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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.
J Pers ; 91(4): 928-946, 2023 08.
Artículo en Inglés | MEDLINE | ID: mdl-36577709

RESUMEN

Personality researchers are increasingly interested in the dynamics of personality, that is, the proximal causal mechanisms underlying personality and behavior. Here, we review the Zurich Model of Social Motivation concerning its potential to explain central aspects of personality. It is a cybernetic model that provides a nomothetic structure of the causal relationships among needs for security, arousal, and power, and uses them to explain an individual's approach-avoidance or "proximity-distance" behavior. We review core features of the model and extend them by adding features based on recent behavioral and neuroscientific evidence. We close by discussing the model considering contemporary issues in personality science such as the dynamics of personality, five-factor personality traits and states, and personality growth.


Asunto(s)
Motivación , Personalidad , Humanos , Trastornos de la Personalidad , Inventario de Personalidad , Conducta Social
3.
Front Robot AI ; 9: 799644, 2022.
Artículo en Inglés | MEDLINE | ID: mdl-35813855

RESUMEN

Recent experiments indicate that pretraining of end-to-end reinforcement learning neural networks on general tasks can speed up the training process for specific robotic applications. However, it remains open if these networks form general feature extractors and a hierarchical organization that can be reused as in, for example, convolutional neural networks. In this study, we analyze the intrinsic neuron activation in networks trained for target reaching of robot manipulators with increasing joint number and analyze the individual neuron activation distribution within the network. We introduce a pruning algorithm to increase network information density and depict correlations of neuron activation patterns. Finally, we search for projections of neuron activation among networks trained for robot kinematics of different complexity. As a result, we show that the input and output network layers entail more distinct neuron activation in contrast to inner layers. Our pruning algorithm reduces the network size significantly and increases the distance of neuron activation while keeping a high performance in training and evaluation. Our results demonstrate that robots with small difference in joint number show higher layer-wise projection accuracy, whereas more distinct robot kinematics reveal dominant projections to the first layer.

4.
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.

5.
Front Neurorobot ; 16: 883562, 2022.
Artículo en Inglés | MEDLINE | ID: mdl-35586262

RESUMEN

With the advance in algorithms, deep reinforcement learning (DRL) offers solutions to trajectory planning under uncertain environments. Different from traditional trajectory planning which requires lots of effort to tackle complicated high-dimensional problems, the recently proposed DRL enables the robot manipulator to autonomously learn and discover optimal trajectory planning by interacting with the environment. In this article, we present state-of-the-art DRL-based collision-avoidance trajectory planning for uncertain environments such as a safe human coexistent environment. Since the robot manipulator operates in high dimensional continuous state-action spaces, model-free, policy gradient-based soft actor-critic (SAC), and deep deterministic policy gradient (DDPG) framework are adapted to our scenario for comparison. In order to assess our proposal, we simulate a 7-DOF Panda (Franka Emika) robot manipulator in the PyBullet physics engine and then evaluate its trajectory planning with reward, loss, safe rate, and accuracy. Finally, our final report shows the effectiveness of state-of-the-art DRL algorithms for trajectory planning under uncertain environments with zero collision after 5,000 episodes of training.

6.
PLoS Biol ; 17(7): e3000344, 2019 07.
Artículo en Inglés | MEDLINE | ID: mdl-31260438

RESUMEN

The Human Brain Project (HBP) is a European flagship project with a 10-year horizon aiming to understand the human brain and to translate neuroscience knowledge into medicine and technology. To achieve such aims, the HBP explores the multilevel complexity of the brain in space and time; transfers the acquired knowledge to brain-derived applications in health, computing, and technology; and provides shared and open computing tools and data through the HBP European brain research infrastructure. We discuss how the HBP creates a transdisciplinary community of researchers united by the quest to understand the brain, with fascinating perspectives on societal benefits.


Asunto(s)
Encéfalo/anatomía & histología , Informática Médica/métodos , Neurociencias/métodos , Tecnología/métodos , Encéfalo/diagnóstico por imagen , Diagnóstico por Imagen/métodos , Humanos , Procesamiento de Imagen Asistido por Computador/métodos , Informática Médica/tendencias , Neurociencias/tendencias , Reproducibilidad de los Resultados , Tecnología/tendencias
7.
Front Neurosci ; 13: 73, 2019.
Artículo en Inglés | MEDLINE | ID: mdl-30809114

RESUMEN

A neuromorphic vision sensors is a novel passive sensing modality and frameless sensors with several advantages over conventional cameras. Frame-based cameras have an average frame-rate of 30 fps, causing motion blur when capturing fast motion, e.g., hand gesture. Rather than wastefully sending entire images at a fixed frame rate, neuromorphic vision sensors only transmit the local pixel-level changes induced by the movement in a scene when they occur. This leads to advantageous characteristics, including low energy consumption, high dynamic range, a sparse event stream and low response latency. In this study, a novel representation learning method was proposed: Fixed Length Gists Representation (FLGR) learning for event-based gesture recognition. Previous methods accumulate events into video frames in a time duration (e.g., 30 ms) to make the accumulated image-level representation. However, the accumulated-frame-based representation waives the friendly event-driven paradigm of neuromorphic vision sensor. New representation are urgently needed to fill the gap in non-accumulated-frame-based representation and exploit the further capabilities of neuromorphic vision. The proposed FLGR is a sequence learned from mixture density autoencoder and preserves the nature of event-based data better. FLGR has a data format of fixed length, and it is easy to feed to sequence classifier. Moreover, an RNN-HMM hybrid was proposed to address the continuous gesture recognition problem. Recurrent neural network (RNN) was applied for FLGR sequence classification while hidden Markov model (HMM) is employed for localizing the candidate gesture and improving the result in a continuous sequence. A neuromorphic continuous hand gestures dataset (Neuro ConGD Dataset) was developed with 17 hand gestures classes for the community of the neuromorphic research. Hopefully, FLGR can inspire the study on the event-based highly efficient, high-speed, and high-dynamic-range sequence classification tasks.

8.
Front Neurorobot ; 12: 35, 2018.
Artículo en Inglés | MEDLINE | ID: mdl-30034334

RESUMEN

Biological intelligence processes information using impulses or spikes, which makes those living creatures able to perceive and act in the real world exceptionally well and outperform state-of-the-art robots in almost every aspect of life. To make up the deficit, emerging hardware technologies and software knowledge in the fields of neuroscience, electronics, and computer science have made it possible to design biologically realistic robots controlled by spiking neural networks (SNNs), inspired by the mechanism of brains. However, a comprehensive review on controlling robots based on SNNs is still missing. In this paper, we survey the developments of the past decade in the field of spiking neural networks for control tasks, with particular focus on the fast emerging robotics-related applications. We first highlight the primary impetuses of SNN-based robotics tasks in terms of speed, energy efficiency, and computation capabilities. We then classify those SNN-based robotic applications according to different learning rules and explicate those learning rules with their corresponding robotic applications. We also briefly present some existing platforms that offer an interaction between SNNs and robotics simulations for exploration and exploitation. Finally, we conclude our survey with a forecast of future challenges and some associated potential research topics in terms of controlling robots based on SNNs.

9.
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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