Abstract: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.
Abstract: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.