《A Brief History of Intelligence》

outdated myth of 3 layers

  • instincts/emotions/cognition
  • do not delineate clealy and span all supposed layers

0 First Neurons: Reflex

multicellular life birthed neurons

  • invented digestion VS engulfing single-celled life
  • coral-like reflex to sense & respond to food


neuron uinversal features

  • all-or-nothing spikes: can respond to subtle stimuli
  • rate coding: strength-sensitive
  • adaptation: adjust threshold to avoid under- or overstimulation
  • excitatory/inhibitory synapses: enables logic

1 Breakthrough: Steering

bilaterians birthed brains for steering

  • radially symmetrical (wait for food) → bilateral (go to food)
  • move forward + turn
  • multicellular: stimuli → neurons → muscle (VS single-celled steering requires no neurons)
  • brain = integration of voting
    • diff sensory cells vote for steering in diff directions
    • calculates trade-offs & makes single decision


internal states modulates complex responses

  • direction (good VS bad) and entent (strong VS weak) of internal states ≈ primitive emotions
  • tricks to solve sets of problems


persistence of internal state

  • triggered by external stimuli
  • solve the problem of hints being transient (smell of food, threat of predator)
  • coral, jelly fish etc. lack affective states → emerged from steering


basic neurotransmitters

  • dopamine
    • detects food → desire (pos high arousal for exploitation)
    • not signal for pleasure itself, but anticipation of future pleasure
  • serotonin
    • food is eaten → satiation (pos low arousal for digestion)
  • stress hormones (e.g. adrenaline)
    • detects danger → alarm (neg high arousal for flight or flight)
    • acute stress response: expensive activities turned off
  • opioids
    • after stress response → immobile, ↑pleasure, ↓pain, no sex drive


relief state ≠ baseline

  • e.g. worm starved will binge eat and pass out because: starvation → signal that food is scarce → stock up in preperation for starvation
  • in general: stress → circumstances are dire → trauma response is what prepares for the next stressor


primitive depression

  • acute stress: escapable neg stimuli, spend energy to do so
  • chronic stress: inescapable neg stimuli, preserve energy and wait
  • stress hormones + serotonin = numbness, low arousal & motivation


associative learning

  • ability to learn associations
    • between stimuli (bell & food)
    • between action & consequence (lever & food)
    • for variable programming on previous experience (VS invariable reflex)
  • continual learning: long + short-term memory
    • spontaneous recovery: broken associations reemerge after a while
    • reacquisition: extinguished associations are reacquired faster than new associations (strategy against short-term changes)
  • credit assignment problem: how to know which cues are meaningful
    • eligibility traces: close enough to each other
    • overshadowing: pick strongest cues
    • latent inhibition: frequent stimuli flagged as irrelevant noise
    • blocking stick to established cues and ignore others

2 Breakthrough: Reinforcement Learning

features of reinforcement learning

  • complex sequence of action learned simply from trial and error
  • law of effect: responses that produce good/bad effect become more/less likely to occur in that situation
  • complex, indirect, over time VS associative learning: simple, direct, immediate


temporal credit assignment: to discern meaningful cues across time

  • ↑dopamine when ↑anticipate future reward (expectation)
  • ↑dopamine when ↓anticipate future penalty (relief)
  • ↓dopamine when ↓anticipate future reward (disappointment)
  • ↓dopamine when ↑anticipate future penalty (fear/anxiety)
  • signal for reinforcement (decoupled from reward itself for it to work)


temporal difference learning in ML

  • actor: decides on action
  • predictor: predict change in future reward for that action
  • actor’s learning: not on actual reward/win, but the “change” predicted


temporal difference learning in vertabrates

  • hypothalamus: decider of actual reward
  • actor: basal ganglia → motor system, learn to trigger dopamine
  • critic: basal ganglia → dopamine neurons, learn to anticipate reward & judging itself on how well it predicted the value of actions before hypothalamus gives feedback on actual reward


pattern recognition

  • discrimination problem (seperating similar patterns)
    • dimensionality expansion: few inputs → many outputs
    • sparsity: an input only connects to a few outputs
  • generalization problem
    • auto-association: neurons send synapses to nearby ones
  • overwhelming/forgetting problem
    • separated patterns are inherently unlikely to interfere
    • learning selectively occurs with novelty and not the matched
  • invariance problem: different angles/pitches
    • hiearchy of layers of increasing receptive field size processing increasingly wholistic and complex patterns
    • each level sensitive to similar features, just in diff places
  • exploitation-exploration dilemma: balancing previously reinforced and new behaviors
    • reward for novelty, making exploration itself reinforcing (curiosity required for reinforcement learning to work)
    • e.g. novelty triggers dopamine, though there is no external reward


internal model

  • percieves its own direction in hindbrain (vestibular sense)
  • percieves 3d space in hippocampus (place cells for spatial maps)
  • constructs model: representation of the external world, initially for remembering locations

3 Breakthrough: Simulation

requirements for evolving simulation

  • far-ranging vision
    • on land much is very far → planning is better
    • underwater not far → respond quickly is better
  • warm-bloodedness
    • evolved for nocturnal life that avoids ectothermic reptiles
    • sensitive to temperature, could operate faster & stable


neocortex features

  • neurons connected vertically across layers respond to similar stimuli, and their horizontal neighbors to others
  • same type of neurons with identical structure for processing of different kinds of sensory information
  • perception & imagination performed with same area


perception is simulation

  • filling in + one at a time + cannot unperceive
  • inference: we don’t perceive what is actually experienced, we pecieve a simulated reality infered from what we experience
  • perception optimize for the inner simulated reality’s accuracy in predicting the external sensory input


generative: recognize by simulating

  • humans optimize for how well simulated reallity predicts external sensory inputs
  • Helmholtz machine
    • wake phase
      • recognition network observes input into hidden states, and from them generation network reconstructs into ouput
      • diff between output and input backpropagated through both networks
    • sleep phase
      • generation from hidden state first, then recognization of the ouput into new hidden states
      • diff between old and new hidden states backpropagated
    • wake phase only: autoencoders; sleep phase comparable to imagining/dreaming
    • unsupervised, but learns to both generalize pattern & generate novel examples of those patterns


above = evidence that perception is generative model creating simulation of the wolrd to match sensory inputs

4 Breakthrough: Mentalization

5 Breakthrough: Language

ML & Bio

  1. cleaning machine & worm nervous system
  2. actor/critic system & basal ganglia
  3. CNN & visual cortex
  4. Montezuma’s Revenge & curiosity mechanism
  5. recognize by simulation & Helmholtz machine

Other ideas

“I wrote this book because I wanted to read this book.”

Traumatic responses are protection against future dire circumstances

scrolling & gambling exploits uncertainty reinforcement

  • not sure of the outcome (interesting content randomly shows up; surprising when you win at casino)
  • activity itself is unrewarding, but is pursued anyway


-Max Bennett. A Brief History of Intelligence

Graphs (by Max Bennett and Rebecca Gelernter)

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