Cognitive Models for Problem Gambling Marvin Schiller and Fernand - - PowerPoint PPT Presentation

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Cognitive Models for Problem Gambling Marvin Schiller and Fernand - - PowerPoint PPT Presentation

Cognitive Models for Problem Gambling Marvin Schiller and Fernand Gobet Centre for the Study of Expertise Brunel University, UK 2011 London Workshop on Problem Gambling Theory and (Best) Practice Overview Towards Cognitive Models for


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SLIDE 1

Cognitive Models for Problem Gambling

Marvin Schiller and Fernand Gobet

Centre for the Study of Expertise Brunel University, UK

2011 London Workshop on Problem Gambling – Theory and (Best) Practice

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SLIDE 2

Overview

  • Towards Cognitive Models for Problem Gambling
  • Modelling using CHREST

– Iowa Gambling Task – Near Wins

  • Discussion
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SLIDE 3

Problem Gambling

Various fields provide theories/hypotheses/data on PG

  • Psychiatric & Biological Theories: Interactions between neural,

genetic and social factors; comorbidity (anxiety, depression, alcoholism)

  • Psychological Theories: Conditioning, personality, cognitive biases,

e.g. gambler’s fallacy, reinforcement history (near wins, early wins), emotion as a modulator

  • Integrative Theories: pathways models (e.g. Blaszczynski and Nower,

2002, Sharpe, 2002)

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SLIDE 4

Motivation

  • Cognitive Modelling

– Uses precise formal techniques (e.g. equation systems, computer simulations) to model/explain cognitive processes and behaviour (qualitatively & quantitatively) – Fosters theory development and coherence – Generates testable predictions

  • Proposed Approach

– Models three levels (neural, cognitive, integrative) – Relates PG to established models of perception, learning and decision making

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SLIDE 5

CHREST

  • A cognitive architecture with a particular focus on visual

processing and memory

  • Computer implementation allows one to develop, run and test

models for cognitive processes

  • Based on chunking theory and template theory
  • Models of human learning and expertise in various domains,

including:

– Board games: chess and awale – Language acquisition in children – Physics: creation of diagrams for electric circuits

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SLIDE 6

Components of PG Model

STMs

BAR

Perceptual Input Mechanism

Anticipation = perception + LTM retrieval

Simulation of Environment Attention Memory Prediction Action Selection

Decision Making Component

CHREST LTM

  • Discrimination

network

  • Emotion tags +

association learning

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SLIDE 7

Current Modeling

  • Ensures fundamental results are adequately modeled:

– Iowa Gambling Task – Near wins prolong slot machine gambling (e.g. Cote et al., 2003)

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SLIDE 8

Iowa Gambling Task

  • Models for reward and decision making:

– Each deck evaluated, evaluations updated with each selection (via association/reinforcement learning) – Exploration vs. evaluation determined e.g. by Boltzmann exploration A B C D

+100 +100 +50 +50 +100 +100 +50 +50 +100 /-150 +100 +50/

  • 50

+50

Expected value/trial: -25 +25 (adapted from Bechara et al., 2000)

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SLIDE 9

Current Modelling

+100/-150 +100 +100 +100/

  • 150

100 150 A B C D

100

A B C D

STM LTM

Perception

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SLIDE 10

Current Modelling

+100/-150 +100 +100 +100/

  • 150

100 150 A B C D

100 100 100 50 50 150 20 150 25

A +100

  • 150

A B C D

STM A

+100/

  • 150

∆V=α*(λ-V)

LTM

Perception

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SLIDE 11

Choices in the Iowa Gambling Task

Healthy Patients

Selection of 100 cards

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SLIDE 12

Slot Machine Gambling

  • Addictive (cf. e.g. Griffiths et al., 1999)
  • Persistently popular and highly

available

  • Relatively easy to simulate
  • Important revenue-generator

(cf. Ghezzi et al., 2000)

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SLIDE 13

Slot Machine Modelling

+100

  • 1

STM +100/-1 LTM

+100/-1 0/-1 0/-1 +100/-1 100 1 1 20 0.2 0.2

association learning

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SLIDE 14
  • Cote et al (2003): during a losing streak, a higher proportion of

near wins leads to more persistence

  • Dependent variable: persistence in part 2

Near Wins Prolong Gambling

Bar

7 7

sequence including

  • 9 wins
  • 12 near wins
  • 27 losses

sequence consisting of

  • 25% near wins
  • 75% plain losses

sequence consisting of

  • 100% plain

losses Condition 1 (n=29) Condition 2 (n=30) Part 1 Part 2 Games played in part 2

Data from Cote et al (2003)

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SLIDE 15

Near Wins Prolong Gambling (II)

  • Tentative explanation: anticipation when recognising two

“nearly winning” symbols

Bar

7 7 0.1 0.2 0.1 0.4 0.1

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SLIDE 16

Perspectives

  • Modelling of further aspects of PG and their interactions

– Modulating effect of emotions on processing (and possibly, bias) – Investigating effect of early wins, further structural characteristics, and their interplay – Question: can systematic biases be learned – or sustained – via specific combinations of parameters?

  • Connect the model to online (slot-machine) games to make

qualitative and quantitative predictions

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SLIDE 17

Discussion

  • Development of PG is a complex phenomenon on several

dimensions

  • Cognitive models for PG are still lacking, despite benefits
  • This work allows one to investigate the development of PG as a

phenomenon of learning, in particular implicit learning