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Fields C, Levin M. Competency in Navigating Arbitrary Spaces as an Invariant for Analyzing Cognition in Diverse Embodiments. ENTROPY (BASEL, SWITZERLAND) 2022; 24:819. [PMID: 35741540 PMCID: PMC9222757 DOI: 10.3390/e24060819] [Citation(s) in RCA: 35] [Impact Index Per Article: 11.7] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 04/26/2022] [Revised: 05/26/2022] [Accepted: 06/08/2022] [Indexed: 12/20/2022]
Abstract
One of the most salient features of life is its capacity to handle novelty and namely to thrive and adapt to new circumstances and changes in both the environment and internal components. An understanding of this capacity is central to several fields: the evolution of form and function, the design of effective strategies for biomedicine, and the creation of novel life forms via chimeric and bioengineering technologies. Here, we review instructive examples of living organisms solving diverse problems and propose competent navigation in arbitrary spaces as an invariant for thinking about the scaling of cognition during evolution. We argue that our innate capacity to recognize agency and intelligence in unfamiliar guises lags far behind our ability to detect it in familiar behavioral contexts. The multi-scale competency of life is essential to adaptive function, potentiating evolution and providing strategies for top-down control (not micromanagement) to address complex disease and injury. We propose an observer-focused viewpoint that is agnostic about scale and implementation, illustrating how evolution pivoted similar strategies to explore and exploit metabolic, transcriptional, morphological, and finally 3D motion spaces. By generalizing the concept of behavior, we gain novel perspectives on evolution, strategies for system-level biomedical interventions, and the construction of bioengineered intelligences. This framework is a first step toward relating to intelligence in highly unfamiliar embodiments, which will be essential for progress in artificial intelligence and regenerative medicine and for thriving in a world increasingly populated by synthetic, bio-robotic, and hybrid beings.
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Affiliation(s)
- Chris Fields
- Allen Discovery Center at Tufts University, Science and Engineering Complex, 200 College Ave., Medford, MA 02155, USA;
| | - Michael Levin
- Allen Discovery Center at Tufts University, Science and Engineering Complex, 200 College Ave., Medford, MA 02155, USA;
- Wyss Institute for Biologically Inspired Engineering at Harvard University, Boston, MA 02115, USA
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Braud R, Giagkos A, Shaw P, Lee M, Shen Q. Robot Multimodal Object Perception and Recognition: Synthetic Maturation of Sensorimotor Learning in Embodied Systems. IEEE Trans Cogn Dev Syst 2021. [DOI: 10.1109/tcds.2020.2965985] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/10/2022]
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3
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Juett J, Kuipers B. Learning and Acting in Peripersonal Space: Moving, Reaching, and Grasping. Front Neurorobot 2019; 13:4. [PMID: 30853907 PMCID: PMC6396706 DOI: 10.3389/fnbot.2019.00004] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/11/2018] [Accepted: 02/04/2019] [Indexed: 11/13/2022] Open
Abstract
The young infant explores its body, its sensorimotor system, and the immediately accessible parts of its environment, over the course of a few months creating a model of peripersonal space useful for reaching and grasping objects around it. Drawing on constraints from the empirical literature on infant behavior, we present a preliminary computational model of this learning process, implemented and evaluated on a physical robot. The learning agent explores the relationship between the configuration space of the arm, sensing joint angles through proprioception, and its visual perceptions of the hand and grippers. The resulting knowledge is represented as the peripersonal space (PPS) graph, where nodes represent states of the arm, edges represent safe movements, and paths represent safe trajectories from one pose to another. In our model, the learning process is driven by a form of intrinsic motivation. When repeatedly performing an action, the agent learns the typical result, but also detects unusual outcomes, and is motivated to learn how to make those unusual results reliable. Arm motions typically leave the static background unchanged, but occasionally bump an object, changing its static position. The reach action is learned as a reliable way to bump and move a specified object in the environment. Similarly, once a reliable reach action is learned, it typically makes a quasi-static change in the environment, bumping an object from one static position to another. The unusual outcome is that the object is accidentally grasped (thanks to the innate Palmar reflex), and thereafter moves dynamically with the hand. Learning to make grasping reliable is more complex than for reaching, but we demonstrate significant progress. Our current results are steps toward autonomous sensorimotor learning of motion, reaching, and grasping in peripersonal space, based on unguided exploration and intrinsic motivation.
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Affiliation(s)
- Jonathan Juett
- Computer Science and Engineering, University of Michigan, Ann Arbor, MI, United States
| | - Benjamin Kuipers
- Computer Science and Engineering, University of Michigan, Ann Arbor, MI, United States
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A Self-Verifying Cognitive Architecture for Robust Bootstrapping of Sensory-Motor Skills via Multipurpose Predictors. IEEE Trans Cogn Dev Syst 2018. [DOI: 10.1109/tcds.2018.2871857] [Citation(s) in RCA: 6] [Impact Index Per Article: 0.9] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/06/2022]
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Kumar S, Shaw P, Giagkos A, Braud R, Lee M, Shen Q. Developing Hierarchical Schemas and Building Schema Chains Through Practice Play Behavior. Front Neurorobot 2018; 12:33. [PMID: 29988610 PMCID: PMC6027137 DOI: 10.3389/fnbot.2018.00033] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/19/2017] [Accepted: 06/05/2018] [Indexed: 11/13/2022] Open
Abstract
Examining the different stages of learning through play in humans during early life has been a topic of interest for various scholars. Play evolves from practice to symbolic and then later to play with rules. During practice play, infants go through a process of developing knowledge while they interact with the surrounding objects, facilitating the creation of new knowledge about objects and object related behaviors. Such knowledge is used to form schemas in which the manifestation of sensorimotor experiences is captured. Through subsequent play, certain schemas are further combined to generate chains able to achieve behaviors that require multiple steps. The chains of schemas demonstrate the formation of higher level actions in a hierarchical structure. In this work we present a schema-based play generator for artificial agents, termed Dev-PSchema. With the help of experiments in a simulated environment and with the iCub robot, we demonstrate the ability of our system to create schemas of sensorimotor experiences from playful interaction with the environment. We show the creation of schema chains consisting of a sequence of actions that allow an agent to autonomously perform complex tasks. In addition to demonstrating the ability to learn through playful behavior, we demonstrate the capability of Dev-PSchema to simulate different infants with different preferences toward novel vs. familiar objects.
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Affiliation(s)
- Suresh Kumar
- Department of Computer Science, Aberystwyth University, Aberystwyth, United Kingdom
- Department of Electrical Engineering, Sukkur IBA University, Sukkur, Pakistan
| | - Patricia Shaw
- Department of Computer Science, Aberystwyth University, Aberystwyth, United Kingdom
| | - Alexandros Giagkos
- Department of Computer Science, Aberystwyth University, Aberystwyth, United Kingdom
| | - Raphäel Braud
- Department of Computer Science, Aberystwyth University, Aberystwyth, United Kingdom
| | - Mark Lee
- Department of Computer Science, Aberystwyth University, Aberystwyth, United Kingdom
| | - Qiang Shen
- Department of Computer Science, Aberystwyth University, Aberystwyth, United Kingdom
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6
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Chao F, Zhu Z, Lin CM, Hu H, Yang L, Shang C, Zhou C. Enhanced Robotic Hand–Eye Coordination Inspired From Human-Like Behavioral Patterns. IEEE Trans Cogn Dev Syst 2018. [DOI: 10.1109/tcds.2016.2620156] [Citation(s) in RCA: 10] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/06/2022]
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7
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Braud R, Pitti A, Gaussier P. A Modular Dynamic Sensorimotor Model for Affordances Learning, Sequences Planning, and Tool-Use. IEEE Trans Cogn Dev Syst 2018. [DOI: 10.1109/tcds.2016.2647439] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/08/2022]
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Ugur E, Piater J. Emergent Structuring of Interdependent Affordance Learning Tasks Using Intrinsic Motivation and Empirical Feature Selection. IEEE Trans Cogn Dev Syst 2017. [DOI: 10.1109/tcds.2016.2581307] [Citation(s) in RCA: 11] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/10/2022]
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Wu R, Zhou C, Chao F, Zhu Z, Lin CM, Yang L. A Developmental Learning Approach of Mobile Manipulator via Playing. Front Neurorobot 2017; 11:53. [PMID: 29046632 PMCID: PMC5632655 DOI: 10.3389/fnbot.2017.00053] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/05/2017] [Accepted: 09/19/2017] [Indexed: 11/13/2022] Open
Abstract
Inspired by infant development theories, a robotic developmental model combined with game elements is proposed in this paper. This model does not require the definition of specific developmental goals for the robot, but the developmental goals are implied in the goals of a series of game tasks. The games are characterized into a sequence of game modes based on the complexity of the game tasks from simple to complex, and the task complexity is determined by the applications of developmental constraints. Given a current mode, the robot switches to play in a more complicated game mode when it cannot find any new salient stimuli in the current mode. By doing so, the robot gradually achieves it developmental goals by playing different modes of games. In the experiment, the game was instantiated into a mobile robot with the playing task of picking up toys, and the game is designed with a simple game mode and a complex game mode. A developmental algorithm, "Lift-Constraint, Act and Saturate," is employed to drive the mobile robot move from the simple mode to the complex one. The experimental results show that the mobile manipulator is able to successfully learn the mobile grasping ability after playing simple and complex games, which is promising in developing robotic abilities to solve complex tasks using games.
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Affiliation(s)
- Ruiqi Wu
- Fujian Provincal Key Lab of Brain-Inspired Computing, Department of Cognitive Science, School of Informatics, Xiamen University, Xiamen, China
| | - Changle Zhou
- Fujian Provincal Key Lab of Brain-Inspired Computing, Department of Cognitive Science, School of Informatics, Xiamen University, Xiamen, China
| | - Fei Chao
- Fujian Provincal Key Lab of Brain-Inspired Computing, Department of Cognitive Science, School of Informatics, Xiamen University, Xiamen, China
| | - Zuyuan Zhu
- Department of Computer Science, School of Computer Science and Electronic Engineering, University of Essex, Colchester, United Kingdom
| | - Chih-Min Lin
- Fujian Provincal Key Lab of Brain-Inspired Computing, Department of Cognitive Science, School of Informatics, Xiamen University, Xiamen, China.,Department of Electrical Engineering, Yuan Ze University, Tao-Yuan, Taiwan
| | - Longzhi Yang
- Department of Computer and Information Sciences, Faculty of Engineering and Environment, Northumbria University, Newcastle upon Tyne, United Kingdom
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van der Velde F. Concepts and Relations in Neurally Inspired In Situ Concept-Based Computing. Front Neurorobot 2016; 10:4. [PMID: 27242504 PMCID: PMC4869607 DOI: 10.3389/fnbot.2016.00004] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/01/2016] [Accepted: 05/02/2016] [Indexed: 11/15/2022] Open
Abstract
In situ concept-based computing is based on the notion that conceptual representations in the human brain are “in situ.” In this way, they are grounded in perception and action. Examples are neuronal assemblies, whose connection structures develop over time and are distributed over different brain areas. In situ concepts representations cannot be copied or duplicated because that will disrupt their connection structure, and thus the meaning of these concepts. Higher-level cognitive processes, as found in language and reasoning, can be performed with in situ concepts by embedding them in specialized neurally inspired “blackboards.” The interactions between the in situ concepts and the blackboards form the basis for in situ concept computing architectures. In these architectures, memory (concepts) and processing are interwoven, in contrast with the separation between memory and processing found in Von Neumann architectures. Because the further development of Von Neumann computing (more, faster, yet power limited) is questionable, in situ concept computing might be an alternative for concept-based computing. In situ concept computing will be illustrated with a recently developed BABI reasoning task. Neurorobotics can play an important role in the development of in situ concept computing because of the development of in situ concept representations derived in scenarios as needed for reasoning tasks. Neurorobotics would also benefit from power limited and in situ concept computing.
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Affiliation(s)
- Frank van der Velde
- Technical Cognition, CPE-BMS and CTIT, University of Twente , Enschede , Netherlands
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11
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de Rengervé A, Andry P, Gaussier P. Online learning and control of attraction basins for the development of sensorimotor control strategies. BIOLOGICAL CYBERNETICS 2015; 109:255-274. [PMID: 25576394 DOI: 10.1007/s00422-014-0640-4] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.1] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 08/27/2013] [Accepted: 11/27/2014] [Indexed: 06/04/2023]
Abstract
Imitation and learning from humans require an adequate sensorimotor controller to learn and encode behaviors. We present the Dynamic Muscle Perception-Action(DM-PerAc) model to control a multiple degrees-of-freedom (DOF) robot arm. In the original PerAc model, path-following or place-reaching behaviors correspond to the sensorimotor attractors resulting from the dynamics of learned sensorimotor associations. The DM-PerAc model, inspired by human muscles, permits one to combine impedance-like control with the capability of learning sensorimotor attraction basins. We detail a solution to learn incrementally online the DM-PerAc visuomotor controller. Postural attractors are learned by adapting the muscle activations in the model depending on movement errors. Visuomotor categories merging visual and proprioceptive signals are associated with these muscle activations. Thus, the visual and proprioceptive signals activate the motor action generating an attractor which satisfies both visual and proprioceptive constraints. This visuomotor controller can serve as a basis for imitative behaviors. In addition, the muscle activation patterns can define directions of movement instead of postural attractors. Such patterns can be used in state-action couples to generate trajectories like in the PerAc model. We discuss a possible extension of the DM-PerAc controller by adapting the Fukuyori's controller based on the Langevin's equation. This controller can serve not only to reach attractors which were not explicitly learned, but also to learn the state/action couples to define trajectories.
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Affiliation(s)
- Antoine de Rengervé
- ETIS Laboratory, ENSEA/Cergy-Pontoise University, CNRS, 95000, Cergy Pontoise, France,
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12
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Baldassarre G, Stafford T, Mirolli M, Redgrave P, Ryan RM, Barto A. Intrinsic motivations and open-ended development in animals, humans, and robots: an overview. Front Psychol 2014; 5:985. [PMID: 25249998 PMCID: PMC4158798 DOI: 10.3389/fpsyg.2014.00985] [Citation(s) in RCA: 31] [Impact Index Per Article: 2.8] [Reference Citation Analysis] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/14/2014] [Accepted: 08/19/2014] [Indexed: 11/13/2022] Open
Affiliation(s)
- Gianluca Baldassarre
- Laboratory of Computational Embodied Neuroscience, Institute of Cognitive Sciences and Technologies, National Research Council Rome, Italy
| | - Tom Stafford
- Department of Psychology, University of Sheffield Sheffield, UK
| | - Marco Mirolli
- Laboratory of Computational Embodied Neuroscience, Institute of Cognitive Sciences and Technologies, National Research Council Rome, Italy
| | - Peter Redgrave
- Department of Psychology, University of Sheffield Sheffield, UK
| | - Richard M Ryan
- Department of Clinical and Social Sciences in Psychology, University of Rochester River, New York, USA
| | - Andrew Barto
- Department of Computer Science, University of Massachusetts Amherst Massachusetts, USA
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Byrge L, Sporns O, Smith LB. Developmental process emerges from extended brain-body-behavior networks. Trends Cogn Sci 2014; 18:395-403. [PMID: 24862251 PMCID: PMC4112155 DOI: 10.1016/j.tics.2014.04.010] [Citation(s) in RCA: 171] [Impact Index Per Article: 15.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/05/2014] [Revised: 04/17/2014] [Accepted: 04/21/2014] [Indexed: 11/28/2022]
Abstract
Studies of brain connectivity have focused on two modes of networks: structural networks describing neuroanatomy and the intrinsic and evoked dependencies of functional networks at rest and during tasks. Each mode constrains and shapes the other across multiple timescales and each also shows age-related changes. Here we argue that understanding how brains change across development requires understanding the interplay between behavior and brain networks: changing bodies and activities modify the statistics of inputs to the brain; these changing inputs mold brain networks; and these networks, in turn, promote further change in behavior and input.
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Affiliation(s)
- Lisa Byrge
- Psychological and Brain Sciences, Indiana University, 1101 E. 10th Street, Bloomington, IN 47405, USA.
| | - Olaf Sporns
- Psychological and Brain Sciences, Indiana University, 1101 E. 10th Street, Bloomington, IN 47405, USA
| | - Linda B Smith
- Psychological and Brain Sciences, Indiana University, 1101 E. 10th Street, Bloomington, IN 47405, USA
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