itch site on the contralateral arm. This function is
coded in parietal cortex neurons (Ferraina et al,
2009). A different seeker bryte at the itch site on the
other arm can at the same time move the itch site
toward the finger that is trying to scratch it. This will
eventually bring the scratcher to the itch, but
unfortunately the arms will not only collide, they
will also try to move through each other. To prevent
this, a several hundred ‘avoider’ brytes are scattered
over the whole surface of both arms. These brytes,
blue bryte in Figure 2, have access to the location of
many points distributed on the contralateral arm.
Using this information each avoider bryte, computes
a direction to move away from the other arm so as
not to hit it. This function is coded in neurons in pre-
motor cortex (Graziano, et al, 1994). The
appropriately weighed sum of the movement
directions of all these avoider brytes will keep the
arms from hitting. When the movements specified
by the scratcher brytes are added to those of the
avoiders, the two arms move so that the itch is
scratched and collisions are avoided
.
Figure 3: Examples of starting and ending postures of both
arms moving to scratch an itch. In A, B and C the
movements are successful while in D a local minimum is
encountered.
Examples of starting and ending arm postures are
show in Figure 3. The important point is that once an
itch and scratch site are specified, brytes can be used
to get the job done. This depends on having a way to
combine together all the computations done by the
brytes from their local viewpoints. In this case a
simple summing operation was all that is needed.
Sometimes the movement vectors for scratching
and avoiding contact cancel and movement is caught
in a local minima before reaching the goal, Figure
1D. This problem arises in many behavioural
contexts. Particular solutions to individual cases are
usually easy to find, but more general cognitive
solutions are of more interest. Some of these general
solutions to local minima are implemented
elsewhere (Zipser, 2009, 2010) in bryte models of
grasping in the presents of obstacles
.
Movies of the running simulation and a GUI that
allows many factors to be manipulated are available
on line (http://crcns.org/data-sets/movements/zipser-
1/). The code for the simulation of this model is
quite concise and the simulation runs rapidly. Those
interested in the mathematical details of the
simulation and a discussion of how the required
information is represented in the nervous system can
find them here (Zipser, 2012).
3 DECIDING TO ACT
3.1 Selecting an Appendage to do the
Scratching
Suppose you have an itch on your right calf. You
could bend over and scratch it with either hand or
you could scratch it with the side of your foot on
your left leg. How do you know that you have these
options, and how do you decide which to use? This
is an example of a kind of problem you constantly
confront, so finding a fairly general solution is of
some interest. One general solution that is often
proposed is ’simulation’ i.e. imagining what will
happen if we do something and then not doing it if it
leads to bad results. Since we can apparently do
mental simulation, it seems reasonable to use it for
this kind of task. But I have found that attempts to
model mental simulation always involve some
method for evaluating the outcome. In what follows
I show that sometimes these ‘outcome’ evaluations
can be done without actually simulating the action.
Doing this involves using many distributed brytes
that are a bit brighter than the ones used so far
.
Each bryte in the coordinated arm movement
model made a contribution to the overall movement
based on its own point of view, i.e. virtual location.
These contributions were combined by summation
to get a global movement. In the same spirit,
imagine that brytes are distributed with virtual
locations over the whole body. If each of these
brytes can compute a value that increases with how
appropriate it is for it to be the scratcher bryte, then
the bryte with the highest value can be chosen to do
the task.
How do the brytes compute their own
appropriateness? There are innumerable factors that
can potentially go into the calculation of
appropriateness. For now we will consider only
two—a default appropriateness, and distance to the
itch. The default value is based roughly on how
likely a bryte is to be chosen as the scratcher, i.e. a
prior. Brytes on the fingertips would have high
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