The ICSI/Berkeley Neural Theory of Language Project ECG Learning early constructions

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The ICSI/Berkeley Neural Theory of Language Project
ECG
Learning early
constructions
(Chang, Mok)
Moving from Spatial Relations to Verbs
• Open class vs. closed class
– How do we represent verbs (say of hand motion)
• Can we build models of verbs based on
motor control primitives?
• If so, how can models overcome central
limitations of Regier’s system?
– Inference
– Abstract uses
Coordination of Pattern Generators
Coordination
• PATTERN GENERATORS, separate neural networks that
control each limb, can interact in different ways to
produce various gaits.
– In ambling (top) the animal must move the fore and hind
leg of one flank in parallel.
– Trotting (middle) requires movement of diagonal limbs
(front right and back left, or front left and back right) in
unison.
– Galloping (bottom) involves the forelegs, and then the
hind legs, acting together
Preshaping While Reaching to Grasp
Internal Model and Efference Copy
Many areas code for motion parameters
Multiple, chronically implanted, intracranial microelectrode arrays would be used to sample the
activity of large populations of single cortical neurons simultaneously. The combined activity of
these neural ensembles would then be transformed by a mathematical algorithm into continuous
three-dimensional arm-trajectory signals that would be used to control the movements of a
robotic prosthetic arm. A closed control loop would be established by providing the subject with
A New Picture
Rizzolatti et al. 1998
The fronto-parietal networks
Rizzolatti et al. 1998
F5 Mirror Neurons
Gallese and Goldman, TICS 1998
Category Loosening in Mirror Neurons (~60%)
Observed: A is Precision Grip
B is Whole Hand Prehension
Action:
C: precision grip
D: Whole Hand Prehension
(Gallese et al. Brain 1996)
A (Full vision)
B (Hidden)
C (Mimicking)
D (HiddenMimicking)
Umiltà et al. Neuron 2001
F5 Audio-Visual Mirror Neurons
Kohler et al. Science (2002)
Summary of Fronto-Parietal Circuits
Motor-Premotor/Parietal Circuits
PMv (F5ab) – AIP Circuit
“grasp” neurons – fire in relation to movements of hand
prehension necessary to grasp object
F4 (PMC) (behind arcuate) – VIP Circuit
transforming peri-personal space coordinates so can move toward
objects
PMv (F5c) – PF Circuit F5c
different mirror circuits for grasping, placing or manipulating
object
Together suggest cognitive representation of the grasp, active in
action imitation and action recognition
Evidence in Humans for Mirror,
General Purpose, and Action-Location
Neurons
Mirror: Fadiga et al. 1995; Grafton et al. 1996;
Rizzolatti et al. 1996; Cochin et al. 1998;
Decety et al. 1997; Decety and Grèzes 1999;
Hari et al. 1999; Iacoboni et al. 1999;
Buccino et al. 2001.
General Purpose: Perani et al. 1995; Martin et al.
1996; Grafton et al. 1996; Chao and Martin 2000.
Action-Location: Bremmer, et al., 2001.
FARS (Fagg-Arbib-Rizzolatti-Sakata)
Model
AIP extracts the set of
affordances for an attended
object.These affordances
highlight the features of the
object relevant to physical
interaction with it.
AIP
AIP
Dorsal
Stream:
dorsal/ventral
Affordances
streams
Ways to grab
this “thing”
Task Constraints
T(F6)
ask Constraints (F6)
Working Memory
Working M emory (46)
(46?)
Instruction Stimuli
Instruction Stimuli (F2)
(F2)
Ventral
Stream:
Recognition
F5
“It’s a mug”
PFC
Itti: CS564 - Brain Theory and Artificial Intelligence. FARS Model
IT
MULTI-MODAL INTEGRATION
The premotor and parietal areas, rather than having
separate and independent functions, are neurally integrated
not only to control action, but also to serve the function of
constructing an integrated representation of:
(a) Actions, together with
(b) objects acted on, and
(c) locations toward which actions are directed.
In these circuits sensory inputs are transformed in order to
accomplish not only motor but also cognitive tasks, such as
space perception and action understanding.
Modeling Motor Schemas
• Relevant requirements (Stromberg, Latash, Kandel, Arbib,
Jeannerod, Rizzolatti)
– Should model coordinated, distributed, parameterized control
programs required for motor action and perception.
– Should be an active structure.
– Should be able to model concurrent actions and interrupts.
– Should model hierarchical control (higher level motor centers
to muscle extensor/flexors.
• Computational model called x-schemas
(http://www.icsi.berkeley.edu/NTL)
An Active Model of Events
• At the Computational level, actions and events
are coded in active representations called xschemas which are extensions to Stochastic
Petri nets.
• x-schemas are fine-grained action and event
representations that can be used for
monitoring and control as well as for
inference.
Model Review: Stochastic Petri Nets
Basic Mechanism
3
2
Resource arc
[1]
1
Precondition arc
Inhibition arc
[1]
Firing function
-- conjunctive
-- logistic
-- exponential family
Model Review
Firing Semantics
3
1
2
Model Review
Result of Firing
1
2
1
1
1
Active representations
• Many inferences about actions derive from what we
know about executing them
• Representation based on stochastic Petri nets
captures dynamic, parameterized nature of actions
• Generative model: action, recognition, planning ,
language
walker at goal
energy
walker=Harry
goal=home
Walking:
bound to a specific walker with a
direction or goal
consumes resources (e.g., energy)
may have termination condition
(e.g., walker at goal)
ongoing, iterative action
Preshaping While Reaching to Grasp
The ICSI/Berkeley Neural Theory of Language Project
ECG
Learning early
constructions
(Chang, Mok)
Representing concepts using triangle nodes
triangle
nodes:
when two of
the neurons
fire, the
third also
fires
Feature Structures in Four Domains
Barrett
Ham
Container
Push
dept~CS
Color ~pink
Inside ~region
Schema ~slide
sid~001
Taste ~salty
Outside ~region
Posture ~palm
Bdy. ~curve
Dir. ~ away
emp~GSI
Chang
Pea
Purchase
Stroll
dept~Ling
Color ~green
Buyer ~person
Schema ~walk
sid~002
Taste ~sweet
Seller ~person
Speed ~slow
Cost ~money
Dir. ~ ANY
emp~Gra
Goods ~ thing
Simulation hypothesis
We understand utterances by mentally simulating their
content.
– Simulation exploits some of the
same neural structures activated during performance,
perception, imagining, memory…
– Linguistic structure parameterizes the simulation.
• Language gives us enough information to simulate
Simulation Semantics
• BASIC ASSUMPTION: SAME REPRESENTATION FOR PLANNING AND
SIMULATIVE INFERENCE
–
Evidence for common mechanisms for recognition and
action (mirror neurons) in the F5 area (Rizzolatti et al
(1996), Gallese 96, Buccino 2002, Tettamanti 2004) and
from motor imagery (Jeannerod 1996)
• IMPLEMENTATION:
– x-schemas affect each other by enabling, disabling or
modifying execution trajectories. Whenever the
CONTROLLER schema makes a transition it may set, get,
or modify state leading to triggering or modification of
other x-schemas. State is completely distributed (a graph
marking) over the network.
• RESULT: INTERPRETATION IS IMAGINATIVE SIMULATION!
Simulation-based language understanding
construction WALKED
form
selff.phon  [wakt]
meaning : Walk-Action
constraints
selfm.time before Context.speech-time
selfm..aspect  encapsulated
“Harry walked into the cafe.”
Utterance
Analysis Process
Constructions
General
Knowledge
Semantic
Specification
Belief State
CAFE
Simulation
Simulation specification
A simulation specification consists of:
- schemas evoked by constructions
- bindings between schemas
Language Development in Children
• 0-3 mo: prefers sounds in native language
• 3-6 mo: imitation of vowel sounds only
• 6-8 mo: babbling in consonant-vowel segments
• 8-10 mo: word comprehension, starts to lose sensitivity to
consonants outside native language
• 12-13 mo: word production (naming)
• 16-20 mo: word combinations, relational words (verbs, adj.)
• 24-36 mo: grammaticization, inflectional morphology
• 3 years – adulthood: vocab. growth, sentence-level grammar for
discourse purposes
cow
apple
ball
juice
bead
girl
bottle
truck
baby
w oof
yum
go
up
this
no
m ore
m ore
spoon
ham m er
shoe
d ad d y
m oo
w hee
get
out
there
bye
banana
box
eye
m om y
uhoh
sit
in
here
hi
cookie
horse
d oor boy
choochoo
boom
oh
open
on
that
no
food
toys
yes
misc.
people
d ow n
sound emotion action
prep.
demon. social
Words learned by most 2-year olds in a play school (Bloom 1993)
Regier Model Limitations
• Scale
• Uniqueness/Plausibility
• Grammar
• Abstract Concepts
• Inference
• Representation
• Biological Realism
Learning Verb Meanings
David Bailey
A model of children learning their first verbs.
Assumes parent labels child’s actions.
Child knows parameters of action, associates with word
Program learns well enough to:
1) Label novel actions correctly
2) Obey commands using new words (simulation)
System works across languages
Mechanisms are neurally plausible.
Reasoning about Actions in Artificial
Intelligence (AI)
• The earliest work on actions in AI took a deductive approach
– designers hoped to represent all the system's `world
knowledge' explicitly as axioms, and use ordinary logic - the
predicate calculus - to deduce the effects of actions
• Envisaging a certain situation S was modeled by having the
system entertain a set of axioms describing the situation
• To this set of axioms the system would apply an action - by
postulating the occurrence of some action A in situation S - and
then deduce the effect of A in S, producing a description of the
outcome situation S'
Grasping: the action
• A set of pre-conditions in S
– free_top(y), free_hand(x), accessible(y)
• The grasp action (effect axiom):
– Result(Grasp(x,y, S), hold(x,y,S’))
• A set of effects describing the new situation S’
– Hold(x,y), not(free-hand(x))
Actions
• An action is described as an axiom linking
preconditions (literals and terms true in the
before situation) to effects (literals and terms
true in the after situation).
• The action specification is called an effect
axiom
Problems with action concepts
• Frame problem
• Qualification problem
• Ramification problem
The Frame Problem
• Which things don’t change in an action
– S1: blue(x), on_table(x), free_hand(y)
– Action grasp(y,x)
– S2: in_hand(x,y), hold(x,y), ?
Frame axioms are needed in logic
• Consider some typical frame axioms associated
with the action-type:
• move x onto y.
– If z != x and I move x onto y, then if z was on w
before, then z is on w after.
– If x is blue before, and I move x onto y, then x
is blue after.
Active Representations don’t need
frame axioms
• X-schemas directly model change, so no need
for frame axioms. Also, they deal with
concurrency, so no need to treat one action at
a time.
• Based on x-schema type models there are a
new set of logics called resource logics which
attempt to model the frame problem directly.
Ramification Problem
How do I specify all the effects
– Direct (if I move, I change my location) and
– Indirect (things that were accessible before I
moved may not be anymore)
• Central issue is to propagate changes of an
action to all the connected knowledge that
might be impacted.
• How might the brain do this?
• Spreading Activation
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