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Gustavo Patow

Publications and source records attributed to Gustavo Patow.

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Thoughtseeds as Latent Causes: A Dual-Process Computational Phenomenology of Focused-Attention Meditation

Meditative expertise involves sustained attention, rapid recovery from distraction, and coordinated dynamics of large-scale brain networks. We present a computational phenomenology of focused-attention meditation traversing four attractor states: breath focus, mind-wandering, meta-awareness, and redirect attention. Within a dual-process active inference formulation, the model implements a three-layer nested Markov-blanket architecture: (L1) a high-dimensional physiological neuronal substrate modeled as a stochastic multivariate Ornstein--Uhlenbeck process over attentional Yeo networks; (L2) a low-dimensional generative model (System 1) that encodes latent mental content as thoughtseeds and evaluates autonomic action tendencies; and (L3) an agentic metacognitive monitor (System 2) that implements a Global Neuronal Workspace (GNW) capacity bottleneck to selectively gate these tendencies. In L3, meta-awareness functions as the GNW ignition signal, derived from policy-prior divergence and dynamically gated by direct competition between orchestrator and distractor thoughtseeds. Policy selection actively minimizes expected free energy, and L2 actions furnish descending predictions over network activity to close the enactive perception--action cycle. Training uses variational Expectation-Maximization (EM) across expert and novice phenotypes. Simulations reproduce behavior consistent with empirical observations and findings in contemplative neuroscience, providing a tractable link between first-person phenomenology and objective neurophysiological measures.

q-bio.NC

Deep learning and whole-brain networks for biomarker discovery: modeling the dynamics of brain fluctuations in resting-state and cognitive tasks

Background: Brain network models offer insights into brain dynamics, but the utility of model-derived bifurcation parameters as biomarkers remains underexplored. Objective: This study evaluates bifurcation parameters from a whole-brain network model as biomarkers for distinguishing brain states associated with resting-state and task-based cognitive conditions. Methods: Synthetic BOLD signals were generated using a supercritical Hopf brain network model to train deep learning models for bifurcation parameter prediction. Inference was performed on Human Connectome Project data, including both resting-state and task-based conditions. Statistical analyses assessed the separability of brain states based on bifurcation parameter distributions. Results: Bifurcation parameter distributions differed significantly across task and resting-state conditions ($p < 0.0001$ for all but one comparison). Task-based brain states exhibited higher bifurcation values compared to rest. Conclusion: Bifurcation parameters effectively differentiate cognitive and resting states, warranting further investigation as biomarkers for brain state characterization and neurological disorder assessment.

q-bio.NC

TVB C++: A Fast and Flexible Back-End for The Virtual Brain

This paper introduces TVB C++, a streamlined and fast C++ Back-End for The Virtual Brain (TVB), a renowned platform and a benchmark tool for full-brain simulation. TVB C++ is engineered with speed as a primary focus while retaining the flexibility and ease of use characteristic of the original TVB platform. Positioned as a complementary tool, TVB serves as a prototyping platform, whereas TVB C++ becomes indispensable when performance is paramount, particularly for large-scale simulations and leveraging advanced computation facilities like supercomputers. Developed as a TVB-compatible Back-End, TVB C++ seamlessly integrates with the original TVB implementation, facilitating effortless usage. Users can easily configure TVB C++ to execute the same code as in TVB but with enhanced performance and parallelism capabilities.

q-bio.NC

A Good Snowman is Hard to Plan

In this work we face a challenging puzzle video game: A Good Snowman is Hard to Build. The objective of the game is to build snowmen by moving and stacking snowballs on a discrete grid. For the sake of player engagement with the game, it is interesting to avoid that a player finds a much easier solution than the one the designer expected. Therefore, having tools that are able to certify the optimality of solutions is crucial. Although the game can be stated as a planning problem and can be naturally modelled in PDDL, we show that a direct translation to SAT clearly outperforms off-the-shelf state-of-the-art planners. As we show, this is mainly due to the fact that reachability properties can be easily modelled in SAT, allowing for shorter plans, whereas using axioms to express a reachability derived predicate in PDDL does not result in any significant reduction of solving time with the considered planners. We deal with a set of 51 levels, both original and crafted, solving 43 and with 8 challenging instances still remaining to be solved.

cs.AI