Abstract
Adolescence is a period of life characterised by changes in learning and decision-making. Learning and decision-making do not rely on a unitary system, but instead require the coordination of different cognitive processes that can be mathematically formalised as dissociable computational modules. Here, we aimed to trace the developmental time-course of the computational modules responsible for learning from reward or punishment, and learning from counterfactual feedback. Adolescents and adults carried out a novel reinforcement learning paradigm in which participants learned the association between cues and probabilistic outcomes, where the outcomes differed in valence (reward versus punishment) and feedback was either partial or complete (either the outcome of the chosen option only, or the outcomes of both the chosen and unchosen option, were displayed). Computational strategies changed during development: whereas adolescents’ behaviour was better explained by a basic reinforcement learning algorithm, adults’ behaviour integrated increasingly complex computational features, namely a counterfactual learning module (enabling enhanced performance in the presence of complete feedback) and a value contextualisation module (enabling symmetrical reward and punishment learning). Unlike adults, adolescent performance did not benefit from counterfactual (complete) feedback. In addition, while adults learned symmetrically from both reward and punishment, adolescents learned from reward but were less likely to learn from punishment. This tendency to rely on rewards and not to consider alternative consequences of actions might contribute to our understanding of decision-making in adolescence.
Highlights
Adolescence is defined as the period of life that starts with the biological changes of puberty and ends with the individual attainment of a stable, independent role in society[1]
Whereas simple reward learning has been largely and robustly associated with the striatum[17,18,19], punishment and counterfactual processing have been consistently associated with the dorsal prefrontal system and the insula, areas that are classically associated with cognitive control [13,20,21,22,23]
The model includes a factual learning module (Q-learning), which updates the value of the chosen option, a counterfactual learning module, which updates the value of the unchosen option and, a contextual learning module, which learns the average value of the choice context and uses this to move from an absolute to a relative encoding of option value
Summary
Adolescence is defined as the period of life that starts with the biological changes of puberty and ends with the individual attainment of a stable, independent role in society[1] During this period, significant changes in value-based decision-making are observed[2]. Theories of adolescent brain development have pointed to differential functional and anatomical development of limbic regions, such as the striatum, and cognitive control regions and there is some evidence to support this notion [1,2,6,24,25,26] We hypothesise that this asymmetrical development might be translated into a difference in the computational strategies used by adolescents compared with adults. Differences in reinforcement learning strategies may in turn contribute to an explanation of features of adolescent value-directed behaviour
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.