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Dive into the research topics where Francesco Donnarumma is active.

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Featured researches published by Francesco Donnarumma.


PLOS ONE | 2013

Human Sensorimotor Communication: A Theory of Signaling in Online Social Interactions

Giovanni Pezzulo; Francesco Donnarumma; Haris Dindo

Although the importance of communication is recognized in several disciplines, it is rarely studied in the context of online social interactions and joint actions. During online joint actions, language and gesture are often insufficient and humans typically use non-verbal, sensorimotor forms of communication to send coordination signals. For example, when playing volleyball, an athlete can exaggerate her movements to signal her intentions to her teammates (say, a pass to the right) or to feint an adversary. Similarly, a person who is transporting a table together with a co-actor can push the table in a certain direction to signal where and when he intends to place it. Other examples of “signaling” are over-articulating in noisy environments and over-emphasizing vowels in child-directed speech. In all these examples, humans intentionally modify their action kinematics to make their goals easier to disambiguate. At the moment no formal theory exists of these forms of sensorimotor communication and signaling. We present one such theory that describes signaling as a combination of a pragmatic and a communicative action, and explains how it simplifies coordination in online social interactions. We cast signaling within a “joint action optimization” framework in which co-actors optimize the success of their interaction and joint goals rather than only their part of the joint action. The decision of whether and how much to signal requires solving a trade-off between the costs of modifying one’s behavior and the benefits in terms of interaction success. Signaling is thus an intentional strategy that supports social interactions; it acts in concert with automatic mechanisms of resonance, prediction, and imitation, especially when the context makes actions and intentions ambiguous and difficult to read. Our theory suggests that communication dynamics should be studied within theories of coordination and interaction rather than only in terms of the maximization of information transmission.


Adaptive Behavior | 2013

Mental imagery in the navigation domain: a computational model of sensory-motor simulation mechanisms

Fabian Chersi; Francesco Donnarumma; Giovanni Pezzulo

Recent experimental evidence indicates that animals can use mental simulation to make decisions about the actions to take during goal-directed navigation. The principal brain areas found to be active during this process are the hippocampus, the ventral striatum and the sensory-motor cortex. In this paper, we present a computational model that includes biological aspects of this circuit and explains mechanistically how it may be used to imagine and evaluate future events. Its most salient characteristic is that choices about actions are made by simulating movements and their sensory effects using the same brain areas that are active during overt execution. More precisely, the simulation of an action (e.g., walking) creates a new sensory pattern that is evaluated in the same way as real inputs. The model is validated in a navigation task in which a simulated rat is placed in a complex maze. We show that hippocampal and striatal cells are activated to simulate paths, to retrieve their estimated value and to make decisions. We link these results with a general framework that sees the brain as a predictive device that can ‘detach’ itself from the here-and-now of current perception using mechanisms such as episodic memories, motor and visual imagery.


Cortex | 2017

Action perception as hypothesis testing

Francesco Donnarumma; Marcello Costantini; Ettore Ambrosini; K. J. Friston; Giovanni Pezzulo

We present a novel computational model that describes action perception as an active inferential process that combines motor prediction (the reuse of our own motor system to predict perceived movements) and hypothesis testing (the use of eye movements to disambiguate amongst hypotheses). The system uses a generative model of how (arm and hand) actions are performed to generate hypothesis-specific visual predictions, and directs saccades to the most informative places of the visual scene to test these predictions – and underlying hypotheses. We test the model using eye movement data from a human action observation study. In both the human study and our model, saccades are proactive whenever context affords accurate action prediction; but uncertainty induces a more reactive gaze strategy, via tracking the observed movements. Our model offers a novel perspective on action observation that highlights its active nature based on prediction dynamics and hypothesis testing.


PLOS Computational Biology | 2016

Problem Solving as Probabilistic Inference with Subgoaling: Explaining Human Successes and Pitfalls in the Tower of Hanoi

Francesco Donnarumma; Domenico Maisto; Giovanni Pezzulo

How do humans and other animals face novel problems for which predefined solutions are not available? Human problem solving links to flexible reasoning and inference rather than to slow trial-and-error learning. It has received considerable attention since the early days of cognitive science, giving rise to well known cognitive architectures such as SOAR and ACT-R, but its computational and brain mechanisms remain incompletely known. Furthermore, it is still unclear whether problem solving is a “specialized” domain or module of cognition, in the sense that it requires computations that are fundamentally different from those supporting perception and action systems. Here we advance a novel view of human problem solving as probabilistic inference with subgoaling. In this perspective, key insights from cognitive architectures are retained such as the importance of using subgoals to split problems into subproblems. However, here the underlying computations use probabilistic inference methods analogous to those that are increasingly popular in the study of perception and action systems. To test our model we focus on the widely used Tower of Hanoi (ToH) task, and show that our proposed method can reproduce characteristic idiosyncrasies of human problem solvers: their sensitivity to the “community structure” of the ToH and their difficulties in executing so-called “counterintuitive” movements. Our analysis reveals that subgoals have two key roles in probabilistic inference and problem solving. First, prior beliefs on (likely) useful subgoals carve the problem space and define an implicit metric for the problem at hand—a metric to which humans are sensitive. Second, subgoals are used as waypoints in the probabilistic problem solving inference and permit to find effective solutions that, when unavailable, lead to problem solving deficits. Our study thus suggests that a probabilistic inference scheme enhanced with subgoals provides a comprehensive framework to study problem solving and its deficits.


Journal of the Royal Society Interface | 2015

Divide et impera: subgoaling reduces the complexity of probabilistic inference and problem solving.

Domenico Maisto; Francesco Donnarumma; Giovanni Pezzulo

It has long been recognized that humans (and possibly other animals) usually break problems down into smaller and more manageable problems using subgoals. Despite a general consensus that subgoaling helps problem solving, it is still unclear what the mechanisms guiding online subgoal selection are during the solution of novel problems for which predefined solutions are not available. Under which conditions does subgoaling lead to optimal behaviour? When is subgoaling better than solving a problem from start to finish? Which is the best number and sequence of subgoals to solve a given problem? How are these subgoals selected during online inference? Here, we present a computational account of subgoaling in problem solving. Following Occams razor, we propose that good subgoals are those that permit planning solutions and controlling behaviour using less information resources, thus yielding parsimony in inference and control. We implement this principle using approximate probabilistic inference: subgoals are selected using a sampling method that considers the descriptive complexity of the resulting sub-problems. We validate the proposed method using a standard reinforcement learning benchmark (four-rooms scenario) and show that the proposed method requires less inferential steps and permits selecting more compact control programs compared to an equivalent procedure without subgoaling. Furthermore, we show that the proposed method offers a mechanistic explanation of the neuronal dynamics found in the prefrontal cortex of monkeys that solve planning problems. Our computational framework provides a novel integrative perspective on subgoaling and its adaptive advantages for planning, control and learning, such as for example lowering cognitive effort and working memory load.


Connection Science | 2012

Programming in the brain: a neural network theoretical framework

Francesco Donnarumma; Roberto Prevete; Giuseppe Trautteur

Recent research shows that some brain areas perform more than one task and the switching times between them are incompatible with learning and that parts of the brain are controlled by other parts of the brain, or are “recycled”, or are used and reused for various purposes by other neural circuits in different task categories and cognitive domains. All this is conducive to the notion of “programming in the brain”. In this paper, we describe a programmable neural architecture, biologically plausible on the neural level, and we implement, test, and validate it in order to support the programming interpretation of the above-mentioned phenomenology. A programmable neural network is a fixed-weight network that is endowed with auxiliary or programming inputs and behaves as any of a specified class of neural networks when its programming inputs are fed with a code of the weight matrix of a network of the class. The construction is based on the “pulling out” of the multiplication between synaptic weights and neuron outputs and having it performed in “software” by specialised multiplicative-response fixed subnetworks. Such construction has been tested for robustness with respect to various sources of noise. Theoretical underpinnings, analysis of related research, detailed construction schemes, and extensive testing results are given.


Psychological Science | 2017

Avoiding Accidents at the Champagne Reception: A Study of Joint Lifting and Balancing

Giovanni Pezzulo; Pierpaolo Iodice; Francesco Donnarumma; Haris Dindo; Günther Knoblich

Using a lifting and balancing task, we contrasted two alternative views of planning joint actions: one postulating that joint action involves distinct predictions for self and other, the other postulating that joint action involves coordinated plans between the coactors and reuse of bimanual models. We compared compensatory movements required to keep a tray balanced when 2 participants lifted glasses from each other’s trays at the same time (simultaneous joint action) and when they took turns lifting (sequential joint action). Compared with sequential joint action, simultaneous joint action made it easier to keep the tray balanced. Thus, in keeping with the view that bimanual models are reused for joint action, predicting the timing of their own lifting action helped participants compensate for another person’s lifting action. These results raise the possibility that simultaneous joint actions do not necessarily require distinguishing between one’s own and the coactor’s contributions to the action plan and may afford an agent-neutral stance.


Entropy | 2016

Nonparametric Problem-Space Clustering: Learning Efficient Codes for Cognitive Control Tasks

Domenico Maisto; Francesco Donnarumma; Giovanni Pezzulo

We present an information-theoretic method permitting one to find structure in a problem space (here, in a spatial navigation domain) and cluster it in ways that are convenient to solve different classes of control problems, which include planning a path to a goal from a known or an unknown location, achieving multiple goals and exploring a novel environment. Our generative nonparametric approach, called the generative embedded Chinese restaurant process (geCRP), extends the family of Chinese restaurant process (CRP) models by introducing a parameterizable notion of distance (or kernel) between the states to be clustered together. By using different kernels, such as the the conditional probability or joint probability of two states, the same geCRP method clusters the environment in ways that are more sensitive to different control-related information, such as goal, sub-goal and path information. We perform a series of simulations in three scenarios—an open space, a grid world with four rooms and a maze having the same structure as the Hanoi Tower—in order to illustrate the characteristics of the different clusters (obtained using different kernels) and their relative benefits for solving planning and control problems.


Biological Cybernetics | 2015

The intentional stance as structure learning: a computational perspective on mindreading

Haris Dindo; Francesco Donnarumma; Fabian Chersi; Giovanni Pezzulo

Recent theories of mindreading explain the recognition of action, intention, and belief of other agents in terms of generative architectures that model the causal relations between observables (e.g., observed movements) and their hidden causes (e.g., action goals and beliefs). Two kinds of probabilistic generative schemes have been proposed in cognitive science and robotics that link to a “theory theory” and “simulation theory” of mindreading, respectively. The former compares perceived actions to optimal plans derived from rationality principles and conceptual theories of others’ minds. The latter reuses one’s own internal (inverse and forward) models for action execution to perform a look-ahead mental simulation of perceived actions. Both theories, however, leave one question unanswered: how are the generative models – including task structure and parameters – learned in the first place? We start from Dennett’s “intentional stance” proposal and characterize it within generative theories of action and intention recognition. We propose that humans use an intentional stance as a learning bias that sidesteps the (hard) structure learning problem and bootstraps the acquisition of generative models for others’ actions. The intentional stance corresponds to a candidate structure in the generative scheme, which encodes a simplified belief-desire folk psychology and a hierarchical intention-to-action organization of behavior. This simple structure can be used as a proxy for the “true” generative structure of others’ actions and intentions and is continuously grown and refined – via state and parameter learning – during interactions. In turn – as our computational simulations show – this can help solve mindreading problems and bootstrap the acquisition of useful causal models of both one’s own and others’ goal-directed actions.


Adaptive Behavior | 2016

Learning programs is better than learning dynamics

Francesco Donnarumma; Roberto Prevete; Andrea de Giorgio; Guglielmo Montone; Giovanni Pezzulo

Distributed and hierarchical models of control are nowadays popular in computational modeling and robotics. In the artificial neural network literature, complex behaviors can be produced by composing elementary building blocks or motor primitives, possibly organized in a layered structure. However, it is still unknown how the brain learns and encodes multiple motor primitives, and how it rapidly reassembles, sequences and switches them by exerting cognitive control. In this paper we advance a novel proposal, a hierarchical programmable neural network architecture, based on the notion of programmability and an interpreter-programmer computational scheme. In this approach, complex (and novel) behaviors can be acquired by embedding multiple modules (motor primitives) in a single, multi-purpose neural network. This is supported by recent theories of brain functioning in which skilled behaviors can be generated by combining functional different primitives embedded in “reusable” areas of “recycled” neurons. Such neuronal substrate supports flexible cognitive control, too. Modules are seen as interpreters of behaviors having controlling input parameters, or programs that encode structures of networks to be interpreted. Flexible cognitive control can be exerted by a programmer module feeding the interpreters with appropriate input parameters, without modifying connectivity. Our results in a multiple T -maze robotic scenario show how this computational framework provides a robust, scalable and flexible scheme that can be iterated at different hierarchical layers permitting to learn, encode and control multiple qualitatively different behaviors.

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Domenico Maisto

Indian Council of Agricultural Research

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Fabian Chersi

National Research Council

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Giuseppe Trautteur

Istituto Nazionale di Fisica Nucleare

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Guglielmo Montone

Paris Descartes University

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Alessandro D'Ausilio

Istituto Italiano di Tecnologia

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