These are excerpts and elaborations from my book "The Nature of Consciousness"
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Psychological Models Computational models of
neural activity soon proliferated. From the neural equations devised in 1961
by the Italian physicist Eduardo Caianiello ("An Outline Of Thought
Processes And Thinking Machines) to Stephen Grossberg's non-linear
quantitative descriptions of brain processes, the number of mathematical
theories on how neurons work almost exceeds the possibility of testing them.
Now that the mathematics has been improved to the point of safety, the emphasis
is moving towards psychological plausibility. At first the only requirement was
that a neural network guaranteed to find a solution to every problem, but soon
psychologists started requiring that it did so in a fashion similar to the way
the human brain does it. Grossbergs
models, for example, are aware of Ivan Pavlovs experiments on conditioning. Besides proving
computationally that a neural network can learn, one has to build a plausible
model of how the brain as a whole represents the world. In Teuvo Kohonen's adaptive maps, nearby
units respond similarly, thereby explaining how the brain represents the
topography of a situation. His unsupervised
architecture, inspired by Carl von der Malsburg's studies on self-organization
of cells in the cerebral cortex, is capable of self-organizing in regions.
Kohonen assumes that the overall synaptic resources of a cell are approximately
constant and what changes is the relative efficacies of the synapses. The British computer scientist
Igor Aleksander has attempted to build a neural state machine, Magnus (1996),
that duplicates the most important features of a human being, from
consciousness to emotions. Resurrected by Andrew Barto and Richard Sutton in the early 1980s from ideas by the US mathematician Harry Klopf, Reinforcement Learning was goal-directed learning driven by interaction between the learning agent and its environment. The goal was represented by a reward that needed to be maximized. The four pillars of reinforcement learning were: a policy, a reward function, a value function, and a model of the environment. Using a deep network to represent value function and/or policy and/or model, i.e. applying deep learning to reinforcement learning, yielded Deep Reinforcement Learning, of which Deep Q-Networks (DQN), developed in Canada by Volodymyr Mnih and others in 2013, constituted a particularly appealing class. Back to the beginning of the chapter "Connectionism and Neural Machines" | Back to the index of all chapters |
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