RESUMEN
This study presents a novel solution for ambient assisted living (AAL) applications that utilizes spiking neural networks (SNNs) and reconfigurable neuromorphic processors. As demographic shifts result in an increased need for eldercare, due to a large elderly population that favors independence, there is a pressing need for efficient solutions. Traditional deep neural networks (DNNs) are typically energy-intensive and computationally demanding. In contrast, this study turns to SNNs, which are more energy-efficient and mimic biological neural processes, offering a viable alternative to DNNs. We propose asynchronous cellular automaton-based neurons (ACANs), which stand out for their hardware-efficient design and ability to reproduce complex neural behaviors. By utilizing the remote supervised method (ReSuMe), this study improves spike train learning efficiency in SNNs. We apply this to movement recognition in an elderly population, using motion capture data. Our results highlight a high classification accuracy of 83.4%, demonstrating the approach's efficacy in precise movement activity classification. This method's significant advantage lies in its potential for real-time, energy-efficient processing in AAL environments. Our findings not only demonstrate SNNs' superiority over conventional DNNs in computational efficiency but also pave the way for practical neuromorphic computing applications in eldercare.
RESUMEN
The current paper proposes a hierarchical reinforcement learning (HRL) method to decompose a complex task into simpler sub-tasks and leverage those to improve the training of an autonomous agent in a simulated environment. For practical reasons (i.e., illustrating purposes, easy implementation, user-friendly interface, and useful functionalities), we employ two Python frameworks called TextWorld and MiniGrid. MiniGrid functions as a 2D simulated representation of the real environment, while TextWorld functions as a high-level abstraction of this simulated environment. Training on this abstraction disentangles manipulation from navigation actions and allows us to design a dense reward function instead of a sparse reward function for the lower-level environment, which, as we show, improves the performance of training. Formal methods are utilized throughout the paper to establish that our algorithm is not prevented from deriving solutions.