Tuesday, July 2, 2019

The first AI universe sim is fast and accurate—and its creators don't know how it works














by Thomas Sumner, Simons Foundation

JUNE 26, 2019




For the first time, astrophysicists have used artificial intelligence techniques to generate complex 3-D simulations of the universe. The results are so fast, accurate and robust that even the creators aren't sure how it all works.

"We can run these simulations in a few milliseconds, while other 'fast' simulations take a couple of minutes," says study co-author Shirley Ho, a group leader at the Flatiron Institute's Center for Computational Astrophysics in New York City and an adjunct professor at Carnegie Mellon University. "Not only that, but we're much more accurate."

The speed and accuracy of the project, called the Deep Density Displacement Model, or D3M for short, wasn't the biggest surprise to the researchers. The real shock was that D3M could accurately simulate how the universe would look if certain parameters were tweaked—such as how much of the cosmos is dark matter—even though the model had never received any training data where those parameters varied.

"It's like teaching image recognition software with lots of pictures of cats and dogs, but then it's able to recognize elephants," Ho explains. "Nobody knows how it does this, and it's a great mystery to be solved."

Ho and her colleagues present D3M June 24 in the Proceedings of the National Academy of Sciences. The study was led by Siyu He, a Flatiron Institute research analyst.

Ho and He worked in collaboration with Yin Li of the Berkeley Center for Cosmological Physics at the University of California, Berkeley, and the Kavli Institute for the Physics and Mathematics of the Universe near Tokyo; Yu Feng of the Berkeley Center for Cosmological Physics; Wei Chen of the Flatiron Institute; Siamak Ravanbakhsh of the University of British Columbia in Vancouver; and Barnabás Póczos of Carnegie Mellon University.

Computer simulations like those made by D3M have become essential to theoretical astrophysics. Scientists want to know how the cosmos might evolve under various scenarios, such as if the dark energy pulling the universe apart varied over time. Such studies require running thousands of simulations, making a lightning-fast and highly accurate computer model one of the major objectives of modern astrophysics.

D3M models how gravity shapes the universe. The researchers opted to focus on gravity alone because it is by far the most important force when it comes to the large-scale evolution of the cosmos.

The most accurate universe simulations calculate how gravity shifts each of billions of individual particles over the entire age of the universe. That level of accuracy takes time, requiring around 300 computation hours for one simulation. Faster methods can finish the same simulations in about two minutes, but the shortcuts required result in lower accuracy.

Ho, He and their colleagues honed the deep neural network that powers D3M by feeding it 8,000 different simulations from one of the highest-accuracy models available. Neural networks take training data and run calculations on the information; researchers then compare the resulting outcome with the expected outcome. With further training, neural networks adapt over time to yield faster and more accurate results.

After training D3M, the researchers ran simulations of a box-shaped universe 600 million light-years across and compared the results to those of the slow and fast models. Whereas the slow-but-accurate approach took hundreds of hours of computation time per simulation and the existing fast method took a couple of minutes, D3M could complete a simulation in just 30 milliseconds.

D3M also churned out accurate results. When compared with the high-accuracy model, D3M had a relative error of 2.8 percent. Using the same comparison, the existing fast model had a relative error of 9.3 percent.

D3M's remarkable ability to handle parameter variations not found in its training data makes it an especially useful and flexible tool, Ho says. In addition to modeling other forces, such as hydrodynamics, Ho's team hopes to learn more about how the model works under the hood. Doing so could yield benefits for the advancement of artificial intelligence and machine learning, Ho says.

"We can be an interesting playground for a machine learner to use to see why this model extrapolates so well, why it extrapolates to elephants instead of just recognizing cats and dogs," she says. "It's a two-way street between science and deep learning."




























Discovery of a “Holy Grail” with the invention of universal computer memory















Thread starter P4-630 

Start date Jun 25, 2019



A new type of computer memory which could solve the digital technology energy crisis has been invented and patented by Lancaster scientists.


The electronic memory device – described in research published in Scientific Reports - promises to transform daily life with its ultra-low energy consumption.


In the home, energy savings from efficient lighting and appliances have been completely wiped out by increased use of computers and gadgets, and by 2025 a ‘tsunami of data’ is expected to consume a fifth of global electricity.


But this new device would immediately reduce peak power consumption in data centres by a fifth.


It would also allow, for example, computers which do not need to boot up and could instantaneously and imperceptibly go into an energy-saving sleep mode – even between key stokes.


The device is the realisation of the search for a “Universal Memory” which has preoccupied scientists and engineers for decades.


Physics Professor Manus Hayne of Lancaster University said: “Universal Memory, which has robustly stored data that is easily changed, is widely considered to be unfeasible, or even impossible, but this device demonstrates its contradictory properties.”


A US patent has been awarded for the electronic memory device with another patent pending, while several companies have expressed an interest or are actively involved in the research.


The inventors of the device used quantum mechanics to solve the dilemma of choosing between stable, long-term data storage and low-energy writing and erasing.


The device could replace the $100bn market for Dynamic Random Access Memory (DRAM), which is the ‘working memory’ of computers, as well as the long-term memory in flash drives.


While writing data to DRAM is fast and low-energy, the data is volatile and must be continuously ‘refreshed’ to avoid it being lost: this is clearly inconvenient and inefficient. Flash stores data robustly, but writing and erasing is slow, energy intensive and deteriorates it, making it unsuitable for working memory.


Professor Hayne said: “The ideal is to combine the advantages of both without their drawbacks, and this is what we have demonstrated. Our device has an intrinsic data storage time that is predicted to exceed the age of the Universe, yet it can record or delete data using 100 times less energy than DRAM.” 




























Research: Researchers grow active mini-brain-networks —














July 2, 2019




Cerebral organoids are artificially grown, 3D tissue cultures that resemble the human brain. Now, researchers from Japan report functional neural networks derived from these organoids in a study publishing June 27 in the journal Stem Cell Reports. Although the organoids aren’t actually “thinking,” the researchers’ new tool — which detects neural activity using organoids — could provide a method for understanding human brain function.

“Because they can mimic cerebral development, cerebral organoids can be used as a substitute for the human brain to study complex developmental and neurological disorders,” says corresponding author Jun Takahashi, a professor at Kyoto University.

However, these studies are challenging, because current cerebral organoids lack desirable supporting structures, such as blood vessels and surrounding tissues, Takahashi says. Since researchers have a limited ability to assess the organoids’ neural activities, it has also been difficult to comprehensively evaluate the function of neuronal networks.

“In our study, we created a new functional analysis tool to assess the comprehensive dynamic change of network activity in a detected field, which reflected the activities of over 1,000 cells,” says first and co-corresponding author Hideya Sakaguchi, a postdoctoral fellow at Kyoto University (currently at Salk Institute). “The exciting thing about this study is that we were able to detect dynamic changes in the calcium ion activity and visualize comprehensive cell activities.”

To generate the organoids, Takahashi, Sakaguchi, and their team created a ball of pluripotent stem cells that have the potential to differentiate into various body tissues. Then, they placed the cells into a dish filled with culture medium that mimicked the environment necessary for cerebral development. Using the organoids, the team successfully visualized synchronized and non-synchronized activities in networks and connections between individual neurons. The synchronized neural activity can be the basis for various brain functions, including memory.

“We believe that our work introduces the possibility of a broad assessment of human cell-derived neural activity,” Sakaguchi says. The method could help researchers understand processes by which information is encoded in the brain through the activity of specific cell populations, as well as the fundamental mechanisms underlying psychiatric diseases, he says.

While cerebral organoids provide a means for studying the human brain, ethical concerns have been previously raised regarding the neural function of cerebral organoids.

“Because cerebral organoids mimic the developmental process, a concern is that they also have mental activities such as consciousness in the future,” Sakaguchi says. “Some people have referenced the famous ‘brains in a vat’ thought experiment proposed by Hilary Putnam, that brains placed in a vat of life-sustaining liquid with connection to a computer may have the same consciousness as human beings.”

However, Takahashi and Sakaguchi believe that cerebral organoids are unlikely to develop consciousness because they lack input from their surrounding environments.

“Consciousness requires subjective experience, and cerebral organoids without sensory tissues will not have sensory input and motor output,” Sakaguchi says. “However, if cerebral organoids with an input and output system develop consciousness requiring moral consideration, the basic and applied research of these cerebral organoids will become a tremendous ethical challenge.”

In the future, applied organoid research will likely explore three main areas — drug discovery, modelling neuropsychiatric disorders, and regenerative medicine, Takahashi says.

“Cerebral organoids can bring great advances to pharmacological companies by replacing traditional animal models and can also be used to model untreatable neural diseases,” he says. “Using our method, it will be possible to analyze cell activity patterns in brain functions to further explore these areas.”

Source:
Cell Press.


















How you and your friends can play a video game together using only your minds











July 1, 2019

UW News





Telepathic communication might be one step closer to reality thanks to new research from the University of Washington. A team created a method that allows three people to work together to solve a problem using only their minds.

In BrainNet, three people play a Tetris-like game using a brain-to-brain interface. This is the first demonstration of two things: a brain-to-brain network of more than two people, and a person being able to both receive and send information to others using only their brain. The team published its results April 16 in the Nature journal Scientific Reports, though this research previously attracted media attention after the researchers posted it September to the preprint site arXiv.

“Humans are social beings who communicate with each other to cooperate and solve problems that none of us can solve on our own,” said corresponding author Rajesh Rao, the CJ and Elizabeth Hwang professor in the UW’s Paul G. Allen School of Computer Science & Engineering and a co-director of the Center for Neurotechnology. “We wanted to know if a group of people could collaborate using only their brains. That’s how we came up with the idea of BrainNet: where two people help a third person solve a task.”

As in Tetris, the game shows a block at the top of the screen and a line that needs to be completed at the bottom. Two people, the Senders, can see both the block and the line but can’t control the game. The third person, the Receiver, can see only the block but can tell the game whether to rotate the block to successfully complete the line. Each Sender decides whether the block needs to be rotated and then passes that information from their brain, through the internet and to the brain of the Receiver. Then the Receiver processes that information and sends a command — to rotate or not rotate the block — to the game directly from their brain, hopefully completing and clearing the line.

The team asked five groups of participants to play 16 rounds of the game. For each group, all three participants were in different rooms and couldn’t see, hear or speak to one another.

The Senders each could see the game displayed on a computer screen. The screen also showed the word “Yes” on one side and the word “No” on the other side. Beneath the “Yes” option, an LED flashed 17 times per second. Beneath the “No” option, an LED flashed 15 times a second.

“Once the Sender makes a decision about whether to rotate the block, they send ‘Yes’ or ‘No’ to the Receiver’s brain by concentrating on the corresponding light,” said first author Linxing Preston Jiang, a student in the Allen School’s combined bachelor’s/master’s degree program.

The Senders wore electroencephalography caps that picked up electrical activity in their brains. The lights’ different flashing patterns trigger unique types of activity in the brain, which the caps can pick up. So, as the Senders stared at the light for their corresponding selection, the cap picked up those signals, and the computer provided real-time feedback by displaying a cursor on the screen that moved toward their desired choice. The selections were then translated into a “Yes” or “No” answer that could be sent over the internet to the Receiver.

“To deliver the message to the Receiver, we used a cable that ends with a wand that looks like a tiny racket behind the Receiver’s head. This coil stimulates the part of the brain that translates signals from the eyes,” said co-author Andrea Stocco, a UW assistant professor in the Department of Psychology and the Institute for Learning & Brain Sciences, or I-LABS. “We essentially ‘trick’ the neurons in the back of the brain to spread around the message that they have received signals from the eyes. Then participants have the sensation that bright arcs or objects suddenly appear in front of their eyes.”

If the answer was, “Yes, rotate the block,” then the Receiver would see the bright flash. If the answer was “No,” then the Receiver wouldn’t see anything. The Receiver received input from both Senders before making a decision about whether to rotate the block. Because the Receiver also wore an electroencephalography cap, they used the same method as the Senders to select yes or no.

The Senders got a chance to review the Receiver’s decision and send corrections if they disagreed. Then, once the Receiver sent a second decision, everyone in the group found out if they cleared the line. On average, each group successfully cleared the line 81% of the time, or for 13 out of 16 trials.

The researchers wanted to know if the Receiver would learn over time to trust one Sender over the other based on their reliability. The team purposely picked one of the Senders to be a “bad Sender” and flipped their responses in 10 out of the 16 trials — so that a “Yes, rotate the block” suggestion would be given to the Receiver as “No, don’t rotate the block,” and vice versa. Over time, the Receiver switched from being relatively neutral about both Senders to strongly preferring the information from the “good Sender.”

The team hopes that these results pave the way for future brain-to-brain interfaces that allow people to collaborate to solve tough problems that one brain alone couldn’t solve. The researchers also believe this is an appropriate time to start to have a larger conversation about the ethics of this kind of brain augmentation research and developing protocols to ensure that people’s privacy is respected as the technology improves. The group is working with the Neuroethics team at the Center for Neurotechnology to address these types of issues.

“But for now, this is just a baby step. Our equipment is still expensive and very bulky and the task is a game,” Rao said. “We’re in the ‘Kitty Hawk’ days of brain interface technologies: We’re just getting off the ground.”



See a related story from NPR.

























France: Police attempt to dislodge eco protesters blocking Paris bridge













https://www.youtube.com/watch?v=ae-ULop-lJM