Structure of the set of feasible neural commands for complex motor tasks.

F. Valero-Cuevas, B. Cohn, M. Szedlák, K. Fukuda, B. Gartner
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引用次数: 4

Abstract

The brain must select its control strategies among an infinite set of possibilities; researchers believe that it must be solving an optimization problem. While this set of feasible solutions is infinite and lies in high dimensions, it is bounded by kinematic, neuromuscular, and anatomical constraints, within which the brain must select optimal solutions. That is, the set of feasible activations is well structured. However, to date there is no method to describe and quantify the structure of these high-dimensional solution spaces. Bounding boxes or dimensionality reduction algorithms do not capture their detailed structure. We present a novel approach based on the well-known Hit-and-Run algorithm in computational geometry to extract the structure of the feasible activations capable of producing 50% of maximal fingertip force in a specific direction. We use a realistic model of a human index finger with 7 muscles, and 4 DOFs. For a given static force vector at the endpoint, the feasible activation space is a 3D convex polytope, embedded in the 7D unit cube. It is known that explicitly computing the volume of this polytope can become too computationally complex in many instances. However, our algorithm was able to sample 1,000,000 uniform at random points from the feasible activation space. The computed distribution of activation across muscles sheds light onto the structure of these solution spaces-rather than simply exploring their maximal and minimal values. Although this paper presents a 7 dimensional case of the index finger, our methods extend to systems with at least 40 muscles. This will allow our motor control community to understand the distributions of feasible muscle activations, providing important contextual information into learning, optimization and adaptation of motor patterns in future research.
复杂运动任务的可行神经指令集结构。
大脑必须在无限的可能性中选择控制策略;研究人员认为,这一定是在解决一个优化问题。虽然这组可行的解决方案是无限的,并且位于高维,但它受到运动学,神经肌肉和解剖学的限制,大脑必须在这些限制中选择最佳解决方案。也就是说,可行激活的集合结构良好。然而,到目前为止,还没有方法来描述和量化这些高维解空间的结构。边界框或降维算法不能捕获它们的详细结构。我们提出了一种基于计算几何中著名的Hit-and-Run算法的新方法,以提取能够在特定方向上产生最大指尖力50%的可行激活结构。我们使用一个真实的人类食指模型,有7块肌肉和4个自由度。对于端点处给定的静力矢量,可行激活空间是嵌入在7D单元立方体中的三维凸多面体。众所周知,在许多情况下,显式计算这种多面体的体积会变得过于复杂。然而,我们的算法能够从可行激活空间的随机点采样1,000,000个均匀。计算出的肌肉激活分布揭示了这些解空间的结构,而不是简单地探索它们的最大值和最小值。虽然本文提出了一个7维的情况下,食指,我们的方法扩展到系统至少有40块肌肉。这将使我们的运动控制社区了解可行肌肉激活的分布,为未来研究中运动模式的学习,优化和适应提供重要的上下文信息。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
2.20
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0.00%
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