19 research outputs found

    Deterministic networks for probabilistic computing

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    Neural-network models of high-level brain functions such as memory recall and reasoning often rely on the presence of stochasticity. The majority of these models assumes that each neuron in the functional network is equipped with its own private source of randomness, often in the form of uncorrelated external noise. However, both in vivo and in silico, the number of noise sources is limited due to space and bandwidth constraints. Hence, neurons in large networks usually need to share noise sources. Here, we show that the resulting shared-noise correlations can significantly impair the performance of stochastic network models. We demonstrate that this problem can be overcome by using deterministic recurrent neural networks as sources of uncorrelated noise, exploiting the decorrelating effect of inhibitory feedback. Consequently, even a single recurrent network of a few hundred neurons can serve as a natural noise source for large ensembles of functional networks, each comprising thousands of units. We successfully apply the proposed framework to a diverse set of binary-unit networks with different dimensionalities and entropies, as well as to a network reproducing handwritten digits with distinct predefined frequencies. Finally, we show that the same design transfers to functional networks of spiking neurons.Comment: 22 pages, 11 figure

    El videojuego League of legends y su efecto en memoria de trabajo visual y solución de problemas

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    El propósito de este estudio es medir los efectos que tiene el videojuego League of Legends en los procesos cognitivos de memoria de trabajo visual (MVT) y solución de problemas (SP). Para medir dichos efectos se implementó un diseño pre test-post con un grupo experimental y uno control, compuestos cada uno por siete participantes, en donde se evaluaron los procesos previamente mencionados utilizando los cubos de Corsi para MVT y las matrices del WAIS III para SP. Después de realizar los respectivos entrenamientos se encontraron resultados significativos en los diferentes momentos de aplicación. En el grupo experimental se encontraron diferencias en la variable dependiente SP, mientras que en el grupo control en MVT, pero no en la interacción entre grupos ni diferencias entre grupos, lo que sugiere un efecto de familiarización a la prueba.The purpose of this study was to measure the effects of the videogame League Of Legends on the higher cognitive processes of visual working memory (VWM) and problem solving (PS). For this purpose, a pretest-postest design was implemented with an experimental and control group composed of seven participants in each one of these groups. The previously mentioned processes were tested using the Corsi block-tapping task (VWM) and matrix reasoning of WAIS III (PS). After completing the respective training, significant results were found at the different measure points. For the experimental group, significant differences were found in PS, and for the control group significant differences were found for VWM. However no significant results were found for the interaction with group or between the groups. This suggests that a familiarization effect in the application of the tests

    Special Topics in Information Technology

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    This open access book presents thirteen outstanding doctoral dissertations in Information Technology from the Department of Electronics, Information and Bioengineering, Politecnico di Milano, Italy. Information Technology has always been highly interdisciplinary, as many aspects have to be considered in IT systems. The doctoral studies program in IT at Politecnico di Milano emphasizes this interdisciplinary nature, which is becoming more and more important in recent technological advances, in collaborative projects, and in the education of young researchers. Accordingly, the focus of advanced research is on pursuing a rigorous approach to specific research topics starting from a broad background in various areas of Information Technology, especially Computer Science and Engineering, Electronics, Systems and Control, and Telecommunications. Each year, more than 50 PhDs graduate from the program. This book gathers the outcomes of the thirteen best theses defended in 2019-20 and selected for the IT PhD Award. Each of the authors provides a chapter summarizing his/her findings, including an introduction, description of methods, main achievements and future work on the topic. Hence, the book provides a cutting-edge overview of the latest research trends in Information Technology at Politecnico di Milano, presented in an easy-to-read format that will also appeal to non-specialists

    Spiking Analog VLSI Neuron Assemblies as Constraint Satisfaction Problem Solvers

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    Solving constraint satisfaction problems (CSPs) is a notoriously expensive computational task. Recently, it has been proposed that efficient stochastic solvers can be obtained via appropriately configured spiking neural networks performing Markov Chain Monte Carlo (MCMC) sampling. The possibility to run such models on massively parallel, low-power, neuromorphic hardware holds great promise; however, previously proposed networks are based on probabilistic spiking neurons, and thus rely on random number generators or external sources of noise to achieve the necessary stochasticity, leading to significant overhead in the implementation. Here we show how stochasticity can be achieved by implementing deterministic models of integrate and fire neurons using subthreshold analog circuits that are affected by thermal noise. We present an efficient implementation of spike-based CSP solvers implemented on a reconfigurable neural network VLSI device, which exploits the device's intrinsic noise sources. We apply the overall concept to the solution of generic Sudoku problems, and present experimental results obtained from the neuromorphic device generating solutions to the problem at high rates

    27th Annual European Symposium on Algorithms: ESA 2019, September 9-11, 2019, Munich/Garching, Germany

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    Using MapReduce Streaming for Distributed Life Simulation on the Cloud

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    Distributed software simulations are indispensable in the study of large-scale life models but often require the use of technically complex lower-level distributed computing frameworks, such as MPI. We propose to overcome the complexity challenge by applying the emerging MapReduce (MR) model to distributed life simulations and by running such simulations on the cloud. Technically, we design optimized MR streaming algorithms for discrete and continuous versions of Conway’s life according to a general MR streaming pattern. We chose life because it is simple enough as a testbed for MR’s applicability to a-life simulations and general enough to make our results applicable to various lattice-based a-life models. We implement and empirically evaluate our algorithms’ performance on Amazon’s Elastic MR cloud. Our experiments demonstrate that a single MR optimization technique called strip partitioning can reduce the execution time of continuous life simulations by 64%. To the best of our knowledge, we are the first to propose and evaluate MR streaming algorithms for lattice-based simulations. Our algorithms can serve as prototypes in the development of novel MR simulation algorithms for large-scale lattice-based a-life models.https://digitalcommons.chapman.edu/scs_books/1014/thumbnail.jp
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