Goto

Collaborating Authors

 Technology


A Network Mechanism for the Determination of Shape-From-Texture

Neural Information Processing Systems

We propose a computational model for how the cortex discriminates shape and depth from texture. The model consists of four stages: (1) extraction of local spatial frequency, (2) frequency characterization, (3) detection of texture compression by normalization, and (4) integration of the normalized frequency over space. The model accounts for a number of psychophysical observations including experiments based on novel random textures. These textures are generated from white noise and manipulated in Fourier domain in order to produce specific frequency spectra. Simulations with a range of stimuli, including real images, show qualitative and quantitative agreement with human perception. 1 INTRODUCTION There are several physical cues to shape and depth which arise from changes in projection as a surface curves away from view, or recedes in perspective.


Implementing Intelligence on Silicon Using Neuron-Like Functional MOS Transistors

Neural Information Processing Systems

We will present the implementation of intelligent electronic circuits realized for the first time using a new functional device called Neuron MOS Transistor (neuMOS or vMOS in short) simulating the behavior of biological neurons at a single transistor level. Search for the most resembling data in the memory cell array, for instance, can be automatically carried out on hardware without any software manipulation. Soft Hardware, which we named, can arbitrarily change its logic function in real time by external control signals without any hardware modification. Implementation of a neural network equipped with an on-chip self-learning capability is also described. Through the studies of vMOS intelligent circuit implementation, we noticed an interesting similarity in the architectures of vMOS logic circuitry and biological systems.


The "Softmax" Nonlinearity: Derivation Using Statistical Mechanics and Useful Properties as a Multiterminal Analog Circuit Element

Neural Information Processing Systems

Reciprocal circuit elements facilitate such an implementation since they 882 The "Softmax" Nonlinearity 883 can be combined with other reciprocal elements to form an analog network having Lyapunov-like functions: the network content or co-content. In this paper, we show a reciprocal implementation of the "softmax" nonlinearity that is usually used to enforce local competition between neurons [Peterson, 1989]. We show that the circuit ispassive and incrementally passive, and we explicitly compute its content and co-content functions. This circuit adds a new element to the library of the analog circuit designer that can be combined with reciprocal constraint boxes [Harris, 1988] and nonlinear resistive fuses [Harris, 1989] to form fast, analog VLSI optimization networks.


WATTLE: A Trainable Gain Analogue VLSI Neural Network

Neural Information Processing Systems

This paper describes a low power analogue VLSI neural network called Wattle. Wattle is a 10:6:4 three layer perceptron with multiplying DACsynapses and on chip switched capacitor neurons fabricated in 1.2um CMOS.


VLSI Phase Locking Architectures for Feature Linking in Multiple Target Tracking Systems

Neural Information Processing Systems

Department of Electrical Engineering The University of Maryland College Park, MD 20722 Abstract Recent physiological research has shown that synchronization of oscillatory responses in striate cortex may code for relationships between visual features of objects. A VLSI circuit has been designed toprovide rapid phase-locking synchronization of multiple oscillators to allow for further exploration of this neural mechanism. By exploiting the intrinsic random transistor mismatch of devices operated in subthreshold, large groups of phase-locked oscillators can be readily partitioned into smaller phase-locked groups. A mUltiple target tracker for binary images is described utilizing this phase-locking architecture. A VLSI chip has been fabricated and tested to verify the architecture.


Decoding Cursive Scripts

Neural Information Processing Systems

Online cursive handwriting recognition is currently one of the most intriguing challenges in pattern recognition. This study presents a novel approach to this problem which is composed of two complementary phases.The first is dynamic encoding of the writing trajectory into a compact sequence of discrete motor control symbols. In this compact representation we largely remove the redundancy of the script, while preserving most of its intelligible components. In the second phase these control sequences are used to train adaptive probabilistic acyclic automata (PAA) for the important ingredients of the writing trajectories, e.g.


Probabilistic Anomaly Detection in Dynamic Systems

Neural Information Processing Systems

Padhraic Smyth Jet Propulsion Laboratory 238-420 California Institute of Technology 4800 Oak Grove Drive Pasadena, CA 91109 Abstract This paper describes probabilistic methods for novelty detection when using pattern recognition methods for fault monitoring of dynamic systems. The problem of novelty detection is particularly acutewhen prior knowledge and training data only allow one to construct an incomplete classification model. Allowance must be made in model design so that the classifier will be robust to data generated by classes not included in the training phase. For diagnosis applications one practical approach is to construct both an input density model and a discriminative class model. Using Bayes' rule and prior estimates of the relative likelihood of data of known and unknown origin the resulting classification equations are straightforward.


Temporal Difference Learning of Position Evaluation in the Game of Go

Neural Information Processing Systems

Computational Neurobiology Laboratory The Salk Institute for Biological Studies San Diego, CA 92186-5800 Abstract The game of Go has a high branching factor that defeats the tree search approach used in computer chess, and long-range spatiotemporal interactionsthat make position evaluation extremely difficult. Development of conventional Go programs is hampered by their knowledge-intensive nature. We demonstrate a viable alternative by training networks to evaluate Go positions via temporal difference(TD) learning. Our approach is based on network architectures that reflect the spatial organization of both input and reinforcement signals on the Go board, and training protocols that provide exposure to competent (though unlabelled) play. These techniques yield far better performance than undifferentiated networks trained by selfplay alone.A network with less than 500 weights learned within 3,000 games of 9x9 Go a position evaluation function that enables a primitive one-ply search to defeat a commercial Go program at a low playing level. 1 INTRODUCTION Go was developed three to four millenia ago in China; it is the oldest and one of the most popular board games in the world.


The Parti-Game Algorithm for Variable Resolution Reinforcement Learning in Multidimensional State-Spaces

Neural Information Processing Systems

Andrew W. Moore School of Computer Science Carnegie-Mellon University Pittsburgh, PA 15213 Abstract Parti-game is a new algorithm for learning from delayed rewards in high dimensional real-valued state-spaces. In high dimensions it is essential that learning does not explore or plan over state space uniformly. Parti-game maintains a decision-tree partitioning of state-space and applies game-theory and computational geometry techniquesto efficiently and reactively concentrate high resolution onlyon critical areas. Many simulated problems have been tested, ranging from 2-dimensional to 9-dimensional state-spaces, including mazes, path planning, nonlinear dynamics, and uncurling snakerobots in restricted spaces. In all cases, a good solution is found in less than twenty trials and a few minutes. 1 REINFORCEMENT LEARNING Reinforcement learning [Samuel, 1959, Sutton, 1984, Watkins, 1989, Barto et al., 1991] is a promising method for control systems to program and improve themselves.


Directional Hearing by the Mauthner System

Neural Information Processing Systems

Eaton E. P. O. Biology University of Colorado Boulder, Co. 80309 Abstract We provide a computational description of the function of the Mauthner system.This is the brainstem circuit which initiates faststart escapes in teleost fish in response to sounds. Our simulations, usingbackpropagation in a realistically constrained feedforward network, have generated hypotheses which are directly interpretable interms of the activity of the auditory nerve fibers, the principle cells of the system and their associated inhibitory neurons. 1 INTRODUCTION 1.1 THE M.AUTHNER SYSTEM Much is known about the brainstem system that controls fast-start escapes in teleost fish. The most prominent feature of this network is the pair of large Mauthner cells whose axons cross the midline and descend down the spinal cord to synapse on primary motoneurons. The Mauthner system also includes inhibitory neurons, the PHP cells, which have a unique and intense field effect inhibition at the spikeinitiating zoneof the Mauthner cells (Faber and Korn, 1978). The Mauthner system is part of the full brainstem escape network which also includes two pairs of cells homologous to the Mauthner cell and other populations of reticulospinal neurons. With this network fish initiate escapes only from appropriate stimuli, turn away from the offending stimulus, and do so very rapidly with a latency around 15 msec in goldfish.