Clustering and adaptive maps
These notes have not yet been finalized for Winter, 1999.
Readings
Required readings:
Chapter 13 page 452-459 (Radial Basis Functions and interpolation),
Chapter 10 pages 286-290, 304-329 and
340-end of chapter (representations), Chapter 14, and Section 10.4.2 of
"Neural network approaches to solving hard problems" article in coursepack.
Types of representations
There are two major kinds of
representations in brains and in artifical neural networks:
- Distributed
- Localist
Anderson refers to the localist variety as a "grandmother cell
representation", because it would suggest that one would have a cell tuned
uniquely to each possible pattern, including a cell for detecting one's
grandmother. Localist representations make it difficult to respond to
in-between stimuli, e.g. if there is a white car detector and a black car
detector, a grey car will not be recognized. Distributed representations are
much more economical (require fewer neurons) and unlike localist ones, they do
allow interpolation/generalization. On the other hand, highly
distributed representations are more difficult to interpret unambiguously and
therefore to respond quickly
to. If an animal has a single cell that responds to "a lion approaching", it
may react quickly to this important stimulus by associating a motor response
("flee") directly to the firing of that one lion-detecting cell.
Representations of maps in cortex
Two-dimensional feature maps are a common type of representation to many
sensory areas of the cerebral
cortex. The defining characteristic of a feature map is that features are
layed out in an orderly, topographic fashion across the cortical surface, so
that neighboring cells tend to respond to similar feature values. We see this
pattern in the layout of the body surface (tactile receptors) in
somatosensory cortex, in the layout of auditory space and frequency in
auditory cortex, and in the layout of orientation responses in visual cortex,
to name just a few examples. Cortical maps may be thought of as falling
somewhere in between highly
distributed and extremely localist representations. For simple input patterns,
the resulting activation in the cortical map tends to be
focused on one small cluster or region in the map. For example, in an
orientation map, a single vertical bar in the middle of the retina would
strongly activate vertically tuned cells in the middle of the brain's
orientation map, but would also weakly activate similarly orentation-tuned
cells in the same region. Thus, with relatively few cells tuned to particular
orientations, the brain can detect other orientations with high precision from
the relative firing rates of similarly tuned units.
Competitive Learning and Self-Organizing Feature Maps (SOFM)
Self-Organized Feature Maps are a version of competitive
learning proposed by Kohonen, that allow a network to develop a feature map
such as the ones described in the previous section.
Self-organized learning can be characterized as displaying "global order
emerging from local interactions". One example of self-organized learning in a
neural network is the SOFM algorithm.
There are 3 important principles from which the SOFM algorithm is derived:
- Self-amplification
- Competition
- Co-operation
We can defined these principles for the case of the SOFM as follows:
- Self-amplification: units which are on together tend to
become more strongly connected. Thus, positive connections tend to be
self-amplifying. This is just the Hebbian learning principle.
- Competition: Units enter into a competition according to
which one responds "best" to the input. The definition of "best" is typically
according to either (i) the Euclidean distance between the unit's weight
vector and the input, or (ii) the size of the dot product between the unit's
weight vector and the input. Provided the vectors are normalized, a minimum
Euclidean distance is equivalent to a maximum dot product so it doesn't matter
which you choose. The best-matching unit is deemed to be the winner of the
competition.
-
Co-operation:
In the SOFM, each unit in the "competing layer" is fully connected to the
input layer. Further, each competing unit is given a location on the map. Most
often, a 2-dimensional map is used so the units are assigned locations on a
2-D lattice. (maps of one dimension or more than two dimensions are also
possible). Whenever a given unit wins the competition, its neighbors are also
given a chance to learn. The rule for deciding who are the neighbors may be
the "nearest neighbor" rule, i.e. only the 4 nearest units in the lattice are
considered to be in the neighborhood, or it could be "2 nearest neighbors", or
the neighborhood could be defined as a shrinking function of the distance
from each other unit and the winner. Whatever the basis for determining
neighborhood membership, the winner and all its neighbors do some Hebbian
learning, while units not in the neighborhood do not learn for a given
pattern.
Competitive Learning is closely related to the SOFM. In fact,
one commonly used version of competitive learning simply consists of using a
winner-take-all activation function and Hebbian learning. This is similar to
SOFM except that there is no co-operative mechanism (no neighborhood), so only
the winning unit adapts its weights.
The online demos illustrate the difference between the behavior of the SOFM
(Kohonen's model) and simple competitive learning on a simple problem:
learning to cluster images of oriented bars. The SOFM was demonstrated on this
problem in class.