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Chinese scientists develop ‘brain-reading’ AI model to help predict depression risk, may inspire future emotional-perception humanoids_我的网站

冰与火之歌第一季

一 |     

Brain-reading AI model reveals how different brain regions are linked to cognitive functions. Photo: Courtesy of Lu Han
Brain-reading AI model reveals how different brain regions are linked to cognitive functions. Photo: Courtesy of Lu Han
Chinese scientists have developed a “brain-reading” AI model that could help predict the risk of depression among adolescents up to four years in advance by analyzing how humans respond to facial expressions, a technology expected to inspire future development of embodied intelligent humanoids capable of perceiving human emotion and thoughts through nuanced facial cues. 
WHO data show that around 332 million people worldwide have depression, about one-third of whom have treatment-resistant forms of the condition. In China, an estimated 95 million people suffer from depression, National Business Daily reported, citing statistics from the China Mental Health Survey. 
Using data from a population-based longitudinal adolescent cohort recruited across several European countries, the research team led by Lu Han, assistant professor at the School of Artificial Intelligence, Shenzhen University, has built an AI model that predicted which 19-year-olds were more likely to develop depression at the age of 23. The predictions were backed up by an independent clinical cohort of individuals with depression. The team’s paper was published in the journal Science Advances this month.
According to Lu, the study used brain scans taken at age 19 to predict depression-related symptoms at age 23. The study focuses on adolescence because the transition from adolescence to early adulthood is a key developmental period when depressive symptoms can increase rapidly. The earlier risks are identified, the greater the opportunity for prevention, Lu told the Global Times on Monday, adding that the findings need to be further validated in middle-aged and older adults and across different ethnic groups in future research. 
In this study, the researchers analyzed data from adolescents in the IMAGEN, a population-based longitudinal cohort recruited across several European countries. At age 19, participants underwent an fMRI emotional-face task, and their emotional symptoms were assessed using standardized questionnaires. Genetic data obtained from blood samples were also analyzed, and participants were followed up at age 23. The researchers examined whether neural representations of angry faces at age 19 were associated with emotional symptoms and could predict elevated emotional symptoms four years later.
According to Lu, people without depression can more easily distinguish emotional changes based on others’ facial expressions and respond accordingly – for example, responding with friendliness to a smiling expression. But people with depression cannot do this, and are more likely to assume people are angry with them. 
A brain-aligned deep-learning model developed by Lu’s team suggested that those participants whose brains were less able to distinguish between different facial emotions and tended to perceive others as angry were more likely to develop symptoms of depression and anxiety in adulthood. 
The hypothesis that adolescents at risk of depression may respond differently to other people’s facial expressions than those without such risk based on the negative information processing bias long observed in depression research: people at risk of depression are more likely to notice, interpret, or remember negative social information, Lu said. 
The researchers focused on angry facial expressions because they signal social threat and rejection, which are closely linked to interpersonal difficulties and negativity bias associated with depression. They hope to further understand how this bias develops within the visual system. 
Building on this, they created a deep learning model, which mimics how the brain processes visual information, to predict how the brain encodes abstract emotional concepts such as anger.
They found that 19-year-olds whose response to facial expressions was skewed in favour of negative emotions or memories were the most likely to develop some form of depression.
Based on these findings, Lu’s team then developed a marker that can identify possible warning signs. 
According to Lu, the study found that the computational biomarker was linked to the depression-related variant rs11123030 and polygenic risk for depression, suggesting that genetic susceptibility may affect emotional perception. It also provided predictive information beyond family stress and socioeconomic factors, complementing rather than replacing environmental risk factors. Therefore, depression is neither purely genetic nor purely psychological, but a complex mental disorder arising from the interplay of genetic susceptibility, brain development, emotional and cognitive processes, and life experiences. 
According to Lu, the study is also expected to advance AI by aligning deep neural networks with human brain activity and using parameter perturbations to probe neural mechanisms, allowing models to both predict and explain how biases may arise. 
The findings suggest that future affective computing and embodied AI should go beyond simply labeling facial expressions, incorporating visual details while preventing prior assumptions from overriding real-time sensory input, Lu said, adding that the findings could provide valuable insights for developing more interpretable robotic perception systems that more closely emulate the way humans process emotions.
。    啤酒、脏话和好斗的陌生人。这只是伦敦北部酒吧里一个普通的周四夜晚。事实证明,奇幻世界与现实相距并不遥远,在 神鬼寓言4 的世界里漫步,也能在这个多事的下午体验到完全相同的元素。在 2026 年科隆游戏展(gamescom)的一场闭门演示中,我得以深入了解开发商 Playground Games 打造的阿尔比恩及其背后的故事。在这里,我将带你领略演示中展示的一切,随后我还会亲自上手体验 神鬼寓言4 及其战斗系统——请继续关注我稍后发布的试玩感想。现在,是时候去鲍尔斯顿逛一逛,看看完成一个完整的任务会带来什么。对于那些没玩过原版 神鬼寓言4 trilogy 的人来说,鲍尔斯顿是阿尔比恩奇幻世界的首都,而它现在的样子比以往任何时候都要迷人。

二 | 在我大约 15 分钟的实机演示开始时,我们的英雄——一位背着长剑的年轻女性——骑马来到了这座巍峨城市的吊闸门前。本该是令人心生畏惧的景象,却很快转变成了敬畏,中央城堡高耸在那些层层堆叠的歪斜小建筑之上。

三 | 镇上有一种令人愉悦的偏离感,反映了在这个善恶交织的世界中力量的失衡。倾斜的屋顶和扭曲的砖墙与蜿蜒的街道以及凹凸不平的鹅卵石完美融合。这一切都让这个世界感觉像是完全手工打造的,是由居住在那里的人们真实建造的,而不是由某个缺乏想象力的城市规划师铺设的呆板几何图案。这不仅是一道亮丽的风景线,更是一座充满活力的城市。城内分布着 30 多家商铺,从理发店、服装店到纹身店应有尽有。Playground 真的希望你能完全按照自己的意愿创建角色,并让他们尽可能地融入你所行走的世界。说到融入,我们在鲍尔斯顿的第一站是英雄的家——一座温馨且打理得井井有条的小屋,壁炉里炉火正旺。

四 | 等着我们的是女儿黛西和配偶埃利奥特。他与英雄之间的爱似乎依然浓烈——当英雄走开时,他忍不住感叹道:“哦,真高兴我娶了这一切。”稳住,埃利奥特,我们还得去拯救村庄呢。石南山(Briar Hill)就是那个村庄,也是 神鬼寓言4 主线故事的关键。一个名叫伊莎贝尔的神秘红袍人把我们家乡的人都变成了石头,而我们要负责让他们复活。我们现在的这个任务似乎处于剧情早期,带我们来到首都是为了进入英雄公会。之前的任务已经在我们的背包里放入了公会总部的钥匙,所以我们轻松地走到了巨大的门前。同样,这里展示的内外建筑和美术设计都非常精彩,宏伟的气势与刻意为之的粗糙棱角交相辉映。神鬼寓言4 充满了大大小小的决策,这些决策将影响从次要角色关系到重大剧情时刻的一切。坐在公会里的是“黄金”汉弗莱,他是阿尔比恩传说中的传奇人物,但现在似乎风光不再。他由马特·金饰演,看起来像个落魄的酒鬼,瘫坐在黑暗中的大椅子上。“千万不要去见你的偶像”这句话从未如此真实。

五 | 为了证明我的观点,他在昏沉中要求来一大杯啤酒,于是我们面临第一个选择——Playground 承诺 神鬼寓言4 充满了大大小小的决策,这些决策将影响从次要角色关系到重大剧情时刻的一切。你是给汉弗莱递上一杯满是泡沫的美味啤酒,还是泼在他身上试图叫醒他?我们选择了后者,屏幕左侧出现了一个弹窗,提示我们他现在认为我们是个“混蛋”。尽管如此,汉弗莱还是需要我们的帮助。他负债累累,濒临被驱逐的边缘,为了获得他的指导,我们需要帮他摆脱困境。事实证明,这位曾经受人尊敬的英雄在赌博中输掉了公会的所有权,输给了鲍尔斯顿当地的帮派头目“油滑”罗尼。所以,现在的任务就是把所有权拿回来。我们很快就和这个帮派惹上了麻烦。刚回到街上,我们就遇到了罗尼的三个手下,他们正在骚扰比利——Playground 将其描述为“兼职剧作家,全职孤儿”。系统给出了对话选项,我们尝试化解局势。不幸的是,对于他们来说,武力被认为是必要的。这是我们第一次有机会好好观察 神鬼寓言4 的战斗,我对此印象深刻。在亲手操作之前,很难判断一款游戏的动作表现到底有多好——我几小时后就会去体验——但它看起来确实很流畅。挥舞长剑的斩击干脆利落。弓箭射出时伴随着令人愉悦的声响,精准命中敌人的头部。

六 | 长长的电鞭被召唤出来,重重地抽向人群。

七 | 英雄手掌中凝聚出火球,射入敌人的胸膛。这种灵活性令人欣喜,看来这不会是一款根据严格的职业结构限制战斗选择的 RPG。那场遭遇战让我们获得了一个技能点,屏幕上闪过一个相当庞大的技能树,我还没来得及深入研究它就关闭了。不过,我看到了那个技能点花在了哪里:魔法之剑(Magical Blades),任何 神鬼寓言4 的老玩家无疑都会深情地记得这个法术。

八 | 我们很快就会看到它的实战效果。首先,是时候前往镇上一个比较落魄的地段,那里有“油滑”罗尼的藏身处。当然,线索把我们引向了一家酒吧。“济贫院”(The Poor House)是罗尼选定的据点,在与那里的顾客交谈后,显然我们需要进入该场所的后区。有多种进入方式,但为了节省时间,我们选择了简单的路子——付钱进入。穿过门后,我们面临着另一把没有钥匙的锁。然而,这扇门无人看守,所以我们测试了可靠的开锁技能并迅速进入。这里没有像 Fallout 76 那样旋转锁芯的小游戏,只需简单地按住一个按钮即可。罗尼的办公室就在另一边,公会的契据就在那里等着被取走。不过,直接走开也太简单了吧?在出去的路上,罗尼看到我们很不高兴,我们试图撒谎说喝多了误入禁区,但没起作用。是时候再次战斗了,这正是让魔法之剑大显身手的好机会。触发攻击后,三把闪烁着蓝光的剑悬浮在我们的头顶,然后分别飞向一名敌人——这正是你记忆中的那个法术,也很好地表明了 Playground 无意背离 神鬼寓言4 的历史。当像我们现在这样被多个攻击者包围时,它似乎是一个非常棒的控场工具。随后的一支箭射中了一个敌人的膝盖,他因受到目标伤害而踉跄倒地,接着迎接他的是我们的剑尖。接下来的情况变得有些棘手,一个挥舞着双手斧的壮汉加入了战斗。很明显他能承受更多的攻击,所以通过持续攻击来积累他的失衡槽以开启大额伤害窗口似乎是明智的选择。再次强调,我对动作的流畅性印象深刻。

九 | 这场战斗标志着我们目前对 神鬼寓言4 体验的结束,但我已经等不及要亲手体验那种战斗了。这个世界令人愉悦的英伦基调、居住在其中的各种角色以及他们渴望告诉我们的故事都让我深信疑。我希望战斗能与这种品质相匹配,并且很快就会发现 神鬼寓言4 玩起来是否像看起来那样流畅。我会尽快告诉大家结果。

十 |

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Published on:08:28:42


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