970 research outputs found

    Brain-inspired conscious computing architecture

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    What type of artificial systems will claim to be conscious and will claim to experience qualia? The ability to comment upon physical states of a brain-like dynamical system coupled with its environment seems to be sufficient to make claims. The flow of internal states in such system, guided and limited by associative memory, is similar to the stream of consciousness. Minimal requirements for an artificial system that will claim to be conscious were given in form of specific architecture named articon. Nonverbal discrimination of the working memory states of the articon gives it the ability to experience different qualities of internal states. Analysis of the inner state flows of such a system during typical behavioral process shows that qualia are inseparable from perception and action. The role of consciousness in learning of skills, when conscious information processing is replaced by subconscious, is elucidated. Arguments confirming that phenomenal experience is a result of cognitive processes are presented. Possible philosophical objections based on the Chinese room and other arguments are discussed, but they are insufficient to refute claims articon’s claims. Conditions for genuine understanding that go beyond the Turing test are presented. Articons may fulfill such conditions and in principle the structure of their experiences may be arbitrarily close to human

    Toward a formal theory for computing machines made out of whatever physics offers: extended version

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    Approaching limitations of digital computing technologies have spurred research in neuromorphic and other unconventional approaches to computing. Here we argue that if we want to systematically engineer computing systems that are based on unconventional physical effects, we need guidance from a formal theory that is different from the symbolic-algorithmic theory of today's computer science textbooks. We propose a general strategy for developing such a theory, and within that general view, a specific approach that we call "fluent computing". In contrast to Turing, who modeled computing processes from a top-down perspective as symbolic reasoning, we adopt the scientific paradigm of physics and model physical computing systems bottom-up by formalizing what can ultimately be measured in any physical substrate. This leads to an understanding of computing as the structuring of processes, while classical models of computing systems describe the processing of structures.Comment: 76 pages. This is an extended version of a perspective article with the same title that will appear in Nature Communications soon after this manuscript goes public on arxi

    Universal neural field computation

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    Turing machines and G\"odel numbers are important pillars of the theory of computation. Thus, any computational architecture needs to show how it could relate to Turing machines and how stable implementations of Turing computation are possible. In this chapter, we implement universal Turing computation in a neural field environment. To this end, we employ the canonical symbologram representation of a Turing machine obtained from a G\"odel encoding of its symbolic repertoire and generalized shifts. The resulting nonlinear dynamical automaton (NDA) is a piecewise affine-linear map acting on the unit square that is partitioned into rectangular domains. Instead of looking at point dynamics in phase space, we then consider functional dynamics of probability distributions functions (p.d.f.s) over phase space. This is generally described by a Frobenius-Perron integral transformation that can be regarded as a neural field equation over the unit square as feature space of a dynamic field theory (DFT). Solving the Frobenius-Perron equation yields that uniform p.d.f.s with rectangular support are mapped onto uniform p.d.f.s with rectangular support, again. We call the resulting representation \emph{dynamic field automaton}.Comment: 21 pages; 6 figures. arXiv admin note: text overlap with arXiv:1204.546

    Visibly Pushdown Modular Games

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    Games on recursive game graphs can be used to reason about the control flow of sequential programs with recursion. In games over recursive game graphs, the most natural notion of strategy is the modular strategy, i.e., a strategy that is local to a module and is oblivious to previous module invocations, and thus does not depend on the context of invocation. In this work, we study for the first time modular strategies with respect to winning conditions that can be expressed by a pushdown automaton. We show that such games are undecidable in general, and become decidable for visibly pushdown automata specifications. Our solution relies on a reduction to modular games with finite-state automata winning conditions, which are known in the literature. We carefully characterize the computational complexity of the considered decision problem. In particular, we show that modular games with a universal Buchi or co Buchi visibly pushdown winning condition are EXPTIME-complete, and when the winning condition is given by a CARET or NWTL temporal logic formula the problem is 2EXPTIME-complete, and it remains 2EXPTIME-hard even for simple fragments of these logics. As a further contribution, we present a different solution for modular games with finite-state automata winning condition that runs faster than known solutions for large specifications and many exits.Comment: In Proceedings GandALF 2014, arXiv:1408.556
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