Copy of Copy of Neurogenesis in a High Resolution Dentate Gyrus Model
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Proposed for publication in Security Informatics.
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This report describes the laboratory directed research and development work to model relevant areas of the brain that associate multi-modal information for long-term storage for the purpose of creating a more effective, and more automated, association mechanism to support rapid decision making. Using the biology and functionality of the hippocampus as an analogy or inspiration, we have developed an artificial neural network architecture to associate k-tuples (paired associates) of multimodal input records. The architecture is composed of coupled unimodal self-organizing neural modules that learn generalizations of unimodal components of the input record. Cross modal associations, stored as a higher-order tensor, are learned incrementally as these generalizations form. Graph algorithms are then applied to the tensor to extract multi-modal association networks formed during learning. Doing so yields a novel approach to data mining for knowledge discovery. This report describes the neurobiological inspiration, architecture, and operational characteristics of our model, and also provides a real world terrorist network example to illustrate the model's functionality.
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The neocortex is perhaps the highest region of the human brain, where audio and visual perception takes place along with many important cognitive functions. An important research goal is to describe the mechanisms implemented by the neocortex. There is an apparent regularity in the structure of the neocortex [Brodmann 1909, Mountcastle 1957] which may help simplify this task. The work reported here addresses the problem of how to describe the putative repeated units ('cortical circuits') in a manner that is easily understood and manipulated, with the long-term goal of developing a mathematical and algorithmic description of their function. The approach is to reduce each algorithm to an enhanced perceptron-like structure and describe its computation using difference equations. We organize this algorithmic processing into larger structures based on physiological observations, and implement key modeling concepts in software which runs on parallel computing hardware.
Behavioral and Brain Sciences
We propose an analogy between optical holography and neural behavior as a hypothesis about the physical mechanisms of neural reuse. Specifically, parameters in optical holography (frequency, amplitude, and phase of the reference beam) may provide useful analogues for understanding the role of different parameters in determining the behavior of neurons (e.g., frequency, amplitude, and phase of spiking behavior). © 2010 Cambridge University Press.
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Behavioral Brain Science
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Working with leading experts in the field of cognitive neuroscience and computational intelligence, SNL has developed a computational architecture that represents neurocognitive mechanisms associated with how humans remember experiences in their past. The architecture represents how knowledge is organized and updated through information from individual experiences (episodes) via the cortical-hippocampal declarative memory system. We compared the simulated behavioral characteristics with those of humans measured under well established experimental standards, controlling for unmodeled aspects of human processing, such as perception. We used this knowledge to create robust simulations of & human memory behaviors that should help move the scientific community closer to understanding how humans remember information. These behaviors were experimentally validated against actual human subjects, which was published. An important outcome of the validation process will be the joining of specific experimental testing procedures from the field of neuroscience with computational representations from the field of cognitive modeling and simulation.
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2008 IEEE Symposium on Computational Intelligence and Games, CIG 2008
Ground Truth, a training game developed by Sandia National Laboratories in partnership with the University of Southern California GamePipe Lab, puts a player in the role of an Incident Commander working with teammate agents to respond to urban threats. These agents simulate certain emotions that a responder may feel during this high-stress situation. We construct psychology-plausible models compliant with the Sandia Human Embodiment and Representation Cognitive Architecture (SHERCA) that are run on the Sandia Cognitive Runtime Engine with Active Memory (SCREAM) software. SCREAM's computational representations for modeling human decision-making combine aspects of ANNs and fuzzy logic networks. This paper gives an overview of Ground Truth and discusses the adaptation of the SHERCA and SCREAM into the game. We include a semiformal descriptionof SCREAM. ©2008 IEEE.