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design.md

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Cell: can be poked, Must reach firing threshold before firing firing tank is filled up faster when cell is poked baseline firing rate is determined by the replenishment rate and the threshold the more pokes received from a certain direction the more responsive this cell becomes to the pokes can be killed if it pokes too much upper frequency limit before the cell physicaly dies system wide can poke multiple cells simultaneously poking depletes the surrounding resources slightly. Cell has maximum recover speed has a location is more affected by pokes of close by axons can have up to 100,000 dendrites dendrites become more receptive the more pokes received. cells have a baseline firing rate. more stimulation from surrounding cells causes faster firing

Axon: has beginning has end uses resources in surrounding regions along the axon to propagate impulse along its length

Concept Reward: Reward is global. All cells receive reward or all cells do not receive reward

Concept Starting energy: we start with a set amount of energy that is external but is delivered to the cells that require it

Task: Some metrics upon which more energy is afforded to the cells the task is given through interface neurons? not sure the task will not be programmed in the loobbe design. what triggers specialization?

Success: level adaptation specialization self preservation

Resources: Resources at a one supply location diffuse like a salt diffuses in water defuse speed is a system wide variable

Physical limit: Each cell occupies a finite amount of space. Each cell cannot grow beyond a certain size limit the total size of the cells cannot exceed a certain limit

System input: resources task (impulses)

System output: impulses

Interpreter: interprets impulses in a specified way that is not formally known to the cells

All modules have state methods so that the internal workings of the lobe can be viewed

Managing communication * Management of who pokes who when cannot be designed hastily. There are * two problems that must be adderessed. The first is the atomicity of * firing. The second is program complexity. * * Atomicuty of firing is needed to ensure that when an axon fires, all its * target cells recieve the impulse within approxmatly the same time. * This is neccessary because the behavior of cells is largely dependant on * the timing of the firining. Much information is carried in the frequency * of firing in many types of neurons * * Program complexity must also be considered since the human brain contains * more than 1 billion neurons. Each with up to 100 thousand target neurons * at the terminal end of each axon. We should avoid creating 1 billion * linked lists, each with 100 thousand items to be updated in every * iteration of the program

Neuron Monitors Dendrite connections - random start, spread around area of cell head. More receptive to neurons that fire in sync with this neuron. Slowly goes back to original strength in decay pattern if pattern not repeated Glucose - energy for cell Oxygen - reward Electrolyts - Cells send impulses using electrolytes. impulses bring cell closer to firing ATP - ATP to be used by electrolyte pumps to restore baseline voltage

Controls
	Impulse - by depolarising impulse travels along axon
	Electrolyte pumps - use glucose to restablish nominal membrane potential after nuron fires
	Suicide - Programmed cell death. Occurs when resources run low, or cell is over burdended
	Axon growth - Random. length and direction and connections assigned initially
	Synapses - nurons that fire together, wire together. Nurons that fire apart, wire apart

Lobe Monitors Output neurons - "motor neurons" lobe external connections connect to members of lobe Resource levels - has a way of measuring resources floating around cells Task - file passed, no specific format

Controls
	Glucose - provide glucose to the cells in the lobe
	Input neurons - Sensory neurons that get singals from outside of lobe