Title: Global Brain Simulations
1Global Brain Simulations
- Wlodzislaw Duch (Google Duch)
- Department of Informatics,
- Nicholaus Copernicus University, Torun, Poland
- School of Computer Engineering,
- Nanyang Technological University (NTU),
- Singapore, Singapore
2Attention-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
3Motivation
- 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.
4Scheme of the brain ...
- High-level sketch of the brain structures, with
connections based on different types of
neurotransmiters marked in different colors.
5ABACCUS 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.
6Special 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.
7Other 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.
8Nomads
- 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.
9Sketch of the ABACCUS system
- Rough sketch of the ABACCUS system, based on
simplified spiking neurons.
10Natural perception
- Spectrogram of speech hearing a sentence.
11Spiking 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
12Synaptic Dynamics
Synapses
Soma
EPSP, IPSP
Spike
Spike
13Primary 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.
14Primary 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).
15Example 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).
16Primary 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.
17Primary 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.
18Primary 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.
19Attention 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.
20Drives, 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.
21Short-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.
22Concept 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.
23Basic 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).
24Intermediate 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.
25Advanced 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.
26More 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.
27Work packages
- Summary of ABACCUS workpackages.
28Summary
- 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 ...