Simulating the brain-body-environment trinity in closed loop is an attractive proposal to investigate how perception, motor activity and interactions with the environment shape brain activity, and vice versa. The relevance of this embodied approach, however, hinges entirely on the modeled complexity of the various simulated phenomena. In this article, we introduce a software framework that is capable of simulating large-scale, biologically realistic networks of spiking neurons embodied in a biomechanically accurate musculoskeletal system that interacts with a physically realistic virtual environment. We deploy this framework on the high performance computing resources of the EBRAINS research infrastructure and we investigate the scaling performance by distributing computation across an increasing number of interconnected compute nodes. Our architecture is based on requested compute nodes as well as persistent virtual machines; this provides a high-performance simulation environment that is accessible to multi-domain users without expert knowledge, with a view to enable users to instantiate and control simulations at custom scale via a web-based graphical user interface. Our simulation environment, entirely open source, is based on the Neurorobotics Platform developed in the context of the Human Brain Project, and the NEST simulator. We characterize the capabilities of our parallelized architecture for large-scale embodied brain simulations through two benchmark experiments, by investigating the effects of scaling compute resources on performance defined in terms of experiment runtime, brain instantiation and simulation time. The first benchmark is based on a large-scale balanced network, while the second one is a multi-region embodied brain simulation consisting of more than a million neurons and a billion synapses. Both benchmarks clearly show how scaling compute resources improves the aforementioned performance metrics in a near-linear fashion. The second benchmark in particular is indicative of both the potential and limitations of a highly distributed simulation in terms of a trade-off between computation speed and resource cost. Our simulation architecture is being prepared to be accessible for everyone as an EBRAINS service, thereby offering a community-wide tool with a unique workflow that should provide momentum to the investigation of closed-loop embodiment within the computational neuroscience community.
The scientific interest attracted by Spiking Neural Networks (SNN) has lead to the development of tools for the simulation and study of neuronal dynamics ranging from phenomenological models to the more sophisticated and biologically accurate Hodgkin-and-Huxley-based and multi-compartmental models. However, despite the multiple features offered by neural modelling tools, their integration with environments for the simulation of robots and agents can be challenging and time consuming. The implementation of artificial neural circuits to control robots generally involves the following tasks: (1) understanding the simulation tools, (2) creating the neural circuit in the neural simulator, (3) linking the simulated neural circuit with the environment of the agent and (4) programming the appropriate interface in the robot or agent to use the neural controller. The accomplishment of the above-mentioned tasks can be challenging, especially for undergraduate students or novice researchers. This paper presents an alternative tool which facilitates the simulation of simple SNN circuits using the multi-agent simulation and the programming environment Netlogo (educational software that simplifies the study and experimentation of complex systems). The engine proposed and implemented in Netlogo for the simulation of a functional model of SNN is a simplification of integrate and fire (I&F) models. The characteristics of the engine (including neuronal dynamics, STDP learning and synaptic delay) are demonstrated through the implementation of an agent representing an artificial insect controlled by a simple neural circuit. The setup of the experiment and its outcomes are described in this work.
It has been proposed that environmental stress acted as a selection pressure on the evolution of human cooperation. Through agent-based evolutionary modelling, mathematical analysis, and human experimental data we illuminate the mechanisms by which the environment influences cooperative success and decision making in a Stag Hunt game. The modelling and mathematical results show that only cooperative foraging phenotypes survive the harshest of environments but pay a penalty for miscoordination in favourable environments. When agents are allowed to coordinate their hunting intentions by communicating, cooperative phenotypes outcompete those who pursue individual strategies in almost all environmental and payoff scenarios examined. Data from human participants show flexible decision-making in face of cooperative uncertainty, favouring high-risk, high-reward strategy when environments are harsher and starvation is imminent. Converging lines of evidence from the three approaches indicate a significant role for environmental variability in human cooperative dynamics and the species-unique cognition designed to support it.
Neuroscience models commonly have a high number of degrees of freedom and only specific regions within the parameter space are able to produce dynamics of interest. This makes the development of tools and strategies to efficiently find these regions of high importance to advance brain research. Exploring the high dimensional parameter space using numerical simulations has been a frequently used technique in the last years in many areas of computational neuroscience. Today, high performance computing (HPC) can provide a powerful infrastructure to speed up explorations and increase our general understanding of the behavior of the model in reasonable times. Learning to learn (L2L) is a well-known concept in machine learning (ML) and a specific method for acquiring constraints to improve learning performance. This concept can be decomposed into a two loop optimization process where the target of optimization can consist of any program such as an artificial neural network, a spiking network, a single cell model, or a whole brain simulation. In this work, we present L2L as an easy to use and flexible framework to perform parameter and hyper-parameter space exploration of neuroscience models on HPC infrastructure. Learning to learn is an implementation of the L2L concept written in Python. This open-source software allows several instances of an optimization target to be executed with different parameters in an embarrassingly parallel fashion on HPC. L2L provides a set of built-in optimizer algorithms, which make adaptive and efficient exploration of parameter spaces possible. Different from other optimization toolboxes, L2L provides maximum flexibility for the way the optimization target can be executed. In this paper, we show a variety of examples of neuroscience models being optimized within the L2L framework to execute different types of tasks. The tasks used to illustrate the concept go from reproducing empirical data to learning how to solve a problem in a dynamic environment. We particularly focus on simulations with models ranging from the single cell to the whole brain and using a variety of simulation engines like NEST, Arbor, TVB, OpenAIGym, and NetLogo.
This study explores the design and control of the behaviour of agents and robots using simple circuits of spiking neurons and Spike Timing Dependent Plasticity (STDP) as a mechanism of associative and unsupervised learning. Based on a "reward and punishment" classical conditioning, it is demonstrated that these robots learnt to identify and avoid obstacles as well as to identify and look for rewarding stimuli. Using the simulation and programming environment NetLogo, a software engine for the Integrate and Fire model was developed, which allowed us to monitor in discrete time steps the dynamics of each single neuron, synapse and spike in the proposed neural networks. These spiking neural networks (SNN) served as simple brains for the experimental robots. The Lego Mindstorms robot kit was used for the embodiment of the simulated agents. In this paper the topological building blocks are presented as well as the neural parameters required to reproduce the experiments. This paper summarizes the resulting behaviour as well as the observed dynamics of the neural circuits. The Internet-link to the NetLogo code is included in the annex.
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