Computing policy desirability | Once the weights of these connections have been learned (see “Sensori-motor association learning in effector choice tasks” section), the field excites all neurons in the motor plan formation field corresponding to the cued effector. |
Supporting Information | The model architecture designed to simulate effector choice tasks with single or multiple targets. |
Supporting Information | We extended the present computational theory to model effector choice tasks by duplicating the architecture of the framework and designating one network for sac-cades and one for reaches. |
Visuomotor decisions with competing alternatives | The operation of the framework can be easily understood in the context of particular reaching choice tasks that involve action selection in the presence of competing targets. |
Visuomotor decisions with competing alternatives | in supporting information shows analytically the architecture of the framework for effector choice tasks ). |
Visuomotor decisions with competing alternatives | Sensorimotor association learning in effector choice tasks . |
Author Summary | Numerous choice tasks have been used to study decision processes. |
Author Summary | Some of these choice tasks , specifically n-armed bandit, information sampling and foraging tasks, pose choices that tradeoff immediate and future reward. |
Discussion | We have applied markov decision process models (MDPs/POMDPs) to choice tasks that have been used to study the eXplore-eXploit tradeoff, information sampling and foraging. |
Results | We used markov decision processes, either partially observed (POMDPs) or fully observed (MDPs) to model several choice tasks . |
Task specific results | Perceptual inference tasks, as well as many other choice tasks , are often modeled using a drift-diffusion framework, and it is assumed that when an evidence bearing particle crosses a threshold a decision is made. |
Introduction | We first clarify the differences between these three types of decision making model in the remainder of the introduction, before giving results on how these models compare on a simple perceptual choice task involving action on synthetic data, and then give empirical support for embodied choice models from motion tracking experiments during decision making. |
Results | Here we incorporate these assumptions in four computational models and test them in a simulation of a simple perceptual choice task involving action. |
Results | All simulations represent a two-alternative forced choice task (2AFC) in which an action must be made to one of two targets to indicate the decision (Fig. |
Modeling Relief Consumption Using Heuristics | A The observed distribution of consumption at the group level by participants for whom anticipation-discounting functions derived one-off choice tasks were available (N = 23). |
Predicting Consumption from One-Off Choices between Delayed Pains | In the one-off choice task , the frequency of choosing sooner pain indicates the extent of negative time preference, and is a correlate of dread. |
Supporting Information | Data summarizing behavior on the previously published binary intertemporal choice task ; the frequency With Which each participant chose the sooner of the two options for delayed painful shocks in binary choice experiment (previously published, [33], 81 Table), and the maximum likelihood parameter estimates resulting from fitting an exponential dread-discounting model (previously published, [33], jag—framing model) to the observed choices. |