Brain cells in a lab dish learn to play Pong — and offer a window onto intelligence
JON HAMILTON NPR Science
A dish of living
brain cells has learned to play the 1970s arcade game Pong.
About 800,000
cells linked to a computer gradually learned to sense the position of the
game's electronic ball and control a virtual paddle, a
team reports in the journal Neuron.
The novel
achievement is part of an effort to understand how the brain learns, and how to
make computers more intelligent.
"We've made
huge strides with silicon computing, but they're still rigid and
inflexible," says Brett Kagan, an author of the study and chief
scientific officer at Cortical Labs in Melbourne, Australia. "That's
something we don't see with biology."
For example, both
computers and people can learn to make a cup of tea, Kagan says. But people are
able to generalize what they've learned in a way a computer can't.
"You might
have never been to someone else's house, but with a bit of rummaging and
searching you can probably make a decent cup of tea as long as I've got the
ingredients," he says. But even a very powerful computer would struggle to
carry out that task in an unfamiliar environment.
So Cortical Labs
has been trying to understand how living brain cells acquire this sort of
intelligence. And Kagan says the Pong experiment was a way for the company to
answer a key question about how a network of brain cells learns to change its
behavior:
"If we allow
these cells to know the outcome of their actions, will they actually be able to
change in some sort of goal-directed way," Kagan says.
To find out, the scientists used a system they've developed called DishBrain.
This scanning
electron microscope image shows a neural culture growing on a high-density
multi-electrode array. This system allowed researchers to train neurons to play
the video game Pong.
Cortical Labs
A layer of living
neurons is grown on a special silicon chip at the bottom of a thumb-size dish
filled with nutrients. The chip, which is linked to a computer, can both detect
electrical signals produced by the neurons, and deliver electrical signals to
them.
To test the
learning ability of the cells, the computer generated a game of Pong, a
two-dimensional version of table tennis that gained a cult following as one of
the first and most basic video games.
Pong is played on
a video screen. A black rectangle defines the table, and a white cursor
represents each player's paddle, which can be moved up or down to intercept a
white ball.
In the simplified
version used in the experiment, there was a single paddle on the left side of
the virtual table, and the ball would carom off the other sides until it evaded
the paddle.
To allow the
brain cells to play the game, the computer sent signals to them indicating
where the bouncing ball was. At the same time, it began monitoring information
coming from the cells in the form of electrical pulses.
"We took
that information and we allowed it to influence this Pong game that they were
playing," Kagan says. "So they could move the paddle around."
At first, the
cells didn't understand the signals coming from the computer, or know what
signals to send the other direction. They also had no reason to play the game.
So the scientists
tried to motivate the cells using electrical stimulation: a nicely organized
burst of electrical activity if they got it right. When they got it wrong, the
result was a chaotic stream of white noise.
"If they hit
the ball, we gave them something predictable," Kagan says. "When they
missed it, they got something that was totally unpredictable."
The strategy was
based on the Free Energy Principle, which states that brain cells want to
be able to predict what's going on in their environment. So they would choose
predictable stimulation over unpredictable stimulation.
The approach
worked. Cells began to learn to generate patterns of electrical activity that
would move the paddle in front of the ball, and gradually rallies got longer.
The brain cells
never got that good at Pong. But interestingly, human brain cells seemed to
achieve a slightly higher level of play than mouse brain cells, Kagan says.
And the level of
play was remarkable, considering that each network contained fewer cells than
the brain of a cockroach, Kagan says.
"If you
could see a cockroach playing a game of Pong and it was able to hit the ball
twice as often as it was missing it, you would be pretty impressed with that
cockroach," he says.
The results hint
at a future in which biology helps computers become more intelligent by
changing the way that they learn, Kagan says.
But that future
is probably still a long way off, says Steve M. Potter, an adjunct
associate professor at Georgia Tech.
"The idea of
a computer that has some living components is exciting and it's starting to
become a reality," he says. "However, the kinds of learning that
these things can accomplish is quite rudimentary right now."
Even so, Potter
says the system that allowed cells to learn Pong could be a great tool for
doing research.
"This is
sort of a semi-living animal model that one can use to study all sorts of
mechanisms in the nervous system, not just learning," he says.
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