2,155 research outputs found

    Skyrmion Gas Manipulation for Probabilistic Computing

    Full text link
    The topologically protected magnetic spin configurations known as skyrmions offer promising applications due to their stability, mobility and localization. In this work, we emphasize how to leverage the thermally driven dynamics of an ensemble of such particles to perform computing tasks. We propose a device employing a skyrmion gas to reshuffle a random signal into an uncorrelated copy of itself. This is demonstrated by modelling the ensemble dynamics in a collective coordinate approach where skyrmion-skyrmion and skyrmion-boundary interactions are accounted for phenomenologically. Our numerical results are used to develop a proof-of-concept for an energy efficient (μW\sim\mu\mathrm{W}) device with a low area imprint (μm2\sim\mu\mathrm{m}^2). Whereas its immediate application to stochastic computing circuit designs will be made apparent, we argue that its basic functionality, reminiscent of an integrate-and-fire neuron, qualifies it as a novel bio-inspired building block.Comment: 41 pages, 20 figure

    A Framework for Megascale Agent Based Model Simulations on Graphics Processing Units

    Get PDF
    Agent-based modeling is a technique for modeling dynamic systems from the bottom up. Individual elements of the system are represented computationally as agents. The system-level behaviors emerge from the micro-level interactions of the agents. Contemporary state-of-the-art agent-based modeling toolkits are essentially discrete-event simulators designed to execute serially on the Central Processing Unit (CPU). They simulate Agent-Based Models (ABMs) by executing agent actions one at a time. In addition to imposing an un-natural execution order, these toolkits have limited scalability. In this article, we investigate data-parallel computer architectures such as Graphics Processing Units (GPUs) to simulate large scale ABMs. We have developed a series of efficient, data parallel algorithms for handling environment updates, various agent interactions, agent death and replication, and gathering statistics. We present three fundamental innovations that provide unprecedented scalability. The first is a novel stochastic memory allocator which enables parallel agent replication in O(1) average time. The second is a technique for resolving precedence constraints for agent actions in parallel. The third is a method that uses specialized graphics hardware, to gather and process statistical measures. These techniques have been implemented on a modern day GPU resulting in a substantial performance increase. We believe that our system is the first ever completely GPU based agent simulation framework. Although GPUs are the focus of our current implementations, our techniques can easily be adapted to other data-parallel architectures. We have benchmarked our framework against contemporary toolkits using two popular ABMs, namely, SugarScape and StupidModel.GPGPU, Agent Based Modeling, Data Parallel Algorithms, Stochastic Simulations

    Synthesising 3D solid models of natural heterogeneous materials from single sample image, using encoding deep convolutional generative adversarial networks

    Get PDF
    Three-dimensional solid computational representations of natural heterogeneous materials are challenging to generate due to their high degree of randomness and varying scales of patterns, such as veins and cracks, in different sizes and directions. In this regard, this paper introduces a new architecture to synthesise 3D solid material models by using encoding deep convolutional generative adversarial networks (EDCGANs). DCGANs have been useful in generative tasks in relation to image processing by successfully recreating similar results based on adequate training. While concentrating on natural heterogeneous materials, this paper uses an encoding and a decoding DCGAN combined in a similar way to auto-encoders to convert a given image into marble, based on patches. Additionally, the method creates an input dataset from a single 2D high-resolution exemplar. Further, it translates of 2D data, used as a seed, into 3D data to create material blocks. While the results on the Z-axis do not have size restrictions, the X- and Y-axis are constrained by the given image. Using the method, the paper explores possible ways to present 3D solid textures. The modelling potentials of the developed approach as a design tool is explored to synthesise a 3D solid texture of leaf-like material from an exemplar of a leaf image

    Cellular Neural Networks with Switching Connections

    Get PDF
    Artificial neural networks are widely used for parallel processing of data analysis and visual information. The most prominent example of artificial neural networks is a cellular neural network (CNN), composed from two-dimensional arrays of simple first-order dynamical systems (“cells”) that are interconnected by wires. The information, to be processed by a CNN, represents the initial state of the network, and the parallel information processing is performed by converging to one of the stable spatial equilibrium states of the multi-stable CNN. This thesis studies a specific type of CNNs designed to perform the winner-take-all function of finding the largest among the n numbers, using the network dynamics. In a wider context, this amounts to automatically detecting a target spot in the given visual picture. The research, reported in this thesis, demonstrates that the addition of fast on-off switching (blinking) connections significantly improves the functionality of winner-take-all CNNs. Numerical calculations are performed to reveal the dependence of the probability, that the CNN correctly classifies the largest number, on the switching frequency

    Learning spatio-temporal patterns with Neural Cellular Automata

    Full text link
    Neural Cellular Automata (NCA) are a powerful combination of machine learning and mechanistic modelling. We train NCA to learn complex dynamics from time series of images and PDE trajectories. Our method is designed to identify underlying local rules that govern large scale dynamic emergent behaviours. Previous work on NCA focuses on learning rules that give stationary emergent structures. We extend NCA to capture both transient and stable structures within the same system, as well as learning rules that capture the dynamics of Turing pattern formation in nonlinear Partial Differential Equations (PDEs). We demonstrate that NCA can generalise very well beyond their PDE training data, we show how to constrain NCA to respect given symmetries, and we explore the effects of associated hyperparameters on model performance and stability. Being able to learn arbitrary dynamics gives NCA great potential as a data driven modelling framework, especially for modelling biological pattern formation.Comment: For videos referenced in appendix, see: https://github.com/AlexDR1998/NCA/tree/main/Video

    Visualizing and Interpreting Feature Reuse of Pretrained CNNs for Histopathology

    Get PDF
    Reusing the parameters of networks pretrained on large scale datasets of natural images, such as ImageNet, is a common technique in the medical imaging domain. The large variability of objects and classes is, however, drastically reduced in most medical applications where images are dominated by repetitive patterns with, at times, subtle differences between the classes. This paper takes the example of finetuning a pretrained convolutional network on a histopathology task. Because of the reduced visual variability in this application domain, the network mostly learns to detect textures and simple patterns. As a result, the complex structures that maximize the channel activations of deep layers in the pretrained network are not present after finetuning. The learned features seem to be used by the network to spot atypical nuclei in the images, as shown by class activation maps. Finally, texture measures appear discriminative after finetuning, as shown by accurate Regression Concept Vectors

    Adaptive and learning-based formation control of swarm robots

    Get PDF
    Autonomous aerial and wheeled mobile robots play a major role in tasks such as search and rescue, transportation, monitoring, and inspection. However, these operations are faced with a few open challenges including robust autonomy, and adaptive coordination based on the environment and operating conditions, particularly in swarm robots with limited communication and perception capabilities. Furthermore, the computational complexity increases exponentially with the number of robots in the swarm. This thesis examines two different aspects of the formation control problem. On the one hand, we investigate how formation could be performed by swarm robots with limited communication and perception (e.g., Crazyflie nano quadrotor). On the other hand, we explore human-swarm interaction (HSI) and different shared-control mechanisms between human and swarm robots (e.g., BristleBot) for artistic creation. In particular, we combine bio-inspired (i.e., flocking, foraging) techniques with learning-based control strategies (using artificial neural networks) for adaptive control of multi- robots. We first review how learning-based control and networked dynamical systems can be used to assign distributed and decentralized policies to individual robots such that the desired formation emerges from their collective behavior. We proceed by presenting a novel flocking control for UAV swarm using deep reinforcement learning. We formulate the flocking formation problem as a partially observable Markov decision process (POMDP), and consider a leader-follower configuration, where consensus among all UAVs is used to train a shared control policy, and each UAV performs actions based on the local information it collects. In addition, to avoid collision among UAVs and guarantee flocking and navigation, a reward function is added with the global flocking maintenance, mutual reward, and a collision penalty. We adapt deep deterministic policy gradient (DDPG) with centralized training and decentralized execution to obtain the flocking control policy using actor-critic networks and a global state space matrix. In the context of swarm robotics in arts, we investigate how the formation paradigm can serve as an interaction modality for artists to aesthetically utilize swarms. In particular, we explore particle swarm optimization (PSO) and random walk to control the communication between a team of robots with swarming behavior for musical creation

    Deep Learning with Photonic Neural Cellular Automata

    Full text link
    Rapid advancements in deep learning over the past decade have fueled an insatiable demand for efficient and scalable hardware. Photonics offers a promising solution by leveraging the unique properties of light. However, conventional neural network architectures, which typically require dense programmable connections, pose several practical challenges for photonic realizations. To overcome these limitations, we propose and experimentally demonstrate Photonic Neural Cellular Automata (PNCA) for photonic deep learning with sparse connectivity. PNCA harnesses the speed and interconnectivity of photonics, as well as the self-organizing nature of cellular automata through local interactions to achieve robust, reliable, and efficient processing. We utilize linear light interference and parametric nonlinear optics for all-optical computations in a time-multiplexed photonic network to experimentally perform self-organized image classification. We demonstrate binary classification of images in the fashion-MNIST dataset using as few as 3 programmable photonic parameters, achieving an experimental accuracy of 98.0% with the ability to also recognize out-of-distribution data. The proposed PNCA approach can be adapted to a wide range of existing photonic hardware and provides a compelling alternative to conventional photonic neural networks by maximizing the advantages of light-based computing whilst mitigating their practical challenges. Our results showcase the potential of PNCA in advancing photonic deep learning and highlights a path for next-generation photonic computers

    Modern Trends in the Automatic Generation of Content for Video Games

    Get PDF
    Attractive and realistic content has always played a crucial role in the penetration and popularity of digital games, virtual environments, and other multimedia applications. Procedural content generation enables the automatization of production of any type of game content including not only landscapes and narratives but also game mechanics and generation of whole games. The article offers a comparative analysis of the approaches to automatic generation of content for video games proposed in last five years. It suggests a new typology of the use of procedurally generated game content comprising of categories structured in three groups: content nature, generation process, and game dependence. Together with two other taxonomies – one of content type and the other of methods for content generation – this typology is used for comparing and discussing some specific approaches to procedural content generation in three promising research directions based on applying personalization and adaptation, descriptive languages, and semantic specifications
    corecore