1,336 research outputs found

    Attention-based Neural Cellular Automata

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    Recent extensions of Cellular Automata (CA) have incorporated key ideas from modern deep learning, dramatically extending their capabilities and catalyzing a new family of Neural Cellular Automata (NCA) techniques. Inspired by Transformer-based architectures, our work presents a new class of attention-based\textit{attention-based} NCAs formed using a spatially localized\unicode{x2014}yet globally organized\unicode{x2014}self-attention scheme. We introduce an instance of this class named Vision Transformer Cellular Automata\textit{Vision Transformer Cellular Automata} (ViTCA). We present quantitative and qualitative results on denoising autoencoding across six benchmark datasets, comparing ViTCA to a U-Net, a U-Net-based CA baseline (UNetCA), and a Vision Transformer (ViT). When comparing across architectures configured to similar parameter complexity, ViTCA architectures yield superior performance across all benchmarks and for nearly every evaluation metric. We present an ablation study on various architectural configurations of ViTCA, an analysis of its effect on cell states, and an investigation on its inductive biases. Finally, we examine its learned representations via linear probes on its converged cell state hidden representations, yielding, on average, superior results when compared to our U-Net, ViT, and UNetCA baselines.Comment: NeurIPS 202

    Cities as Complex Systems: Scaling, Interaction, Networks, Dynamics and Urban Morphologies.

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    Key challenges in agent-based modelling for geo-spatial simulation

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    Agent-based modelling (ABM) is fast becoming the dominant paradigm in social simulation due primarily to a worldview that suggests that complex systems emerge from the bottom-up, are highly decentralised, and are composed of a multitude of heterogeneous objects called agents. These agents act with some purpose and their interaction, usually through time and space, generates emergent order, often at higher levels than those at which such agents operate. ABM however raises as many challenges as it seeks to resolve. It is the purpose of this paper to catalogue these challenges and to illustrate them using three somewhat different agent-based models applied to city systems. The seven challenges we pose involve: the purpose for which the model is built, the extent to which the model is rooted in independent theory, the extent to which the model can be replicated, the ways the model might be verified, calibrated and validated, the way model dynamics are represented in terms of agent interactions, the extent to which the model is operational, and the way the model can be communicated and shared with others. Once catalogued, we then illustrate these challenges with a pedestrian model for emergency evacuation in central London, a hypothetical model of residential segregation tuned to London data which elaborates the standard Schelling (1971) model, and an agent-based residential location built according to spatial interactions principles, calibrated to trip data for Greater London. The ambiguities posed by this new style of modelling are drawn out as conclusions

    Institutional Cognition

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    We generalize a recent mathematical analysis of Bernard Baars' model of human consciousness to explore analogous, but far more complicated, phenomena of institutional cognition. Individual consciousness is limited to a single, tunable, giant component of interacting cogntivie modules, instantiating a Global Workspace. Human institutions, by contrast, seem able to multitask, supporting several such giant components simultaneously, although their behavior remains constrained to a topology generated by cultural context and by the path-dependence inherent to organizational history. Surprisingly, such multitasking, while clearly limiting the phenomenon of inattentional blindness, does not eliminate it. This suggests that organizations (or machines) explicitly designed along these principles, while highly efficient at certain sets of tasks, would still be subject to analogs of the subtle failure patterns explored in Wallace (2005b, 2006). We compare and contrast our results with recent work on collective efficacy and collective consciousness

    Institutional paraconsciousness and its pathologies

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    This analysis extends a recent mathematical treatment of the Baars consciousness model to analogous, but far more complicated, phenomena of institutional cognition. Individual consciousness is limited to a single, tunable, giant component of interacting cognitive modules, instantiating a Global Workspace. Human institutions, by contrast, support several, sometimes many, such giant components simultaneously, although their behavior remains constrained to a topology generated by cultural context and by the path-dependence inherent to organizational history. Such highly parallel multitasking - institutional paraconsciousness - while clearly limiting inattentional blindness and the consequences of failures within individual workspaces, does not eliminate them, and introduces new characteristic dysfunctions involving the distortion of information sent between global workspaces. Consequently, organizations (or machines designed along these principles), while highly efficient at certain kinds of tasks, remain subject to canonical and idiosyncratic failure patterns similar to, but more complicated than, those afflicting individuals. Remediation is complicated by the manner in which pathogenic externalities can write images of themselves on both institutional function and therapeutic intervention, in the context of relentless market selection pressures. The approach is broadly consonant with recent work on collective efficacy, collective consciousness, and distributed cognition

    Intelligent Generation of Graphical Game Assets: A Conceptual Framework and Systematic Review of the State of the Art

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    Procedural content generation (PCG) can be applied to a wide variety of tasks in games, from narratives, levels and sounds, to trees and weapons. A large amount of game content is comprised of graphical assets, such as clouds, buildings or vegetation, that do not require gameplay function considerations. There is also a breadth of literature examining the procedural generation of such elements for purposes outside of games. The body of research, focused on specific methods for generating specific assets, provides a narrow view of the available possibilities. Hence, it is difficult to have a clear picture of all approaches and possibilities, with no guide for interested parties to discover possible methods and approaches for their needs, and no facility to guide them through each technique or approach to map out the process of using them. Therefore, a systematic literature review has been conducted, yielding 200 accepted papers. This paper explores state-of-the-art approaches to graphical asset generation, examining research from a wide range of applications, inside and outside of games. Informed by the literature, a conceptual framework has been derived to address the aforementioned gaps

    Constructive connectomics: How neuronal axons get from here to there using gene-expression maps derived from their family trees

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    During brain development, billions of axons must navigate over multiple spatial scales to reach specific neuronal targets, and so build the processing circuits that generate the intelligent behavior of animals. However, the limited information capacity of the zygotic genome puts a strong constraint on how, and which, axonal routes can be encoded. We propose and validate a mechanism of development that can provide an efficient encoding of this global wiring task. The key principle, confirmed through simulation, is that basic constraints on mitoses of neural stem cells—that mitotic daughters have similar gene expression to their parent and do not stray far from one another—induce a global hierarchical map of nested regions, each marked by the expression profile of its common progenitor population. Thus, a traversal of the lineal hierarchy generates a systematic sequence of expression profiles that traces a staged route, which growth cones can follow to their remote targets. We have analyzed gene expression data of developing and adult mouse brains published by the Allen Institute for Brain Science, and found them consistent with our simulations: gene expression indeed partitions the brain into a global spatial hierarchy of nested contiguous regions that is stable at least from embryonic day 11.5 to postnatal day 56. We use this experimental data to demonstrate that our axonal guidance algorithm is able to robustly extend arbors over long distances to specific targets, and that these connections result in a qualitatively plausible connectome. We conclude that, paradoxically, cell division may be the key to uniting the neurons of the brain

    Mapping boundaries of generative systems for design synthesis

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    Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Architecture, 2007.Page 123 blank.Includes bibliographical references (p. 121-122).Architects have been experimenting with generative systems for design without a clear reference or theory of what, why or how to deal with such systems. In this thesis I argue for three points. The first is that generative systems in architecture are implemented at a skin-deep level as they are only used to synthesize form within confined domains. The second is that such systems can be only implemented if a design formalism is defined. The third is that generative systems can be deeper integrated within a design process if they were coupled with performance-based evaluation methods. These arguments are discussed in four chapters: 1- Introduction: a panoramic view of generative systems in architecture and in. computing mapping their occurrences and implementations. 2- Generative Systems for Design: highlights on integrating generative systems in architecture design processes; and discussions on six generative systems including: Algorithmic, Parametrics, L-systems, Cellular Automata, Fractals and Shape Grammars. 3- Provisional taxonomy: A summery table of systems properties and a classification of generative systems properties as discussed in the previous chapter 4- Conclusion: comments and explanations on why such systems are simplicity implemented within design.by Maher El-Khaldi.S.M

    Self-Evaluation Applied Mathematics 2003-2008 University of Twente

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    This report contains the self-study for the research assessment of the Department of Applied Mathematics (AM) of the Faculty of Electrical Engineering, Mathematics and Computer Science (EEMCS) at the University of Twente (UT). The report provides the information for the Research Assessment Committee for Applied Mathematics, dealing with mathematical sciences at the three universities of technology in the Netherlands. It describes the state of affairs pertaining to the period 1 January 2003 to 31 December 2008
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