Consideracoes Sobre o Inicio Da Filosofi
Consideracoes Sobre o Inicio Da Filosofi
Consideracoes Sobre o Inicio Da Filosofi
), 2021
Rajesh P. N. Rao
Center for Neurotechnology &
Paul G. Allen School of Computer Science and Engineering
University of Washington, Seattle
Abstract
Brain-computer interfaces (BCIs) use decoding algorithms to control prosthetic devices
based on brain signals for restoration of lost function. Computer-brain interfaces (CBIs),
on the other hand, use encoding algorithms to transform external sensory signals into
neural stimulation patterns for restoring sensation or providing sensory feedback for
closed-loop prosthetic control. In this article, we introduce brain co-processors, devices
that combine decoding and encoding in a unified framework using artificial intelligence
(AI) to supplement or augment brain function. Brain co-processors can be used for a
range of applications, from inducing Hebbian plasticity for rehabilitation after brain injury
to reanimating paralyzed limbs and enhancing memory. A key challenge is simultaneous
multi-channel neural decoding and encoding for optimization of external behavioral or
task-related goals. We describe a new framework for developing brain co-processors
based on artificial neural networks, deep learning and reinforcement learning. These
“neural co-processors” allow joint optimization of cost functions with the nervous system
to achieve desired behaviors. By coupling artificial neural networks with their biological
counterparts, neural co-processors offer a new way of restoring and augmenting the
brain, as well as a new scientific tool for brain research. We conclude by discussing the
potential applications and ethical implications of brain co-processors.
Keywords
Brain-machine interface, artificial intelligence, deep learning, reinforcement learning,
neural prosthetics, sensory prosthesis, rehabilitation, neuromodulation, brain
augmentation, brain-to-brain interface
Introduction
A brain-computer interface (BCI) [1, 2, 3, 4] (also called brain-machine interface or BMI)
is typically defined as a device that “reads” (or “decodes”) signals from the brain to directly
control external devices such as prosthetics, cursors or robots. A computer-brain interface
(CBI), on the other hand, can be defined as a device that “encodes” external signals to
be delivered to the brain and “writes” that information to the brain through neural
stimulation. The origins of BCIs and CBIs can be traced to neuroscience research in the
1960s and 1970s by Fetz [4], Delgado [6], and Vidal [7]. For example, Eberhard Fetz
RPN Rao, Brain Co-Processors
used a simple type of BCI to study operant conditioning in monkeys: he trained monkeys
to control the movement of a needle in an analog meter by modulating the firing rate of a
motor cortical neuron.
There was a resurgence of interest in the field starting in the 1990s sparked by the
availability of multi-electrode arrays and fast, cheap computers [1, 2]. Researchers
developed BCIs based on increasingly sophisticated machine learning techniques for
decoding neural activity for controlling prosthetic arms [8,9,10], cursors [11, 12, 13, 14,
15, 16], spellers [17, 18] and robots [19, 20, 21, 22]. In parallel, CBIs were developed for
encoding and delivering artificial sensory information via stimulation to the brain and other
regions of the nervous system for auditory [23], visual [24], proprioceptive [25], and tactile
[26, 27, 28, 29, 30] perception.
These advances in neural decoding and encoding have opened the door to a new class
of brain interfaces which we call brain co-processors: these interfaces leverage artificial
intelligence (AI) to combine decoding and encoding in a single system and optimize
neural stimulation patterns to achieve specific goals. Brain interfaces that combine
recording and stimulation have been called bi-directional (or recurrent) BCIs [1] but these
interfaces have typically used separate BCI and CBI components, making them special
cases of the more unified concept of brain co-processors that we explore in this chapter.
We first review research illustrating how the framework of brain co-processors can be
used for closed-loop control of prosthetic devices, reanimation of paralyzed limbs,
restoration of sensorimotor and cognitive function, neuro-rehabilitation, enhancement of
memory, and brain augmentation, e.g., direct brain-to-brain interaction.
We then describe a new type of brain co-processors called “neural co-processors” [31]
based on artificial neural networks, deep learning and reinforcement learning. Neural co-
processors are designed to jointly optimize cost functions with the nervous system to
achieve goals such as targeted rehabilitation and augmentation of brain function, and
provide a new scientific tool for testing computational models and uncovering principles
of brain function [32]. The chapter concludes with a discussion of potential applications
and ethical implications of brain co-processors as researchers and commercial
enterprises increasingly look to augmentative applications of such co-processors.
Brain Co-Processors
Figure 1 depicts the general form of a brain co-processor. A co-processor uses AI to
transform neural activity and/or external inputs into stimulation patterns and/or external
control signals for actuators.
To appear in the Handbook of Neuroengineering, 2021
Figure 1: Brain Co-Processor. The figure depicts the general form of a brain co-processor. The
co-processor receives as input both external information from sensors, the internet or other
information source as well as ongoing neural activity. The output of the co-processor includes
commands to external actuators (robots, internet search, message to another brain, etc.) as well
as multi-dimensional stimulation patterns delivered to one or more regions of the nervous system
to achieve a desired goal.
The algorithms implemented on the co-processor for transforming its inputs into suitable
outputs can be AI algorithms ranging from simple mappings or rules based on medical or
other domain knowledge to sophisticated machine learning algorithms for classification,
regression, or reinforcement learning. Specifically, the sophistication of the
transformation may range from a simple identity mapping (each input spike results in a
stimulation pulse) to complex mappings mediated by artificial neural networks with
modifiable weights (see Neural Co-Processors below).
In the next section, we review examples of brain co-processors that have been proposed
for (a) restoring lost function and (b) augmenting natural human function.
neural networks) can be tuned based on the subject’s feedback to optimize the
parameters for reliable perception (see Neural Co-Processor section below).
A B
Figure 2: Sensory Prostheses. (A) Traditional sensory prosthesis, e.g., a visual prosthesis,
based on a computer-brain interface (CBI). (B) Brain co-processor for sensory
restoration/augmentation: Besides encoding sensor information, the co-processor takes into
account ongoing dynamics of the brain to tailor its stimulation pattern for reliable perception.
The likelihood (or measurement) model for the Kalman filter specifies how the “hidden”
kinematic vector xt at time t relates (linearly via a matrix B) to the measured neural activity
vector yt :
The dynamics model specifies how xt linearly changes (via matrix A) over time:
nt and mt are zero-mean Gaussian noise processes. The Kalman filter computes for each
time state t an optimal estimate for the kinematics vector xt (both mean and covariance)
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given the current measurement xt and all past measurements – the equations for
computing the mean and covariance can be found in [37].
A Kalman filter can be used in a BCI such as the one depicted in Figure 3A for decoding
brain activity for controlling a prosthetic device – the subject in this case relies on visual
feedback to alter brain activity for closed-loop control. However, visual feedback alone is
insufficient for precise control of a prosthetic, e.g., to determine the force to be applied to
hold a paper cup versus as ceramic cup, or to detect slippage of an object being held. In
such cases, the brain requires feedback from artificial tactile and proprioceptive sensors
on the prosthetic device.
A B
Figure 3: Prosthetic Control. (A) Traditional BCI or BMI (brain-machine interface) for prosthetic
control. (B) Brain co-processor for closed-loop prosthetic control.
In a subsequent study demonstrating closed-loop control [43], monkeys used a BCI based
on primary motor cortex (M1) recordings and Kalman-filter-based decoding to actively
explore virtual objects on a screen with artificial tactile properties. The monkeys were
rewarded if they found the object with particular artificial tactile properties. During brain-
controlled exploration of an object, the associated tactile information was delivered to
somatosensory cortex (S1) via intracortical stimulation. Tactile information was encoded
as a high-frequency biphasic pulse train (200 Hz for rewarded object, 400 Hz for others)
presented in packets at a lower frequency (10 Hz for rewarded, 5 Hz for unrewarded
objects). Because stimulation artifacts masked neural activity for 5–10 ms after each
pulse, an interleaved scheme of alternating 50 ms recording and 50 ms stimulation was
used. The monkeys were able to select the desired target object within a second or less
based only on its tactile properties as conveyed through stimulation.
weights. The subject then performed a 2D force matching task with the robotic hand using
the trained decoder to pinch, scoop or grasp a foam object either gently or firmly while
using stimulation of S1 to get feedback on the force applied.
The encoding algorithm linearly mapped torque sensor data from the robotic hand’s finger
motors to pulse train amplitude of those stimulating electrodes that previously elicited
percepts on the corresponding fingers of the subject. The subject was able to
continuously control the flexion/extension of the pinch and scoop dimensions while
evaluating the applied torque based on force feedback from S1 stimulation. The success
rate for pinch, scoop or grasp with gentle or firm forces) was significantly higher with
stimulation feedback compared to feedback from vision alone.
In all of these examples of closed-loop prosthetic control using BCIs, separate decoding
and encoding methods were used; as mentioned in the previous section, encoding
information for stimulation without taking into account the ongoing neural dynamics may
lead to unreliable feedback. We address this issue below using brain co-processors called
neural co-processors that use artificial neural networks to combine decoding and
encoding within a single AI framework.
After training, the volitionally-controlled activity of the motor cortical neuron was converted
into electrical stimuli which were delivered to the monkey’s temporarily paralyzed wrist
muscles – this type of stimulation is called functional electrical stimulation, or FES. Flexor
FES current Fl was set to:
Fl = 0.8 x [firing rate – 24] with a maximum of 10 mA.
Extensor FES was inversely proportional to the rate below a threshold:
Ex = 0.6 x [12 – firing rate] with a maximum of 10 mA.
Both monkeys were able to modulate the activity of cortical neurons to control their
paralyzed wrist muscles and move a manipulandum to acquire five targets. Ethier et al.
To appear in the Handbook of Neuroengineering, 2021
[47] extended these results to grasping and moving objects using a linear decoder with a
static nonlinearity applied to about 100 neural signals from M1.
Figure 4: Brain Co-Processor for Reanimation of Paralyzed Limbs. Motor commands from
regions of the brain such as the motor cortex can be processed by a brain co-processor and
translated by the co-processor’s AI algorithm to stimulation patterns, which are delivered to intact
neural circuits in the spinal cord below the area of injury to reanimate a paralyzed limb.
In humans, Bouton et al. [48] showed that a quadraplegic man with a 96-electrode array
implanted in the hand area of the motor cortex could use cortical signals to electrically
stimulate muscles in his paralyzed forearm and produce six different wrist and hand
motions. For decoding, six separate support vector machines (SVMs) were applied to
mean wavelet power features extracted from multiunit activity to select one out of these
six motions. The encoding scheme involved activating the movement associated with the
highest decoder output using an electrode stimulation pattern previously calibrated to
evoke that movement. Surface electrical stimulation was delivered as monophasic
rectangular pulses at 50 Hz pulse rate and 500 μs pulse width, with stimulation intensity
set to a piecewise linear function of decoder output.
These results were extended to multi-joint reaching and grasping movements by Ajiboye
et al. [49]: a linear decoder similar to the Kalman filter described above was used to map
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neuronal firing rates and high frequency power at electrodes in the hand area of the motor
cortex to percent activation of stimulation patterns associated with elbow, wrist or hand
movements. The researchers showed that a tetraplegic subject could perform multi-joint
arm movements for point-to-point target acquisitions with 80–100% accuracy and
volitionally reach and drink a mug of coffee.
Delgado was the first to combine decoding with encoding to shape behavior: his decoding
algorithm detected spindles in the amygdala of a monkey and for each detection,
triggered stimulation in the reticular formation, which is associated with negative
reinforcement. After six days, spindle activity was reduced to 1 percent of normal levels,
making the monkey quiet and withdrawn. Unfortunately, efforts to extend this approach
to humans to treat depression and other disorders yielded inconsistent results, possibly
due to the lack of availability of large-scale and precise recording/stimulation techniques,
computational processing power, and sophisticated AI frameworks for
decoding/encoding.
To appear in the Handbook of Neuroengineering, 2021
Figure 5: Brain Co-Processor for Neuromodulation and Plasticity Induction. A brain co-
processor can translate neural recordings from one region of the brain to appropriate stimulation
patterns delivered to another region of the brain for (a) modulating ongoing dynamics of neural
circuits to correct undesirable behaviors and symptoms such as tremors, (b) replace lost function
by emulating an injured neural circuit and conveying information from one brain region to another
bypassing the injured region, and (c) induce neuroplasticity using the principle of Hebbian
plasticity (see text for details).
Delgado’s work did eventually inspire commercial brain implants such as Neuropace’s
RNS system that detects onset of seizures using time- and frequency-based methods
from brain surface recordings (ECoG) and stimulates the region where the seizure
originates. Also inspired by Delgado’s work is the technique of deep brain stimulation
(DBS), a widely prescribed form of neurostimulation for reducing tremors and restoring
motor function in Parkinson’s patients. Current DBS systems are open-loop but
researchers have recently demonstrated closed-loop DBS (e.g., [51]) by triggering DBS
based on movement intention, decoded as reduction in ECoG power in the low frequency
(“mu”) band over motor cortex.
different site Nrec (Figure 6A) [52]. In this case, the “AI” algorithm is a simple 1-to-1
mapping from one input spike to one output stimulation pulse.
A B
Figure 6: Strengthening Connections between Cortical Neurons using a Co-Processor. (A)
A co-processor called the “Neurochip” delivered a biphasic stimulation pulse at the cortical site
Nstim for each spike detected at the recording site Nrec. This artificial coupling of cortical sites
continued during natural behavior for two days. The dashed line indicates possible weak existing
connections between Nrec and Nstim. (B) After two days of the co-processor-mediated artificial
connection from Nrec to Nstim (gray region, top panel), stimulation of Nrec was found to result in
a mean torque (red) closer to the torque for Nstim (green), compared to stimulation of a control
site (blue, Ctrl). The lower panel shows an explanation for these results. Adapted from [52].
After two days of such continuous spike-triggered stimulation, the output generated by
site Nrec shifted to resemble the output from Nstim (Figure 6B, top panel), consistent with
a strengthening of existing synaptic connections from neurons in Nrec to neurons in Nstim
(Figure 6B, bottom panel).
The above method could be useful for neurorehabilitation since strengthening weak
connections and more generally, rewiring the brain could allow restoration of brain
function after traumatic brain injury, stroke or neuropsychiatric disorders such as
depression and post-traumatic stress disorder (PTSD). As an example, Guggenmos,
Nudo, and colleagues [53] used such an approach to improve reaching and grasping
functions in a rat after traumatic brain injury to the rat’s primary motor cortex (caudal
forelimb area). An artificial connection was created by a co-processor bridging the rat’s
premotor cortex (rostral forelimb area or RFA) and somatosensory cortex S1. For each
spike detected by an electrode in RFA, the co-processor delivered an electric pulse to S1
after 7.5 milliseconds, resulting in improvements in the rat’s reaching and grasping
performance.
To appear in the Handbook of Neuroengineering, 2021
A multi-input multi-output (MIMO) nonlinear filtering model was first fit to simultaneously
recorded spiking data from hippocampal CA3 and CA1 during successful trials, with CA3
activity as input and CA1 activity as output. Specifically, the spatiotemporal pattern
transformations from CA3 to CA1 were learned by a MIMO model decomposed into a
series of multi-input single-output (MISO) models with physiologically identifiable
structure given by the equations:
where:
• w is a hidden variable that represents the pre-threshold membrane potential of
the output model neurons, and is equal to the summation of three components,
i.e. post-synaptic potential u caused by input spike trains, the output spike-
triggered after-potential a, and a Gaussian white noise ε with standard deviation
σ . The noise term models both intrinsic noise of the output neuron and the
contribution of unobserved inputs. When w exceeds threshold, θ, an output spike
is generated and a feedback after-potential (a) is triggered and then added to w.
• The variable x represents input spike trains;
• y represents output spike trains;
• Feedforward kernels k describe the transformation from x to u;
• The feedback kernel, h, describes the transformation from y to a;
• u can be expressed as a Volterra functional series of x (see [54] for details), and
a is given by:
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The trained MIMO model was later applied to CA3 activity to predict CA1 activity
converted to biphasic electrical pulses. In the four monkeys tested [55], performance in
the DMS task was enhanced in the difficult trials, which had more distractor objects or
required information to be held in memory for longer durations. One drawback of such an
approach, which we address with neural co-processors below, is that we typically do not
have the type of training data used to train the MIMO model because the brain is not
healthy anymore by the time the device is needed (e.g., in Alzheimer’s patients [56]), i.e.,
we do not have simultaneous recordings from areas such as CA3 and CA1 from the time
that the brain was healthy.
Brain-to-Brain Interfaces
Figure 7 depicts how brain co-processors can be used to augment human communication
and collaboration capabilities by facilitating direct brain-to-brain interactions.
Figure 7: Brain Co-Processors for Direct Brain-to-Brain Interaction. Each person utilizes a
co-processor to send information to one or more other brains and receive information from these
brains. The co-processor is optimized to reliably interpret and encode the signals from another
brain for stimulation and reliably decode information from one’s own brain for transmission to
another brain. See text for details and examples.
The first such human brain-to-brain interactions were demonstrated by Rao, Stocco and
colleagues utilizing noninvasive recording and stimulation technologies to build brain-to-
brain interfaces [57, 58, 59]. Electroencephalography (EEG) was used to decode from
the motor or visual cortex the intention of a “Sender” who could perceive but not act; this
To appear in the Handbook of Neuroengineering, 2021
decoded intention was delivered via transcranial magnetic stimulation (TMS) to the motor
or visual cortex of a “Receiver” who could act but not perceive. The researchers showed
that tasks such as a video game [57] or “20 questions” [59] could be completed
successfully through direct brain-to-brain collaboration (see [60, 61] for other examples).
Figure 8 shows the performance of three pairs of humans using the first human brain-to-
brain interface [57]. The Sender and Receiver played a video game which required a
moving rocket about to hit a city to be destroyed [57] using only brain signals. The Sender
used motor imagery (imagining hand movement) to control a cursor to indicate the
decision to destroy the rocket. An EEG BCI detected decreases in the Sender’s EEG
power in the “mu” band (typically 8–12 Hz) due to motor imagery and conveyed this
decision directly to the Receiver’s motor cortex via TMS, causing the Receiver’s hand to
move and hit a touchpad to destroy the rocket. As shown in Figure 8, two Sender-
Receiver pairs (1 and 3) successfully transmitted information from one brain to another
to cooperate and solve the task (i.e., the area under the red ROC curve is larger than
0.5), while pair 2 could not solve the task due to poor discriminability of the Sender’s EEG
signals.
Brain-to-brain interfaces have also been demonstrated by Nicolelis and colleagues in rats
[62, 63]. In their experiments, an “encoder” rat identified a stimulus and pressed one of
two levers while its motor cortex activity was transmitted to the motor cortex of a “decoder”
rat [63]. The stimulation pattern was based on a Z score computed from the difference in
the number of spikes between the current trial and a template trial. If the decoder rat made
the same choice as the encoder rat, both rats were rewarded for the successful transfer
of information between their two brains.
More recently, these approaches have been extended to create a network of brains or
“BrainNet” allowing groups of humans [64] or rats [65] to collaborate and solve tasks
together. Figure 9 illustrates the performance of the first human BrainNet [64] that allowed
three human brains to cooperate to solve a task. In this case, the task was a simplified
Tetris game that required two Senders to use a BCI based on the Steady State Visually
Evoked Potential (SSVEP) to send their decision about whether or not to rotate a Tetris
block to the Receiver. The decisions of the two Senders were delivered via two separate
TMS pulses to the visual cortex. The Receiver then had to process the visual stimulation,
experienced as phosphenes, and decide based on the Sender’s decisions whether or not
to rotate the block.
RPN Rao, Brain Co-Processors
A
B
Figure 8: Performance of the first Human Brain-to-Brain Interface. (A) Receiver Operating
Characteristic (ROC) curves (Y axis: true positive rate, X axis: false positive rate) for each of the
three pairs of subjects (columns), presented in terms of overall pair accuracy (top panels),
accuracy of the Sender (middle panels), and accuracy of the Receiver (bottom panels). Red lines
and areas represent the “experimental” condition in which the brain-to-brain interface was
operational, while grey lines and areas represent the control condition in which stimulation was
inactivated. (B) Response Vectors of the Sender and Receiver. Each vertical tick represents a
trial; long lines represent behavioral responses. Experimental blocks are marked by a red
background; control blocks by a grey background. The blue dashed line represents the regression
coefficient and the red line represents the mutual information between the Sender/Receiver
Response vectors. Note that in all six experimental blocks (red background), the regression
coefficient was significantly greater than zero while in all control blocks, the value was zero. About
4 to 13 bits of information were transferred from one brain to another during experimental blocks,
compared to zero bits in the control blocks. (Adapted from [57]).
The Receiver could rotate the block using another EEG BCI based on SSVEP. The
Senders could in turn perceive the rotation of the block (if any), and got one more chance
to convey new decisions to the Receiver, allowing the triad of Senders-Receiver to correct
any mistake made in the first round. Figure 9A shows the performance of the BrainNet in
the form of ROC curves for five triads of subjects.
To test if the Receiver could learn from direct brain-to-brain interactions if one Sender
was more reliable in their decisions than the other, the experimenters purposefully
introduced errors in the decisions of one Sender, selected randomly as the designated
“Bad Sender” across trials. Figure 9B shows that Receivers were indeed able to learn,
To appear in the Handbook of Neuroengineering, 2021
over the course of several trials, which Sender was the reliable one and based their
overall decision to rotate a block or not on the reliable Sender’s decision, similar to how
people in a social network form opinions about the reliability of people in the network.
BrainNet can thus be regarded as a rudimentary form of a social network of brains.
A B
Figure 9: Performance of the first Human BrainNet. (A) ROC Curves for Five Triads of
Participants (Two Senders and One Receiver in each Triad). The plot shows the overall
performance of each triad (blue dots) as well as the performances of the two types of Senders
(“Good” (reliable) versus “Bad” (unreliable)) in each triad (green and red dots). See [64] for the
experimental design used to create a “Good” versus “Bad” Sender. The superscript on each dot
denotes the triad number. Shaded areas represent the area under the curve (AUC) for each triad’s
ROC curve. The dashed line denotes chance performance. (B) Quantification of Learning of
Sender’s Reliability by Receiver. Evolution over time of Pearson Correlation Coefficient between
the decisions of Receivers and Senders of each type. The plot exhibits ascending trends for the
“Good” Sender but not the “Bad” Sender, suggesting that Receivers learned which Sender was
more reliable based on their brain-to-brain interactions with the two Senders. (Adapted from [64]).
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Neural Co-Processors
Most of the brain co-processor examples reviewed in the previous two sections treated
decoding and encoding as separate processes, and did not co-adapt to jointly optimize a
behavioral cost function with the nervous system.
Figure 10: Neural Co-Processor for Restoring and Augmenting Brain Function. An artificial
neural network called the “Co-Processor Network” (CPN) is used to map input neural activity
patterns in one set of areas A1, A2, … to output stimulation patterns in other areas B1, B2, ....
The CPN’s weights are optimized to minimize brain-activity-based error (between stimulation
patterns and target neural activity patterns when known), or more generally, to minimize
behavioral/task error or maximize reward using another artificial neural network, an emulator
network (EN). The EN is designed or pre-trained (e.g., via backpropagation) to learn the biological
transformation from stimulation or neural activity patterns at the stimulation site to the resulting
output behaviors. Using a trained EN, the CPN is trained to produce optimal stimulation patterns,
thereby creating a goal-directed artificial information processing pathway between the input areas
A1, A2, … and output areas B1, B2, .... External information from artificial sensors or other
information sources can be integrated into the CPN’s information processing as additional inputs
to the neural network, and outputs of the CPN can include control outputs for external actuators.
The example here shows the CPN creating a new information processing pathway between
prefrontal cortex and motor cortex, bypassing an intermediate area affected by brain injury (e.g.,
stroke).
For simplicity, suppose the CPN is a three-layered network, with a single hidden layer
(one layer only of blue circles in Figure 10). Let the matrix 𝑉 ./0 represent the weights
from input layer of recorded neural activities uCPN to the hidden layer and let the matrix
𝑊 ./0 represent the weights from the hidden to the output layer representing stimulation
patterns vCPN. The output of the ith unit in the output layer can then be described as:
To appear in the Handbook of Neuroengineering, 2021
Unfortunately, in most scenarios, we do not know the correct stimulation patterns di that
produce a desired behavior, such as an intended hand movement. However, if the user
pre-identifies a target such as a target location to move the hand to (e.g., during a
rehabilitation session), then we can compute the error between the resulting hand
movement after stimulation and the pre-identified target location, e.g., by using an
overhead camera to determine the distance from the hand to the target. How can this
behavioral error be used for backpropagation learning in the CPN to generate better
stimulation patterns?
We address this problem using an emulator network (EN) that emulates the biological
transformation from stimulation patterns to behavioral output. The EN is a deep (possibly
recurrent) neural network whose weights can be learned using standard backpropagation.
As an example, suppose the EN is a feedforward network of three layers, similar to the
CPN above. Then, the output of the EN can be written as:
𝑣3B0 = 𝑔(6 𝑊73B0 𝑔(6 𝑉87
B0 B0
𝑢8 ))
7 8
EN EN
where W and V are weights of the three-layered network (similar to the CPN case),
and uEN and vEN denote the input and output of the network respectively, with the
superscript EN denoting the fact that these parameters are for the emulation network.
Such an EN can be trained using a dataset consisting of a large variety of input stimulation
(or neural activity) patterns uEN applied to (or recorded in) areas B1, B2, etc. and the
resulting movements or behavior bi measured using a sensor. We can then find, using
backpropagation, the weights WEN and VEN that minimize the error function:
1
𝐸 (𝑊 B0 , 𝑉 B0 ) = 6(𝑏3 − 𝑣3B0 )A
2
3
After training, the EN acts as a surrogate for the biological networks mediating the
transformation between inputs in B1, B2, etc. and output behavior.
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An EN trained as described above can be used for learning the weights of the CPN in
order to produce optimal stimulation patterns for minimizing behavioral error (e.g., error
between current hand position and a target position). For each neural input pattern X
(e.g., movement intention) that the subject produces in areas A1, A2 etc., the CPN
produces an output stimulation pattern Y in areas B1, B2 etc., which results in a behavior
Z. Since the EN has been optimized to make its output match the subject’s behavior, the
output vEN will approximate Z (any remaining error between vEN and Z can be further
minimized offline by training the EN). We can therefore minimize the behavioral or task
error between Z and the intended target behavior Ztarget by minimizing the following error
function for the CPN:
1 "EFGH"
𝐸 (𝑊 ./0 , 𝑉 ./0 ) = 6(𝑍3 − 𝑣3B0 )A
2
3
This error function can be minimized using the backpropagation algorithm [66] by
"EFGH"
propagating the error (𝑍3 − 𝑣3B0 ) from the output layer of the EN back towards its
input layer but without modifying the EN’s weights. Once the backpropagated error
reaches the input layer of the EN (which is the output layer of the CPN), we continue to
backpropagate this error through the layers of the CPN, but now modifying the CPN’s
"EFGH"
weights for each of its layers. In other words, the behavioral error (𝑍3 − 𝑣3B0 ) is
backpropagated through a concatenated CPN-EN network but only the CPN’s weights
are changed. This allows the CPN to progressively generate better stimulation patterns
that enable the brain to better achieve the target behavior with the CPN in the loop.
necessitate the use of an EN to train the CPN due to lack of knowledge of appropriate
target stimulation patterns for achieving desired behaviors.
The reward/cost function can be designed by the co-processor designer to assign higher
rewards to desirable neural activity patterns or desirable behavioral/task states.
Undesirable states can be assigned penalties or high costs. If actual reward-related
neural signals in the brain can also be recorded, such neural reward signals can be
directly incorporated in the reinforcement learning reward function to optimize brain-
based reward.
Plasticity Induction
By repeatedly pairing patterns of neural inputs with patterns of output stimulation, the
CPN can be expected to promote neuroplasticity between connected brain regions via
Hebbian plasticity. Unlike previous plasticity induction methods [52, 53], the plasticity
induced spans multiple electrodes and is goal-directed since the CPN is trained to
minimize behavioral errors. After two regions A and B are artificially coupled for a
sufficient amount of time, the resulting Hebbian plasticity may strengthen existing
connections from A to B, causing neurons in region A to automatically recruit neurons in
RPN Rao, Brain Co-Processors
More generally, the external input to the CPN could be from any information source, even
the internet, allowing the brain to request information via the external actuator component
in Figure 10. The resulting information is conveyed via the CPN’s input channels and
processed in the context of current brain activity using, for example, a recurrent neural
network such as the LSTM network to determine the stimulation pattern. The emulator
network in this case would be trained in a manner similar to the sensory prosthesis
example above to allow the CPN to convert abstract information (such as text) to
appropriate stimulation patterns that the user can understand after a period of learning,
similar to how we learn to read based on visual stimulation patterns.
neurons, along with biological learning rules such as spike-timing dependent plasticity
rather than backpropagation. A critical test for putative computational models of the
nervous system would then be: can the model successfully interact with its
neurobiological counterpart and be eventually integrated within the nervous system’s
information processing loops? Similarly, one could replace the emulator network with a
putative computational model of the neural systems governing the transformation from
the stimulation site to the externally observed behavior. The accuracy with which the
computational model mimics this input-output transformation can be evaluated based on
the performance of the CPN, which relies on this computational emulation to generate
appropriate stimulation patterns.
Challenges
A first challenge in realizing the above vision for neural co-processors is obtaining an
error signal for training the two networks. In the simplest case (the special case discussed
above), the error may simply be a neural error signal: the goal is drive neural activity in
areas B1, B2, etc. towards known target neural activity patterns, and we therefore train
the CPN directly to approximate these activity patterns without using an EN. However,
we expect such scenarios to be rare.
In the more realistic case of restoring motor behavior, such as in stroke rehabilitation
where the goal is, for example, to reach towards a known target pre-identified by a
therapist, a computer vision system could be used to quantify the error between the hand
position and the pre-identified target position. Similarly, a sensor worn on the hand could
be used to indicate error in the force applied. Likewise, in speech rehabilitation after
stroke, a speech analysis system could quantify the error between the generated speech
and the target speech pattern. Finally, in the absence of an error signal, a reward/cost-
based approach could be employed as described above in the section on Training using
Reinforcement Learning and Rewards
An important question is how much training data is required to train the CPN and EN. If
only the CPN is to be trained and the target stimulation patterns are known (see Special
Case above), it may be possible to train the CPN based on pre-collected data, e.g., by
recording neural activity for a period of time and labeling events of interest (e.g., seizures).
The amount of training data will depend on the variability of the neural phenomena that
the CPN needs to recognize, and a continual (possibly online) learning model may be
required to account for co-adaptation of the brain.
stimulation affects behavior since excessive stimulation may damage neural circuits. One
possible solution is to record neural activities in regions that are causally related or
correlated with observed behavior and use this data to train the EN, under the assumption
that target stimulation patterns should approximate the recorded neural activity patterns.
Another possible approach is to build the EN in a modular fashion, starting from biological
structures closest to the target behavior and going up the hierarchy, e.g., learning to
emulate the transformation from limb muscles to limb movements, spinal activity to
muscle activity, etc. Finally, one could combine the above ideas with the concept of
transfer learning using networks trained across similar neural regions or even across
subjects [70], and incorporate prior knowledge from computational neuroscience models
of the biological system being emulated (see the previous subsection). Regardless of the
training method used, we expect that the EN (and CPN) will need to be regularly updated
with new neural data as the brain adapts to having the CPN as part of its information
processing loops.
Consider, for example, the simplest variation of a brain co-processor, a BCI such as the
one in Figure 3A that only records brain signals and decodes these signals to control a
cursor. The maximum bit rate achieved by a human using such a system with invasive
multi-neuron recordings is currently about 3.7 bits/sec and 39.2 correct characters per
minute [16]. This is an order of magnitude lower than average human typing speeds of
about 150-200 characters per minute. Considerable progress needs to be made in
increasing the bandwidth and reliability of decoded information and making the risk-
benefit ratio small enough in order to make real-world applications feasible. However,
given the rapid strides in the field over the past decade and the entry of commercial
entities in this space, co-processor applications may start appearing on the market within
the next few decades, if not sooner. We discuss some of these potential applications
below.
Figure 12: Ethical, Moral and Social Justice Issues associated with the use of Brain Co-
Processors.
We hope that the ethical and moral issues raised above will help in the formulation of an
internationally accepted code of regulations and ethics for co-processor development and
future use.
Conclusion
Brain co-processors combine the concepts of brain-computer interfaces (BCIs) and
computer-brain interfaces (CBIs) by using an AI-based framework to “close-the-loop” on
the brain. The ability to simultaneously decode neural activity from one brain region and
deliver information to another region via stimulation confers great versatility on co-
processors. This chapter reviewed how co-processors can be used to (a) control
prosthetic limbs with sensory feedback from artificial tactile sensors, (b) control paralyzed
limbs through stimulation using motor intention signals from the brain, (c) restore and
augment cognitive function and memory, and (d) induce neuroplasticity for rehabilitation.
Promising proof-of-concept results have been obtained in animal models and in some
cases, humans, but mostly under laboratory conditions. To transition to real-world
conditions, co-processors must co-adapt with the nervous system and jointly optimize
behavioral cost functions.
We introduced neural co-processors which use artificial neural networks to jointly optimize
behavioral cost functions in synch with biological neural networks in the nervous system.
A neural co-processor maps large multi-dimensional neural activity patterns (spikes, firing
rates, local field potentials, ECoG, EEG etc.) to complex output stimulation patterns to
achieve a desired goal. The simplest neural co-processor is a co-processor network
(CPN) that is trained to output stimulation patterns that mimic a desired target neural
activity pattern for each input. However, since a target stimulation pattern is typically
unknown in realistic scenarios and only a behavioral or task-related goal may be known,
one can use a second neural network called an emulator network (EN) and reinforcement
learning or backpropagation learning to train the CPN. The trained EN acts as a surrogate
for the biological network producing the neural or behavioral output, and allows the CPN
to learn to deliver optimal stimulation patterns for specific input neural patterns.
Neural co-processors can be used to restore lost function. For example, in individuals
with stroke or spinal-cord injury, a neural co-processor could be trained to map motor
intention signals to uninjured regions of the brain or spinal cord to reanimate a paralyzed
limb or restore function by inducing plasticity. Another application is mapping inputs from
one memory-related area to another to facilitate or restore access to particular memories
(e.g., in memory loss) or to unlearn traumatic memories (e.g., in PTSD). A related
application is using a co-processor to unlearn unwanted behaviors (e.g., in obsessive
compulsive disorders (OCD) or addiction) or retrain the brain in schizophrenia. Neural co-
processors could also offer a more sophisticated alternative to current deep brain
RPN Rao, Brain Co-Processors
Besides medical applications, neural co-processors could potentially also be used for
augmenting brain function. For example, one could map inputs from novel external
sensors (e.g., infrared, ultrasonic etc.) to augment sensation and map brain signals to
control signals for external actuators, closing the loop with the external world in a novel
way. More generally, neural co-processors open up the possibility of augmenting the
brain’s knowledge, skills, information processing, and learning capabilities with the
computational power of deep artificial neural networks for harnessing external information
and guidance from sensors, the internet, and other brains.
Although co-processors are only now beginning to be validated in animal models and
humans, it is imperative that we identify and address the ethical, moral, and social justice
concerns associated with this new technology before it leaps too far ahead. In this
chapter, we identified health and safety, identity and agency, security and privacy, and
moral issues pertaining to the use of brain co-processors. The neural engineering
community will need to work closely with ethicists, medical care providers, end users,
policy makers, legal experts, and the general public in formulating appropriate guidelines
and best practices for the development of safe, secure, ethically-informed and morally-
grounded brain co-processors.
Acknowledgments
This work was supported by NSF grant EEC-1028725, CRCNS/NIMH grant no.
1R01MH112166-01, a CJ and Elizabeth Hwang endowed professorship and a grant from
the W. M. Keck Foundation. The author would like to thank Eb Fetz, Chet Moritz, Andrea
Stocco, Steve Perlmutter, Preston Jiang, Jon Mishler, and Richy Yun for discussions
related to topics covered in this chapter.
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