File:Electrophysiological activity during Gameplay and Rest of DishBrain playing Pong.jpg

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From the study "In vitro neurons learn and exhibit sentience when embodied in a simulated game-world"

Summary

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Description
English: "579 sessions (358 Gameplay, 221 Rest) were analyzed with n = 43 biological replicates. Significance bars show within-group differences denoted with ∗. Symbols show between-group differences at the given timepoint: # = versus Gameplay or Stimulus; % = versus Silent. The number of symbols denotes the p-value cutoff, where 1 = p < 0.05, 2 = p <0.01, 3 = p < 0.001, and 4 = p <0.0001. Box plots show interquartile range, with bars demonstrating 1.5× interquartile range, the line marks the median, and ▲marks the mean. Error bands = 1 SE.

(A–D) A significant positive correlation between mean firing and performance was found between motor region 1 and 2 with the Sensory area both during Rest (A and B) and Gameplay (C and D). (E) The average cross-sensory motor correlation was significantly less during Rest, both for motor region 1 (t = 30.40, p = 6.61−194) and motor region 2 (t = 29.76, p = 2.76−186) than during Gameplay. (F) The percentage of mutually exclusive activity events per second across motor regions was calculated and found to increase significantly during Gameplay versus Rest (t = 14.64, p = 5.68−48). (G) The correlation between the two motor regions showed substantial changes over time (blue). Linear regression conducted on the first 5 min of Gameplay (orange) showed a significant negative relationship between variables that was absent in the final 15 min (teal). (H) Activity over time showed no significant changes while engaged in Gameplay (r = −0.01, p = 0.563), supporting that any observed learning effects over time were not related to merely gross changes in activity levels across the cultures over time. (I) Functional plasticity was assessed across cultures when engaged in Gameplay versus Rest, with a significant increase in functional plasticity found during gameplay. (J) Following random stimulation feedback, there was a significant increase in the mean information entropy during Gameplay (t = 4.890, p = 2.024−6), yet the corresponding time during Rest showed no change (t = 0.016, p = 0.987). Mean information entropy was lower at both pre- (t = 9.781, p = 3.882−19) and post- (t = 5.915, p = 1.178−8) feedback during Gameplay than at Rest. (K) For normalized mean information entropy, the difference relative to feedback period was increased during Gameplay (t = 19.337, p = 3.476−48), yet still no difference was observed during Rest where no feedback was delivered (t = 1.022, p = 0.316). Normalized mean information entropy was lower at pre- (t = 10.192, p = 2.139−20), but not post- (t = 0.671, p = 0.503) feedback, during Gameplay compared with Rest.

(L) Feedback-related changes in normalized mean information entropy were assessed for the investigation of different feedback mechanisms. Increases following random feedback for the Stimulus condition were replicated (t = 9.623, p = 7.887−19); it was also found that the system displayed increased activity-related scores under the Silent condition feedback (t = 21.538, p = 7.019−47). The No-feedback condition showed no change in normalized mean information entropy at matched times after Bonferroni corrections (t = 10.192, p = 0.030). Post-hoc follow-up tests found no differences between Stimulus and Silent conditions during gameplay; both were significantly lower than for the No-feedback condition. After feedback, the Stimulus and Silent conditions were significantly higher than the No-feedback condition, with the Silent condition significantly higher than the Stimulus condition."
Date
Source https://www.cell.com/neuron/fulltext/S0896-6273(22)00806-6
Author

Authors of the study: Brett J. Kagan Andy C. Kitchen Nhi T. Tran Forough Habibollahi Moein Khajehnejad Bradyn J. Parker Anjali Bhat Ben Rollo Adeel Razi

Karl J. Friston

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