Series Foreword |
Preface |
Acknowledgments |
Setting the Stage / Part 1: |
Brain Computation / 1: |
Introducing the Brain / 1.1: |
Computational Abstraction / 1.2: |
Different than Silicon / 1.3: |
The Brain's Tricks for Fast Computation / 1.4: |
More Powerful than a Computer? / 1.5: |
Do Humans Have Non-Turing Abilities? / 1.6: |
Summary / 1.7: |
Brain Overview / 2: |
Spinal Cord and Brainstem / 2.1: |
The Forebrain: An Overview / 2.2: |
Cortex: Long-Term Memory / 2.3: |
Basal Ganglia: The Program Sequencer / 2.4: |
Thalamus: Input and Output / 2.5: |
Hippocampus: Program Modifications / 2.6: |
Amygdal: Rating what's Important / 2.7: |
How the Brain Programs itself / 2.8: |
Neurons, Circuits, and Subsystems / 2.9: |
Neurons and Circuits / 3: |
Signaling Strategies / 3.1: |
Receptive Fields / 3.2: |
Modeling Receptive Field Formation / 3.3: |
Spike Codes for Cortical Neurons / 3.4: |
Reflexive Behaviors / 3.5: |
Appendix: Neuron Behaviors / 3.6: |
Cortical Memory / 4: |
Table Lookup Strategies / 4.1: |
The Cortical Map Concept / 4.2: |
Hierarchies of Maps / 4.3: |
What Does the Cortex Represent? / 4.4: |
Computational Models / 4.5: |
Programs via Reinforcement / 4.6: |
Evaluating a Program / 5.1: |
Reinforcement Learning Algorithms / 5.2: |
Learning in the Basal Ganglia / 5.3: |
Learning to Set Cortical Synapses / 5.4: |
Learning to Play Backgammon / 5.5: |
Backgammon as an Abstract Model / 5.6: |
Embodiment of Behavior / 5.7: |
Sensory-Motor Routines / 6: |
Human Vision Is Specialized / 6.1: |
Routines / 6.2: |
Human Embodiment Overview / 6.3: |
Evidence for Visual Routines / 6.4: |
Changing the Agenda / 6.5: |
Discussion and Summary / 6.6: |
Motor Routines / 7: |
Motor Computation Basics / 7.1: |
Biological Movement Organization / 7.2: |
Cortex: Movement Plans / 7.3: |
Cerebellum: Checking Expectations / 7.4: |
Spinal Cord: Coding the Movement Library / 7.5: |
Reading Human Movement Data / 7.6: |
Operating System / 7.7: |
A Hierarchical Cognitive Architecture / 8.1: |
Program Execution / 8.2: |
Humanoid Avatar Models / 8.3: |
Module Multiplexing / 8.4: |
Program Arbitration / 8.5: |
Alerting / 8.6: |
Program Indexing / 8.7: |
Credit Assignment / 8.8: |
Implications of a Modular Architecture / 8.9: |
Awareness / 8.10: |
Decision Making / 9: |
The Coding of Decisions / 9.1: |
Deciding in Noisy Environments / 9.2: |
Social Decision Making / 9.3: |
Populations of Game Players / 9.4: |
Emotions / 9.5: |
Triune Phylogeny / 10.1: |
Emotions and the Body / 10.2: |
Somatic Marker Theory / 10.3: |
The Amygdala's Special Role / 10.4: |
Computational Perspectives / 10.5: |
Consciousness / 10.6: |
Being a Model / 11.1: |
Simulation / 11.2: |
What Is Consciousness For? / 11.3: |
Notes / 11.4: |
References |
Index |