Neural networks are known to be universal computers for Boolean functions. Recent advancements in hardware have significantly reduced matrix multiplication times, making neural network simulation both fast and efficient. Consequently, functions defined by complex Boolean networks are increasingly viable candidates for simulation through their neural network representation. Prior research has introduced a general method for deriving neural network representations of Boolean networks. However, the resulting neural networks are often suboptimal in terms of the number of neurons and connections, leading to slower simulation performance. Optimizing them while preserving functional equivalence --lossless optimization-- is an NP-hard problem, and current methods only provide lossy solutions. In this paper, we present a deterministic algorithm to optimize such neural networks in terms of neurons and connections while preserving functional equivalence. Moreover, to accelerate the compression of the neural network, we introduce an objective-aware algorithm that exploits representations that are shared among subproblems of the overall optimization. We demonstrate experimentally that we are able to reduce connections and neurons by up to 70% and 60%, respectively, in comparison to state-of-the-art. We also find that our objective-aware algorithm results in consistent speedups in optimization time, achieving up to 34.3x and 5.9x speedup relative to naive and caching solutions, respectively. Our methods are of practical relevance to applications such as high-throughput circuit simulation and placing neurosymbolic systems on the same hardware architecture.
Reinforcement learning algorithms often struggle to learn in partially observable environments, where different states of the environment may appear identical. However, not all partially observable environments pose the same level of difficulty for learning. This work introduces the concept of dissonance distance, a metric that can estimate the difficulty of learning in such environments. We demonstrate that self-information, such as internal oscillations or memory of previous actions, can increase the dissonance distance and make learning easier in partially observable environments. Additionally, sensory occlusion may occur after learning was completed, leading to a lack of sufficient information and catastrophic failure. To address this, we propose a spatially layered architecture (SLA) inspired by the brain, which trains multiple policies in parallel for the same task. SLA can change the amount of external information processed at each timestep, providing an adaptive approach to handle the changing information in the environment state-space. We evaluate the effectiveness of our SLA method showing learnability and robustness against realistic noise and occlusion in sensory inputs for the partially observable Continuous Mountain Car environment. We hypothesize that multi-policy approaches like SLA might explain the complex dopamine dynamics in the brain that cannot be explained with the state of the art scalar Temporal Difference error.
Current reinforcement learning (RL) models are often claimed to explain animal behavior. However, they are designed for artificial agents that sense, think, and react much faster than the brain, and they tend to fail when operating under human-like sensory and reaction times. Despite using slow neurons, the brain achieves precise and low-latency control through a combination of predictive and sequence learning. The basal ganglia is hypothesized to learn compressed representations of action sequences, allowing the brain to produce a series of actions for a given input. We present the Hindsight-Sequence-Planner (HSP), a model of the basal ganglia and the prefrontal cortex that operates under "brain-like" conditions: slow information processing with quick sensing and actuation. Our "temporal recall" mechanism is inspired by the prefrontal cortex's role in sequence learning, where the agent uses an environmental model to replay memories at a finer temporal resolution than its processing speed while addressing the credit assignment problem caused by scalar rewards in sequence learning. HSP employs model-based training to achieve model-free control, resulting in precise and efficient behavior that appears low-latency despite running on slow hardware. We test HSP on various continuous control tasks, demonstrating that it not can achieve comparable performance 'human-like' frequencies by relying on significantly fewer observations and actor calls (actor sample complexity).
The current reinforcement learning framework focuses exclusively on performance, often at the expense of efficiency. In contrast, biological control achieves remarkable performance while also optimizing computational energy expenditure and decision frequency. We propose a decision-bounded Markov decision process (DB-MDP) that constrains the number of decisions and computational energy available to agents in reinforcement learning environments. Our experiments demonstrate that existing reinforcement learning algorithms struggle within this framework, leading to either failure or suboptimal performance. To address this, we introduce a biologically inspired, temporally layered architecture (TLA), enabling agents to manage computational costs through two layers with distinct timescales and energy requirements. TLA achieves optimal performance in decision-bounded environments and in continuous control environments, matching state-of-the-art performance while using a fraction of the computing cost. Compared to current reinforcement learning algorithms that solely prioritize performance, our approach significantly lowers computational energy expenditure while maintaining performance. These findings establish a benchmark and pave the way for future research on energy and time-aware control.
We present a temporally layered architecture (TLA) for temporally adaptive control with minimal energy expenditure. The TLA layers a fast and a slow policy together to achieve temporal abstraction that allows each layer to focus on a different time scale. Our design draws on the energy-saving mechanism of the human brain, which executes actions at different timescales depending on the environment's demands. We demonstrate that beyond energy saving, TLA provides many additional advantages, including persistent exploration, fewer required decisions, reduced jerk, and increased action repetition. We evaluate our method on a suite of continuous control tasks and demonstrate the significant advantages of TLA over existing methods when measured over multiple important metrics. We also introduce a multi-objective score to qualitatively assess continuous control policies and demonstrate a significantly better score for TLA. Our training algorithm uses minimal communication between the slow and fast layers to train both policies simultaneously, making it viable for future applications in distributed control.
Register Transfer Level (RTL) simulation and verification of Digital Circuits are extremely important and costly tasks in the Integrated Circuits industry. While some simulators have incorporated the exploitation of parallelism in the structure of Digital Circuits to run on multi-core CPUs, the maximum throughput they achieve quickly reaches a plateau, as described by Amdahl’s Law. Recent research from Nvidia has obtained much higher throughput in simulations using GPUs, highlighting the potential of these devices for Digital Circuit simulation. However, they were required to incorporate sophisticated algorithms to support GPU simulation. In addition, the unbalanced structure of real-life Digital Circuits provides difficulties for processing on multi-threaded devices. In this paper, we present a Digital Circuit compiler that utilizes Neural Networks to exploit the various parallelisms in RTL simulation, making use of PyTorch, a widely-used Neural Network framework that facilitate their simulation on GPUs. By using properties of Boolean Functions, we developed a novel algorithm that converts any Digital Circuit into a Neural Network, and optimization techniques that help in pushing the thread computational capability to the limit. The results show three orders of magnitude higher throughput than Verilator RTL simulator, an improvement of one order of magnitude compared to the state-of-the-art GPU techniques from Nvidia. We believe that the use of Neural Networks not only provides a significant improvement in simulation and verification tasks in the Integrated Circuits industry, but also opens a line of research for simulators at the logic and physical gate level.
We present temporally layered architecture (TLA), a biologically inspired system for temporally adaptive distributed control. TLA layers a fast and a slow controller together to achieve temporal abstraction that allows each layer to focus on a different time-scale. Our design is biologically inspired and draws on the architecture of the human brain which executes actions at different timescales depending on the environment's demands. Such distributed control design is widespread across biological systems because it increases survivability and accuracy in certain and uncertain environments. We demonstrate that TLA can provide many advantages over existing approaches, including persistent exploration, adaptive control, explainable temporal behavior, compute efficiency and distributed control. We present two different algorithms for training TLA: (a) Closed-loop control, where the fast controller is trained over a pre-trained slow controller, allowing better exploration for the fast controller and closed-loop control where the fast controller decides whether to "act-or-not" at each timestep; and (b) Partially open loop control, where the slow controller is trained over a pre-trained fast controller, allowing for open loop-control where the slow controller picks a temporally extended action or defers the next n-actions to the fast controller. We evaluated our method on a suite of continuous control tasks and demonstrate the advantages of TLA over several strong baselines.
Deep Spiking Neural Networks (SNNs) with event-driven dynamics become increasingly popular in many challenging Machine Learning applications, based on their cheap and efficient computations. The discontinuity of the SNN dynamics, however, leads to problems in the learning process, resulting in performance loss, as the dominant gradient-based training approaches are not easily adaptable to the discontinuous SNN activation domain. One promising approach develops SNNs by converting trained Deep Neural Networks to SNNs, which has been very successful in classification applications. Recently, the scope of the conversion studies has been extended to Deep Q-Networks (DQNs), and highly competitive performance has been achieved on many challenging Atari games. The present work provides a comprehensive description of the DQN to SNN conversion algorithm and evaluates the causes of the potential performance loss during the conversion process. We analyze three key factors which allow practical implementations without loss of generality for a large class of highly demanding Q-learning problems, including robust conversion rate, threshold percentile, and simulation time. Our results are not only competitive to DQN in terms of performance but also highly efficient, which is extremely beneficial upon implementations on neuromorphic platforms.
Deep neural networks have long training and processing times. Early exits added to neural networks allow the network to make early predictions using intermediate activations in the network in time-sensitive applications. However, early exits increase the training time of the neural networks. We introduce QuickNets: a novel cascaded training algorithm for faster training of neural networks. QuickNets are trained in a layer-wise manner such that each successive layer is only trained on samples that could not be correctly classified by the previous layers. We demonstrate that QuickNets can dynamically distribute learning and have a reduced training cost and inference cost compared to standard Backpropagation. Additionally, we introduce commitment layers that significantly improve the early exits by identifying for over-confident predictions and demonstrate its success.
Digital circuits are the basic structure of most of today's electronic devices. Simulation plays a critical role in the iterative development of such circuits as a consequence of the time and financial expenses that accompany fabrication. There are existing tools that achieve simulation by modeling circuits with Hardware Description Languages (HDL). However, with recent advances in neural networks (NN) and hardware accelerators for NN simulation, a niche of digital circuit simulation via NNs has opened up. Here, we introduce C2NN (Circuit to Neural Network), a novel method that converts (or transpiles) any digital circuit expressed in a HDL into a NN for simulation. The conversion to a NN representation not only affords the benefits of parallelization, the use of GPUs for simulation, and optimizations such as pruning, but it also provides a methodology for achieving equivalent digital circuit computation in neuromorphic hardware. We describe the transpilation process of C2NN and verify its correctness on small- and large-scale digital circuits. We also found that the simulation time of the transpiled circuits is competitive with one of the fastest digital circuit simulators.
Spiking neural networks (SNNs) have great potential for energy-efficient implementation of Deep Neural Networks (DNNs) on dedicated neuromorphic hardware. Recent studies demonstrated competitive performance of SNNs compared with DNNs on image classification tasks, including CIFAR-10 and ImageNet data. The present work focuses on using SNNs in combination with deep reinforcement learning in ATARI games, which involves additional complexity as compared to image classification. We review the theory of converting DNNs to SNNs and extending the conversion to Deep Q-Networks (DQNs). We propose a robust representation of the firing rate to reduce the error during the conversion process. In addition, we introduce a new metric to evaluate the conversion process by comparing the decisions made by the DQN and SNN, respectively. We also analyze how the simulation time and parameter normalization influence the performance of converted SNNs. We achieve competitive scores on 17 top-performing Atari games. To the best of our knowledge, our work is the first to achieve state-of-the-art performance on multiple Atari games with SNNs. Our work serves as a benchmark for the conversion of DQNs to SNNs and paves the way for further research on solving reinforcement learning tasks with SNNs.
Leading mainstream image processing approaches produce excellent performance using convolutional neural networks trained by backpropagation (BP) learning rules. Unsupervised learning approaches have been popular due to their biological significance, though they typically underperform compared to BP results. In this work, we demonstrate that features extracted in an unsupervised manner using the biologically inspired Hebbian learning rule in a winner-take-all setting, perform competitively with BP on the image classification task. The convolutional filters learned by Hebbian rule are smoother than filters learned using BP. The quality of the two training approaches is compared based on metrics such as the speed of training and classification accuracy. We demonstrate that the extracted features of unsupervised learning are more robust to noise as compared to BP.
Deep Reinforcement Learning (RL) demonstrates excellent performance on tasks that can be solved by trained policy. It plays a dominant role among cutting-edge machine learning approaches using multi-layer Neural networks (NNs). At the same time, Deep RL suffers from high sensitivity to noisy, incomplete, and misleading input data. Following biological intuition, we involve Spiking Neural Networks (SNNs) to address some deficiencies of deep RL solutions. Previous studies in image classification domain demonstrated that standard NNs (with ReLU nonlinearity) trained using supervised learning can be converted to SNNs with negligible deterioration in performance. In this paper, we extend those conversion results to the domain of Q-Learning NNs trained using RL. We provide a proof of principle of the conversion of standard NN to SNN. In addition, we show that the SNN has improved robustness to occlusion in the input image. Finally, we introduce results with converting full-scale Deep Q-network to SNN, paving the way for future research to robust Deep RL applications.
In recent years, spiking neural networks (SNNs) have demonstrated great success in completing various machine learning tasks. We introduce a method for learning image features with locally connected layers in SNNs using a spike-timing-dependent plasticity (STDP) rule. In our approach, sub-networks compete via inhibitory interactions to learn features from different locations of the input space. These locally-connected SNNs (LC-SNNs) manifest key topological features of the spatial interaction of biological neurons. We explore a biologically inspired n-gram classification approach allowing parallel processing over various patches of the image space. We report the classification accuracy of simple two-layer LC-SNNs on two image datasets, which respectively match state-of-art performance and are the first results to date. LC-SNNs have the advantage of fast convergence to a dataset representation, and they require fewer learnable parameters than other SNN approaches with unsupervised learning. Robustness tests demonstrate that LC-SNNs exhibit graceful degradation of performance despite the random deletion of large numbers of synapses and neurons. Our results have been obtained using the BindsNET library, which allows efficient machine learning implementations of spiking neural networks.
The development of spiking neural network simulation software is a critical component enabling the modeling of neural systems and the development of biologically inspired algorithms. Existing software frameworks support a wide range of neural functionality, software abstraction levels, and hardware devices, yet are typically not suitable for rapid prototyping or application to problems in the domain of machine learning. In this paper, we describe a new Python package for the simulation of spiking neural networks, specifically geared toward machine learning and reinforcement learning. Our software, called BindsNET1, enables rapid building and simulation of spiking networks and features user-friendly, concise syntax. BindsNET is built on the PyTorch deep neural networks library, facilitating the implementation of spiking neural networks on fast CPU and GPU computational platforms. Moreover, the BindsNET framework can be adjusted to utilize other existing computing and hardware backends; e.g., TensorFlow and SpiNNaker. We provide an interface with the OpenAI gym library, allowing for training and evaluation of spiking networks on reinforcement learning environments. We argue that this package facilitates the use of spiking networks for large-scale machine learning problems and show some simple examples by using BindsNET in practice.