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1.
People have limited computational resources, yet they make complex strategic decisions over enormous spaces of possibilities. How do people efficiently search spaces with combinatorially branching paths? Here, we study players’ search strategies for a winning move in a “k-in-a-row” game. We find that players use scoring strategies to prune the search space and augment this pruning by a “shutter” heuristic that focuses the search on the paths emanating from their previous move. This strong pruning has its costs—both computational simulations and behavioral data indicate that the shutter size is correlated with players’ blindness to their opponent’s winning moves. However, simulations of the search while varying the shutter size, complexity levels, noise levels, branching factor, and computational limitations indicate that despite its costs, a narrow shutter strategy is the dominant strategy for most of the parameter space. Finally, we show that in the presence of computational limitations, the shutter heuristic enhances the performance of deep learning networks in these end-game scenarios. Together, our findings suggest a novel adaptive heuristic that benefits search in a vast space of possibilities of a strategic game.  相似文献   

2.
Dynamic, momentary approach or avoidance motivational states have downstream effects on eventual goal success and overall well being, but there is still uncertainty about how those states affect the proximal neurocognitive processes (e.g., attention) that mediate the longer-term effects. Attentional flexibility, or the ability to switch between different attentional foci, is one such neurocognitive process that influences outcomes in the long run. The present study examined how approach and avoidance motivational states affect the neural processes involved in attentional flexibility using fMRI with the aim of determining whether flexibility operates via different neural mechanisms under these different states. Attentional flexibility was operationalized as subjects’ ability to switch between global and local stimulus features. In addition to subjects’ motivational state, the task context was manipulated by varying the ratio of global to local trials in a block in light of recent findings about the moderating role of context on motivation-related differences in attentional flexibility. The neural processes involved in attentional flexibility differ under approach versus avoidance states. First, differences in the preparatory activity in key brain regions suggested that subjects’ preparedness to switch was influenced by motivational state (anterior insula) and the interaction between motivation and context (superior temporal gyrus, inferior parietal lobule). Additionally, we observed motivation-related differences the anterior cingulate cortex during switching. These results provide initial evidence that motivation-induced behavioral changes may arise via different mechanisms in approach versus avoidance motivational states.  相似文献   

3.
Many real-life decisions in complex and changing environments are guided by the decision maker’s beliefs, such as her perceived control over decision outcomes (i.e., agency), leading to phenomena like the “illusion of control”. However, the neural mechanisms underlying the “agency” effect on belief-based decisions are not well understood. Using functional imaging and a card guessing game, we revealed that the agency manipulation (i.e., either asking the subjects (SG) or the computer (CG) to guess the location of the winning card) not only affected the size of subjects’ bets, but also their “world model” regarding the outcome dependency. Functional imaging results revealed that the decision-related activation in the lateral and medial prefrontal cortex (PFC) was significantly modulated by agency and previous outcome. Specifically, these PFC regions showed stronger activation when subjects made decisions after losses than after wins under the CG condition, but the pattern was reversed under the SG condition. Furthermore, subjects with high external attribution of negative events were more affected by agency at the behavioral and neural levels. These results suggest that the prefrontal decision-making system can be modulated by abstract beliefs, and are thus vulnerable to factors such as false agency and attribution.  相似文献   

4.
The extent to which people regard others as full-blown individuals with mental states (“humanization”) seems crucial for their prosocial motivation towards them. Previous research has shown that decisions about moral dilemmas in which one person can be sacrificed to save multiple others do not consistently follow utilitarian principles. We hypothesized that this behavior can be explained by the potential victim’s perceived humanness and an ensuing increase in vicarious emotions and emotional conflict during decision making. Using fMRI, we assessed neural activity underlying moral decisions that affected fictitious persons that had or had not been experimentally humanized. In implicit priming trials, participants either engaged in mentalizing about these persons (Humanized condition) or not (Neutral condition). In subsequent moral dilemmas, participants had to decide about sacrificing these persons’ lives in order to save the lives of numerous others. Humanized persons were sacrificed less often, and the activation pattern during decisions about them indicated increased negative affect, emotional conflict, vicarious emotions, and behavioral control (pgACC/mOFC, anterior insula/IFG, aMCC and precuneus/PCC). Besides, we found enhanced effective connectivity between aMCC and anterior insula, which suggests increased emotion regulation during decisions affecting humanized victims. These findings highlight the importance of others’ perceived humanness for prosocial behavior - with aversive affect and other-related concern when imagining harming more “human-like” persons acting against purely utilitarian decisions.  相似文献   

5.
Pupil dilation is implicated as a marker of decision-making as well as of cognitive and emotional processes. Here we tested whether individuals can exploit another’s pupil to their advantage. We first recorded the eyes of 3 "opponents", while they were playing a modified version of the "rock-paper-scissors" childhood game. The recorded videos served as stimuli to a second set of participants. These "players" played rock-paper-scissors against the pre-recorded opponents in a variety of conditions. When players just observed the opponents’ eyes without specific instruction their probability of winning was at chance. When informed that the time of maximum pupil dilation was indicative of the opponents’ choice, however, players raised their winning probability significantly above chance. When just watching the reconstructed area of the pupil against a gray background, players achieved similar performance, showing that players indeed exploited the pupil, rather than other facial cues. Since maximum pupil dilation was correct about the opponents’ decision only in 60% of trials (chance 33%), we finally tested whether increasing this validity to 100% would allow spontaneous learning. Indeed, when players were given no information, but the pupil was informative about the opponent’s response in all trials, players performed significantly above chance on average and half (5/10) reached significance at an individual level. Together these results suggest that people can in principle use the pupil to detect cognitive decisions in another individual, but that most people have neither explicit knowledge of the pupil’s utility nor have they learnt to use it despite a lifetime of exposure.  相似文献   

6.
Research in competitive games has exclusively focused on how opponent models are developed through previous outcomes and how peoples'' decisions relate to normative predictions. Little is known about how rapid impressions of opponents operate and influence behavior in competitive economic situations, although such subjective impressions have been shown to influence cooperative decision-making. This study investigates whether an opponent''s face influences players'' wagering decisions in a zero-sum game with hidden information. Participants made risky choices in a simplified poker task while being presented opponents whose faces differentially correlated with subjective impressions of trust. Surprisingly, we find that threatening face information has little influence on wagering behavior, but faces relaying positive emotional characteristics impact peoples'' decisions. Thus, people took significantly longer and made more mistakes against emotionally positive opponents. Differences in reaction times and percent correct were greatest around the optimal decision boundary, indicating that face information is predominantly used when making decisions during medium-value gambles. Mistakes against emotionally positive opponents resulted from increased folding rates, suggesting that participants may have believed that these opponents were betting with hands of greater value than other opponents. According to these results, the best “poker face” for bluffing may not be a neutral face, but rather a face that contains emotional correlates of trustworthiness. Moreover, it suggests that rapid impressions of an opponent play an important role in competitive games, especially when people have little or no experience with an opponent.  相似文献   

7.
This study examined the effects of individual characteristics and contextual factors on training load, pre-game recovery and game performance in adult male semi-professional basketball. Fourteen players were monitored, across a whole competitive season, with the session-RPE method to calculate weekly training load, and the Total Quality Recovery Scale to obtain pre-game recovery scores. Additionally, game-related statistics were gathered during official games to calculate the Performance Index Rating (PIR). Individual characteristics and contextual factors were grouped using k-means cluster analyses. Separate mixed linear models for repeated measures were performed to evaluate the single and combined (interaction) effects of individual characteristics (playing experience; playing position; playing time) and contextual factors (season phase; recovery cycle; previous game outcome; previous and upcoming opponent level) on weekly training load, pre-game recovery and PIR. Weekly load was higher in guards and medium minute-per-game (MPG) players, and lower for medium-experienced players, before facing high-level opponents, during later season phases and short recovery cycles (all p < 0.05). Pre-game recovery was lower in centers and high-experience players (p < 0.05). Game performance was better in high-MPG players (p < 0.05) and when facing low and medium-level opponents (p < 0.001). Interestingly, players performed better in games when the previous week’s training load was low (p = 0.042). This study suggests that several individual characteristics and contextual factors need to be considered when monitoring training load (playing experience, playing position, playing time, recovery cycle, upcoming opponent level), recovery (playing experience, playing position) and game performance (opponent level, weekly training load, pre-game recovery) in basketball players during the competitive season.  相似文献   

8.
The behavioral approach system (BAS) from Gray’s reinforcement sensitivity theory is a neurobehavioral system involved in the processing of rewarding stimuli that has been related to dopaminergic brain areas. Gray’s theory hypothesizes that the functioning of reward brain areas is modulated by BAS-related traits. To test this hypothesis, we performed an fMRI study where participants viewed erotic and neutral pictures, and cues that predicted their appearance. Forty-five heterosexual men completed the Sensitivity to Reward scale (from the Sensitivity to Punishment and Sensitivity to Reward Questionnaire) to measure BAS-related traits. Results showed that Sensitivity to Reward scores correlated positively with brain activity during reactivity to erotic pictures in the left orbitofrontal cortex, left insula, and right ventral striatum. These results demonstrated a relationship between the BAS and reward sensitivity during the processing of erotic stimuli, filling the gap of previous reports that identified the dopaminergic system as a neural substrate for the BAS during the processing of other rewarding stimuli such as money and food.  相似文献   

9.
We show that the history of play in a population game contains exploitable information that can be successfully used by sophisticated strategies to defeat memory-one opponents, including zero determinant strategies. The history allows a player to label opponents by their strategies, enabling a player to determine the population distribution and to act differentially based on the opponent’s strategy in each pairwise interaction. For the Prisoner’s Dilemma, these advantages lead to the natural formation of cooperative coalitions among similarly behaving players and eventually to unilateral defection against opposing player types. We show analytically and empirically that optimal play in population games depends strongly on the population distribution. For example, the optimal strategy for a minority player type against a resident TFT population is ALLC, while for a majority player type the optimal strategy versus TFT players is ALLD. Such behaviors are not accessible to memory-one strategies. Drawing inspiration from Sun Tzu’s the Art of War, we implemented a non-memory-one strategy for population games based on techniques from machine learning and statistical inference that can exploit the history of play in this manner. Via simulation we find that this strategy is essentially uninvadable and can successfully invade (significantly more likely than a neutral mutant) essentially all known memory-one strategies for the Prisoner’s Dilemma, including ALLC (always cooperate), ALLD (always defect), tit-for-tat (TFT), win-stay-lose-shift (WSLS), and zero determinant (ZD) strategies, including extortionate and generous strategies.  相似文献   

10.
Thermal quality and predation risk are considered important factors influencing habitat patch use in ectothermic prey. However, how the predator’s food requirement and the prey’s necessity to avoid predation interact with their respective thermoregulatory strategies remains poorly understood. The recently developed ‘thermal game model’ predicts that in the face of imminent predation, prey should divide their time equally among a range of thermal patches. In contrast, predators should concentrate their hunting activities towards warmer patches. In this study, we test these predictions in a laboratory setup and an artificial environment that mimics more natural conditions. In both cases, we scored thermal patch use of newt larvae (prey) and free-ranging dragonfly nymphs (predators). Similar effects were seen in both settings. The newt larvae spent less time in the warm patch if dragonfly nymphs were present. The patch use of the dragonfly nymphs did not change as a function of prey availability, even when the nymphs were starved prior to the experiment. Our behavioral observations partially corroborate predictions of the thermal game model. In line with asymmetric fitness pay-offs in predator-prey interactions (the ‘life-dinner’ principle), the prey’s thermal strategy is more sensitive to the presence of predators than vice versa.  相似文献   

11.
We present experimental evidence on two forms of iterated reasoning in games, i.e. backward induction and interactive knowledge. Besides reliable estimates of the cognitive skills of the subjects, our design allows us to disentangle two possible explanations for the observed limits in performed iterated reasoning: Restrictions in subjects’ cognitive abilities and their beliefs concerning the rationality of co-players. In comparison to previous literature, our estimates regarding subjects’ skills in iterated reasoning are quite pessimistic. Also, we find that beliefs concerning the rationality of co-players are completely irrelevant in explaining the observed limited amount of iterated reasoning in the dirty faces game. In addition, it is demonstrated that skills in backward induction are a solid predictor for skills in iterated knowledge, which points to some generalized ability of the subjects in iterated reasoning.  相似文献   

12.
Social indirect reciprocity seems to be crucial in enabling large-scale cooperative networks among genetically unrelated individuals in humans. However, there are relatively few studies on social indirect reciprocity in children compared to adults. Investigating whether young children have a behavioral tendency toward social indirect reciprocity will help us understand how and when the fundamental ability to form cooperative relationships among adults is acquired. Using naturalistic observation at a nursery school, this study examined whether 5- to 6-year-olds show a behavioral tendency to engage in social indirect reciprocity in response to their peers’ prosocial behavior toward a third party. The results revealed that bystander children tended to display prosocial behavior toward their peers more frequently after observing these peers’ prosocial behavior toward third-party peers, compared with control situations; this suggests that 5- to 6-year-olds may have an essential behavioral tendency to establish social indirect reciprocity when interacting with peers in their daily lives. In addition, bystanders tended to display affiliative behavior after observing focal children’s prosocial behavior. In other words, observing peers’ prosocial behavior toward third-party peers evoked bystanders’ positive emotions toward the helpers. Considering both the present results and previous findings, we speculate that in preschoolers, such positive emotions might mediate the increase in the bystander’s prosocial behavior toward the helper. In addition, an intuitional emotional process plays an important role in the preschooler’s behavioral tendency toward social indirect reciprocity in natural interactions with peers.  相似文献   

13.
Multiple phenotypic traits can affect the outcome of interactions among territorial animals. Individuals may use current and previously acquired information on phenotypic traits to assess the competitive ability of opponents and adjust the strength of their response depending on the threat the opponent poses. In birds, colourful plumage and song are widespread phenotypic traits. Recent work has shown that ultraviolet (UV) plumage reflectance may be used by males in assessing an opponent’s strength and by females in mate choice. In the present study, we investigated whether and how territorial male blue tits, Cyanistes caeruleus, use previously acquired information from UV reflectance of the crown feathers of neighbours to adjust their response to playback of song of these neighbours simulated to intrude their territory. We compared responses to neighbours with those to unfamiliar strangers with unknown plumage features. We found that subject males with UV-enhanced neighbours responded more strongly to these neighbours than to strangers, i.e. showed more flights, used songs without trill and tended to overlap more songs. Subject males with UV-reduced neighbours gave a lower or similar response to neighbours compared to strangers. This indicates that male blue tits combine previously acquired information about an intruder’s plumage with familiarity of its song, and that their response depends on the perceived quality of the neighbour. This study provides evidence that familiarity in combination with multiple signals of quality may influence territorial relations among neighbours.  相似文献   

14.
Does it matter if you speak with a regional accent? Speaking immediately reveals something of one’s own social and cultural identity, be it consciously or unconsciously. Perceiving accents involves not only reconstructing such imprints but also augmenting them with particular attitudes and stereotypes. Even though we know much about attitudes and stereotypes that are transmitted by, e.g. skin color, names or physical attractiveness, we do not yet have satisfactory answers how accent perception affects human behavior. How do people act in economically relevant contexts when they are confronted with regional accents? This paper reports a laboratory experiment where we address this question. Participants in our experiment conduct cognitive tests where they can choose to either cooperate or compete with a randomly matched male opponent identified only via his rendering of a standardized text in either a regional accent or standard accent. We find a strong connection between the linguistic performance and the cognitive rating of the opponent. When matched with an opponent who speaks the accent of the participant’s home region—the in-group opponent –, individuals tend to cooperate significantly more often. By contrast, they are more likely to compete when matched with an accent speaker from outside their home region, the out-group opponent. Our findings demonstrate, firstly, that the perception of an out-group accent leads not only to social discrimination but also influences economic decisions. Secondly, they suggest that this economic behavior is not necessarily attributable to the perception of a regional accent per se, but rather to the social rating of linguistic distance and the in-group/out-group perception it evokes.  相似文献   

15.
We analyze the evolution of aggressive behavior in intersexual conflicts, with a special reference to mate guarding behavior in crustaceans. An analysis of a discrete-strategy game shows that an ESS with only one of the sexes being aggressive prevail if fighting costs or fitness values of winning are asymmetric. Non-aggressiveness of both sexes is stable if fighting behavior is very costly for females and if the cost is at least partly paid independent of the strategy of the opponent. Most interestingly, the solutions of both sexes being aggressive prevails only if both sexes have some probability of winning, and if fighting costs are small. Second, we solve for the expected levels of aggressiveness in a game with continuous strategies. The form of the fighting cost function largely determines the stability of the solution. When fighting cost increases linearly with aggressiveness, mutual aggressiveness fluctuates cyclically instead of stabilizing at an ESS. However, if there is an asymmetry in fitness payoffs, a solution with only the sex having most to lose being aggressive alone is possible. With quadratically increasing fighting costs an ES combination of mutual aggressiveness may exist. It is predicted that fights between the sexes should be hardest when payoffs are symmetric, and that an overt behavioral conflict will always take place as long as there is a fitness loss to each of the sexes if losing the conflict and both sexes have a chance to win. We discuss the models in the context of fights preceding precopulatory guarding, but the models offer a general frame for analyzing any intersexual conflict. This revised version was published online in July 2006 with corrections to the Cover Date.  相似文献   

16.
People often deviate from their individual Nash equilibrium strategy in game experiments based on the prisoner’s dilemma (PD) game and the public goods game (PGG), whereas conditional cooperation, or conformity, is supported by the data from these experiments. In a complicated environment with no obvious “dominant” strategy, conformists who choose the average strategy of the other players in their group could be able to avoid risk by guaranteeing their income will be close to the group average. In this paper, we study the repeated PD game and the repeated m-person PGG, where individuals’ strategies are restricted to the set of conforming strategies. We define a conforming strategy by two parameters, initial action in the game and the influence of the other players’ choices in the previous round. We are particularly interested in the tit-for-tat (TFT) strategy, which is the well-known conforming strategy in theoretical and empirical studies. In both the PD game and the PGG, TFT can prevent the invasion of non-cooperative strategy if the expected number of rounds exceeds a critical value. The stability analysis of adaptive dynamics shows that conformity in general promotes the evolution of cooperation, and that a regime of cooperation can be established in an AllD population through TFT-like strategies. These results provide insight into the emergence of cooperation in social dilemma games.  相似文献   

17.
Preference for beauty is human nature, as previous behavior studies have supported the notion of “beauty premium” in which attractive people were more easily to get promoted and receive higher salaries. In the present study, 29 males were recruited to participate in a three-person ultimatum game (UG) including a proposer, a responder and a powerless third player. Each subject, playing as the responder, had to decide whether to accept an offer from the allocator both for himself and a female third person. We aimed to elucidate how the facial attractiveness of the female subject affected the male subjects’ fairness and decision-making in social exchanges. Frontal feedback-related negativity (FRN) in response to four offers in an attractive-face condition revealed no significant differences between offers; however, when the companion was an unattractive female, an “unfair/fair” offer, which assigned a lower share to the responder and a fair share to the third player, elicited the largest FRN. Furthermore, when the third player was offered the smallest amount (“fair/unfair” offer), a larger FRN was generated in an attractive-face condition than unattractive-face condition. In the “unfair/fair” offer condition in which subjects received a smaller allocation than the third person, the beauty of their female counterparts attenuated subjects’ aversion to inequality, resulting in a less negative FRN in the frontal region and an increased acceptance ratio. However, the influence of the third player’s facial attractiveness only affected the early evaluation stage: late P300 was found to be immune to the “beauty premium”. Under the two face conditions, P300 was smallest following an “unfair/fair” offer, whereas the amplitudes in the other three offer conditions exhibited no significant differences. In addition, the differentiated neural features of processing facial attractiveness were also determined and indexed by four event-related potentials (ERP) components: N170, frontal N1, N2 and late positive potentials (LPPs).  相似文献   

18.
Various nonhuman primate species have been tested with prosocial games (i.e. derivates from dictator games) in order to better understand the evolutionary origin of proactive prosociality in humans. Results of these efforts are mixed, and it is difficult to disentangle true species differences from methodological artifacts. We tested 2- to 5-year-old children with a costly and a cost-free version of a prosocial game that differ with regard to the payoff distribution and are widely used with nonhuman primates. Simultaneously, we assessed the subjects’ level of Theory of Mind understanding. Prosocial behavior was demonstrated with the prosocial game, and did not increase with more advanced Theory of Mind understanding. However, prosocial behavior could only be detected with the costly version of the game, whereas the children failed the cost-free version that is most commonly used with nonhuman primates. A detailed comparison of the children’s behavior in the two versions of the game indicates that the failure was due to higher attentional demands of the cost-free version, rather than to a lack of prosociality per se. Our results thus show (i) that subtle differences in prosociality tasks can substantially bias the outcome and thus prevent meaningful species comparisons, and (ii) that like in nonhuman primates, prosocial behavior in human children does not require advanced Theory of Mind understanding in the present context. However, both developmental and comparative psychology accumulate increasing evidence for the multidimensionality of prosocial behaviors, suggesting that different forms of prosociality are also regulated differentially. For future efforts to understand the evolutionary origin of prosociality it is thus crucial to take this heterogeneity into account.  相似文献   

19.
In experiments, there are usually two general ways of obtaining dominants and subordinates to test for the effect of recent experience upon ulterior behavior and dominance. One is to ‘impose’ such an experience on the contestants by a priori deciding which individual of the pair will become the dominant and which will become the subordinate through the use of rigged contests. The second technique is to let contestants ‘self-select’ the winner and loser by waiting for the spontaneous outcome of dyadic encounters between two usually well matched opponents. These two techniques of obtaining dominants and subordinates probably represent extreme cases on a single continuum of investment made by animals to settle dominance. To test this, we compared dominants and subordinates obtained from these two techniques in Xiphophorus fish males. It was found that pairs obtained through rigged contest (R) were much more aggressive in subsequent encounters than pairs in which the dominant and subordinate could self-select (S). They recuperated more rapidly from handling, initiated contact earlier, took more time to assess each other, and fought for a longer period of time. Prior-winners and prior-losers of the R condition more frequently relied on aggressive behavior during contest than that of the S condition. As a consequence, prior-winners and prior-losers of the R condition won equally the subsequent contest. On the contrary, prior-winners of the S condition defeated their prior-loser opponent in a majority of cases. These results can be tentatively explained by the following principle, winning or losing against a well matched opponent would leave more ‘experience’ than winning over a much weaker opponent, or losing to a much stronger one. This reinforces the hypothesis that prior-experiences are not qualitative states but come in various degrees.  相似文献   

20.
Negotiation and trade typically require a mutual interaction while simultaneously resting in uncertainty which decision the partner ultimately will make at the end of the process. Assessing already during the negotiation in which direction one's counterpart tends would provide a tremendous advantage. Recently, neuroimaging techniques combined with multivariate pattern classification of the acquired data have made it possible to discriminate subjective states of mind on the basis of their neuronal activation signature. However, to enable an online-assessment of the participant's mind state both approaches need to be extended to a real-time technique. By combining real-time functional magnetic resonance imaging (fMRI) and online pattern classification techniques, we show that it is possible to predict human behavior during social interaction before the interacting partner communicates a specific decision. Average accuracy reached approximately 70% when we predicted online the decisions of volunteers playing the ultimatum game, a well-known paradigm in economic game theory. Our results demonstrate the successful online analysis of complex emotional and cognitive states using real-time fMRI, which will enable a major breakthrough for social fMRI by providing information about mental states of partners already during the mutual interaction. Interestingly, an additional whole brain classification across subjects confirmed the online results: anterior insula, ventral striatum, and lateral orbitofrontal cortex, known to act in emotional self-regulation and reward processing for adjustment of behavior, appeared to be strong determinants of later overt behavior in the ultimatum game. Using whole brain classification we were also able to discriminate between brain processes related to subjective emotional and motivational states and brain processes related to the evaluation of objective financial incentives.  相似文献   

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