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