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 Cognitive Science


Major leap towards reanimation after death as mammal's brain preserved

New Scientist

Major leap towards reanimation after death as mammal's brain preserved A pig's brain has been frozen with its cellular activity locked in place and minimal damage. Could our brains one day be preserved in a way that locks in our thoughts, feelings and perceptions? An entire mammalian brain has been successfully preserved using a technique that will now be offered to people who are terminally ill. The intention is to preserve all the neural information thought necessary to one day reconstruct the mind of the person it once belonged to. "They would need to donate their brain and body for scientific research," says Borys Wróbel at Nectome in San Francisco, California, a research company focused on memory preservation.


China Approves the First Brain Chips for Sale--and Has a Plan to Dominate the Industry

WIRED

While the United States and Europe are moving cautiously forward with clinical trials, China is racing toward the commercialization of brain implants. China has made history by becoming the first nation to approve a commercially available brain chip to treat a disability. NEO, the implant developed by Neuracle Medical Technology, translates the thoughts of a person with paralysis into movements of an assistive robotic hand. After 18 months of testing that proved its safety, China's National Medical Products Administration authorized the implant for people aged 19 to 60 with paralysis caused by neck or spinal cord injuries that prevent them from moving their limbs. According Nature, the implant embedded in the skull is about the size of a coin.


Learning Chordal Markov Networks via Branch and Bound

Neural Information Processing Systems

We present a new algorithmic approach for the task of finding a chordal Markov network structure that maximizes a given scoring function. The algorithm is based on branch and bound and integrates dynamic programming for both domain pruning and for obtaining strong bounds for search-space pruning. Empirically, we show that the approach dominates in terms of running times a recent integer programming approach (and thereby also a recent constraint optimization approach) for the problem.


Practical Bayesian Optimization for Model Fitting with Bayesian Adaptive Direct Search

Neural Information Processing Systems

Computational models in fields such as computational neuroscience are often evaluated via stochastic simulation or numerical approximation. Fitting these models implies a difficult optimization problem over complex, possibly noisy parameter landscapes. Bayesian optimization (BO) has been successfully applied to solving expensive black-box problems in engineering and machine learning. Here we explore whether BO can be applied as a general tool for model fitting. First, we present a novel hybrid BO algorithm, Bayesian adaptive direct search (BADS), that achieves competitive performance with an affordable computational overhead for the running time of typical models. We then perform an extensive benchmark of BADS vs. many common and state-of-the-art nonconvex, derivative-free optimizers, on a set of model-fitting problems with real data and models from six studies in behavioral, cognitive, and computational neuroscience. With default settings, BADS consistently finds comparable or better solutions than other methods, including `vanilla' BO, showing great promise for advanced BO techniques, and BADS in particular, as a general model-fitting tool.


Poincaré Embeddings for Learning Hierarchical Representations

Neural Information Processing Systems

Representation learning has become an invaluable approach for learning from symbolic data such as text and graphs. However, state-of-the-art embedding methods typically do not account for latent hierarchical structures which are characteristic for many complex symbolic datasets. In this work, we introduce a new approach for learning hierarchical representations of symbolic data by embedding them into hyperbolic space -- or more precisely into an n-dimensional Poincaré ball. Due to the underlying hyperbolic geometry, this allows us to learn parsimonious representations of symbolic data by simultaneously capturing hierarchy and similarity. We present an efficient algorithm to learn the embeddings based on Riemannian optimization and show experimentally that Poincaré embeddings can outperform Euclidean embeddings significantly on data with latent hierarchies, both in terms of representation capacity and in terms of generalization ability.


Question Asking as Program Generation

Neural Information Processing Systems

A hallmark of human intelligence is the ability to ask rich, creative, and revealing questions. Here we introduce a cognitive model capable of constructing human-like questions. Our approach treats questions as formal programs that, when executed on the state of the world, output an answer. The model specifies a probability distribution over a complex, compositional space of programs, favoring concise programs that help the agent learn in the current context. We evaluate our approach by modeling the types of open-ended questions generated by humans who were attempting to learn about an ambiguous situation in a game. We find that our model predicts what questions people will ask, and can creatively produce novel questions that were not present in the training set. In addition, we compare a number of model variants, finding that both question informativeness and complexity are important for producing human-like questions.


Variational Laws of Visual Attention for Dynamic Scenes

Neural Information Processing Systems

Computational models of visual attention are at the crossroad of disciplines like cognitive science, computational neuroscience, and computer vision. This paper proposes a model of attentional scanpath that is based on the principle that there are foundational laws that drive the emergence of visual attention. We devise variational laws of the eye-movement that rely on a generalized view of the Least Action Principle in physics.


Dueling Bandits: Beyond Condorcet Winners to General Tournament Solutions

Neural Information Processing Systems

Recent work on deriving $O(\log T)$ anytime regret bounds for stochastic dueling bandit problems has considered mostly Condorcet winners, which do not always exist, and more recently, winners defined by the Copeland set, which do always exist. In this work, we consider a broad notion of winners defined by tournament solutions in social choice theory, which include the Copeland set as a special case but also include several other notions of winners such as the top cycle, uncovered set, and Banks set, and which, like the Copeland set, always exist. We develop a family of UCB-style dueling bandit algorithms for such general tournament solutions, and show $O(\log T)$ anytime regret bounds for them. Experiments confirm the ability of our algorithms to achieve low regret relative to the target winning set of interest.


Deep Learning for Predicting Human Strategic Behavior

Neural Information Processing Systems

Predicting the behavior of human participants in strategic settings is an important problem in many domains. Most existing work either assumes that participants are perfectly rational, or attempts to directly model each participant's cognitive processes based on insights from cognitive psychology and experimental economics. In this work, we present an alternative, a deep learning approach that automatically performs cognitive modeling without relying on such expert knowledge. We introduce a novel architecture that allows a single network to generalize across different input and output dimensions by using matrix units rather than scalar units, and show that its performance significantly outperforms that of the previous state of the art, which relies on expert-constructed features.


A Probabilistic Model of Social Decision Making based on Reward Maximization

Neural Information Processing Systems

A fundamental problem in cognitive neuroscience is how humans make decisions, act, and behave in relation to other humans. Here we adopt the hypothesis that when we are in an interactive social setting, our brains perform Bayesian inference of the intentions and cooperativeness of others using probabilistic representations. We employ the framework of partially observable Markov decision processes (POMDPs) to model human decision making in a social context, focusing specifically on the volunteer's dilemma in a version of the classic Public Goods Game. We show that the POMDP model explains both the behavior of subjects as well as neural activity recorded using fMRI during the game. The decisions of subjects can be modeled across all trials using two interpretable parameters. Furthermore, the expected reward predicted by the model for each subject was correlated with the activation of brain areas related to reward expectation in social interactions. Our results suggest a probabilistic basis for human social decision making within the framework of expected reward maximization.