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Modelling Emotion Based Reward Valuation with Computational Reinforcement Learning
We show that computational reinforcement learning can model human decision making in the Iowa Gambling Task (IGT). The IGT is a card game, which tests decision making under uncertainty. In our experiments, we found that modulating learning rate decay in Q-learning, enables the approximation of both the behaviour of normal subjects and those who are emotionally impaired by ventromedial prefrontal lesions. Outcomes observed in impaired subjects are modeled by high learning rate decay, while low learning rate decay replicates healthy subjects under otherwise identical conditions. The ventromedial prefrontal cortex has been associated with emotion based reward valuation, and, the value function in reinforcement learning provides an analogous assessment mechanism. Thus reinforcement learning can provide a good model for the role of emotional reward as a modulator of the learning rate
Skills for creativity in games design
This paper reports on an experimental study to understand further the extent to which academics may differ to practitioners in their conception of skills relevant to creativity within a specific design related subject: in this instance, Games Design. Ten academics, sampled from BA Hons games courses in the UK, participated in identifying what factors they each considered important to creativity in games design, and how, collectively, they rated particular skills, knowledge, talents and abilities relevant to creativity in games design. With the same research methodology, theoretical framework and procedures, the focus was placed on ten games design practitioners’ conceptions of skills for creativity in games design. A detailed comparison is made between the findings from both groups
A Survey of Monte Carlo Tree Search Methods
Monte Carlo tree search (MCTS) is a recently proposed search method that combines the precision of tree search with the generality of random sampling. It has received considerable interest due to its spectacular success in the difficult problem of computer Go, but has also proved beneficial in a range of other domains. This paper is a survey of the literature to date, intended to provide a snapshot of the state of the art after the first five years of MCTS research. We outline the core algorithm's derivation, impart some structure on the many variations and enhancements that have been proposed, and summarize the results from the key game and nongame domains to which MCTS methods have been applied. A number of open research questions indicate that the field is ripe for future work
Winning versus losing during gambling and its neural correlates
Humans often make decisions which maximize an internal utility function. For
example, humans often maximize their expected reward when gambling and this is
considered as a "rational" decision. However, humans tend to change their
betting strategies depending on how they "feel". If someone has experienced a
losing streak, they may "feel" that they are more likely to win on the next
hand even though the odds of the game have not changed. That is, their
decisions are driven by their emotional state. In this paper, we investigate
how the human brain responds to wins and losses during gambling. Using a
combination of local field potential recordings in human subjects performing a
financial decision-making task, spectral analyses, and non-parametric cluster
statistics, we investigated whether neural responses in different cognitive and
limbic brain areas differ between wins and losses after decisions are made. In
eleven subjects, the neural activity modulated significantly between win and
loss trials in one brain region: the anterior insula (). In particular,
gamma activity (30-70 Hz) increased in the anterior insula when subjects just
realized that they won. Modulation of metabolic activity in the anterior insula
has been observed previously in functional magnetic resonance imaging studies
during decision making and when emotions are elicited. However, our study is
able to characterize temporal dynamics of electrical activity in this brain
region at the millisecond resolution while decisions are made and after
outcomes are revealed
Assessing fun: young children as evaluators of interactive systems.
In this paper, we describe an exploratory study on the challenges of conducting usability tests with very young children aged 3 to 4 years old (nursery age) and the differences when working with older children aged 5 to 6 years old (primary school). A pilot study was conducted at local nursery and primary schools to understand and experience the challenges working with young children interacting with computer products. We report on the studies and compare the experiences of working with children of different age groups in evaluation studies of interactive systems
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