PSYC 361 MT2: DECISION MAKING & GAMBLING (3) Flashcards

1
Q

What is Decision Making?

A

Process of selecting particular option among set of alternatives with different expected outcomes, typically carried out to maximize certain desirable outcomes
- extremely broad range of behaviours: taxes to political behaviour
- goal-ducted at core, prediction-experience involved

Reason vs Passion
- Normative Approach: optimal decision based on utility maximization; use economic principles (ie. expected utility theory & game theory) to predict logical decision

  • Empirical Studies: actual animal behaviours more often than not violate predictions— suggests decision making influenced by other factors
    —> Prospect Theory (Kahneman, Tversky): concerning decision making under risk:
    ———> Certainty Effect: underweight merely probably outcomes compared to certain ones
    ———> Isolation Effect: inconsistent preferences for same choice presented in different forms
    ———> Loss Aversion: prioritize minimizing losses over maximizing gains
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2
Q

Neuroeconomics

A

Developed from behavioural economics, combined with neuroscience & other disciplines of psychology

Interdisciplinary field to explain human decision making; ability to process multiple alternatives & follow through on plan of action

To investigate how brain processing info for optimal decision making

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3
Q

Decision Making has Different Stages

A

1) Perceptual Decision Making: analyze sensory info to recognize objects

2) Cognitive Decision Making: compare alternatives & make plan of action

3) Motor Decision Making: carry out action with proper motor program

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4
Q

PFC in Decision Making

A

Phineas Cage: PFC critical for decision making
- brain damage led to dramatic changes in personality: capable, efficient, smart to irreverent, profane, socially inappropriate, poor decision-making— unable to work; still had normal motor & language skills

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5
Q

Brain Areas Involved in Decision Making

A
  • PFC, Nucleus Accumbens, VTA

DAergic Pathway connects them all
- Decision making altered in patients with neuropsychiatric/neurodegenerative disorders

Impulsivity: tendency to respond prematurely in risky fashion (SCZ, ADHD, OCD)
- Waiting & risky choice impulsivities: DA & 5-HT in NAcc + PFC-NAcc projections
- Stopping Impulsivity: dorsal striatum, orbitofrontal cortex, dorsal prelimbic cortex
- NE reputable blocker ameliorates waiting impulsivity in NAcc shell & stops impulsivity in PFC

Reward Encoding
- DA system: substantia nigra, VTA, basal ganglia (striatum)
- Parkinson’s patients sometimes develop iatrogenic gambling problems with L-dopa

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6
Q

Brain Areas Involved in Decision Making- CORTICAL

A

Cortical Contribution: perception-action cycle
- 3 Levels:
1) Hypothalamus/ANS (physiological)
2) Limbic (emotional & value)
3) PFC (executive)
- continuous processing of internal & external info to guide decision making

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7
Q

Social Decision Making

A

Group-living animals need to make decisions with other members in consideration— reflects social values of behaviours

Influenced by environment, context:
- Theory of Mind: knowing others’ intentions &/ ideas
- Cultural/Societal Norms: knowledge regarding acceptable & unacceptable behaviours
- Social Relationship: artificially increasing oxytocin level biases trust behaviour
- Social Status: dominant, subordinate

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8
Q

Procrastination

A

Represents decision-making problem: choosing between getting task done & relaxing/having fun— decision making results in delay in task completion:
- Arousal Seekers: some report procrastination motivated by need for deadline-triggered arousal (to enhance performance) (Simpson, Pychyl)

  • Emotional regulation difficulties contribute to procrastination (Bytamar)
  • Attention: people tend to pay more attention to interesting stimuli & avoid less interesting/repulsive stimuli
    —> ADHD population has stronger tendency to procrastinate
  • Learning Effect: reinforcement by satisfactory performance from previous procrastination (Magnus)
    —> conditioned reinforcement may play role
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9
Q

Gambling Requires Decision Making

A

Gambling: wagering something of value (stakes) on random event with intent of winning something of value; instances of strategy discounted
- Consideration: wagered amount (cost)
- Risk: probability of win/lose
- Prize: expected outcomes (benefit)

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10
Q

Somatic Marker Hypothesis (1)

A

Motivated behaviour influenced by emotions; emotional responses involuntary & often hard to fake— useful predictive indicators of behaviour

Somatic Marker Hypothesis (Damasio)
- We use emotion-based signals to guide decision-making
- When considering particular +/- outcome, emotional state is generated which helps to incentivize/suppress certain options in decision making process
- Hypothesized to indicate value, boost attention/WM & reduce problem space by marking options with emotional signal
- Failure to generate/appreciate meaning can lead to deficits in affective learning & goal-directed behaviour

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11
Q

Somatic Marker Hypothesis (2)

A

Arise from periphery/central representation of periphery— critical neural substrates postulated to be in PFC:
- Receives projections from sensory & somatosensory areas
- Receives projections from bioregulatory systems: hypothalamus & neuromodulator inputs (DA, 5-HT, ME, Ach)
- Heavy projections to & from amygdala
- Involved in learning about contingencies
- Affects motor system through activating premotor cortex & basal ganglia
- Influences ANS via thalamus & hypothalamus

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12
Q

Iowa Gambling Task (IGT) (Bechara)

A

To represent real life decision making situations involving uncertainty, reward & punishment
- participants to choose card for 100 trials, must forego ST benefit for LT profit
- value/goal: win as much money
- reward/punishment: not obvious
- “intuitive” decision making relied on
- learning occurs over trials
- somatic markers?

NORMAL IGT PERFORMANCE:
- healthy controls learned to avoid disadvantageous decks & choose advantageous more; skin conductance responses (SCRs), somatic marker associated with successful learning

BRAIN LESIONS DISRUPT PERFORMANCE:
- amygdala & VMPFC implicated in emotion processing; showed impaired IGT performance

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13
Q

IGT: Failing to Generate Somatic Markers Impairs Performance

A

Anticipatory SCRs: measured in time period before card is turned over (~5s)
Reward & Punishment SCRs: measured in 5s after card is turned over

VMPFC LESION ALSO IMPAIRS LEARNING EFFECT ON IGT:
- healthy controls learn to optimize card choices over repeated testing
- VMPFC patients still fail to learn after 6. Months if not worse

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14
Q

IGT Performance Supports the Somatic Marker Hypothesis

A

Poor decision making associated with impaired ability to generate somatic markers

Performance of lesioned patients aligns with predictions form hypothesis

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15
Q

Limitations of the Somatic Marker Hypothesis

A

1) Healthy volunteers show similar SCRs regardless of IGT performance:
- Ps bad at IGT still developed aSCRs, suggests aSCRs not sufficient for optimal decision making
—> P’s anecdotally “risk seekers”— at risk population?
- Individual differences in IGT performance in healthy volunteers:
—> only good performers showed elevated HR & SCR before making risky choice
—> some Ps learned task did not develop aSCRs; suggests not necessary for optimal decision making

2) Hard to determine causal relationship:
- SCRs may be corresponding to greater variance in outcome (bigger differences between gains & losses in disadvantageous decks)
- reward-elicited SCRs in monkeys not modulated by reward size & peaked after target stimulus selected
—> SCRs may be associated with reward anticipation & occur after excision has been made than drive decision itself

3) Spinal cord injury patients show similar IGT performance
- “body loop” disconnected, but “as-if loop” may still function to mediate effect?

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16
Q

Learning in Decision Making

A

Law of Effect: specific responses strengthened/weakened by outcomes
- response choice essentially problem of decision making

New environmental info can be used to improve outcomes of choices

Learning increases behavioural flexibility for optimization of decision making
- V1 activity changes correlated with performance improvement
- PFC activity corresponds to “decision” variable predicted by learning

Learning also modulates decision making in long-lasting fashion

17
Q

Reinforcement Learning Theory in COMP NRSC

A

Reinforcement Learning Theory (NOT reinforcement in operant conditioning)
- in Pavlovian conditioning, CS predicts US (outcome); in SR habit learning (instrumental model-free reinforcement learning) emitted action predicts outcome
- Reward Prediction Error: difference between expected outcome & experienced outcome
- new info updates a “mental model” (model-based reinforcement learning) & a decision is made by simulating outcomes excited form this model

Neural substrates for model-free & model-based reinforcement learning:
- Model-Free (habit): DA system, striatum, motor area, PFC
- Model-Based (goal-directed): dorsomedial striatum, prelimbic cortex, hippocampus, PFC (orbitofrontal & medial prefrontal), posterior parietal cortex

18
Q

Reversal Learning in Gambling Tasks

A

Reversal Learning: modulation of behaviour to obtain reward when reward contingencies change
- initially animals learn to favour CS+ associated with reward & avoid CS- not associated with reward; when contingencies reversed, CS+ & CS- switch associative relationships with reward

(Follows, Farrah): patterns of cards associated with $50 gain/loss; 2 cards are dealt each time. Ps asked to make choice & provided feedback about outcome; after 8 consecutive winning choices, contingencies reversed.

Participants are expected to make few errors when contingencies area reversed— indeed case for healthy controls & patients with dorsolateral PFC (DLF) lesion; however VMPFC lesion leads to more difficulties

19
Q

Reversal Learning in IGT

A

Decks A&B associated with initial large reward & considered CS+ but over multiple trials, Ps learned A&B are associated with much larger punishment (disadvantageous decks result in net loss), reversing contingencies & CS+ now becomes CS-

Patients with VMPFC lesion showed impaired IGT performance as in previous case

20
Q

Reinforcement Learning in IGT

A

(Worthy): computationally simulated IGT data with different learning-based strategies
- Win-stay/lose-shift (WSLS) strategy sensitive only to outcome of previous choice; strategy provides best fit to IGT data from about half of human data
- Prospect Valence Learning (PVL) model utilizes decay reinforcement learning rule (cumulative rewards) provides best fit to other half of human data

(Wyckmans): analyzed real participant’s’ peformance (of different gambling task) with reinforcement learning model, simulating decision making results predicted by model-free & model-based reinforcement learning
- found model-based decision making reduced in problem gamblers compared to healthy volunteers

21
Q

Summary of Decision Making & Gambling

A

Decision making has several stages & involves multiple process, hence, normative predictions of decision making are often violated by real-world behaviour

The hypothalamic-limbic-PFC pathway is heavily involved in decision making

Somatic marker hypothesis argues that we rely on the emotional info to bias our decision

IGT performance both support & challenge the somatic marker hypothesis

Learning plays key role in decision making

Computational NRSC enriches our toolbox to further our understanding of behaviour