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Anhedonia and anxiety underlying depressive symptomatology have distinct effects on reward-based decision-making

机译:抑郁症的焦虑症和焦虑症对基于奖励的决策有明显的影响

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摘要

Depressive pathology, which includes both heightened negative affect (e.g., anxiety) and reduced positive affect (e.g., anhedonia), is known to be associated with sub-optimal decision-making, particularly in uncertain environments. Here, we use a computational approach to quantify and disambiguate how individual differences in these affective measures specifically relate to different aspects of learning and decision-making in reward-based choice behavior. Fifty-three individuals with a range of depressed mood completed a two-armed bandit task, in which they choose between two arms with fixed but unknown reward rates. The decision-making component, which chooses among options based on current expectations about reward rates, is modeled by two different decision policies: a learning-independent Win-stay/Lose-shift (WSLS) policy that ignores all previous experiences except the last trial, and Softmax, which prefers the arm with the higher expected reward. To model the learning component for the Softmax choice policy, we use a Bayesian inference model, which updates estimated reward rates based on the observed history of trial outcomes. Softmax with Bayesian learning better fits the behavior of 55% of the participants, while the others are better fit by a learning-independent WSLS strategy. Among Softmax “users”, those with higher anhedonia are less likely to choose the option estimated to be most rewarding. Moreover, the Softmax parameter mediates the inverse relationship between anhedonia and overall monetary gains. On the other hand, among WSLS “users”, higher state anxiety correlates with increasingly better ability of WSLS, relative to Softmax, to explain subjects’ trial-by-trial choices. In summary, there is significant variability among individuals in their reward-based, exploratory decision-making, and this variability is at least partly mediated in a very specific manner by affective attributes, such as hedonic tone and state anxiety.
机译:众所周知,抑郁症病理既包括负面影响增强(例如焦虑),又包括正面情绪降低(例如快感缺失),这与次优决策有关,尤其是在不确定的环境中。在这里,我们使用一种计算方法来量化和消除这些情感测度中的个体差异如何特别地与基于奖励的选择行为中学习和决策的不同方面相关。五十三个情绪低落的人完成了两臂强盗任务,他们在两臂之间选择了奖励率固定但未知的东西。决策部分根据当前对奖励率的期望在选项中进行选择,并通过两种不同的决策策略进行建模:学习无关的获胜/失败/拖延(WSLS)策略,该策略忽略了除上一次试验外的所有先前经验。 ,以及Softmax,后者更喜欢期望收益更高的手臂。为了对Softmax选择策略的学习组件进行建模,我们使用贝叶斯推理模型,该模型基于观察到的试验结果历史记录更新估计的奖励率。使用贝叶斯学习的Softmax更适合55%的参与者的行为,而其他独立学习的WSLS策略则更适合其他参与者。在Softmax“用户”中,快感低下的人不太可能选择估计最有价值的选项。此外,Softmax参数介导了快感不足和总体货币收益之间的反比关系。另一方面,相对于Softmax,在WSLS“用户”中,较高的状态焦虑与WSLS更好地解释受试者的逐项试验选择的能力有关。总而言之,个体在基于奖励的探索性决策中存在很大的变异性,并且这种变异性至少部分地通过情感属性(如享乐主义和状态焦虑)以非常特定的方式介导。

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