Center-Embedding and Constituency in the Brain and a New Characterization of Context-Free LanguagesDaniel Mitropolsky, Adiba Ejaz, Mirah Shi et al.
A computational system implemented exclusively through the spiking of neurons was recently shown capable of syntax, that is, of carrying out the dependency parsing of simple English sentences. We address two of the most important questions left open by that work: constituency (the identification of key parts of the sentence such as the verb phrase) and the processing of dependent sentences, especially center-embedded ones. We show that these two aspects of language can also be implemented by neurons and synapses in a way that is compatible with what is known, or widely believed, about the structure and function of the language organ. Surprisingly, the way we implement center embedding points to a new characterization of context-free languages.
34.7MLFeb 13, 2024
On Limitations of the Transformer ArchitectureBinghui Peng, Srini Narayanan, Christos Papadimitriou
What are the root causes of hallucinations in large language models (LLMs)? We use Communication Complexity to prove that the Transformer layer is incapable of composing functions (e.g., identify a grandparent of a person in a genealogy) if the domains of the functions are large enough; we show through examples that this inability is already empirically present when the domains are quite small. We also point out that several mathematical tasks that are at the core of the so-called compositional tasks thought to be hard for LLMs are unlikely to be solvable by Transformers, for large enough instances and assuming that certain well accepted conjectures in the field of Computational Complexity are true.
Planning with Biological Neurons and SynapsesFrancesco d'Amore, Daniel Mitropolsky, Pierluigi Crescenzi et al.
We revisit the planning problem in the blocks world, and we implement a known heuristic for this task. Importantly, our implementation is biologically plausible, in the sense that it is carried out exclusively through the spiking of neurons. Even though much has been accomplished in the blocks world over the past five decades, we believe that this is the first algorithm of its kind. The input is a sequence of symbols encoding an initial set of block stacks as well as a target set, and the output is a sequence of motion commands such as "put the top block in stack 1 on the table". The program is written in the Assembly Calculus, a recently proposed computational framework meant to model computation in the brain by bridging the gap between neural activity and cognitive function. Its elementary objects are assemblies of neurons (stable sets of neurons whose simultaneous firing signifies that the subject is thinking of an object, concept, word, etc.), its commands include project and merge, and its execution model is based on widely accepted tenets of neuroscience. A program in this framework essentially sets up a dynamical system of neurons and synapses that eventually, with high probability, accomplishes the task. The purpose of this work is to establish empirically that reasonably large programs in the Assembly Calculus can execute correctly and reliably; and that rather realistic -- if idealized -- higher cognitive functions, such as planning in the blocks world, can be implemented successfully by such programs.
Assemblies of neurons learn to classify well-separated distributionsMax Dabagia, Christos H. Papadimitriou, Santosh S. Vempala
An assembly is a large population of neurons whose synchronous firing is hypothesized to represent a memory, concept, word, and other cognitive categories. Assemblies are believed to provide a bridge between high-level cognitive phenomena and low-level neural activity. Recently, a computational system called the Assembly Calculus (AC), with a repertoire of biologically plausible operations on assemblies, has been shown capable of simulating arbitrary space-bounded computation, but also of simulating complex cognitive phenomena such as language, reasoning, and planning. However, the mechanism whereby assemblies can mediate learning has not been known. Here we present such a mechanism, and prove rigorously that, for simple classification problems defined on distributions of labeled assemblies, a new assembly representing each class can be reliably formed in response to a few stimuli from the class; this assembly is henceforth reliably recalled in response to new stimuli from the same class. Furthermore, such class assemblies will be distinguishable as long as the respective classes are reasonably separated -- for example, when they are clusters of similar assemblies. To prove these results, we draw on random graph theory with dynamic edge weights to estimate sequences of activated vertices, yielding strong generalizations of previous calculations and theorems in this field over the past five years. These theorems are backed up by experiments demonstrating the successful formation of assemblies which represent concept classes on synthetic data drawn from such distributions, and also on MNIST, which lends itself to classification through one assembly per digit. Seen as a learning algorithm, this mechanism is entirely online, generalizes from very few samples, and requires only mild supervision -- all key attributes of learning in a model of the brain.
Self-Attention Networks Can Process Bounded Hierarchical LanguagesShunyu Yao, Binghui Peng, Christos Papadimitriou et al.
Despite their impressive performance in NLP, self-attention networks were recently proved to be limited for processing formal languages with hierarchical structure, such as $\mathsf{Dyck}_k$, the language consisting of well-nested parentheses of $k$ types. This suggested that natural language can be approximated well with models that are too weak for formal languages, or that the role of hierarchy and recursion in natural language might be limited. We qualify this implication by proving that self-attention networks can process $\mathsf{Dyck}_{k, D}$, the subset of $\mathsf{Dyck}_{k}$ with depth bounded by $D$, which arguably better captures the bounded hierarchical structure of natural language. Specifically, we construct a hard-attention network with $D+1$ layers and $O(\log k)$ memory size (per token per layer) that recognizes $\mathsf{Dyck}_{k, D}$, and a soft-attention network with two layers and $O(\log k)$ memory size that generates $\mathsf{Dyck}_{k, D}$. Experiments show that self-attention networks trained on $\mathsf{Dyck}_{k, D}$ generalize to longer inputs with near-perfect accuracy, and also verify the theoretical memory advantage of self-attention networks over recurrent networks.
2.3GTSep 13, 2020
The Platform Design ProblemChristos Papadimitriou, Kiran Vodrahalli, Mihalis Yannakakis
On-line firms deploy suites of software platforms, where each platform is designed to interact with users during a certain activity, such as browsing, chatting, socializing, emailing, driving, etc. The economic and incentive structure of this exchange, as well as its algorithmic nature, have not been explored to our knowledge. We model this interaction as a Stackelberg game between a Designer and one or more Agents. We model an Agent as a Markov chain whose states are activities; we assume that the Agent's utility is a linear function of the steady-state distribution of this chain. The Designer may design a platform for each of these activities/states; if a platform is adopted by the Agent, the transition probabilities of the Markov chain are affected, and so is the objective of the Agent. The Designer's utility is a linear function of the steady state probabilities of the accessible states minus the development cost of the platforms. The underlying optimization problem of the Agent -- how to choose the states for which to adopt the platform -- is an MDP. If this MDP has a simple yet plausible structure (the transition probabilities from one state to another only depend on the target state and the recurrent probability of the current state) the Agent's problem can be solved by a greedy algorithm. The Designer's optimization problem (designing a custom suite for the Agent so as to optimize, through the Agent's optimum reaction, the Designer's revenue), is NP-hard to approximate within any finite ratio; however, the special case, while still NP-hard, has an FPTAS. These results generalize from a single Agent to a distribution of Agents with finite support, as well as to the setting where the Designer must find the best response to the existing strategies of other Designers. We discuss other implications of our results and directions of future research.
4.3DSOct 28, 2018
Smoothed Analysis of Discrete Tensor Decomposition and Assemblies of NeuronsNima Anari, Constantinos Daskalakis, Wolfgang Maass et al.
We analyze linear independence of rank one tensors produced by tensor powers of randomly perturbed vectors. This enables efficient decomposition of sums of high-order tensors. Our analysis builds upon [BCMV14] but allows for a wider range of perturbation models, including discrete ones. We give an application to recovering assemblies of neurons. Assemblies are large sets of neurons representing specific memories or concepts. The size of the intersection of two assemblies has been shown in experiments to represent the extent to which these memories co-occur or these concepts are related; the phenomenon is called association of assemblies. This suggests that an animal's memory is a complex web of associations, and poses the problem of recovering this representation from cognitive data. Motivated by this problem, we study the following more general question: Can we reconstruct the Venn diagram of a family of sets, given the sizes of their $\ell$-wise intersections? We show that as long as the family of sets is randomly perturbed, it is enough for the number of measurements to be polynomially larger than the number of nonempty regions of the Venn diagram to fully reconstruct the diagram.
5.3ROJun 4, 2018
Passive Static Equilibrium with Frictional Contacts and Application to Grasp Stability AnalysisMaximilian Haas-Heger, Christos Papadimitriou, Mihalis Yannakakis et al.
This paper studies the problem of passive grasp stability under an external disturbance, that is, the ability of a grasp to resist a disturbance through passive responses at the contacts. To obtain physically consistent results, such a model must account for friction phenomena at each contact; the difficulty is that friction forces depend in non-linear fashion on contact behavior (stick or slip). We develop the first polynomial-time algorithm which either solves such complex equilibrium constraints for two-dimensional grasps, or otherwise concludes that no solution exists. To achieve this, we show that the number of possible `slip states' (where each contact is labeled as either sticking or slipping) that must be considered is polynomial (in fact quadratic) in the number of contacts, and not exponential as previously thought. Our algorithm captures passive response behaviors at each contact, while accounting for constraints on friction forces such as the maximum dissipation principle.
33.7GTSep 8, 2017
Cycles in adversarial regularized learningPanayotis Mertikopoulos, Christos Papadimitriou, Georgios Piliouras
Regularized learning is a fundamental technique in online optimization, machine learning and many other fields of computer science. A natural question that arises in these settings is how regularized learning algorithms behave when faced against each other. We study a natural formulation of this problem by coupling regularized learning dynamics in zero-sum games. We show that the system's behavior is Poincaré recurrent, implying that almost every trajectory revisits any (arbitrarily small) neighborhood of its starting point infinitely often. This cycling behavior is robust to the agents' choice of regularization mechanism (each agent could be using a different regularizer), to positive-affine transformations of the agents' utilities, and it also persists in the case of networked competition, i.e., for zero-sum polymatrix games.
4.8NEDec 26, 2014
Unsupervised Learning through Prediction in a Model of CortexChristos H. Papadimitriou, Santosh S. Vempala
We propose a primitive called PJOIN, for "predictive join," which combines and extends the operations JOIN and LINK, which Valiant proposed as the basis of a computational theory of cortex. We show that PJOIN can be implemented in Valiant's model. We also show that, using PJOIN, certain reasonably complex learning and pattern matching tasks can be performed, in a way that involves phenomena which have been observed in cognition and the brain, namely memory-based prediction and downward traffic in the cortical hierarchy.