952 research outputs found

    Visual Spike-based Convolution Processing with a Cellular Automata Architecture

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    this paper presents a first approach for implementations which fuse the Address-Event-Representation (AER) processing with the Cellular Automata using FPGA and AER-tools. This new strategy applies spike-based convolution filters inspired by Cellular Automata for AER vision processing. Spike-based systems are neuro-inspired circuits implementations traditionally used for sensory systems or sensor signal processing. AER is a neuromorphic communication protocol for transferring asynchronous events between VLSI spike-based chips. These neuro-inspired implementations allow developing complex, multilayer, multichip neuromorphic systems and have been used to design sensor chips, such as retinas and cochlea, processing chips, e.g. filters, and learning chips. Furthermore, Cellular Automata is a bio-inspired processing model for problem solving. This approach divides the processing synchronous cells which change their states at the same time in order to get the solution.Ministerio de Educación y Ciencia TEC2006-11730-C03-02Ministerio de Ciencia e Innovación TEC2009-10639-C04-02Junta de Andalucía P06-TIC-0141

    Cellular Automata Simulation on FPGA for Training Neural Networks with Virtual World Imagery

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    We present ongoing work on a tool that consists of two parts: (i) A raw micro-level abstract world simulator with an interface to (ii) a 3D game engine, translator of raw abstract simulator data to photorealistic graphics. Part (i) implements a dedicated cellular automata (CA) on reconfigurable hardware (FPGA) and part (ii) interfaces with a deep learning framework for training neural networks. The bottleneck of such an architecture usually lies in the fact that transferring the state of the whole CA significantly slows down the simulation. We bypass this by sending only a small subset of the general state, which we call a 'locus of visibility', akin to a torchlight in a darkened 3D space, into the simulation. The torchlight concept exists in many games but these games generally only simulate what is in or near the locus. Our chosen architecture will enable us to simulate on a micro level outside the locus. This will give us the advantage of being able to create a larger and more fine-grained simulation which can be used to train neural networks for use in games.Comment: Published as a short paper at IEEE CIG201

    Cellular Automata Applications in Shortest Path Problem

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    Cellular Automata (CAs) are computational models that can capture the essential features of systems in which global behavior emerges from the collective effect of simple components, which interact locally. During the last decades, CAs have been extensively used for mimicking several natural processes and systems to find fine solutions in many complex hard to solve computer science and engineering problems. Among them, the shortest path problem is one of the most pronounced and highly studied problems that scientists have been trying to tackle by using a plethora of methodologies and even unconventional approaches. The proposed solutions are mainly justified by their ability to provide a correct solution in a better time complexity than the renowned Dijkstra's algorithm. Although there is a wide variety regarding the algorithmic complexity of the algorithms suggested, spanning from simplistic graph traversal algorithms to complex nature inspired and bio-mimicking algorithms, in this chapter we focus on the successful application of CAs to shortest path problem as found in various diverse disciplines like computer science, swarm robotics, computer networks, decision science and biomimicking of biological organisms' behaviour. In particular, an introduction on the first CA-based algorithm tackling the shortest path problem is provided in detail. After the short presentation of shortest path algorithms arriving from the relaxization of the CAs principles, the application of the CA-based shortest path definition on the coordinated motion of swarm robotics is also introduced. Moreover, the CA based application of shortest path finding in computer networks is presented in brief. Finally, a CA that models exactly the behavior of a biological organism, namely the Physarum's behavior, finding the minimum-length path between two points in a labyrinth is given.Comment: To appear in the book: Adamatzky, A (Ed.) Shortest path solvers. From software to wetware. Springer, 201

    Experimental study of artificial neural networks using a digital memristor simulator

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    © 2018 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes,creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.This paper presents a fully digital implementation of a memristor hardware simulator, as the core of an emulator, based on a behavioral model of voltage-controlled threshold-type bipolar memristors. Compared to other analog solutions, the proposed digital design is compact, easily reconfigurable, demonstrates very good matching with the mathematical model on which it is based, and complies with all the required features for memristor emulators. We validated its functionality using Altera Quartus II and ModelSim tools targeting low-cost yet powerful field programmable gate array (FPGA) families. We tested its suitability for complex memristive circuits as well as its synapse functioning in artificial neural networks (ANNs), implementing examples of associative memory and unsupervised learning of spatio-temporal correlations in parallel input streams using a simplified STDP. We provide the full circuit schematics of all our digital circuit designs and comment on the required hardware resources and their scaling trends, thus presenting a design framework for applications based on our hardware simulator.Peer ReviewedPostprint (author's final draft
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