129,677 research outputs found
A mathematical analysis of the effects of Hebbian learning rules on the dynamics and structure of discrete-time random recurrent neural networks
We present a mathematical analysis of the effects of Hebbian learning in
random recurrent neural networks, with a generic Hebbian learning rule
including passive forgetting and different time scales for neuronal activity
and learning dynamics. Previous numerical works have reported that Hebbian
learning drives the system from chaos to a steady state through a sequence of
bifurcations. Here, we interpret these results mathematically and show that
these effects, involving a complex coupling between neuronal dynamics and
synaptic graph structure, can be analyzed using Jacobian matrices, which
introduce both a structural and a dynamical point of view on the neural network
evolution. Furthermore, we show that the sensitivity to a learned pattern is
maximal when the largest Lyapunov exponent is close to 0. We discuss how neural
networks may take advantage of this regime of high functional interest
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A Boolean complete neural model of adaptive behavior
A multi-layered neural assembly is developed which has the capability of learning arbitrary Boolean functions. Though the model neuron is more powerful than those previously considered, assemblies of neurons are needed to detect non-linearly separable patterns. Algorithms for learning at the neuron and assembly level are described. The model permits multiple output systens to share a common memory. Learned evaluation allows sequences of actions to be organized. Computer simulations demonstrate the capabilities of the model
Controlled non uniform random generation of decomposable structures
Consider a class of decomposable combinatorial structures, using different
types of atoms \Atoms = \{\At_1,\ldots ,\At_{|{\Atoms}|}\}. We address the
random generation of such structures with respect to a size and a targeted
distribution in of its \emph{distinguished} atoms. We consider two
variations on this problem. In the first alternative, the targeted distribution
is given by real numbers \TargFreq_1, \ldots, \TargFreq_k such that 0 <
\TargFreq_i < 1 for all and \TargFreq_1+\cdots+\TargFreq_k \leq 1. We
aim to generate random structures among the whole set of structures of a given
size , in such a way that the {\em expected} frequency of any distinguished
atom \At_i equals \TargFreq_i. We address this problem by weighting the
atoms with a -tuple \Weights of real-valued weights, inducing a weighted
distribution over the set of structures of size . We first adapt the
classical recursive random generation scheme into an algorithm taking
\bigO{n^{1+o(1)}+mn\log{n}} arithmetic operations to draw structures from
the \Weights-weighted distribution. Secondly, we address the analytical
computation of weights such that the targeted frequencies are achieved
asymptotically, i. e. for large values of . We derive systems of functional
equations whose resolution gives an explicit relationship between \Weights
and \TargFreq_1, \ldots, \TargFreq_k. Lastly, we give an algorithm in
\bigO{k n^4} for the inverse problem, {\it i.e.} computing the frequencies
associated with a given -tuple \Weights of weights, and an optimized
version in \bigO{k n^2} in the case of context-free languages. This allows
for a heuristic resolution of the weights/frequencies relationship suitable for
complex specifications. In the second alternative, the targeted distribution is
given by a natural numbers such that
where is the number of undistinguished atoms.
The structures must be generated uniformly among the set of structures of size
that contain {\em exactly} atoms \At_i (). We give
a \bigO{r^2\prod_{i=1}^k n_i^2 +m n k \log n} algorithm for generating
structures, which simplifies into a \bigO{r\prod_{i=1}^k n_i +m n} for
regular specifications
POWERPLAY: Training an Increasingly General Problem Solver by Continually Searching for the Simplest Still Unsolvable Problem
Most of computer science focuses on automatically solving given computational
problems. I focus on automatically inventing or discovering problems in a way
inspired by the playful behavior of animals and humans, to train a more and
more general problem solver from scratch in an unsupervised fashion. Consider
the infinite set of all computable descriptions of tasks with possibly
computable solutions. The novel algorithmic framework POWERPLAY (2011)
continually searches the space of possible pairs of new tasks and modifications
of the current problem solver, until it finds a more powerful problem solver
that provably solves all previously learned tasks plus the new one, while the
unmodified predecessor does not. Wow-effects are achieved by continually making
previously learned skills more efficient such that they require less time and
space. New skills may (partially) re-use previously learned skills. POWERPLAY's
search orders candidate pairs of tasks and solver modifications by their
conditional computational (time & space) complexity, given the stored
experience so far. The new task and its corresponding task-solving skill are
those first found and validated. The computational costs of validating new
tasks need not grow with task repertoire size. POWERPLAY's ongoing search for
novelty keeps breaking the generalization abilities of its present solver. This
is related to Goedel's sequence of increasingly powerful formal theories based
on adding formerly unprovable statements to the axioms without affecting
previously provable theorems. The continually increasing repertoire of problem
solving procedures can be exploited by a parallel search for solutions to
additional externally posed tasks. POWERPLAY may be viewed as a greedy but
practical implementation of basic principles of creativity. A first
experimental analysis can be found in separate papers [53,54].Comment: 21 pages, additional connections to previous work, references to
first experiments with POWERPLA
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