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Nest-building using place cells for spatial navigation in an artificial neural network

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A bstract An animal behavior problem is presented in the form of a nest-building task that involves two cooperating birds, a male and female. The female builds a nest into which she lays an egg. The male’s job is to forage in a forest for food for both himself and the female. In addition, the male must fetch stones from a nearby desert for the female to use as nesting material. The task is completed when the nest is built and an egg is laid in it. A goal-seeking neural network and a recurrent neural network were trained and tested with little success. The goal-seeking network was then enhanced with “place cells”, allowing the birds to spatially navigate the world, building the nest while keeping themselves fed. Place cells are neurons in the hippocampus that map space.
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NEST-BUILDING USING PLACE CELLS FOR SPATIAL
NAVIGATION IN AN ARTIFICIAL NEURAL NETWORK
Thomas E. Portegys, portegys@gmail.com ORCID 0000-0003-0087-6363
Dialectek, DeKalb, Illinois USA
ABSTRACT
An animal behavior problem is presented in the form of a nest-building task that involves two
cooperating birds, a male and female. The female builds a nest into which she lays an egg. The
male's job is to forage in a forest for food for both himself and the female. In addition, the male
must fetch stones from a nearby desert for the female to use as nesting material. The task is
completed when the nest is built and an egg is laid in it. A goal-seeking neural network and a
recurrent neural network were trained and tested with little success. The goal-seeking network
was then enhanced with “place cells”, allowing the birds to spatially navigate the world, building
the nest while keeping themselves fed. Place cells are neurons in the hippocampus that map
space.
Keywords: Artificial animal intelligence, goal-seeking neural network, nest-building, place cells,
spatial navigation.
INTRODUCTION
A task is presented to simulate two birds, a male and a female, that cooperate in navigation,
foraging, communication, and nest-building activities. These activities are commonly performed
in many animal species to ensure survival and reproduction. The female builds a nest into which
she lays an egg, completing the task. The male's job is to forage in a forest for food for both
himself and the female. In addition, the male must fetch stones from a nearby desert for the
female to use as nesting material.
The nest-building task was recently proposed as a game providing an artificial animal intelligence
challenge to evaluate machine learning systems (Portegys, 2022a). While the task itself is
independent of how it is tackled, here artificial neural networks (ANNs) are chosen, as ANNs are
capable of generalized learning, and are intended to perform functions of the biological neural
networks of animals.
The task was originally introduced in 2001 (Portegys, 2001), a solution for which was obtained
using Mona, a goal-seeking ANN that at the time employed domain-specific macro-responses,
such as “Go to mate”. The network was also manually coded instead of being learned.
In planning to attack the problem again, this time as a learning task with spatial enhancements
(Portegys, 2022b) that would obviate the need for domain-specific responses, place cells seemed
to be a good choice. Place cells are neurons in the hippocampus that map space (Moser et al.,
2015; Robinson et al., 2020; Xu et al., 2019) allowing an animal to navigate its environment
effectively.
There is a significant body of work on using place cell inspired neural functionality in ANNs, much
of it involved with robotic navigation (Milford and Wyeth, 2010; Zhou et al., 2017). These systems
are aimed at solving specific tasks with models that mimic biological place cells. They are not
intended to be general-purpose ANNs, such as Mona, which are designed to learn arbitrary
domain-independent tasks. General-purpose ANNs borrow functionality from brains, such as
neural connection updating, but are not intended to be models of biological brains. Here place
cells are incorporated into an ANN to allow it to effectively operate in spatial environments. To
my knowledge this is a novel development.
As a comparison, an LSTM (Long short-term memory) recurrent neural network (RNN)
(Hochreiter and Schmidhuber, 1997) was also trained on the task, without spatial enhancement.
Historically, AI has mostly focused on human-like intelligence, for which there are now numerous
success stories: games, self-driving cars, stock market forecasting, medical diagnostics, language
translation, image recognition, etc. The impact of ChatGPT (OpenAI, 2023) as a generative
language model is a recent example. Yet the elusive goal of artificial general intelligence (AGI)
seems as far off as ever, likely because these success stories lack the “general” property of AGI,
operating as they do within narrow, albeit deep, domains. A language translation application, for
example, does just that and nothing else.
Anthony Zador (2019) expresses this succinctly: "We cannot build a machine capable of building
a nest, or stalking prey, or loading a dishwasher. In many ways, AI is far from achieving the
intelligence of a dog or a mouse, or even of a spider, and it does not appear that merely scaling
up current approaches will achieve these goals."
Mona is a goal-directed ANN, designed to control an autonomous artificial organism. We can go
back to Braitenberg’s vehicles (1984) as a possible starting point for the study of how simple
networks are capable of controlling goal-directed behavior in automata. Dyer (1993) delineated
the contrasting aims of ANNs for animal behavior vs. traditional artificial intelligence (AI) by
framing the former as having biological goals: “Survivability is the overriding task”. As an example
of a simulated animal brain, Coleman et al. (2005) developed an ANN-based cognitive-emotional
forager that performed well in a task that required not only foraging, but also the avoidance of
predators.
Perhaps the best example of artificial creatures controlled by ANNs is Yaeger’s Polyworld artificial
life system (Lizier et al., 2009). Polyworld is an environment in which a population of agents
search for food, mate, have offspring, and prey on each other in a two dimensional world. An
individual makes decisions based on its neural network which is derived from its genome, which
in turn is subject to evolution. To my knowledge, however, training an ANN to build a nest is a
novel undertaking.
In addition to simulating life forms, ANNs have been used as modeling and analysis tools for
animal behavior (Enquist and Ghirlanda, 2006; Wijeyakulasuriya et al., 2020).
DESCRIPTION
The code and instructions can be found at: https://github.com/morphognosis/NestingBirds
WORLD
The world is a 21x21 two dimensional grid of cells. Each cell has a locale, and an object attribute.
Locale describes the type of terrain: plain, forest, and desert. An object is an item to be found in
the world: mouse (food), and stone (nest-building material). A forest exists in the upper left of
the world, populated by mice, which randomly move about, providing an element of surprise for
a foraging bird. A desert is found in the lower right of the world, where stones are to be found at
various locations. The birds are initially located on the plain in the center of the world.
BIRDS
There is a male and a female bird. The female builds the nest and the male forages for mice and
stones. The nest is a stone ring in the center of the world in which the female lays her egg. The
birds have four components: senses, internal state, needs, and responses. These are sex-specific
to suit the different roles of the birds.
MALE
Senses: locale, mouse-proximity, stone-proximity, mate-proximity, goal, has-object, flying,
female-needs-mouse, female-needs-stone.
Locale pertains to the current location of the male and has a value of plain, forest, or desert.
The proximity sensor values are present, left, right, forward, or unknown. The mouse-proximity
sensor senses a mouse when in the forest, the stone-proximity sensor senses a stone when in the
desert, and the female-proximity sensor senses the female within the bounds of the nest.
The goal sensor values are eat-mouse, mouse-for-female, stone-for-female, and attend-female.
The has-object sensor indicates an object carried by the bird and can be mouse, stone, or no-
object.
The flying sensor is true when the male is in flight; otherwise false.
Female-needs-mouse is sensed when the female expresses a corresponding response of want-
mouse in the presence of the male. This is the only time this sense is active; when not in the
presence of the female it is in the off state. A similar process exists for the female-needs-stone
sense and want-stone female response. Only one of the female-needs/wants is sensed/expressed
at a time.
Internal state: food.
Initialized to a parameterized value. When food reaches zero, the need for a mouse is surfaced
as a goal. Upon eating a mouse, food is increased by a random value.
Needs: mouse-need, female-mouse-need, female-stone-need, attend-female-need.
These correspond to the goals. Upon completion of an errand to satisfy a goal, signified by
returning to the female, the next goal is determined by current needs. As discussed, mouse-need
is raised when food reaches 0. The female-mouse-need and female-stone-need are signaled to
the male by the female when she desires a mouse to eat or a stone to place in the nest,
respectively. If none of the above are raised, the attend-female-need is raised, causing the male
to move to the female’s location.
Responses:
do-nothing: a no-op response.
move-forward: move forward in the orientation direction. Movement off the grid is a no-op.
turn-right/left: change orientation by 90 degrees.
eat-mouse: eat mouse if has-object is a mouse. If no mouse, this is a no-op.
get-object: if has-object is empty and an object in current cell, pick up the object and set it to has-
object.
put-object: if has-object not empty and no object at current cell, put object in cell and clear has-
object.
give-mouse: if has-object is mouse, and female present with empty has-object, transfer mouse
to female.
give-stone: if has-object is stone, female present with empty has-object, transfer stone to female.
fly: take flight. This activates a place motor neuron which will move to a specific location in the
world. The specific motor is determined by the current mediator neuron context (see Artificial
neural networks section).
alight: terminate flight after arriving at a location in the world determined by the active place
motor neuron.
FEMALE
Senses: object-sensors, orientation, goal, has-object.
object-sensors: the female senses the object values in its Moore (3x3) neighborhood.
orientation: north, south, east and west.
goal: lay-egg, brood-egg, eat-mouse.
has-object: identical to male.
Internal state: food.
Identical to male.
Needs: lay-egg-need, brood-egg-need, mouse-need.
The mouse-need need is raised by food level and sets the eat-mouse goal. It will cause the female
to express the want-mouse response. While building the nest and not hungry, the lay-egg-need
is kept raised with the associated lay-egg goal. The female asserts the want-stone response when
she is located in a cell where the nest requires a stone to be placed. After a stone is placed, the
female proceeds to the next location in the nest and repeats the process, continuously motivated
by the lay-egg-need and lay-egg goal. When the nest is built, the female lays her egg in the center
of the nest. After that brood-egg-need is kept raised and the brood-egg goal keeps the female
brooding on the egg.
Responses:
do-nothing: a no-op response.
move-forward: move forward in the orientation direction. Movement off the grid is a no-op.
turn-right/left: change orientation by 90 degrees.
eat-mouse: eat mouse if has-object is a mouse. If no mouse, this is a no-op.
get-object: if has-object is empty and object in current cell, pick up the object and set it to has-
object.
put-object: if has-object and no object in current cell, put object in cell and clear has-object.
want-mouse: when the eat-mouse goal is sensed, the want-mouse response signals the male to
retrieve a mouse from the forest for the female to eat.
want-stone: when the lay-egg goal is sensed, and the female is ready to place a stone in the nest,
the want-stone response signals the male to retrieve a stone from the desert for the female to
place in the nest.
lay-egg: when the female has completed the nest and has moved to its center, she lays the egg
with this response.
ARTIFICIAL NEURAL NETWORKS
MONA
Mona learns cause-and-effect chains and hierarchies of neurons that represent these
relationships in the environment. A detailed description of the architecture can be found in
Portegys (2001). An overview is provided here.
Three types of neurons are defined, as shown in Figure 1:
Receptor neuron: represents a sensory event.
Motor neuron: expresses response to the environment.
Mediator neuron: represents a predictive relationship between neurons. The firing of its
cause neuron enables its motor neuron to fire. If the network fires the motor neuron, the
effect neuron will probabilistically fire. A mediator that mediates lower level mediators serves
as a context that recursively affects the probability of causation in its components.
Figure 1 A simple Mona network
Mona is a goal-seeking network, falling into the category of a model-based reinforcement
learning system (Moerland et al., 2023). Needs arising from internal and external sources are
satisfied by the firing of associated goal neurons. For example, a need for water is satisfied by
firing neurons involved with drinking water. Need drives backward through the network from a
goal neuron as motive, following enabled pathways to fire a motor response that will navigate
toward the goal.
There can be multiple needs vying for control. For example, food and thirst might both act on
the network simultaneously. The winner will be a function of the strength of the need and the
enablement of the network to achieve the goal.
In the nest-building task, the male learns a network consisting of chains of mediators that drives
it to the forest when it needs a mouse to eat, then returns it to the female for further goal setting.
It also learns mediators that orchestrate fetching mice and stones for the female. A powerful
feature of Mona is that mediators are modular, that is, they can take part in multiple goal
activities. For example, the mediators that fly the male to the forest and hunt for a mouse are
used when both the male and female require a mouse.
The female’s need to lay an egg, in conjunction with the goal of sensing the egg in the nest, drives
through a chain of mediators that orchestrate a series of nest-building actions, each of which
involves expressing a want for a stone that signals the male to fetch a stone, placing the stone,
and moving to the next location until the nest is entirely constructed. The female then moves to
the center of the nest and lays her egg, satisfying the egg laying need. Then the need to brood
the egg is raised, which keeps the female sitting on the egg.
Bird responses are trained by overriding incorrect responses with correct ones. The correct
responses are incorporated into the network. During testing, responses are generated by the
network.
PLACE MOTOR NEURONS
To enhance Mona with place cell functionality, a place motor neuron was implemented. A
biological place neuron fires when a specific location in the world is reached. Mona’s place
neurons fire similarly. However, they also navigate to specific places in the world. A related
capability seems to exist in the form of route encoding in rats (Grieves et al., 2016).
In Mona, a place neuron is implemented as a motor neuron that records a specific location in the
world and will navigate to that location when motivated to respond. It fires when the location is
reached. For example, when the male’s goal is to fetch a mouse for the female, a mediator with
a cause of sensing the female’s want of a mouse, and an effect of sensing the proximity of a
mouse in the forest will fire its place motor to enact a series of primitive movement responses
that navigate to a prescribed location in the forest.
Place motors can be learned while exploring the world by marking significant locations. A special
responses initiates the commencement of a sequence of movements that terminate at some
location, at which time another special response marks the location, creating a new place motor
neuron. In the nesting birds, these two special responses are mapped to the male fly and alight
responses, respectively.
LSTM
The LSTM, introduced in 1997 (Hochreiter and Schmidhuber, 1997), is a recurrent neural network
which has established itself as a workhorse for sequential pattern recognition. LSTMs address a
problem with other recurrent neural networks in which corrective information vanishes as the
time lag between the output and the relevant input increases, leading to the inability to train
long-term state information.
Figure 2 LSTM memory block.
In the LSTM network, the hidden units of a neural network are replaced by memory blocks, each
of which contains one or more memory cells. A memory block is shown in Figure 2. The block can
latch and store state information indefinitely, allowing long-term temporal computation. What
information to store, and when to output that information are part of the training process.
SCENARIO
This scenario is taken from the game proposal (Portegys, 2022a), which illustrates the task from
a general viewpoint. It shows intermittent states of the world, from initial state to egg-laying in
the completed nest. A video is available here: https://youtu.be/d13hxhltsGg
Figure 3. Beginning state. Female is hungry (0 food), male has maximum food. Initial response for
both is “do nothing”. Both are located at center of world. Upper left is forest with mice (food).
Lower right is desert with stones for nest-building.
Figure 4. While co-located, female signals to male with “want food” response. Male flies to forest
and picks up a mouse to feed to her.
Figure 5. Female moves to location of first nesting stone. Male follows her. She signals to male
that she wants a stone. Male flies to desert and picks up a stone.
Figure 6. Male returns to female with stone. Discovers she is hungry. He flies to forest for mouse
for her.
Figure 7. Nest completed. Egg laid.
RESULTS
Two ANNs were trained and tested on the task under varying conditions:
1. Mona version 6.0. Maximum of 500 mediator neurons. Maximum mediator level of 0,
meaning mediators mediated receptor and motor neurons exclusively; higher level mediators
that mediate lower level mediators were not needed.
2. An LSTM (Long-short term memory) recurrent neural network using the Keras 2.6.0 python
package. 128 neurons in a hidden layer, and a mean squared error loss function. Input and
output were one-hot encoded. Training was conducted with 500 epochs.
NUMBER OF TRAINING DATASETS
Performance was measured based on the number of training datasets, as shown in Figures 8 and
9. A training dataset is generated by running the nesting birds with optimal bird responses until
the nest is completed while keeping the birds fed.
Each run is seeded with a different random number that controls the movements of the mice in
the forest and how long eating a mouse serves to satisfy a bird’s hunger. The testing accuracy
was calculated as the percent of correct responses out of 1000 steps. Measurements were based
on the mean values of 20 trials. Very little variance in values was observed.
Figure 8 Female test performance with number of training datasets
Figure 9 Male test performance with number of training datasets.
Both networks show excellent performance with only a single training dataset.
DYNAMIC TESTING
Mona performance is measured as it interacts with the world. That is, responses output to the
world cause changes in the world that are subsequently input to the bird. For example, if the bird
turns to the left, the world reacts by altering the sensory state of the bird accordingly. With place
motor neurons, Mona solves the task every time, but without place motors the male bird, which
must perform complex navigation to fetch mice and stones, repeatedly becomes lost, causing the
entire task to fail.
When the same “dynamic” interface is applied to the RNN network the male bird repeatedly
becomes lost while fetching mice or stones. This means that even the few errors that the male
makes are crucial, preventing successful completion. If the male cannot return with a mouse for
the female, for example, the female cannot proceed with nest building.
RNN EPOCH TESTING
Mona trains in a single epoch, a skill frequently seen in human learning (Lee et al., 2015). The
RNN training is significantly affected by the number of epochs of training, especially for the male,
as shown in Figure 10.
Figure 10 Training epochs testing
CONCLUSION
Enhanced with place motor neurons, Mona is capable of solving the nest-building task every time.
The RNN performs well with its typical usage, which is to predict upcoming responses, but fails
as a navigator for the male bird, causing nest-building to be unsuccessful. How place neuron
functionality might be incorporated into an RNN is an interesting topic.
Place motor neurons and goal-seeking causation learning are a powerful combination of
capabilities for the nest-building task which demands both spatial and sequential learning. This
animal learning task exposes shortcomings in a deep learning ANN that researchers interested in
artificial general intelligence (AGI) should be aware of. I recommend that further research be
conducted to (1) further simulate animal behaviors, and (2) adopt mechanisms from
neurobiology, such as place cells, that allow machines to acquire animal-like capabilities. These I
believe are essential to the achievement of AGI.
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Incremental learning, in which new knowledge is acquired gradually through trial and error, can be distinguished from one-shot learning, in which the brain learns rapidly from only a single pairing of a stimulus and a consequence. Very little is known about how the brain transitions between these two fundamentally different forms of learning. Here we test a computational hypothesis that uncertainty about the causal relationship between a stimulus and an outcome induces rapid changes in the rate of learning, which in turn mediates the transition between incremental and one-shot learning. By using a novel behavioral task in combination with functional magnetic resonance imaging (fMRI) data from human volunteers, we found evidence implicating the ventrolateral prefrontal cortex and hippocampus in this process. The hippocampus was selectively "switched" on when one-shot learning was predicted to occur, while the ventrolateral prefrontal cortex was found to encode uncertainty about the causal association, exhibiting increased coupling with the hippocampus for high-learning rates, suggesting this region may act as a "switch," turning on and off one-shot learning as required.
Book
Sequential decision making, commonly formalized as Markov Decision Process (MDP) optimization, is an important challenge in artificial intelligence. Two key approaches to this problem are reinforcement learning (RL) and planning. This monograph surveys an integration of both fields, better known as model-based reinforcement learning. Model-based RL has two main steps: dynamics model learning and planning-learning integration. In this comprehensive survey of the topic, the authors first cover dynamics model learning, including challenges such as dealing with stochasticity, uncertainty, partial observability, and temporal abstraction. They then present a systematic categorization of planning-learning integration, including aspects such as: where to start planning, what budgets to allocate to planning and real data collection, how to plan, and how to integrate planning in the learning and acting loop. In conclusion the authors discuss implicit model-based RL as an end-to-end alternative for model learning and planning, and cover the potential benefits of model-based RL. Along the way, the authors draw connections to several related RL fields, including hierarchical RL and transfer learning. This monograph contains a broad conceptual overview of the combination of planning and learning for Markov Decision Process optimization. It provides a clear and complete introduction to the topic for students and researchers alike.
Article
Hippocampus is needed for both spatial working and reference memories. Here, using a radial eight-arm maze, we examined how the combined demand on these memories influenced CA1 place cell assemblies while reference memories were partially updated. This was contrasted with control tasks requiring only working memory or the update of reference memory. Reference memory update led to the reward-directed place field shifts at newly rewarded arms and to the gradual strengthening of firing in passes between newly rewarded arms but not between those passes that included a familiar-rewarded arm. At the maze center, transient network synchronization periods preferentially replayed trajectories of the next chosen arm in reference memory tasks but the previously visited arm in the working memory task. Hence, reference memory demand was uniquely associated with a gradual, goal novelty-related reorganization of place cell assemblies and with trajectory replay that reflected the animal's decision of which arm to visit next.