This article investigates the application of spiking neural networks (SNNs) to the problem of topic modeling (TM): the identification of significant groups of words that represent human-understandable topics in large sets of documents. Our research is based on the hypothesis that an SNN that implements the Hebbian learning paradigm is capable of becoming specialized in the detection of statistically significant word patterns in the presence of adequately tailored sequential input. To support this hypothesis, we propose a novel spiking topic model (STM) that transforms text into a sequence of spikes and uses that sequence to train single-layer SNNs.
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February 2024
For a long time, the ability to solve abstract reasoning tasks was considered one of the hallmarks of human intelligence. Recent advances in the application of deep learning (DL) methods led to surpassing human abstract reasoning performance, specifically in the most popular type of such problems-Raven's progressive matrices (RPMs). While the efficacy of DL systems is indeed impressive, the way they approach the RPMs is very different from that of humans.
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October 2022
Spike-timing-dependent plasticity (STDP) is one of the most popular and deeply biologically motivated forms of unsupervised Hebbian-type learning. In this article, we propose a variant of STDP extended by an additional activation-dependent scale factor. The consequent learning rule is an efficient algorithm, which is simple to implement and applicable to spiking neural networks (SNNs).
View Article and Find Full Text PDFThe goal of General Game Playing (GGP) has been to develop computer programs that can perform well across various game types. It is natural for human game players to transfer knowledge from games they already know how to play to other similar games. GGP research attempts to design systems that work well across different game types, including unknown new games.
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February 2009
Artificial neural networks, trained only on sample deals, without presentation of any human knowledge or even rules of the game, are used to estimate the number of tricks to be taken by one pair of bridge players in the so-called double dummy bridge problem (DDBP). Four representations of a deal in the input layer were tested leading to significant differences in achieved results. In order to test networks' abilities to extract knowledge from sample deals, experiments with additional inputs representing estimators of hand's strength used by humans were also performed.
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