model network
Neuromorphic dreaming: A pathway to efficient learning in artificial agents
Blakowski, Ingo, Zendrikov, Dmitrii, Capone, Cristiano, Indiveri, Giacomo
Achieving energy efficiency in learning is a key challenge for artificial intelligence (AI) computing platforms. Biological systems demonstrate remarkable abilities to learn complex skills quickly and efficiently. Inspired by this, we present a hardware implementation of model-based reinforcement learning (MBRL) using spiking neural networks (SNNs) on mixed-signal analog/digital neuromorphic hardware. This approach leverages the energy efficiency of mixed-signal neuromorphic chips while achieving high sample efficiency through an alternation of online learning, referred to as the "awake" phase, and offline learning, known as the "dreaming" phase. The model proposed includes two symbiotic networks: an agent network that learns by combining real and simulated experiences, and a learned world model network that generates the simulated experiences. We validate the model by training the hardware implementation to play the Atari game Pong. We start from a baseline consisting of an agent network learning without a world model and dreaming, which successfully learns to play the game. By incorporating dreaming, the number of required real game experiences are reduced significantly compared to the baseline. The networks are implemented using a mixed-signal neuromorphic processor, with the readout layers trained using a computer in-the-loop, while the other layers remain fixed. These results pave the way toward energy-efficient neuromorphic learning systems capable of rapid learning in real world applications and use-cases.
Differences between deep neural networks and human perception
When your mother calls your name, you know it's her voice -- no matter the volume, even over a poor cell phone connection. And when you see her face, you know it's hers -- if she is far away, if the lighting is poor, or if you are on a bad FaceTime call. This robustness to variation is a hallmark of human perception. On the other hand, we are susceptible to illusions: We might fail to distinguish between sounds or images that are, in fact, different. Scientists have explained many of these illusions, but we lack a full understanding of the invariances in our auditory and visual systems.
Learning and Detecting Patterns in Multi-Attributed Network Data
Levchuk, Georgiy (Aptima, Inc.) | Roberts, Jennifer (Aptima, Inc.) | Freeman, Jared (Aptima, Inc.)
Network analysis is a growing field across many domains, including computer vision, social media marketing, transportation networks, and intelligence analysis. The growing use of digital communication devices and platforms, as well as persistent surveillance sensors, has resulted in explosion of the quantity of data and stretched the abilities of current technologies to process this data and draw meaningful conclusions. Current tools either require significant levels of manual intervention (e.g., to prepare the data, to define patterns, or to draw conclusions from data) or are unable to generalize to new data sources and analysis needs. In this paper, we present automated solutions to two major problems in network analysis: (a) finding patterns in the network data that contains high levels of noise and irrelevant information; and (b) learning repetitive patterns and dependencies between entities and attributes. Our modeling framework represents network data using multi-attributed graphs that can encode various discrete and continuous features and relationships between network entities. The pattern search and learning model is based on probabilistic multi-attributed graph matching, and implemented using distributed message passing algorithms. Our algorithms achieved high accuracy rates in learning and finding patterns in the data, are flexible to new domains and data types, and scale to large datasets using the Map-Reduce framework.
Active Exploration in Dynamic Environments
Thrun, Sebastian B., Möller, Knut
Many real-valued connectionist approaches to learning control realize exploration by randomness in action selection. This might be disadvantageous when costs are assigned to "negative experiences". The basic idea presented in this paper is to make an agent explore unknown regions in a more directed manner. This is achieved by a so-called competence map, which is trained to predict the controller's accuracy, and is used for guiding exploration. Based on this, a bistable system enables smoothly switching attention between two behaviors - exploration and exploitation - depending on expected costs and knowledge gain. The appropriateness of this method is demonstrated by a simple robot navigation task.
Active Exploration in Dynamic Environments
Thrun, Sebastian B., Möller, Knut
Many real-valued connectionist approaches to learning control realize exploration by randomness in action selection. This might be disadvantageous when costs are assigned to "negative experiences". The basic idea presented in this paper is to make an agent explore unknown regions in a more directed manner. This is achieved by a so-called competence map, which is trained to predict the controller's accuracy, and is used for guiding exploration. Based on this, a bistable system enables smoothly switching attention between two behaviors - exploration and exploitation - depending on expected costs and knowledge gain. The appropriateness of this method is demonstrated by a simple robot navigation task.
Active Exploration in Dynamic Environments
Thrun, Sebastian B., Möller, Knut
Many real-valued connectionist approaches to learning control realize exploration by randomness inaction selection. This might be disadvantageous when costs are assigned to "negative experiences" . The basic idea presented in this paper is to make an agent explore unknown regions in a more directed manner. This is achieved by a so-called competence map, which is trained to predict the controller's accuracy, and is used for guiding exploration. Based on this, a bistable system enables smoothly switching attention between two behaviors - exploration and exploitation - depending on expected costsand knowledge gain. The appropriateness of this method is demonstrated by a simple robot navigation task.
Planning with an Adaptive World Model
Thrun, Sebastian, Möller, Knut, Linden, Alexander
We present a new connectionist planning method [TML90]. By interaction with an unknown environment, a world model is progressively constructed using gradient descent. For deriving optimal actions with respect to future reinforcement, planning is applied in two steps: an experience network proposes a plan which is subsequently optimized by gradient descent with a chain of world models, so that an optimal reinforcement may be obtained when it is actually run. The appropriateness of this method is demonstrated by a robotics application and a pole balancing task.
Planning with an Adaptive World Model
Thrun, Sebastian, Möller, Knut, Linden, Alexander
We present a new connectionist planning method [TML90]. By interaction with an unknown environment, a world model is progressively constructed using gradient descent. For deriving optimal actions with respect to future reinforcement, planning is applied in two steps: an experience network proposes a plan which is subsequently optimized by gradient descent with a chain of world models, so that an optimal reinforcement may be obtained when it is actually run. The appropriateness of this method is demonstrated by a robotics application and a pole balancing task.