1,720,977 research outputs found

    Implicit emotional biases in decision making: The case of the Gambling Task.

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    Many authors have endorsed the hypothesis that previous emotional experiences may exert a covert influence on behavior, but some findings and replications of the original studies challenged this view. We investigated this topic by carrying out an experiment with the Iowa Gambling Task (IGT), where a dissociation procedure was adopted to successfully isolate possible implicit components. After a typical interaction with the IGT, participants performed a ‘‘blind’’ card selection phase without receiving any feedback. Half of them were instructed to continue choosing as they did before, the other half was told that good card decks turned bad, and vice versa, so that explicit knowledge was necessary to overcome the previously learned deck-outcome associations. The results confirmed the existence of early acquired implicit biases, confirming that previously experienced emotional events may covertly affect subsequent behavior

    Mentalizing in games: A subtractive behavioral study of Prisoner's Dilemma

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    Economists and neuroscientists often explain game playing by assuming that humans try to predict the opponent's behavior on the basis of her past choices. We try to question this assumption in a Prisoner's Dilemma Game by using a methodology which we call the “subtractive behavioral method”. Our aim is to investigate which task features make participants attend to the opponent's behavior or, on the contrary, make them take into account only their own choices and received payoffs. We find a critical effect of contextual information and we derive some suggestions about the methodology of brain imaging and behavioral game theory experiments

    Concept membership vs typicality in sentence verification tasks

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    In the paper we discuss the relation between fuzzy sets and the graded membership and typicality effects found in the study of concepts. After a short overview of the topic, we present three experiments, carried out using the same method but with different situational contexts, which examine whether graded membership and typicality could be considered as independent factors capable of influencing the performance of human participants involved in sentence verification tasks, or they are somehow interrelated. The paper concludes with a general discussion of the experimental findings and the problems they pose for models of concepts based on the theory fuzzy sets

    Applying Occam’s razor to paper(and rock and scissors, too): Why simpler models are sometimes better.

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    A commonly held idea is that people engaged in guessing tasks try to detect sequential dependencies between the occurring events and behave accordingly. For instance, previous accounts of the popular Rock Paper Scissors game assume that people try to anticipate the move an opponent is likely to make and play a move capable of beating it. In the paper we propose that players modulate their behavior by reacting to the effects it produces on the environment, i.e., that they behave exactly as they do in non competitive situations. We present an experiment in which participants play against a computer controlled by different algorithms and develop a procedural model, based on the new ACT-R utility learning mechanism, that is able to replicate the participants' behavior in all the experimental conditions

    Theories of Concepts and Contradiction Acceptance

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    The paper discusses the Heterogeneity Hypothesis about concepts (Machery, 2009) and the empirical support on which it is based. Two experiments are presented which investigate one of the main predictions of the theory, i.e., the fact that people should be willing to accept apparently contradictory sentences about the same entit

    Rewards and punishments in iterated decision making:An explanation for thefrequency of thecontingent event effect

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    Iterated decision making can be studied in laboratory using situations, like the Iowa Gambling Task (IGT), in which participants face repeatedly the same decision problem getting feedback after each choice. In the paper we focus on a recurring finding in experiments carried out with the IGT, the frequency of the contingent event effect—i.e., the fact that people consistently prefer options associated with rare losses, independently of their attractiveness, expected value and loss magnitude— that has not yet received a satisfactory explanation. An experiment reveals that the effect relies on simply experiencing rewards and punishments, not being influenced by the net outcome (loss or win) to which they are associated, and a computational model, implemented in the ACT-R cognitive architecture, corroborates the idea that punishments and losses on one hand, and rewards and wins on the other, play the same functional role in determining the participants’ behavior in IGT

    The cognitive modeling of human behavior: Why a model is (sometimes) better than 10,000 words

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    This special issue of Cognitive Systems Research presents a collection of remarkable papers on cognitive modeling based on Communications delivered at ICCM-2006, thè Seventh International Conference on Cognitive Modeling (Fum, Del Missier, & Stocco, 2006) held in Trieste, Italy, from Aprii 5th to 8th, 2006. Being thè organizers and chairmen of thè conference, we have been invited to serve as guest editors for this issue. We therefore solicited some participants to reexamine their contributions, and to change them in form of Journal articles. In particular, we asked authors to review what they had presented during thè conference focusing on thè benefits cognitive modeling could provide to cognitive science. The issue you are reading is thè result of this editorial process. In this introductory commentary we would like to set thè stage for what follows by illustrating thè advantages and disadvantages of cognitive modeling, and by presenting a minimal set of requirements for a good modeling practice. Then, we will briefly preview thè papers composing this special issue, and we will emphasize how they deal with thè issues discussed in thè previous sections
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