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result(s) for
"631/1647/2198"
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Multi-animal pose estimation, identification and tracking with DeepLabCut
by
Di Santo, Valentina
,
Menegas, William
,
Soberanes, Daniel
in
631/114/1305
,
631/1647/2198
,
631/378/116
2022
Estimating the pose of multiple animals is a challenging computer vision problem: frequent interactions cause occlusions and complicate the association of detected keypoints to the correct individuals, as well as having highly similar looking animals that interact more closely than in typical multi-human scenarios. To take up this challenge, we build on DeepLabCut, an open-source pose estimation toolbox, and provide high-performance animal assembly and tracking—features required for multi-animal scenarios. Furthermore, we integrate the ability to predict an animal’s identity to assist tracking (in case of occlusions). We illustrate the power of this framework with four datasets varying in complexity, which we release to serve as a benchmark for future algorithm development.
DeepLabCut is extended to enable multi-animal pose estimation, animal identification and tracking, thereby enabling the analysis of social behaviors.
Journal Article
A simulated comparison of behavioural observation sampling methods
by
Tuke, Jonathan
,
Fernandez, Eduardo J.
,
Brereton, James Edward
in
631/1647/2198
,
631/1647/2198/1760
,
Humanities and Social Sciences
2022
Behavioural research requires the use of sampling methods to document the occurrence of responses observed. Sampling/recording methods include ad libitum, continuous, pinpoint (instantaneous), and one-zero (interval) sampling. Researchers have questioned the utility of each sampling method under different contexts. Our study compared computerized simulations of both pinpoint and one-zero sampling to continuous recordings. Two separate computer simulations were generated, one for response frequency and one for response duration, with three different response frequencies (high, medium, or low) and response durations (short, medium, and long) in each simulation, respectively. Similarly, three different observation intervals (5, 50, and 500 s) were used to record responses as both pinpoint and one-zero sampling methods in the simulations. Under both simulations, pinpoint sampling outperformed one-zero sampling, with pinpoint sampling producing less statistical bias in error rates under all frequencies, durations, and observation intervals. As observation intervals increased, both mean error rates and variability in error rates increased for one-zero sampling, while only variability in error rate increased for pinpoint sampling. The results suggest that pinpoint sampling techniques are effective for measuring both frequency (event) and duration (state) behaviours, and that pinpoint sampling is a less statistically biased behavioural observation method than one-zero sampling.
Journal Article
DeepLabCut: markerless pose estimation of user-defined body parts with deep learning
by
Mackenzie Weygandt Mathis
,
Bethge, Matthias
,
Abe, Taiga
in
Algorithms
,
Animal behavior
,
Artificial neural networks
2018
Quantifying behavior is crucial for many applications in neuroscience. Videography provides easy methods for the observation and recording of animal behavior in diverse settings, yet extracting particular aspects of a behavior for further analysis can be highly time consuming. In motor control studies, humans or other animals are often marked with reflective markers to assist with computer-based tracking, but markers are intrusive, and the number and location of the markers must be determined a priori. Here we present an efficient method for markerless pose estimation based on transfer learning with deep neural networks that achieves excellent results with minimal training data. We demonstrate the versatility of this framework by tracking various body parts in multiple species across a broad collection of behaviors. Remarkably, even when only a small number of frames are labeled (~200), the algorithm achieves excellent tracking performance on test frames that is comparable to human accuracy.
Journal Article
B-SOiD, an open-source unsupervised algorithm for identification and fast prediction of behaviors
2021
Studying naturalistic animal behavior remains a difficult objective. Recent machine learning advances have enabled limb localization; however, extracting behaviors requires ascertaining the spatiotemporal patterns of these positions. To provide a link from poses to actions and their kinematics, we developed B-SOiD - an open-source, unsupervised algorithm that identifies behavior without user bias. By training a machine classifier on pose pattern statistics clustered using new methods, our approach achieves greatly improved processing speed and the ability to generalize across subjects or labs. Using a frameshift alignment paradigm, B-SOiD overcomes previous temporal resolution barriers. Using only a single, off-the-shelf camera, B-SOiD provides categories of sub-action for trained behaviors and kinematic measures of individual limb trajectories in any animal model. These behavioral and kinematic measures are difficult but critical to obtain, particularly in the study of rodent and other models of pain, OCD, and movement disorders.
The study of naturalistic behaviour using video tracking is challenging. Here the authors develop a system, B-SOiD which allows automated behavioural tracking and segmentation of video of movements tested in mice, flies and humans.
Journal Article
Using connectome-based predictive modeling to predict individual behavior from brain connectivity
2017
This protocol describes how to develop linear models to predict individual behavior from brain connectivity data with proper cross-validation, and how to use an online tool to visualize the most predictive features of the models.
Neuroimaging is a fast-developing research area in which anatomical and functional images of human brains are collected using techniques such as functional magnetic resonance imaging (fMRI), diffusion tensor imaging (DTI), and electroencephalography (EEG). Technical advances and large-scale data sets have allowed for the development of models capable of predicting individual differences in traits and behavior using brain connectivity measures derived from neuroimaging data. Here, we present connectome-based predictive modeling (CPM), a data-driven protocol for developing predictive models of brain–behavior relationships from connectivity data using cross-validation. This protocol includes the following steps: (i) feature selection, (ii) feature summarization, (iii) model building, and (iv) assessment of prediction significance. We also include suggestions for visualizing the most predictive features (i.e., brain connections). The final result should be a generalizable model that takes brain connectivity data as input and generates predictions of behavioral measures in novel subjects, accounting for a considerable amount of the variance in these measures. It has been demonstrated that the CPM protocol performs as well as or better than many of the existing approaches in brain–behavior prediction. As CPM focuses on linear modeling and a purely data-driven approach, neuroscientists with limited or no experience in machine learning or optimization will find it easy to implement these protocols. Depending on the volume of data to be processed, the protocol can take 10–100 min for model building, 1–48 h for permutation testing, and 10–20 min for visualization of results.
Journal Article
Geometric deep learning enables 3D kinematic profiling across species and environments
by
Aldarondo, Diego E
,
Marshall, Jesse D
,
Wang, William L
in
Animal behavior
,
Animals
,
Artificial neural networks
2021
Comprehensive descriptions of animal behavior require precise three-dimensional (3D) measurements of whole-body movements. Although two-dimensional approaches can track visible landmarks in restrictive environments, performance drops in freely moving animals, due to occlusions and appearance changes. Therefore, we designed DANNCE to robustly track anatomical landmarks in 3D across species and behaviors. DANNCE uses projective geometry to construct inputs to a convolutional neural network that leverages learned 3D geometric reasoning. We trained and benchmarked DANNCE using a dataset of nearly seven million frames that relates color videos and rodent 3D poses. In rats and mice, DANNCE robustly tracked dozens of landmarks on the head, trunk, and limbs of freely moving animals in naturalistic settings. We extended DANNCE to datasets from rat pups, marmosets, and chickadees, and demonstrate quantitative profiling of behavioral lineage during development.DANNCE enables robust 3D tracking of animals’ limbs and other features in naturalistic environments by making use of a deep learning approach that incorporates geometric reasoning. DANNCE is demonstrated on behavioral sequences from rodents, marmosets, and chickadees.
Journal Article
Revealing the structure of pharmacobehavioral space through motion sequencing
2020
Understanding how genes, drugs and neural circuits influence behavior requires the ability to effectively organize information about similarities and differences within complex behavioral datasets. Motion Sequencing (MoSeq) is an ethologically inspired behavioral analysis method that identifies modular components of three-dimensional mouse body language called ‘syllables’. Here, we show that MoSeq effectively parses behavioral differences and captures similarities elicited by a panel of neuroactive and psychoactive drugs administered to a cohort of nearly 700 mice. MoSeq identifies syllables that are characteristic of individual drugs, a finding we leverage to reveal specific on- and off-target effects of both established and candidate therapeutics in a mouse model of autism spectrum disorder. These results demonstrate that MoSeq can meaningfully organize large-scale behavioral data, illustrate the power of a fundamentally modular description of behavior and suggest that behavioral syllables represent a new class of druggable target.By analyzing hundreds of mice treated with a library of neuro- and psychoactive drugs, Wiltschko et al. show that Motion Sequencing can effectively discriminate and categorize drug effects and link molecular targets to behavioral syllables.
Journal Article
α-Rank: Multi-Agent Evaluation by Evolution
by
Rowland, Mark
,
Czarnecki, Wojciech M.
,
Tuyls, Karl
in
631/1647/2198
,
631/181/2469
,
639/705/117
2019
We introduce
α
-
Rank
, a principled evolutionary dynamics methodology, for the
evaluation
and
ranking
of agents in large-scale multi-agent interactions, grounded in a novel dynamical game-theoretic solution concept called
Markov
-
Conley chains
(MCCs). The approach leverages continuous-time and discrete-time evolutionary dynamical systems applied to empirical games, and scales tractably in the number of agents, in the type of interactions (beyond dyadic), and the type of empirical games (symmetric and asymmetric). Current models are fundamentally limited in one or more of these dimensions, and are not guaranteed to converge to the desired game-theoretic solution concept (typically the Nash equilibrium).
α
-Rank automatically provides a ranking over the set of agents under evaluation and provides insights into their strengths, weaknesses, and long-term dynamics in terms of basins of attraction and sink components. This is a direct consequence of the correspondence we establish to the dynamical MCC solution concept when the underlying evolutionary model’s ranking-intensity parameter,
α
, is chosen to be large, which exactly forms the basis of
α
-Rank. In contrast to the Nash equilibrium, which is a static solution concept based solely on fixed points, MCCs are a dynamical solution concept based on the Markov chain formalism, Conley’s Fundamental Theorem of Dynamical Systems, and the core ingredients of dynamical systems: fixed points, recurrent sets, periodic orbits, and limit cycles. Our
α
-Rank method runs in polynomial time with respect to the total number of pure strategy profiles, whereas computing a Nash equilibrium for a general-sum game is known to be intractable. We introduce mathematical proofs that not only provide an overarching and unifying perspective of existing continuous- and discrete-time evolutionary evaluation models, but also reveal the formal underpinnings of the
α
-Rank methodology. We illustrate the method in canonical games and empirically validate it in several domains, including AlphaGo, AlphaZero, MuJoCo Soccer, and Poker.
Journal Article
Object recognition test in mice
by
Boulouard, Michel
,
Leger, Marianne
,
Haelewyn, Benoît
in
631/1647/2198
,
631/1647/334/1874/345
,
631/378/1595
2013
The object recognition test is now among the most commonly used behavioral tests for mice. A mouse is presented with two similar objects during the first session, and then one of the two objects is replaced by a new object during a second session. The amount of time taken to explore the new object provides an index of recognition memory. As more groups have used the protocol, the variability of the procedures used in the object recognition test has increased steadily. This protocol provides a necessary standardization of the procedure. This protocol reduces inter-individual variability with the use of a selection criterion based on a minimal time of exploration for both objects during each session. In this protocol, we describe the three most commonly used variants, containing long (3 d), short (1 d) or no habituation phases. Thus, with a short intersession interval (e.g., 6 h), this procedure can be performed in 4, 2 or 1 d, respectively, according to the duration of the habituation phase. This protocol should allow for the comparison of results from different studies, while permitting adaption of the protocol to the constraints of the experimenter.
Journal Article
Experimenters’ sex modulates mouse behaviors and neural responses to ketamine via corticotropin releasing factor
2022
We show that the sex of human experimenters affects mouse behaviors and responses following administration of the rapid-acting antidepressant ketamine and its bioactive metabolite (
2R,6R
)-hydroxynorketamine. Mice showed aversion to the scent of male experimenters, preference for the scent of female experimenters and increased stress susceptibility when handled by male experimenters. This human-male-scent-induced aversion and stress susceptibility was mediated by the activation of corticotropin-releasing factor (CRF) neurons in the entorhinal cortex that project to hippocampal area CA1. Exposure to the scent of male experimenters before ketamine administration activated CA1-projecting entorhinal cortex CRF neurons, and activation of this CRF pathway modulated in vivo and in vitro antidepressant-like effects of ketamine. A better understanding of the specific and quantitative contributions of the sex of human experimenters to study outcomes in rodents may improve replicability between studies and, as we have shown, reveal biological and pharmacological mechanisms.
Georgiou et al. found that the sex of the person performing experiments affects mouse behavior, including responses to stress and ketamine. This effect was mediated by corticotropin-releasing factor neurons in the entorhinal cortex that project to CA1.
Journal Article