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Post Learning Sleep Improves Cognitive-Emotional Decision-Making: Evidence for a ‘Deck B Sleep Effect’ in the Iowa Gambling Task

机译:学习后睡眠改善了认知-情感决策的制定:爱荷华州赌博任务中甲板B睡眠效应的证据

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摘要

The Iowa Gambling Task (IGT) is widely used to assess real life decision-making impairment in a wide variety of clinical populations. Our study evaluated how IGT learning occurs across two sessions, and whether a period of intervening sleep between sessions can enhance learning. Furthermore, we investigate whether pre-sleep learning is necessary for this improvement. A 200-trial version of the IGT was administered at two sessions separated by wake, sleep or sleep and wake (time-of-day control). Participants were categorized as learners and non-learners based on initial performance in session one. In session one, participants initially preferred the high-frequency reward decks B and D, however, a subset of learners decreased choice from negative expected value ‘bad’ deck B and increased choices towards with a positive expected value ‘good’ decks (decks C and D). The learners who had a period of sleep (sleep and sleep/wake control conditions) between sessions showed significantly larger reduction in choices from deck B and increase in choices from good decks compared to learners that had intervening wake. Our results are the first to show that post-learning sleep can improve performance on a complex decision-making task such as the IGT. These results provide new insights into IGT learning and have important implications for understanding the neural mechanisms of “sleeping on” a decision.
机译:爱荷华州赌博任务(IGT)被广泛用于评估各种临床人群中现实生活中的决策障碍。我们的研究评估了两个会话中IGT学习的发生方式,以及会话之间的睡眠间隔是否可以增强学习。此外,我们调查了是否需要进行睡眠前学习才能改善这一状况。在两个疗程中分别进行200次试用版的IGT,分别以唤醒,睡眠或睡眠和唤醒(时间控制)进行。根据第一节的初步表现,将参与者分为学习者和非学习者。在第一节中,参与者最初更喜欢高频奖励套牌B和D,但是,一部分学习者减少了选择,从负期望值“差”套牌B选择了更多选择,而向着具有正期望值“好”套牌(套牌C)增加了选择和D)。在两次课间之间有一段时间的睡眠(睡眠和睡眠/唤醒控制条件)的学习者,与进行中间唤醒的学习者相比,从B组选择的选择显着减少,而从良好组中选择的选择增加更多。我们的研究结果首次表明,学习后的睡眠可以改善IGT等复杂决策任务的绩效。这些结果为IGT学习提供了新的见识,并且对理解“睡觉”决定的神经机制具有重要意义。

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