Lausanne: Some types of decision-making have proven to be very
difficult to simulate, limiting progress in the development of computer
models of the brain. EPFL scientists have developed a new model of
complex decision-making, and have validated it against humans and
cutting-edge computer models, uncovering fascinating information about
what influences our decision-making and ability to learn from it.
Decision-making has gathered immense interest in
fields like psychology, neuroscience, robotics and even economics, with
numerous models and software simulating the human mind. However, such
models are limited to a type of decision-making that focuses only on
each decision step in isolation, without taking into account the
preceding decisions leading up to it, although the latter is often our
everyday experience. Publishing in PLoS One, scientists from
EPFL and the University of Berne have perfected a model that can
simulate this type of decision-making and learning conditions with
surprising accuracy.
Decisions, feedback, learning
Decision-making
comes in two major into two types: Markovian and non-Markovian, named
after the mathematician Andrey Markov (1856-1922). Simply put, in
Markovian decision-making, the next decision step depends entirely on
the current state of affairs. For example, when playing backgammon, the
next move depends only on the current layout of the board, and not on
how it got to be like that. This relatively straightforward process has
been extensively modeled in computers and machines.
Non-Markovian
decision-making is more complex. Here, the next step is affected by
other factors, such as external constraints and previous decisions. For
example, a person’s goal might be to travel on the train. But what will
happens when he arrives at the door to the train depends on whether or
not he has previously visited the ticket booth to buy a ticket. In other
words, the next step depends on how he got there; without a ticket, he
cannot proceed to the desired goal. In neuroscience, the “buy-ticket”
step is referred to as a “switch-state”.
A new model of decision-making
A
team led by Michael Herzog at EPFL and Walter Senn at the University of
Berne developed the first biologically plausible model that can handle
non-Markovian decision-making. Herzog’s group has now tested it with
humans as well as various computer models. The model, developed in a
previous study, was now validated with two distinct tests, designed by
Aaron Michael Clarke and Elisa Tartaglia in Herzog’s lab. The tests were
performed by human subjects, and three computer models with different
degrees of learning ability. In addition, the test were also taken by an
advanced brain model called a “spiking neuron network”, which makes
decisions based on whether the majority of neurons in a population fired
a signal, or “spike”, and simulates human performance in a very
realistic manner.
The first experiment tested the impact of the
switch-state on people’s decision-making and learning. Users played a
computer game where they had to navigate through eight icons (a gun, a
car etc.) to finally reach the end goal (called “Yeah!”). Each icon came
with three buttons, each leading down a different route, and the user
had to decide which one to take. Although there was a relatively short
route from the first icon to the goal, it was impossible to go through
it unless the user first went through a switch-state icon – an image of a
computer. Users repeated the experiment multiple times, becoming
increasingly better at deciding which routes to pick. For example, most
people took over 80 clicks to get to the goal when they began, but after
40 games, they needed fewer than ten.
The second experiment
tested how delayed feedback affects decision-making and learning. Here,
users were shown a set of experimental images and told that each image
belonged to either category one or category two. Each category
corresponded to either the left or the right arrow on the keyboard, but
the participants were not told which arrow went with which image
beforehand. Next, the users were shown each image one at a time, and had
to press either the left or right arrow depending on the category of
each icon. In response, the screen produce a RIGHT or WRONG feedback
message. As the test went on, the feedback became delayed, to the point
where feedback from one icon would come after the feedback for the next
icon had appeared.
Decision dynamics
The
results of the study drew three major conclusions. First, that human
decision-making can perform just as well as current sophisticated
computer models under non-Markovian conditions, such as the presence of a
switch-state. This is a significant finding in our current efforts to
model the human brain and develop artificial intelligence systems.
Secondly,
that delayed feedback significantly impairs human decision-making and
learning, even though it does not impact the performance of computer
models, which have perfect memory. In the second experiment, it took
human participants ten times more attempts to correctly recall and
assign arrows to icons. Feedback is a crucial element of decision-making
and learning. We set a goal, make a decision about how to achieve it,
act accordingly, and then find out whether or not our goal was met. In
some cases, e.g. learning to ride a bike, feedback on every decision we
make for balancing, pedaling, braking etc. is instant: either we stay up
and going, or we fall down. But in many other cases, such as playing
backgammon, feedback is significantly delayed; it can take a while to
find out if each move has led us to victory or not.
Finally, the
researchers found that the spiking neurons model matches and describes
human performance very well. The significance of this cannot be
overstated, as non-Markovian decision-making has proven to be very
challenging for computer models. “This is a proof-of-concept study,”
says Michael Herzog. “But the study makes an important contribution
toward understanding, and accurately modeling, the human brain – and
even surpassing its abilities with artificial intelligence.”