15,014 research outputs found
A Self-Organizing Neural System for Learning to Recognize Textured Scenes
A self-organizing ARTEX model is developed to categorize and classify textured image regions. ARTEX specializes the FACADE model of how the visual cortex sees, and the ART model of how temporal and prefrontal cortices interact with the hippocampal system to learn visual recognition categories and their names. FACADE processing generates a vector of boundary and surface properties, notably texture and brightness properties, by utilizing multi-scale filtering, competition, and diffusive filling-in. Its context-sensitive local measures of textured scenes can be used to recognize scenic properties that gradually change across space, as well a.s abrupt texture boundaries. ART incrementally learns recognition categories that classify FACADE output vectors, class names of these categories, and their probabilities. Top-down expectations within ART encode learned prototypes that pay attention to expected visual features. When novel visual information creates a poor match with the best existing category prototype, a memory search selects a new category with which classify the novel data. ARTEX is compared with psychophysical data, and is benchmarked on classification of natural textures and synthetic aperture radar images. It outperforms state-of-the-art systems that use rule-based, backpropagation, and K-nearest neighbor classifiers.Defense Advanced Research Projects Agency; Office of Naval Research (N00014-95-1-0409, N00014-95-1-0657
Chance, long tails, and inference: a non-Gaussian, Bayesian theory of vocal learning in songbirds
Traditional theories of sensorimotor learning posit that animals use sensory
error signals to find the optimal motor command in the face of Gaussian sensory
and motor noise. However, most such theories cannot explain common behavioral
observations, for example that smaller sensory errors are more readily
corrected than larger errors and that large abrupt (but not gradually
introduced) errors lead to weak learning. Here we propose a new theory of
sensorimotor learning that explains these observations. The theory posits that
the animal learns an entire probability distribution of motor commands rather
than trying to arrive at a single optimal command, and that learning arises via
Bayesian inference when new sensory information becomes available. We test this
theory using data from a songbird, the Bengalese finch, that is adapting the
pitch (fundamental frequency) of its song following perturbations of auditory
feedback using miniature headphones. We observe the distribution of the sung
pitches to have long, non-Gaussian tails, which, within our theory, explains
the observed dynamics of learning. Further, the theory makes surprising
predictions about the dynamics of the shape of the pitch distribution, which we
confirm experimentally
SuperSpike: Supervised learning in multi-layer spiking neural networks
A vast majority of computation in the brain is performed by spiking neural
networks. Despite the ubiquity of such spiking, we currently lack an
understanding of how biological spiking neural circuits learn and compute
in-vivo, as well as how we can instantiate such capabilities in artificial
spiking circuits in-silico. Here we revisit the problem of supervised learning
in temporally coding multi-layer spiking neural networks. First, by using a
surrogate gradient approach, we derive SuperSpike, a nonlinear voltage-based
three factor learning rule capable of training multi-layer networks of
deterministic integrate-and-fire neurons to perform nonlinear computations on
spatiotemporal spike patterns. Second, inspired by recent results on feedback
alignment, we compare the performance of our learning rule under different
credit assignment strategies for propagating output errors to hidden units.
Specifically, we test uniform, symmetric and random feedback, finding that
simpler tasks can be solved with any type of feedback, while more complex tasks
require symmetric feedback. In summary, our results open the door to obtaining
a better scientific understanding of learning and computation in spiking neural
networks by advancing our ability to train them to solve nonlinear problems
involving transformations between different spatiotemporal spike-time patterns
The What-And-Where Filter: A Spatial Mapping Neural Network for Object Recognition and Image Understanding
The What-and-Where filter forms part of a neural network architecture for spatial mapping, object recognition, and image understanding. The Where fllter responds to an image figure that has been separated from its background. It generates a spatial map whose cell activations simultaneously represent the position, orientation, ancl size of all tbe figures in a scene (where they are). This spatial map may he used to direct spatially localized attention to these image features. A multiscale array of oriented detectors, followed by competitve and interpolative interactions between position, orientation, and size scales, is used to define the Where filter. This analysis discloses several issues that need to be dealt with by a spatial mapping system that is based upon oriented filters, such as the role of cliff filters with and without normalization, the double peak problem of maximum orientation across size scale, and the different self-similar interpolation properties across orientation than across size scale. Several computationally efficient Where filters are proposed. The Where filter rnay be used for parallel transformation of multiple image figures into invariant representations that are insensitive to the figures' original position, orientation, and size. These invariant figural representations form part of a system devoted to attentive object learning and recognition (what it is). Unlike some alternative models where serial search for a target occurs, a What and Where representation can he used to rapidly search in parallel for a desired target in a scene. Such a representation can also be used to learn multidimensional representations of objects and their spatial relationships for purposes of image understanding. The What-and-Where filter is inspired by neurobiological data showing that a Where processing stream in the cerebral cortex is used for attentive spatial localization and orientation, whereas a What processing stream is used for attentive object learning and recognition.Advanced Research Projects Agency (ONR-N00014-92-J-4015, AFOSR 90-0083); British Petroleum (89-A-1204); National Science Foundation (IRI-90-00530, Graduate Fellowship); Office of Naval Research (N00014-91-J-4100, N00014-95-1-0409, N00014-95-1-0657); Air Force Office of Scientific Research (F49620-92-J-0499, F49620-92-J-0334
Large Margin Object Tracking with Circulant Feature Maps
Structured output support vector machine (SVM) based tracking algorithms have
shown favorable performance recently. Nonetheless, the time-consuming candidate
sampling and complex optimization limit their real-time applications. In this
paper, we propose a novel large margin object tracking method which absorbs the
strong discriminative ability from structured output SVM and speeds up by the
correlation filter algorithm significantly. Secondly, a multimodal target
detection technique is proposed to improve the target localization precision
and prevent model drift introduced by similar objects or background noise.
Thirdly, we exploit the feedback from high-confidence tracking results to avoid
the model corruption problem. We implement two versions of the proposed tracker
with the representations from both conventional hand-crafted and deep
convolution neural networks (CNNs) based features to validate the strong
compatibility of the algorithm. The experimental results demonstrate that the
proposed tracker performs superiorly against several state-of-the-art
algorithms on the challenging benchmark sequences while runs at speed in excess
of 80 frames per second. The source code and experimental results will be made
publicly available
Texture Segregation By Visual Cortex: Perceptual Grouping, Attention, and Learning
A neural model is proposed of how laminar interactions in the visual cortex may learn and recognize object texture and form boundaries. The model brings together five interacting processes: region-based texture classification, contour-based boundary grouping, surface filling-in, spatial attention, and object attention. The model shows how form boundaries can determine regions in which surface filling-in occurs; how surface filling-in interacts with spatial attention to generate a form-fitting distribution of spatial attention, or attentional shroud; how the strongest shroud can inhibit weaker shrouds; and how the winning shroud regulates learning of texture categories, and thus the allocation of object attention. The model can discriminate abutted textures with blurred boundaries and is sensitive to texture boundary attributes like discontinuities in orientation and texture flow curvature as well as to relative orientations of texture elements. The model quantitatively fits a large set of human psychophysical data on orientation-based textures. Object boundar output of the model is compared to computer vision algorithms using a set of human segmented photographic images. The model classifies textures and suppresses noise using a multiple scale oriented filterbank and a distributed Adaptive Resonance Theory (dART) classifier. The matched signal between the bottom-up texture inputs and top-down learned texture categories is utilized by oriented competitive and cooperative grouping processes to generate texture boundaries that control surface filling-in and spatial attention. Topdown modulatory attentional feedback from boundary and surface representations to early filtering stages results in enhanced texture boundaries and more efficient learning of texture within attended surface regions. Surface-based attention also provides a self-supervising training signal for learning new textures. Importance of the surface-based attentional feedback in texture learning and classification is tested using a set of textured images from the Brodatz micro-texture album. Benchmark studies vary from 95.1% to 98.6% with attention, and from 90.6% to 93.2% without attention.Air Force Office of Scientific Research (F49620-01-1-0397, F49620-01-1-0423); National Science Foundation (SBE-0354378); Office of Naval Research (N00014-01-1-0624
A Neural Model of How the Brain Computes Heading from Optic Flow in Realistic Scenes
Animals avoid obstacles and approach goals in novel cluttered environments using visual information, notably optic flow, to compute heading, or direction of travel, with respect to objects in the environment. We present a neural model of how heading is computed that describes interactions among neurons in several visual areas of the primate magnocellular pathway, from retina through V1, MT+, and MSTd. The model produces outputs which are qualitatively and quantitatively similar to human heading estimation data in response to complex natural scenes. The model estimates heading to within 1.5° in random dot or photo-realistically rendered scenes and within 3° in video streams from driving in real-world environments. Simulated rotations of less than 1 degree per second do not affect model performance, but faster simulated rotation rates deteriorate performance, as in humans. The model is part of a larger navigational system that identifies and tracks objects while navigating in cluttered environments.National Science Foundation (SBE-0354378, BCS-0235398); Office of Naval Research (N00014-01-1-0624); National-Geospatial Intelligence Agency (NMA201-01-1-2016
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