PreprintCited by 25Neuroscience and Neural EngineeringTactile and Sensory InteractionsEEG and Brain-Computer Interfaces

Optimization of Neuroprosthetic Vision via End-to-end Deep Reinforcement Learning

Open access
Küçükoğlu, Burcu, Rueckauer, Bodo, Ahmad, Nasir, de Ruyter van Steveninck, Jaap, Güçlü, Umut, van Gerven, Marcel·2022·International Journal of Neural Systems

Preprint — published as 10.1142/s0129065722500526

Abstract

Visual neuroprostheses are a promising approach to restore basic sight in visually impaired people. A major challenge is to condense the sensory information contained in a complex environment into meaningful stimulation patterns at low spatial and temporal resolution. Previous approaches considered task-agnostic feature extractors such as edge detectors or semantic segmentation, which are likely suboptimal for specific tasks in complex dynamic environments. As an alternative approach, we propose to optimize stimulation patterns by end-to-end training of a feature extractor using deep reinforcement learning agents in virtual environments. We present a task-oriented evaluation framework to compare different stimulus generation mechanisms, such as static edge-based and adaptive end-to-end approaches like the one introduced here. Our experiments in Atari games show that stimulation patterns obtained via task-dependent end-to-end optimized reinforcement learning result in equivalent or improved performance compared to fixed feature extractors on high difficulty levels. These findings signify the relevance of adaptive reinforcement learning for neuroprosthetic vision in complex environments.

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Crossref · 10.1101/2022.02.25.482017

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  • This kind of AI learning is often performed in virtual environments due to the lack of real data, but current methods have employed virtual platforms with low realism, limiting their real-world usability.

    “This kind of AI learning is often performed in virtual environments due to the lack of real data, but current methods have employed virtual platforms with low realism, limiting their real-world usability.87,89,90”

    From Visual Prostheses in the Era of Artificial Intelligence Technology (2025) · cites this paper as [89]

    The Experiments and Results section (p. 7) says the authors trained their model on self-generated frames from simulated Atari environments. The Conclusion (p. 14) acknowledges that Atari games may seem distant from typical real-world situations and leaves evaluation in naturalistic environments for future work. The paper does not say that a lack of real data drove the use of virtual environments or that low realism limits the real-world usability of current methods. (LLM, conf=0.84)

    Experimental — accuracy not yet measured
  • Of the five end-to-end studies identified, two relied on auto-encoding strategies and three entailed reinforcement learning approaches.

    “Of the five end-to-end studies that we identified, two relied on auto-encoding strategies,88,91 where the task to be learnt is reconstructing an original image, and three entailed reinforcement learning approaches,87,89,90 for which the scope of learned tasks is wider.”

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Research works printed but not linked: 5

  1. [14]14. A. Perez-Yus, J. Bermudez-Cameo, G. Lopez-Nicolas and J. J. Guerrero, Depth and motion cues with phosphene patterns for prosthetic vision, in Proc. IEEE Int. Conf. Computer Vision ( ICCV ) Workshops (Venice, Italy, 2017).
  2. [25]25. C. Zhang, O. Vinyals, R. Munos and S. Bengio, arXiv:abs/1804.06893.
  3. [32]32. J. Schulman, F. Wolski, P. Dhariwal, A. Radford and O. Klimov, arXiv:1707.06347. · arXiv
  4. [33]33. G. Bradski, The OpenCV library, Dr. Dobb's Journal of Software Tools 25 (2000) 120-125.
  5. [38]38. A. P. Badia, B. Piot, S. Kapturowski, P. Sprechmann, A. Vitvitskyi, Z. D. Guo and C. Blundell, Agent57: Outperforming the Atari human benchmark, in Proc. 37 th Int. Conf. Machine Learning , Proceedings of Machine Learning Research, Vol. 119 13-18 July 2020, eds. H. D. III and A. Singh, pp. 507-517.

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Authors
Küçükoğlu, B., Rueckauer, B., Ahmad, N., de Ruyter van Steveninck, J., Güçlü, U., & van Gerven, M.
Affiliations
Radboud University Nijmegen (NL)
Corresponding author
Küçükoğlu, Burcu
Venue
International Journal of Neural Systems
Publisher
openRxiv
Published
2022-02-28
Volume
32
Issue
11
Pages
2250052-2250052
ISSN
0129-0657 (ISSN-L)
OpenAlex
W4289171906
Cited by
25
References
33
Citations by year
2026: 2 · 2025: 7 · 2024: 2 · 2023: 12 · 2022: 2
FWCI
2.54
Type
journal article
Language
en
Open access
Licence
cc-by
Locations
  • International Journal of Neural Systems (publishedVersion, cc-by)
  • bioRxiv (Cold Spring Harbor Laboratory) (acceptedVersion)
  • PubMed (publishedVersion)
  • Radboud Repository (Radboud University) (submittedVersion, other-oa)
Funders
European Commission (899287, HORIZON2020)
Topics
  • Life Sciences › Neuroscience › Cellular and Molecular Neuroscience › Neuroscience and Neural Engineering
  • Life Sciences › Neuroscience › Cognitive Neuroscience › Tactile and Sensory Interactions
  • Life Sciences › Neuroscience › Cognitive Neuroscience › EEG and Brain-Computer Interfaces
Keywords
end-to-end reinforcement learning, feature extraction, visually impaired people, virtual worlds, Atari games, task-oriented evaluation, adaptive stimulation
MeSH terms
Humans, Learning, Reinforcement, Psychology

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