Gautam Agarwal
Champalimaud Neuroscience Program, Portugal
A planning game reveals distributed patterning in player behavior
Wednesday 08th of February 2017 at 12:00pm
560 Evans
Decision-making has been modeled in great detail based on
2-alternative choice (2AC) tasks; however it remains unclear how these
models apply to more naturalistic settings, where choices can have
long-term and diverse consequences. In turn, quantitatively modeling
more complex decisions poses a challenge, requiring adequate sampling
of behavior over a larger state space. To address this problem, we
have developed a video game in which subjects can flexibly solve
multi-step planning problems that have identifiable optimal solutions.
In this game, subjects must plan a path that allows them to collect
multiple growing objects at appropriate times in the future. By
parametrically varying the number and spatio-temporal arrangement of
targets, we densely sample the stimulus space. In parallel, we densely
sample behavior by monitoring subjects’ actions and physiology. Each
subject develops a highly patterned, yet unique, approach to game play
apparent across all measured signals. While some of these signals can
be interpreted directly with respect to game play (e.g. button
presses), others are indicative of the subjects’ internal state as
they solve the task (e.g. pupil size, button pressure). We now seek to
combine these two types of measures to understand how subjects
efficiently form and update plans.(video)
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