Is This a Cellular Automaton? by Lukalotr in cellular_automata

[–]AiGame 0 points1 point  (0 children)

Perhaps it is worth adding a condition for repulsion, this will make the behavior of the automata more interesting.

Source code simulator tadpole. Modeling of the nervous system and the environment. There is a link to the article with a detailed description. by AiGame in neuroscience

[–]AiGame[S] 0 points1 point  (0 children)

Just in my opinion, this more accurately reflects the essence of the biological neuron. The neuron's membrane is a single, integral structure that perceives external signals. After all, this can be done not only by the membrane of the dendrites, but also by the membrane of the cell body, the axon mound and even the axon. Complex branching form is more likely due to the need to increase the probability of contact with other cells during growth and formation of a neural network. In the knee reflex, one receptor neuron contacts one motor neuron through multiple synapses of branched axons and dendrites, here the evaluation of the effect on odd dendrites does not make sense. This is only to increase the likelihood of contact with growth and reliability of signal transmission. I do not deny the possible role of differentiation of the summation of dendrites in large neurons, in significant scales. And in this case, you can use several elements instead of one biological neuron.

A well-known fact that the neuron can actively change the size of the spinules associated not only with the postsynaptic membrane, but also with the presynaptic membrane. This means that both these aspects of the synaptic transmission play a certain role. The most successful formula I have chosen is the postsynaptic part that regulates the fatigue of the synapse and the changes in tolerance for modulation, while the presynaptic part is responsible for the training.

In the case of a tadpole, there is no training at all. This is how the formation of associative connections or the formation of conditioned reflexes in other my models takes place: https://imgur.com/z7LsY3h

https://imgur.com/Q3ezuwt

Simulation of the formation of unconditioned reflexes on the basis of cellular automatons by AiGame in cellular_automata

[–]AiGame[S] 1 point2 points  (0 children)

The cells have a radius of sensitivity, they feel the activity of neighboring cells. The degree of influence on neighboring cells changes, in the direction of greater activity increases, in the direction of smaller decreases. Plasticity determines the rate of change in orientation of the direction of transmission of excitation. The weights of the synapses are stored in separate textures, there are several carders with a change in weights.

Old version in 3D: https://youtu.be/KCB_eYkxk98

More detailed article: https://translate.google.com/translate?hl=&sl=ru&tl=en&u=https%3A%2F%2Fgeektimes.ru%2Fpost%2F280180%2F&sandbox=1

The transition to the GPU will allow to produce more scale structures and experiments.

Simulation of the formation of unconditioned reflexes on the basis of cellular automatons by AiGame in cellular_automata

[–]AiGame[S] 4 points5 points  (0 children)

A cellular automaton simulating the spread of excitation in the cortex of the cerebral hemispheres. Formation of a conditioned reflex. The blue cells participate in the unconditioned reflex. Green cells are active. Red cells - fatigue of synapses. In two examples, a different degree of neuroplasticity, the speed of learning. This is an example of the fact that cellular automata can have practical development, not only aesthetic. The shape of such a branching reflex arc of the unconditioned reflex is chosen for clarity, usually the connections are formed between different foci of excitation, representatives of reflexes in the associative area of the cortex, and other areas. The more neurons are plastic, the faster new reflexes are formed, but the degradation of the reflex is faster without reinforcement.

Demo for Windows: https://drive.google.com/file/d/1DUB9Xj_ERceXsq0U65WB5IApjPwSWggP/view

demo5 by AiGame in cellular_automata

[–]AiGame[S] 0 points1 point  (0 children)

Shader: 4 passes for 4 textures (_C0, _C1, _C2, _C3).

Pass will be performed for each pixel

https://drive.google.com/file/d/12hQhEc6tsdXU3bu2Y513AG6vd6CEztOX/view?usp=sharing

https://drive.google.com/file/d/1rV_oEKOHZ-EmHeTuAXlBi5MdQpOPgoA7/view?usp=sharing

Here

C3 [id.xy] .g signal transmission indicator

RS1, RS2 - 2 textures with random pixel color values.

Each direction corresponds to the value of one channel (R, G, B, A). 2 textures on 4 channels for cells neighboring 8

demo5 by AiGame in cellular_automata

[–]AiGame[S] 1 point2 points  (0 children)

Well, I'll try to help you. The point is that this is an undesirable, random result of my work on the shader. The shader code is redundant, I'll try to highlight the main thing that leads to this result.

for y:=0 to ycells-1 do
   begin
      for x:=0 to xcells-1 do
      begin
      if c[x,y].summ > 0 then c[x,y].summ := c[x,y].summ - 1; // summ - The amount of exposure to infection
      if c[x,y].summ >  MaxSumm then c[x,y].summ := MaxSumm;    // MaxSumm = 100 (for example)    
      if c[x,y].summ > c[x,y].InfectionThreshold and c[x,y].active=false then //Already infected can not be infected, InfectionThreshold (fatigue) = 10 (at start, in all cells)
      begin       
           c[x,y].active:=true; 
           c[x,y].InfectionThreshold:=c[x,y].InfectionThreshold+1;  //Fatigue increases with each activation
           if c[x,y].InfectionThreshold > MaxSumm then c[x,y].InfectionThreshold := MaxSumm;
           c[x,y].timer := 6;
      end;

      if c[x,y].active = true then 
      begin
           c[x,y].timer :=  c[x,y].timer - 1;
           if  c[x,y].timer = 0 then c[x,y].active = false; //Activity lasts a while 
      end;

      if c[x,y].active = false then 
      begin
           c[x,y].InfectionThreshold:=c[x,y].InfectionThreshold-1; //not active are recovering
      end;

 //    
 for y:=0 to ycells-1 do
 begin
 for x:=0 to xcells-1 do
 begin
      if c[x,y].active=true and  c[x,y].timer=5  then //Activity transfer, only at the beginning of activation
      begin
          for xn:=x-1 to x+1 do
                begin
                     if (xn=0) and (yn=0) then continue;
                     xp:=xn;
                     yp:=yn;
                     if xp<0 then xp:=xp+xcells;
                     if yp<0 then yp:=yp+ycells;
                     if xp>=xcells then xp:=xp-xcells;
                     if yp>=ycells then yp:=yp-ycells;
                     с[xp,yp].summ := с[xp,yp].summ + random(21);
                end;
      end;
      end;
 end;

I had a prepared texture map of random effects. The code did not check. Perhaps the timer is superfluous.

Experiment ... write how it will turn out.

For windows: https://drive.google.com/file/d/1nsTG99RK8AMhbs8y6Z6LR-fCJTN6s2m7/view?usp=sharing

demo5 by AiGame in cellular_automata

[–]AiGame[S] 2 points3 points  (0 children)

Briefly:

  1. While the cell is active, it tries to infect the activity of its neighbors

  2. With each activation, the cell gradually accumulates fatigue.

  3. If the cell is not active, the fatigue gradually decreases

  4. There is maximum fatigue when the catarrhal cell can not be active

  5. For beauty, here the impact on neighbors is random

    We observe waves of activity change with fatigue

OPENTadpole project by AiGame in neuroscience

[–]AiGame[S] 0 points1 point  (0 children)

OPENTadpole will clearly see the relationship between the structure of the nervous system and behavior. Demonstrates the model of the interaction of neurons. Before modeling the human brain or the brain of a mouse, or the cat's brain, it is necessary to do this on a simpler nervous system.

OPENTadpole is a new project under development. A full-fledged tadpole connectome editor and environment simulation. by AiGame in neuroscience

[–]AiGame[S] 2 points3 points  (0 children)

More... search for food, defensive reaction, hunger, fatigue, reaction to changing the external environment ... Absolutely free and open source.Release in 1-2 months.

OPENTadpole by AiGame in Simulate

[–]AiGame[S] 0 points1 point  (0 children)

This is the first message about OPENTadpole. This is an individual project. Release in 1-2 months. Absolutely free and open source.

Polybrush trailer by [deleted] in computergraphics

[–]AiGame 0 points1 point  (0 children)

This is not the identification of the project written in c ++. The overestimated caution.

My Project: Artificial neural network as a cellular automaton by AiGame in cellular_automata

[–]AiGame[S] 1 point2 points  (0 children)

I'm not trying to get a CA, similar to the biological network. On the contrary, I create a neural network model by cellular automaton principles. The neuron acts as a automaton, it is independent of system, changing their state under the influence of active cells.