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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


  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

  2. Overview • Towards Cognitive Models for Problem Gambling • Modelling using CHREST – Iowa Gambling Task – Near Wins • Discussion

  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)

  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

  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

  6. Components of PG Model Simulation of Memory Action Selection Attention Prediction Environment CHREST STMs Anticipation = Decision Perceptual perception + Making Input BAR LTM retrieval Component LTM Mechanism - Discrimination network - Emotion tags + 0 association learning

  7. Current Modeling • Ensures fundamental results are adequately modeled: – Iowa Gambling Task – Near wins prolong slot machine gambling (e.g. Cote et al., 2003)

  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 +100 +50/ +50 /-150 -50 (adapted from Bechara et al., 2000) Expected value/trial: -25 +25

  9. Current Modelling LTM Perception +100 +100/-150 A B C D +100 … +100/ B A C D -150 STM 100 100 150

  10. Current Modelling LTM Perception A +100 +100 +100/-150 A B C D -150 +100 … +100/ B A C D -150 STM 100 100 50 50 100 100 25 150 20 150 150 +100/ -150 A ∆V=α*(λ -V)

  11. Choices in the Iowa Gambling Task Selection of 100 cards Healthy Patients

  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)

  13. Slot Machine Modelling LTM +100/-1 0/-1 0/-1 +100/-1 +100 -1 100 1 1 STM association +100/-1 learning 0.2 20 0.2

  14. Near Wins Prolong Gambling • Cote et al (2003): during a losing streak, a higher proportion of 7 near wins leads to more persistence 7 Bar sequence including - 9 wins Part 1 - 12 near wins - 27 losses Games played sequence sequence in part 2 consisting of consisting of Part 2 - 25% near wins - 100% plain - 75% plain losses losses Condition 1 (n=29) Condition 2 (n=30) • Dependent variable: persistence in part 2 Data from Cote et al (2003)

  15. Near Wins Prolong Gambling (II) • Tentative explanation: anticipation when recognising two “nearly winning” symbols 7 0.4 0.1 7 Bar 0.2 0.1 0.1

  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

  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

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