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  • Gradland: On Phenomenal Experience, Differentiated Across Many Dimensions David Balduzzi
    arXiv:2609.09306v1 Announce Type: new Abstract: This paper investigates the hypothesis that the first-order structure of physical interactions, i.e. gradients or Jacobians, characterizes the structure of phenomenal experience. It does so in an idealized world inhabited by neural networks, Gradland, where the physics are known and the functions are (mostly) differentiable. The paper introduces two measures of Jacobian structure: effective rank and cohesion, based on Kirchhoff complexity. Applyin
     

Gradland: On Phenomenal Experience, Differentiated Across Many Dimensions

arXiv:2609.09306v1 Announce Type: new Abstract: This paper investigates the hypothesis that the first-order structure of physical interactions, i.e. gradients or Jacobians, characterizes the structure of phenomenal experience. It does so in an idealized world inhabited by neural networks, Gradland, where the physics are known and the functions are (mostly) differentiable. The paper introduces two measures of Jacobian structure: effective rank and cohesion, based on Kirchhoff complexity. Applying the measures to a series of worked examples shows the hypothesis accounts for: (1) the duration of experience, that it can prolong over hundreds of milliseconds; (2) the difference between what is experienced vividly and obscurely; (3) the experience of texture; (4) the blooming buzzing confusion presumably experienced by newborns; (5) the difference between ideas that are held distinctly in mind and ideas that are confused; (6) what learning is like; and finally (7) the paper explains the function of rich, dense experience.

Teacher Geometry Shapes Learnability in Teacher-Student Networks

arXiv:2609.09595v1 Announce Type: cross Abstract: Teacher-student systems, in which a teacher neural network generates training labels so that a student neural network can learn to implement the same function, are widely used as an abstract setting to study learning. However, the structure of the teachers is often overlooked by assuming randomly-generated, normally-distributed parameters. This hides substantial variation in how learnable different teachers are. We formalize learnability as the success rate of converging to the global minimum, as a function of overparameterization, learning algorithm, student initialization distribution, and teacher geometry. We both identify an easy distribution that maximizes node dissimilarity and a hard distribution that minimizes it, and show that these two distributions induce markedly different success rates across a large range of settings and for different activation functions. To explain the gap, we study the loss landscape of small neural networks that contain two distinct kinds of suboptimal local minima, out-of-bounds (OOB) minima at the edge of the data distribution and interior minima within. Assuming infinite data and a fast readout layer, we analytically reduce the loss landscape of small networks to two dimensions, showing that the region of attraction of interior minima changes as a function of teacher structure. In larger networks, maximally dissimilar teachers induce more interior minima, while minimally dissimilar teachers induce more OOB minima. Motivated by these analyses, we show that differentially increasing the learning rate of the readout layer and decreasing the learning rate of the inner biases increases success rates. These findings provide an important step in narrowing the gap between the study of teacher-student networks and more structured functions that arise in practice.

A Bio-Plausible Visual Neural Network for Locust-Inspired Collision Perception

arXiv:2609.10183v1 Announce Type: cross Abstract: Locust visual systems have long served as an important biological paradigm for studying looming perception and collision avoidance. Numerous computational models have successfully reproduced the selective responses of Lobula Giant Movement Detector (LGMD) neurons to approaching objects, thereby emulating the fundamental functionality of the biological system. However, existing models remain limited in biological plausibility and robustness when operating in complex and dynamic visual environments. To address these limitations, we propose a biologically plausible neural network for locust-inspired looming detection. The proposed framework incorporates a spatially isotropic sampling strategy that mimics the ommatidial organization of the locust compound eye, a population-voting mechanism inspired by population coding in biological neural systems, and leaky integrate-and-fire neuronal dynamics to replace conventional sigmoid-based membrane activation. Systematic experiments on synthetic stimuli, laboratory sequences, and real-world driving scenarios demonstrate that the proposed model improves robustness under challenging visual conditions while preserving computational efficiency and enhancing biological fidelity. These results highlight the potential of biologically grounded neural computation for robust and efficient collision perception.

Chameleon: An Adaptive AI-Driven Honeypot Architecture Using Threat-Calibrated Particle Swarm Optimization and Semantic Deception Rapidly-Exploring Random Trees

arXiv:2608.15407v2 Announce Type: replace-cross Abstract: Traditional honeypots share an invariant behavioral profile: a skilled adversary can confirm the presence of a deception environment within a few diagnostic commands, limiting their intelligence value. Commercial deception products (USD 100,000-150,000/year) similarly lack real-time model-driven feedback. Chameleon, an openly distributed adaptive honeypot, addresses both shortcomings. It integrates: a BiLSTM classifier achieving 99.61% accuracy across seven threat categories at ~2 ms CPU latency; a locally deployed Qwen3.5-0.8B model delivering 90% generation accuracy at 4.5 ms latency; and two meta-heuristic engines. Threat-Calibrated PSO (TC-PSO) reshapes swarm inertia and objective amplification in proportion to the classifier's anomaly output, adjusting connection-holding delays in real time. Semantic Deception RRT (S-RRT) evolves deception schemas via exponentially scaled pheromone updates from a language-model severity assessment, with a depth-decay multiplier enforcing a finite memory footprint. A controlled 30-seed benchmark (42-71, identical trajectories and budgets) shows threat-calibrated inertia alone does not improve search over standard PSO on static or dynamic landscapes (p = 0.18); population-diversity mechanisms (GA/ACO) significantly outperform PSO-family optimizers on threat-regime shifts (p

Investigating Hyperparameter Optimization and Transferability for ES-HyperNEAT: A TPE Approach

arXiv:2609.00449v2 Announce Type: replace-cross Abstract: Neuroevolution of Augmenting Topologies (NEAT) and its advanced version, Evolvable-Substrate HyperNEAT (ES-HyperNEAT), have shown great potential in developing neural networks. However, their effectiveness heavily depends on the selection of hyperparameters. This study investigates the optimization of ES-HyperNEAT hyperparameters using the Tree-structured Parzen Estimator (TPE) on the MNIST classification task, exploring a search space of over 3 billion potential combinations. TPE effectively navigates this vast space, significantly outperforming random search in terms of mean, median, and best accuracy. During the validation process, the best hyperparameter configuration found by TPE achieves an accuracy of 29.00% on MNIST, surpassing previous studies while using a smaller population size and fewer generations. The transferability of the optimized hyperparameters is explored in logic operations and Fashion-MNIST tasks, revealing successful transfer to the more complex Fashion-MNIST problem but limited to simpler logic operations. This study emphasizes a method to unlock the full potential of neuroevolutionary algorithms and provides insights into the hyperparameters' transferability across tasks of varying complexity.

Programmable Cellular Automata

arXiv:2609.06102v2 Announce Type: replace-cross Abstract: Cellular automata is a local computation paradigm where complex behavior can arise from local interactions between simple functions. This paradigm has been used to explain many systems such as biological processes, traffic simulation, computer networks, etc. In games, cellular automata have been used in games such as SimCity and for the generation of spatial content such as caves or dungeons. However, creating effective local rules is hard and unintuitive. Cellular automata can be effectively evolved, but may still be hard to interpret. In this work, we introduce the concept of programmable cellular automata, where we represent the system as Python code. We also modularize the cellular automata into local functions and a decision function. Local functions take a local neighborhood and return a value, while the decision function takes the output of the local functions and decides the value of the next state. Separating the cellular automata into modules written in Python helps with understanding how these systems are working. We also explore adding global functions where they take the whole state and compute a function from it. We tested generating levels for three different games from the PCG Benchmark. The results showed that global functions decrease the number of iterations that cellular automata need to solve a problem, and that we cannot find solutions for some problems with purely local functions. Looking into the generated functions, we can see common functions that have been used in different experiments, which not only helps us understand the generator but also helps us understand these games better and what is important for them.
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