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1.
Front Neurorobot ; 17: 1269848, 2023.
Artículo en Inglés | MEDLINE | ID: mdl-37867618

RESUMEN

Embodied simulation with a digital brain model and a realistic musculoskeletal body model provides a means to understand animal behavior and behavioral change. Such simulation can be too large and complex to conduct on a single computer, and so distributed simulation across multiple computers over the Internet is necessary. In this study, we report our joint effort on developing a spiking brain model and a mouse body model, connecting over the Internet, and conducting bidirectional simulation while synchronizing them. Specifically, the brain model consisted of multiple regions including secondary motor cortex, primary motor and somatosensory cortices, basal ganglia, cerebellum and thalamus, whereas the mouse body model, provided by the Neurorobotics Platform of the Human Brain Project, had a movable forelimb with three joints and six antagonistic muscles to act in a virtual environment. Those were simulated in a distributed manner across multiple computers including the supercomputer Fugaku, which is the flagship supercomputer in Japan, while communicating via Robot Operating System (ROS). To incorporate models written in C/C++ in the distributed simulation, we developed a C++ version of the rosbridge library from scratch, which has been released under an open source license. These results provide necessary tools for distributed embodied simulation, and demonstrate its possibility and usefulness toward understanding animal behavior and behavioral change.

2.
Front Neuroinform ; 16: 884180, 2022.
Artículo en Inglés | MEDLINE | ID: mdl-35662903

RESUMEN

Simulating the brain-body-environment trinity in closed loop is an attractive proposal to investigate how perception, motor activity and interactions with the environment shape brain activity, and vice versa. The relevance of this embodied approach, however, hinges entirely on the modeled complexity of the various simulated phenomena. In this article, we introduce a software framework that is capable of simulating large-scale, biologically realistic networks of spiking neurons embodied in a biomechanically accurate musculoskeletal system that interacts with a physically realistic virtual environment. We deploy this framework on the high performance computing resources of the EBRAINS research infrastructure and we investigate the scaling performance by distributing computation across an increasing number of interconnected compute nodes. Our architecture is based on requested compute nodes as well as persistent virtual machines; this provides a high-performance simulation environment that is accessible to multi-domain users without expert knowledge, with a view to enable users to instantiate and control simulations at custom scale via a web-based graphical user interface. Our simulation environment, entirely open source, is based on the Neurorobotics Platform developed in the context of the Human Brain Project, and the NEST simulator. We characterize the capabilities of our parallelized architecture for large-scale embodied brain simulations through two benchmark experiments, by investigating the effects of scaling compute resources on performance defined in terms of experiment runtime, brain instantiation and simulation time. The first benchmark is based on a large-scale balanced network, while the second one is a multi-region embodied brain simulation consisting of more than a million neurons and a billion synapses. Both benchmarks clearly show how scaling compute resources improves the aforementioned performance metrics in a near-linear fashion. The second benchmark in particular is indicative of both the potential and limitations of a highly distributed simulation in terms of a trade-off between computation speed and resource cost. Our simulation architecture is being prepared to be accessible for everyone as an EBRAINS service, thereby offering a community-wide tool with a unique workflow that should provide momentum to the investigation of closed-loop embodiment within the computational neuroscience community.

3.
Front Neurorobot ; 13: 71, 2019.
Artículo en Inglés | MEDLINE | ID: mdl-31555118

RESUMEN

In traditional robotics, model-based controllers are usually needed in order to bring a robotic plant to the next desired state, but they present critical issues when the dimensionality of the control problem increases and disturbances from the external environment affect the system behavior, in particular during locomotion tasks. It is generally accepted that the motion control of quadruped animals is performed by neural circuits located in the spinal cord that act as a Central Pattern Generator and can generate appropriate locomotion patterns. This is thought to be the result of evolutionary processes that have optimized this network. On top of this, fine motor control is learned during the lifetime of the animal thanks to the plastic connections of the cerebellum that provide descending corrective inputs. This research aims at understanding and identifying the possible advantages of using learning during an evolution-inspired optimization for finding the best locomotion patterns in a robotic locomotion task. Accordingly, we propose a comparative study between two bio-inspired control architectures for quadruped legged robots where learning takes place either during the evolutionary search or only after that. The evolutionary process is carried out in a simulated environment, on a quadruped legged robot. To verify the possibility of overcoming the reality gap, the performance of both systems has been analyzed by changing the robot dynamics and its interaction with the external environment. Results show better performance metrics for the robotic agent whose locomotion method has been discovered by applying the adaptive module during the evolutionary exploration for the locomotion trajectories. Even when the motion dynamics and the interaction with the environment is altered, the locomotion patterns found on the learning robotic system are more stable, both in the joint and in the task space.

4.
Front Neurorobot ; 11: 2, 2017.
Artículo en Inglés | MEDLINE | ID: mdl-28179882

RESUMEN

Combined efforts in the fields of neuroscience, computer science, and biology allowed to design biologically realistic models of the brain based on spiking neural networks. For a proper validation of these models, an embodiment in a dynamic and rich sensory environment, where the model is exposed to a realistic sensory-motor task, is needed. Due to the complexity of these brain models that, at the current stage, cannot deal with real-time constraints, it is not possible to embed them into a real-world task. Rather, the embodiment has to be simulated as well. While adequate tools exist to simulate either complex neural networks or robots and their environments, there is so far no tool that allows to easily establish a communication between brain and body models. The Neurorobotics Platform is a new web-based environment that aims to fill this gap by offering scientists and technology developers a software infrastructure allowing them to connect brain models to detailed simulations of robot bodies and environments and to use the resulting neurorobotic systems for in silico experimentation. In order to simplify the workflow and reduce the level of the required programming skills, the platform provides editors for the specification of experimental sequences and conditions, environments, robots, and brain-body connectors. In addition to that, a variety of existing robots and environments are provided. This work presents the architecture of the first release of the Neurorobotics Platform developed in subproject 10 "Neurorobotics" of the Human Brain Project (HBP). At the current state, the Neurorobotics Platform allows researchers to design and run basic experiments in neurorobotics using simulated robots and simulated environments linked to simplified versions of brain models. We illustrate the capabilities of the platform with three example experiments: a Braitenberg task implemented on a mobile robot, a sensory-motor learning task based on a robotic controller, and a visual tracking embedding a retina model on the iCub humanoid robot. These use-cases allow to assess the applicability of the Neurorobotics Platform for robotic tasks as well as in neuroscientific experiments.

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