Abstract

Models of human behavior in the Iowa Gambling Task (IGT) have played a pivotal role in accounting for behavioral differences during decision-making. One critical difference between models that have been used to account for behavior in the IGT is the inclusion or exclusion of the assumption that participants tend to persevere, or stay with the same option over consecutive trials. Models that allow for this assumption include win-stay-lose-shift (WSLS) models and reinforcement learning (RL) models that include a decay learning rule where expected values for each option decay as they are chosen less often. One shortcoming of RL models that have included decay rules is that the tendency to persevere by sticking with the same option has been conflated with the tendency to select the option with the highest expected value because a single term is used to represent both of these tendencies. In the current work we isolate the tendencies to perseverate and to select the option with the highest expected value by including them as separate terms in a Value-Plus-Perseveration (VPP) RL model. Overall the VPP model provides a better fit to data from a large group of participants than models that include a single term to account for both perseveration and the representation of expected value. Simulations of each model show that the VPP model's simulated choices most closely resemble the decision-making behavior of human subjects. In addition, we also find that parameter estimates of loss aversion are more strongly correlated with performance when perseverative tendencies and expected value representations are decomposed as separate terms within the model. The results suggest that the tendency to persevere and the tendency to select the option that leads to the best net payoff are central components of decision-making behavior in the IGT. Future work should use this model to better examine decision-making behavior.

Highlights

  • Models of human behavior in the Iowa Gambling Task (IGT) have played a pivotal role in accounting for behavioral differences during decision-making

  • The VPP model provided the best fit to the data, based on both Akaike’s Information Criterion (AIC) and Bayesian Information Criterion (BIC)

  • We presented a VPP model that included separate terms to account for perseverative behavior and tendencies to select options based on their expected values

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Summary

Introduction

Models of human behavior in the Iowa Gambling Task (IGT) have played a pivotal role in accounting for behavioral differences during decision-making. Overall the VPP model provides a better fit to data from a large group of participants than models that include a single term to account for both perseveration and the representation of expected value. The EV model has primarily utilized a Delta learning rule that is known as a Rescorla-Wagner rule (Rescorla and Wagner, 1972; Sutton and Barto, 1998; Yechiam and Busemeyer, 2005) This rule assumes that the expected values for each option are recency-weighted averages of the rewards received on each trial. A Decay learning rule assumes that expected values for each option decay on each trial (Erev and Roth, 1998)

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