Recent advances in theoretical biology suggest that basal cognition and sentient behaviour are emergent properties of in vitro cell cultures and neuronal networks, respectively. Such neuronal networks spontaneously learn structured behaviours in the absence of reward or reinforcement. In this paper, we characterise this kind of self-organisation through the lens of the free energy principle, i.e., as self-evidencing. We do this by first discussing the definitions of reactive and sentient behaviour in the setting of active inference, which describes the behaviour of agents that model the consequences of their actions. We then introduce a formal account of intentional behaviour, that describes agents as driven by a preferred endpoint or goal in latent state-spaces. We then investigate these forms of (reactive, sentient, and intentional) behaviour using simulations. First, we simulate the aforementioned in vitro experiments, in which neuronal cultures spontaneously learn to play Pong, by implementing nested, free energy minimising processes. The simulations are then used to deconstruct the ensuing predictive behaviour, leading to the distinction between merely reactive, sentient, and intentional behaviour, with the latter formalised in terms of inductive planning. This distinction is further studied using simple machine learning benchmarks (navigation in a grid world and the Tower of Hanoi problem), that show how quickly and efficiently adaptive behaviour emerges under an inductive form of active inference.
Robust evidence suggests that humans explore their environment using a combination of topological landmarks and coarse grained path-integration. This approach relies on identifiable environmental features (topological landmarks) in tandem with estimations of distance and direction (coarse grained path-integration) to construct cognitive maps of the surroundings. This cognitive map is believed to exhibit a hierarchical structure, allowing efficient planning when solving complex navigation tasks. Inspired by the human behaviour, this paper presents a scalable hierarchical active inference model for autonomous navigation, exploration, and goal-oriented behaviour. The model uses visual observation and motion perception to combine curiosity-driven exploration with goal-oriented behaviour. Motion is planned using different levels of reasoning, i.e. from context to place to motion. This allows for efficient navigation in new spaces and rapid progress toward a target. By incorporating these human navigational strategies and their hierarchical representation of the environment, this model proposes a new solution for autonomous navigation and exploration. The approach is validated through simulations in a mini-grid environment.
This paper concerns structure learning or discovery of discrete generative models. It focuses on Bayesian model selection and the assimilation of training data or content, with a special emphasis on the order in which data are ingested. A key move - in the ensuing schemes - is to place priors on the selection of models, based upon expected free energy. In this setting, expected free energy reduces to a constrained mutual information, where the constraints inherit from priors over outcomes (i.e., preferred outcomes). The resulting scheme is first used to perform image classification on the MNIST dataset to illustrate the basic idea, and then tested on a more challenging problem of discovering models with dynamics, using a simple sprite-based visual disentanglement paradigm and the Tower of Hanoi (cf., blocks world) problem. In these examples, generative models are constructed autodidactically to recover (i.e., disentangle) the factorial structure of latent states - and their characteristic paths or dynamics.
Cognitive maps play a crucial role in facilitating flexible behaviour by representing spatial and conceptual relationships within an environment. The ability to learn and infer the underlying structure of the environment is crucial for effective exploration and navigation. This paper introduces a hierarchical active inference model addressing the challenge of inferring structure in the world from pixel-based observations. We propose a three-layer hierarchical model consisting of a cognitive map, an allocentric, and an egocentric world model, combining curiosity-driven exploration with goal-oriented behaviour at the different levels of reasoning from context to place to motion. This allows for efficient exploration and goal-directed search in room-structured mini-grid environments.
Learning to navigate unknown environments from scratch is a challenging problem. This work presents a system that integrates world models with curiosity-driven exploration for autonomous navigation in new environments. We evaluate performance through simulations and real-world experiments of varying scales and complexities. In simulated environments, the approach rapidly and comprehensively explores the surroundings. Real-world scenarios introduce additional challenges. Despite demonstrating promise in a small controlled environment, we acknowledge that larger and dynamic environments can pose challenges for the current system. Our analysis emphasizes the significance of developing adaptable and robust world models that can handle environmental changes to prevent repetitive exploration of the same areas.
Living organisms need to acquire both cognitive maps for learning the structure of the world and planning mechanisms able to deal with the challenges of navigating ambiguous environments. Although significant progress has been made in each of these areas independently, the best way to integrate them is an open research question. In this paper, we propose the integration of a statistical model of cognitive map formation within an active inference agent that supports planning under uncertainty. Specifically, we examine the clone-structured cognitive graph (CSCG) model of cognitive map formation and compare a naive clone graph agent with an active inference-driven clone graph agent, in three spatial navigation scenarios. Our findings demonstrate that while both agents are effective in simple scenarios, the active inference agent is more effective when planning in challenging scenarios, in which sensory observations provide ambiguous information about location.
Understanding the world in terms of objects and the possible interplays with them is an important cognition ability, especially in robotics manipulation, where many tasks require robot-object interactions. However, learning such a structured world model, which specifically captures entities and relationships, remains a challenging and underexplored problem. To address this, we propose FOCUS, a model-based agent that learns an object-centric world model. Thanks to a novel exploration bonus that stems from the object-centric representation, FOCUS can be deployed on robotics manipulation tasks to explore object interactions more easily. Evaluating our approach on manipulation tasks across different settings, we show that object-centric world models allow the agent to solve tasks more efficiently and enable consistent exploration of robot-object interactions. Using a Franka Emika robot arm, we also showcase how FOCUS could be adopted in real-world settings.
Cognitive maps play a crucial role in facilitating flexible behaviour by representing spatial and conceptual relationships within an environment. The ability to learn and infer the underlying structure of the environment is crucial for effective exploration and navigation. This paper introduces a hierarchical active inference model addressing the challenge of inferring structure in the world from pixel-based observations. We propose a three-layer hierarchical model consisting of a cognitive map, an allocentric, and an egocentric world model, combining curiosity-driven exploration with goal-oriented behaviour at the different levels of reasoning from context to place to motion. This allows for efficient exploration and goal-directed search in room-structured mini-grid environments.
This work studies how brain-inspired neural ensembles equipped with local Hebbian plasticity can perform active inference (AIF) in order to control dynamical agents. A generative model capturing the environment dynamics is learned by a network composed of two distinct Hebbian ensembles: a posterior network, which infers latent states given the observations, and a state transition network, which predicts the next expected latent state given current state-action pairs. Experimental studies are conducted using the Mountain Car environment from the OpenAI gym suite, to study the effect of the various Hebbian network parameters on the task performance. It is shown that the proposed Hebbian AIF approach outperforms the use of Q-learning, while not requiring any replay buffer, as in typical reinforcement learning systems. These results motivate further investigations of Hebbian learning for the design of AIF networks that can learn environment dynamics without the need for revisiting past buffered experiences.