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Cognitive Models for Problem Gambling

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(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

STMs

BAR

Perceptual Input

Mechanism

0

Anticipation = perception + LTM retrieval Simulation of

Environment

Attention Memory Prediction Action Selection

Decision Making Component

CHREST

LTM

- Discrimination network

- Emotion tags + 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

/-150

+100 +50/

-50

+50

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

(9)

Current Modelling

+100/-150 +100 +100

+100/

-150

100 150

A B C D

100

A B C D

STM

LTM

Perception

(10)

Current Modelling

+100/-150 +100 +100

+100/

-150

100 150

A B C D

100 100 100 50 50

150 150 20 25

A +100

-150 A B C D

STM

A

+100/

-150

∆V=α*(λ-V)

LTM

Perception

(11)

Choices in the Iowa Gambling Task

Healthy Patients

Selection of 100 cards

(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

+100 -1

STM

+100/-1

LTM

+100/-1

0/-1 0/-1

+100/-1

100

1 1

20 0.2

0.2

association learning

(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)

(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

(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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