will be created so as
    to be learnt.
  • Actions/rewards Motor responses to move specific
    objects to certain places, such as to stack an
    object on top of another, or place one object
    inside another (object fusion observed developing
    in both chimps and human infants).
  • Language Word maps for actions and objects
    concepts will be created, using associations of
    the word maps to the relevant object maps
    attention will be important in this learning
    process.

25
Advanced task domain
  • Perception/Concepts/Goals complex 3D objects
    present with various features in various
    modalities, including animal shapes emitting
    sounds and smells. The internal concept
    representations will be extended to hierarchies
    of concepts, so leading to abstraction processes
    (where more abstract, basic level concepts are
    activated, such as that for animal by specific
    animal inputs, so leading to spread of activity
    to related concepts and to associated reasoning
    potentialities).
  • Actions with added complex tasks requiring
    reasoning to achieve fast/accurate responses
    manipulating objects, putting objects into
    slots/matching shapes, Tower of Hanoi (involving
    virtual movements of objects translations and
    stacking at a fixed set of different sites),
    Incident Detection, etc. AI-based approaches to
    such tasks exist (cf. SOAR), but ABACCUS will be
    based on the flexible posterior representation
    transformation, goal creating and resolving
    powers of a neural system.

26
More on advanced task domain
  • Language powers will be expanded so that ABACCUS
    can be talked to, using limited length word
    strings (initially of length two or three). These
    strings will be understood in terms of the
    associated object/action maps and responses made
    by the system, either as actions or action
    sequences or suitably meaningful speech
    responses. Reasoning and creation of new types of
    responses will be done by use of lateral
    spreading in memory to achieve new trajectories
    in the schemata space.
  • The Incident Detection Tracking Scenario
    involves a robot moving in the internal
    environment, although with novel stimuli and
    obstacle layout. This includes ramps and
    stationary or slow moving obstacles. Candidate
    events of interest in this paradigm are
  • a) Moving entity detection and classification
    (humans, animals).
  • b) Static environment variation detection
    (unexpected objects).
  • c) Abnormal auditory events.
  • d) Abnormal visual events.

27
Work packages
  • Summary of ABACCUS workpackages.

28
Summary
  • ABACCUS is the most ambitious project formulated
    so far, an attempt to simulate functions of most
    brain structures.
  • High order functions (including conscious-like
    behavior?) should result from elementary
    interactions in a system with proper brain-like
    architecture.
  • Neuroscience and developmental science integrated
    in one computational model, useful for behavioral
    experiments and computational psychiatry.
  • Wish us good luck ...
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