The human brain efficiently solves certain operations such as object recognition and categorization through a massively parallel network of dedicated processors. However, human cognition also relies on the ability to perform an arbitrarily large set of tasks by flexibly recombining different processors into a novel chain. This flexibility comes at the cost of a severe slowing down and a seriality of operations (100–500 ms per step). A limit on parallel processing is demonstrated in experimental setups such as the psychological refractory period (PRP) and the attentional blink (AB) in which the processing of an element either significantly delays (PRP) or impedes conscious access (AB) of a second, rapidly presented element. Here we present a spiking-neuron implementation of a cognitive architecture where a large number of local parallel processors assemble together to produce goal-driven behavior. The precise mapping of incoming sensory stimuli onto motor representations relies on a “router” network capable of flexibly interconnecting processors and rapidly changing its configuration from one task to another. Simulations show that, when presented with dual-task stimuli, the network exhibits parallel processing at peripheral sensory levels, a memory buffer capable of keeping the result of sensory processing on hold, and a slow serial performance at the router stage, resulting in a performance bottleneck. The network captures the detailed dynamics of human behavior during dual-task-performance, including both mean RTs and RT distributions, and establishes concrete predictions on neuronal dynamics during dual-task experiments in humans and non-human primates. A ubiquitous aspect of brain function is its quasi-modular and massively parallel organization. The paradox is that this extraordinary parallel machine is incapable of performing a single large arithmetic calculation. How come it is so easy to recognize moving objects, but so difficult to multiply 357 times 289? And why, if we can simultaneously coordinate walking, group contours, segment surfaces, talk and listen to noisy speech, can we only make one decision at a time? Here we explored the emergence of serial processing in the primate brain. We developed a spiking-neuron implementation of a cognitive architecture in which the precise sensory-motor mapping relies on a network capable of flexibly interconnecting processors and rapidly changing its configuration from one task to another. Simulations show that, when presented with dual-task stimuli, the network exhibits parallel processing at peripheral sensory levels, a memory buffer capable of keeping the result of sensory processing on hold. However, control routing mechanisms result in serial performance at the router stage. Our results suggest that seriality in dual (or multiple) task performance results as a consequence of inhibition within the control networks needed for precise “routing” of information flow across a vast number of possible task configurations.
1 January 2012 in Computational Intelligence and Neuroscience
In recent years, Independent Component Analysis (ICA) has become a standard to identify relevant dimensions of the data in neuroscience. ICA is a very reliable method to analyze data but it is, computationally, very costly. The use of ICA for online analysis of the data, used in brain computing interfaces, results are almost completely prohibitive. We show an increase with almost no cost (a rapid video card) of speed of ICA by about 25 fold. The EEG data, which is a repetition of many independent signals in multiple channels, is very suitable for processing using the vector processors included in the graphical units. We profiled the implementation of this algorithm and detected two main types of operations responsible of the processing bottleneck and taking almost 80% of computing time: vector-matrix and matrix-matrix multiplications. By replacing function calls to basic linear algebra functions to the standard CUBLAS routines provided by GPU manufacturers, it does not increase performance due to CUDA kernel launch overhead. Instead, we developed a GPU-based solution that, comparing with the original BLAS and CUBLAS versions, obtains a 25x increase of performance for the ICA calculation.
The vast computational resources that became available during the past decade enabled the development and simulation of increasingly complex mathematical models of cancer growth. These models typically involve many free parameters whose determination is a substantial obstacle to model development. Direct measurement of biochemical parameters in vivo is often difficult and sometimes impracticable, while fitting them under data-poor conditions may result in biologically implausible values. We discuss different methodological approaches to estimate parameters in complex biological models. We make use of the high computational power of the Blue Gene technology to perform an extensive study of the parameter space in a model of avascular tumor growth. We explicitly show that the landscape of the cost function used to optimize the model to the data has a very rugged surface in parameter space. This cost function has many local minima with unrealistic solutions, including the global minimum corresponding to the best fit. The case studied in this paper shows one example in which model parameters that optimally fit the data are not necessarily the best ones from a biological point of view. To avoid force-fitting a model to a dataset, we propose that the best model parameters should be found by choosing, among suboptimal parameters, those that match criteria other than the ones used to fit the model. We also conclude that the model, data and optimization approach form a new complex system and point to the need of a theory that addresses this problem more generally.
1 January 2012 in Frontiers in Integrative Neuroscience
The cultural evolution of introspective thought has been recognized to undergo a drastic change during the middle of the first millennium BC. This period, known as the ``Axial Age'', saw the birth of religions and philosophies still alive in modern culture, as well as the transition from orality to literacy - which led to the hypothesis of a link between introspection and literacy. Here we set out to examine the evolution of introspection in the Axial Age, studying the cultural record of the Greco-Roman and Judeo-Christian literary traditions. Using a statistical measure of semantic similarity, we identify a single ``arrow of time'' in the Old and New Testaments of the Bible, and a more complex non-monotonic dynamics in the Greco-Roman tradition reflecting the rise and fall of the respective societies. A comparable analysis of the 20th century cultural record shows a steady increase in the incidence of introspective topics, punctuated by abrupt declines during and preceding the First and Second World Wars. Our results show that (a) it is possible to devise a consistent metric to quantify the history of a high-level concept such as introspection, cementing the path for a new quantitative philology and (b) to the extent that it is captured in the cultural record, the increased ability of human thought for self-reflection that the Axial Age brought about is still heavily determined by societal contingencies beyond the orality-literacy nexus.
Theories of expertise based on the acquisition of chunk and templates suggest a differential geometric organization of perception between experts and novices. It is implied that expert representation is less anchored by spatial (Euclidean) proximity and may instead be dictated by the intrinsic relation in the structure and grammar of the specific domain of expertise. Here we set out to examine this hypothesis. We used the domain of chess which has been widely used as a tool to study human expertise. We reasoned that the movement of an opponent piece to a specific square constitutes an external cue and the reaction of the player to this "perturbation" should reveal his internal representation of proximity. We hypothesized that novice players will tend to respond by moving a piece in closer squares than experts. Similarly, but now in terms of object representations, we hypothesized weak players will more likely focus on a specific piece and hence produce sequence of actions repeating movements of the same piece. We capitalized on a large corpus of data obtained from internet chess servers. Results showed that, relative to experts, weaker players tend to 1) produce consecutive moves in proximal board locations, 2) move more often the same piece and 3) reduce the number of remaining pieces more rapidly, most likely to decrease cognitive load and mental effort. These three principles might reflect the effect of expertise on human actions in complex setups.