Cognitive problem-solving benefits from cognitive maps aiding navigation and planning. Physical space navigation involves hippocampal (HC) allocentric codes, while abstract task space engages medial prefrontal cortex (mPFC) task-specific codes. Previous studies show that challenging tasks, like spatial alternation, require integrating these two types of maps. The disruption of the HC-mPFC circuit impairs performance. We propose a hierarchical active inference model clarifying how this circuit solves spatial interaction tasks by bridging physical and task-space maps. Simulations demonstrate that the model’s dual layers develop effective cognitive maps for physical and task space. The model solves spatial alternation tasks through reciprocal interactions between the two layers. Disrupting its communication impairs decision-making, which is consistent with empirical evidence. Additionally, the model adapts to switching between multiple alternation rules, providing a mechanistic explanation of how the HC-mPFC circuit supports spatial alternation tasks and the effects of disruption.
Robust evidence suggests that humans explore their environment using a combination of topological landmarks and coarse-grained path integration. This approach relies on identifiable environmental features (topological landmarks) in tandem with estimations of distance and direction (coarse-grained path integration) to construct cognitive maps of the surroundings. This cognitive map is believed to exhibit a hierarchical structure, allowing efficient planning when solving complex navigation tasks. Inspired by human behaviour, this paper presents a scalable hierarchical active inference model for autonomous navigation, exploration, and goal-oriented behaviour. The model uses visual observation and motion perception to combine curiosity-driven exploration with goal-oriented behaviour. Motion is planned using different levels of reasoning, i.e., from context to place to motion. This allows for efficient navigation in new spaces and rapid progress toward a target. By incorporating these human navigational strategies and their hierarchical representation of the environment, this model proposes a new solution for autonomous navigation and exploration. The approach is validated through simulations in a mini-grid environment.
This technical note applies active inference to the problem of learning goal-directed behaviour from scratch, namely, de novo learning. By de novo learning, we mean discovering, directly from observations, the structure and parameters of a discrete generative model for sequential policy optimisation. Concretely, our procedure grows and then reduces a model until it discovers a pullback attractor over (generalised) states; this attracting set supplies paths of least action among goal states while avoiding costly states. The implicit efficiency rests upon reframing the learning problem through the lens of the free energy principle, under which it is sufficient to learn a generative model whose dynamics feature such an attracting set. For context, we briefly relate this perspective to value-based formulations (e.g., Bellman optimality) and then apply the active inference formulation to a small arcade game to illustrate de novo structure learning and ensuing agency.
Current deep reinforcement learning (DRL) approaches achieve state-of-the-art performance in various domains, but struggle with data efficiency compared to human learning, which leverages core priors about objects and their interactions. Active inference offers a principled framework for integrating sensory information with prior knowledge to learn a world model and quantify the uncertainty of its own beliefs and predictions. However, active inference models are usually crafted for a single task with bespoke knowledge, so they lack the domain flexibility typical of DRL approaches. To bridge this gap, we propose a novel architecture that integrates a minimal yet expressive set of core priors about object-centric dynamics and interactions to accelerate learning in low-data regimes. The resulting approach, which we call AXIOM, combines the usual data efficiency and interpretability of Bayesian approaches with the across-task generalization usually associated with DRL. AXIOM represents scenes as compositions of objects, whose dynamics are modeled as piecewise linear trajectories that capture sparse object-object interactions. The structure of the generative model is expanded online by growing and learning mixture models from single events and periodically refined through Bayesian model reduction to induce generalization. AXIOM masters various games within only 10,000 interaction steps, with both a small number of parameters compared to DRL, and without the computational expense of gradient-based optimization.