Predicting human decision making in psychological tasks with recurrent neural networks
Unlike traditional time series, the action sequences of human decision making usually involve many cognitive processes such as beliefs, desires, intentions, and theory of mind, i.e., what others are thinking. This makes predicting human decision-making challenging to be treated agnostically to the u...
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description | Unlike traditional time series, the action sequences of human decision making usually involve many cognitive processes such as beliefs, desires, intentions, and theory of mind, i.e., what others are thinking. This makes predicting human decision-making challenging to be treated agnostically to the underlying psychological mechanisms. We propose here to use a recurrent neural network architecture based on long short-term memory networks (LSTM) to predict the time series of the actions taken by human subjects engaged in gaming activity, the first application of such methods in this research domain. In this study, we collate the human data from 8 published literature of the Iterated Prisoner's Dilemma comprising 168,386 individual decisions and post-process them into 8,257 behavioral trajectories of 9 actions each for both players. Similarly, we collate 617 trajectories of 95 actions from 10 different published studies of Iowa Gambling Task experiments with healthy human subjects. We train our prediction networks on the behavioral data and demonstrate a clear advantage over the state-of-the-art methods in predicting human decision-making trajectories in both the single-agent scenario of the Iowa Gambling Task and the multi-agent scenario of the Iterated Prisoner's Dilemma. Moreover, we observe that the weights of the LSTM networks modeling the top performers tend to have a wider distribution compared to poor performers, as well as a larger bias, which suggest possible interpretations for the distribution of strategies adopted by each group. |
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This makes predicting human decision-making challenging to be treated agnostically to the underlying psychological mechanisms. We propose here to use a recurrent neural network architecture based on long short-term memory networks (LSTM) to predict the time series of the actions taken by human subjects engaged in gaming activity, the first application of such methods in this research domain. In this study, we collate the human data from 8 published literature of the Iterated Prisoner's Dilemma comprising 168,386 individual decisions and post-process them into 8,257 behavioral trajectories of 9 actions each for both players. Similarly, we collate 617 trajectories of 95 actions from 10 different published studies of Iowa Gambling Task experiments with healthy human subjects. We train our prediction networks on the behavioral data and demonstrate a clear advantage over the state-of-the-art methods in predicting human decision-making trajectories in both the single-agent scenario of the Iowa Gambling Task and the multi-agent scenario of the Iterated Prisoner's Dilemma. Moreover, we observe that the weights of the LSTM networks modeling the top performers tend to have a wider distribution compared to poor performers, as well as a larger bias, which suggest possible interpretations for the distribution of strategies adopted by each group.</description><identifier>ISSN: 1932-6203</identifier><identifier>EISSN: 1932-6203</identifier><identifier>DOI: 10.1371/journal.pone.0267907</identifier><identifier>PMID: 35639730</identifier><language>eng</language><publisher>United States: Public Library of Science</publisher><subject>Analysis ; Back propagation ; Behavior ; Bias ; Biology and Life Sciences ; Cognition ; Cognitive ability ; Computer and Information Sciences ; Computer architecture ; Cooperation ; Decision Making ; Evaluation ; Gambling ; Human subjects ; Humans ; Long short-term memory ; Memory ; Memory, Long-Term ; Multiagent systems ; Neural networks ; Neural Networks, Computer ; Physical Sciences ; Prisoner Dilemma ; Psychological aspects ; Recurrent neural networks ; Research and Analysis Methods ; Sequences ; Social Sciences ; Time series</subject><ispartof>PloS one, 2022-05, Vol.17 (5), p.e0267907-e0267907</ispartof><rights>COPYRIGHT 2022 Public Library of Science</rights><rights>2022 Lin et al. This is an open access article distributed under the terms of the Creative Commons Attribution License: http://creativecommons.org/licenses/by/4.0/ (the “License”), which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. 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This makes predicting human decision-making challenging to be treated agnostically to the underlying psychological mechanisms. We propose here to use a recurrent neural network architecture based on long short-term memory networks (LSTM) to predict the time series of the actions taken by human subjects engaged in gaming activity, the first application of such methods in this research domain. In this study, we collate the human data from 8 published literature of the Iterated Prisoner's Dilemma comprising 168,386 individual decisions and post-process them into 8,257 behavioral trajectories of 9 actions each for both players. Similarly, we collate 617 trajectories of 95 actions from 10 different published studies of Iowa Gambling Task experiments with healthy human subjects. We train our prediction networks on the behavioral data and demonstrate a clear advantage over the state-of-the-art methods in predicting human decision-making trajectories in both the single-agent scenario of the Iowa Gambling Task and the multi-agent scenario of the Iterated Prisoner's Dilemma. Moreover, we observe that the weights of the LSTM networks modeling the top performers tend to have a wider distribution compared to poor performers, as well as a larger bias, which suggest possible interpretations for the distribution of strategies adopted by each group.</description><subject>Analysis</subject><subject>Back propagation</subject><subject>Behavior</subject><subject>Bias</subject><subject>Biology and Life Sciences</subject><subject>Cognition</subject><subject>Cognitive ability</subject><subject>Computer and Information Sciences</subject><subject>Computer architecture</subject><subject>Cooperation</subject><subject>Decision Making</subject><subject>Evaluation</subject><subject>Gambling</subject><subject>Human subjects</subject><subject>Humans</subject><subject>Long short-term memory</subject><subject>Memory</subject><subject>Memory, Long-Term</subject><subject>Multiagent systems</subject><subject>Neural networks</subject><subject>Neural Networks, 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Academic</collection><collection>PubMed Central (Full Participant titles)</collection><collection>DOAJ Directory of Open Access Journals</collection><jtitle>PloS one</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Lin, Baihan</au><au>Bouneffouf, Djallel</au><au>Cecchi, Guillermo</au><au>Jiang, Luo-Luo</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Predicting human decision making in psychological tasks with recurrent neural networks</atitle><jtitle>PloS one</jtitle><addtitle>PLoS One</addtitle><date>2022-05-31</date><risdate>2022</risdate><volume>17</volume><issue>5</issue><spage>e0267907</spage><epage>e0267907</epage><pages>e0267907-e0267907</pages><issn>1932-6203</issn><eissn>1932-6203</eissn><abstract>Unlike traditional time series, the action sequences of human decision making usually involve many cognitive processes such as beliefs, desires, intentions, and theory of mind, i.e., what others are thinking. This makes predicting human decision-making challenging to be treated agnostically to the underlying psychological mechanisms. We propose here to use a recurrent neural network architecture based on long short-term memory networks (LSTM) to predict the time series of the actions taken by human subjects engaged in gaming activity, the first application of such methods in this research domain. In this study, we collate the human data from 8 published literature of the Iterated Prisoner's Dilemma comprising 168,386 individual decisions and post-process them into 8,257 behavioral trajectories of 9 actions each for both players. Similarly, we collate 617 trajectories of 95 actions from 10 different published studies of Iowa Gambling Task experiments with healthy human subjects. We train our prediction networks on the behavioral data and demonstrate a clear advantage over the state-of-the-art methods in predicting human decision-making trajectories in both the single-agent scenario of the Iowa Gambling Task and the multi-agent scenario of the Iterated Prisoner's Dilemma. Moreover, we observe that the weights of the LSTM networks modeling the top performers tend to have a wider distribution compared to poor performers, as well as a larger bias, which suggest possible interpretations for the distribution of strategies adopted by each group.</abstract><cop>United States</cop><pub>Public Library of Science</pub><pmid>35639730</pmid><doi>10.1371/journal.pone.0267907</doi><tpages>e0267907</tpages><orcidid>https://orcid.org/0000-0002-7979-5509</orcidid><oa>free_for_read</oa></addata></record> |
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subjects | Analysis Back propagation Behavior Bias Biology and Life Sciences Cognition Cognitive ability Computer and Information Sciences Computer architecture Cooperation Decision Making Evaluation Gambling Human subjects Humans Long short-term memory Memory Memory, Long-Term Multiagent systems Neural networks Neural Networks, Computer Physical Sciences Prisoner Dilemma Psychological aspects Recurrent neural networks Research and Analysis Methods Sequences Social Sciences Time series |
title | Predicting human decision making in psychological tasks with recurrent neural networks |
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