Abstract

The way people choose routes through unfamiliar environments provides clues about the underlying representation they use. One way to test the nature of observers' representation is to manipulate the structure of the scene as they move through it and measure which aspects of performance are significantly affected and which are not. We recorded the routes that participants took in virtual mazes to reach previously-viewed targets. The mazes were either physically realizable or impossible (the latter contained 'wormholes' that altered the layout of the scene without any visible change at that moment). We found that participants could usually find the shortest route between remembered objects even in physically impossible environments, despite the gross failures in pointing that an earlier study showed are evident in the physically impossible environment. In the physically impossible conditions, the choice made at a junction was influenced to a greater extent by whether that choice had, in the past, led to the discovery of a target (compared to a shortest-distance prediction). In the physically realizable mazes, on the other hand, junction choices were determined more by the shortest distance to the target. This pattern of results is compatible with the idea of a graph-like representation of space that can include information about previous success or failure for traversing each edge and also information about the distance between nodes. Our results suggest that complexity of the maze may dictate which of these is more important in influencing navigational choices.

Highlights

  • In order to navigate successfully in a 3D environment, human participants have to develop a mental representation of the scene, locate themselves in the representation and plan optimal actions to reach a target

  • We have measured the ability of participants to find the shortest route to a previously-viewed target in a virtual labyrinth, especially in cases where the labyrinth has a non-Euclidean structure

  • Our main finding is that participants’ choices at junctions in the complex, non-physically-realisable, ‘wormhole’ conditions were predicted by a rewarded-choice model better than a shortest-distance model

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Summary

Introduction

In order to navigate successfully in a 3D environment, human participants have to develop a mental representation of the scene, locate themselves in the representation and plan optimal actions to reach a target. One view is that the spatial representation corresponds to a cognitive map [1,2,3], i.e. a stable 3D reconstruction of the environment (whether accurate or not) This provides the most complete description of the environment and can be used for versatile spatial tasks such as planning an optimal route, exploring novel shortcuts or pointing to unseen targets. It could be constructed by means of path integration [4] and fully working implementations of this model are common in the computer vision and robotics literature based on visual SLAM (Simultaneous Localisation and Mapping) [5] which integrates information from views.

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