week 12: some attempts to understand brain-like architectures
a quick intro to operating systems
a parting look at the amygdala
simple architectures for controlling behavior
open-ended architectures
a quick intro to operating systems
- The BIOS
- The OS kernel:
- process management
- memory management
- device drivers
- communication
- security
- [lots of other functions for which there are no
ready neuro analogies]
- virtual machines (more about this later)
slide 2
a parting look at the amygdala
- security
-
scaling (the "common currency" of neuroeconomics)
- recall Deneve's Bayesian neurons
- cf. striatum
- preemption and arbitration
-
one-trial learning:
-
in situ
-
facilitation of such learning elsewhere in the brain
- adherence and avoidance
-
conspecifics
-
food/prey
-
predators/danger
slide 3
rethinking innateness
How to push an algorithmic solution through the inter-generational
genomic bottleneck? [cf. compilation]
[from Sloman & Chrisley, 2003]
"If we are correct about later evolutionary developments providing high level
conceptual, perceptual and meta-management mechanisms that are used both for
self-categorisation and other-categorisation (using 'multi-window perception'
as in the duck-rabbit picture, and in perception of attentiveness, puzzlement, joy,
surprise, etc., in others), then instead of a new-born infant having to work out by
some philosophical process of inductive or analogical reasoning or theory construction
that there are individuals with minds in the environment, it may be provided
genetically with mechanisms designed to use mental concepts in
perceiving and thinking about others. This can be useful for predator species,
prey species and organisms that interact socially."
slide 4
Aaron Sloman's quest
Thinking about
problems and solution mechanisms
should be superseded by thinking about
problem spaces and classes of architectures.
Cf. Finlay, B. L. (2007) Endless minds most beautiful, Developmental
Science 10:30-34.
slide 5
simple architectures for controlling behavior

The protagonist of
Valentino Braitenberg's book
Vehicles: Experiments in
Synthetic Psychology (1984).
hard-wiring hate and love
Hard-wiring aversion and tropism to light.
slide 7
complexity from simplicity
slide 9
more on vehicles
-
Notes on Braitenberg's Vehicles
-
A review of Braitenberg's book, by Cosma Shalizi
-
A report on the MAVRIC project
-
Lessons learned from the MAVRIC project
But can it scale up?
slide 10
scaling up complexity
How does one get from A to B?
 |
 |
| (A) |
(B) |
slide 11
incremental learning in a uniform architecture
One approach to building up functional sophistication: Scott Fahlman's
cascade correlation algorithm.
This is a simple example of hierarchical abstraction.
slide 12
open-ended architectures

The subsumption architecture:
slide 13
the basic behavior: avoid
slide 14
adding a new function: wander
slide 15
avoid, wander, explore
slide 16
subsumption architectures and brain scaling
Fitts' Law:
-
can be derived by assuming a successive approximation strategy;
-
can also be derived by assuming a feedback control system that reduces
speed in proportion to proximity to the target.
Could this be derived also by assuming a generic subsumption architecture?
Is this at all relevant to the brain scaling patterns discovered by Finlay
and others?
slide 17
virtual machines (Sloman)
"[...] Finding out what they [brains] do as controllers or as information
processors is a very different task from observing physical
behaviour, whether internal or external."
"That is because the most important components of an information processor
may be components of virtual machines rather than physical machines. Like
physical machines, virtual machines do what they do by virtue of the
causal interaction of their parts, but such parts are non-physical (by
"nonphysical", we do not mean "not physically realised" or "made
ultimately of non-physical stuff" but merely "not easily characterised
with the vocabulary and methods of the physical sciences"). Compare
the notion of a "propaganda machine"."
slide 18
virtual machines
"Entities in virtual machines can include such things as grammars,
parsers, decision makers, motive generators, inference engines, knowledge
stores, recursive data-structures, rule sets, concepts, plans, and
emotional states, rather than molecules, transistors or neurones."
An example of a component of a virtual machine in biology is the niche of
a species. A niche is not a geographical location or a physical
environment; for an ant, a badger, and a cat may be in the same physical
location yet have very different niches, providing different information
for them to process, e.g., different affordances such as opportunities,
threats and obstacles (Gibson, 1986)."
slide 19
explanatory ontologies in science
"Sometimes scientific progress requires a change
in
ontology. For example, the discovery that gases
are made of previously unknown particles with
new kinds of properties (e.g., molecules with mutually
repulsive forces) required an extension of the
ontology of physics to accommodate the new entities
and their properties. In general the deepest advances
(both in science and in the conceptual
development of an individual) are those that extend
our ontologies for they open up both new
classes of questions to pose and new forms of
explanations to be investigated. These are not
cases where the ontology can be extended simply
by defining new concepts in terms of old ones:
far more subtle and complex processes are involved,
as explained in (Sloman, 1978, chap. 2)
and in (Carnap, 1947)."
slide 20
virtual machine ontologies
"A species of ontological layering that is easier to
understand than most is found in computing systems
where the
ontological level of a virtual machine
(e.g., a chess-playing machine, a compiler,
a theorem prover, an operating system) is implemented
on top of an underlying digital electronic
machine, a relation often mediated by a hierarchy of intermediate virtual
machines."
"This paper is in part about the ontology required
for adequate theories concerning the capabilities
of biological organisms such as birds, apes
and humans [...] A full account of the processes by which the ontologies
used by scientists change or grow is beyond
the scope of this paper. However, we illustrate
the process by describing some features of the
ontology required for scientific investigation of
intelligent animals and robots, and an application
of the ontology in developing an explanatory
architecture, H-CogAff."
slide 21
examples of "ontological blindness"
In physics: hypothesizing phlogiston
before the role of oxygen in combustion was understood.
In biology: [your example here].
In psychology of vision: focusing on geometrical reconstruction before the
importance of affordances was understood.
slide 22
a meta-ontological device: a generative schema for a class
of architectures
The task: explore design space.
An example: exploring ecological niches.
slide 23
CogAff (Sloman): the basic building block
"We offer the CogAff schema only as a first
draft, very sketchy, starting point, illustrating the
more general point that we need a generative
schema."
"The CogAff framework permits combinations
of mechanisms producing concurrent processes
roughly classified as reactive, deliberative, and
meta-management (sometimes labelled "reflective")
processes."
slide 24
subsuming subsumption
"Not all architectures include mechanisms corresponding to all parts of
the grid. Different architectures will have different components and
different communication links between components. For instance, some may
have only the reactive layer (which may include several different
sub-layers, as in most subsumption architectures."
slide 25
the Omega version
"Omega architectures use an information pipeline,
with "peephole" perception and action, as opposed
to "multi-window" perception and action. The "upward" portion of the
pipeline generates possible actions triggered by the sensory
input. Selections among options are made at the
top and the chosen options are decomposed into
low level motor signals on the "downward" pathway."
"People who have not understood the
requirement for concurrent hierarchical processing
within perceptual and action sub-systems (what we
called "multi-window" perception and action) tend
to take the Omega structure for granted, though
they may propose different sorts of intermediate
mechanisms generating options and different sorts
of "top-level" decision-making mechanisms."
slide 26
an alarm component
"Some architectures include one or more "alarm
mechanisms", i.e., reactive sub-systems
with inputs from many parts of the rest of the system
and outputs to many parts, capable of triggering
global reorganisation of activities, a feature of
many emotional processes. Alarm mechanisms
may be separate sub-systems running in parallel
with the systems they monitor and modulate, or
they may be distributed implicitly within the detailed
sub-mechanisms, e.g., in conventional programs
using very large numbers of tests scattered
throughout the code. The former, more modular,
type of alarm sub-system may allow more global
forms of adaptation and more global kinds of control
options when dealing with emergencies, at the
cost of architectural complexity."
slide 27
all together now
The H-CogAff Architecture.
"Another way to distinguish Omega-style from
true multi-level perception and action would be
to require input and output mechanisms to be
non-deliberative. On this view, if deliberative mechanisms are involved
in the transformation from low-level to high-level
input, and from high-level to low-level action, then
the Omega architecture best describes that organism.
If, however, the low-level input of an organism
is transformed into high-level categories by
way of non-deliberative, automatic, blind, reactive
processes, that are incapable of considering and
comparing alternative high-level interpretations
of the same data, then that organism can be said
to be engaging in true, multi-level perception."
slide 28
empirical support (sort of)
"Organisms with only a subset of the architectural
layers will not be capable of having the
variety of
emotions and other states that are
possible according to the CogAff schema. Obviously
if insects lack a deliberative layer they will
not be able to have emotions (such as regret!)
that require "what if" representational capabilities,
as most humans can. If human infants lack
deliberative mechanisms they too will be unable
to have mental states that depend on them. Various
kinds of disorders may also be related to
different parts of the architecture."
slide 29
empirical support (sort of)
"Although the layers and columns of the CogAff
schema need not correspond to anatomically distinct
components of an organism, it is consistent
with such differentiation. Furthermore, the fact
that the layers in a particular organism
evolved
at different times might make such differentiation
likely. It follows that if, as we conjecture, sensory
inputs in humans and some other animals are
processed concurrently at different levels of
abstraction, with information from the different
levels transmitted concurrently to different parts
of the architecture, which use the information for
different tasks, then we can easily explain empirical
results that have led some scientists to postulate
different perceptual pathways (e.g., Goodale &
Milner, 1992), though we would predict more diverse
pathways than empirical evidence suggests
so far."
slide 30
so, is the amygdala an emotion organ?
"[...] We take it that a system is in one motivational
or affective state rather than another primarily because
of the role that state plays in mediating between
the way the organism takes the world to be
and the organism's actions. Thus,
an affective or
motivational state is a holistic property of a system,
not localizable to the state of a "motivational module" or "affective
subsystem". This is why we did not
include an "emotion box" in either the CogAff schema
or the H-CogAff architecture: The aspects of an
organism which are responsible for it being in one
affective state (e.g., a particular mood or emotional
state) rather than another are not, in general, distinct
from the total state of the reactive, deliberative
and meta-management systems, their control
structures, their interactions, etc. In that sense
many affective states are "emergent" properties of
interactions between mechanisms."
slide 31
the CogAff research framework
-
Asking questions about an organism: which of
the sub-components and which of the links
between components does it have, and what
difference would it make if the architecture
were different in various ways?
-
Asking similar questions about the ontologies
and forms of representations used by different
organisms, e.g., what are the affordances they
can detect, and how can they use them?
-
Considering alternative designs for artificial
systems, and investigating the pros and cons
of including or omitting some of the submechanisms
or links between submechanisms;
-
Illuminating evolutionary investigations by
enabling us to identify and analyse possible
evolutionary trajectories in design space and
in niche space (Sloman, 2000a, 2001).
-
Challenging and extending the CogAff framework
by noticing when useful proposed architectures
do not fit the framework.
slide 32
conclusions
"Even if the precise schema we have proposed proves insufficiently
general, there will still be a need for something like it as a unifying
framework for AI, theoretical psychology and neuroscience."
Comments?