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Immediate gain is long-term loss: Are there foresighted decision makers in the Iowa Gambling Task?

机译:立即获得的利益是长期的损失:爱荷华州赌博任务中是否有有远见的决策者?

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Background The Somatic Marker Hypothesis suggests that normal subjects are "foreseeable" and ventromedial prefrontal patients are "myopic" in making decisions, as the behavior shown in the Iowa Gambling Task. The present study questions previous findings because of the existing confounding between long-term outcome (expected value, EV) and gain-loss frequency variables in the Iowa Gambling Task (IGT). A newly and symmetrically designed gamble, namely the Soochow Gambling Task (SGT), with a high-contrast EV between bad (A, B) and good (C, D) decks, is conducted to clarify the issue about IGT confounding. Based on the prediction of EV (a basic assumption of IGT), participants should prefer to choose good decks C and D rather than bad decks A and B in SGT. In contrast, according to the prediction of gain-loss frequency, subjects should prefer the decks A and B because they possessed relatively the high-frequency gain. Methods The present experiment was performed by 48 participants (24 males and 24 females). Most subjects are college students recruited from different schools. Each subject played the computer version SGT first and completed a questionnaire for identifying their final preference. The IGT experimental procedure was mostly followed to assure a similar condition of decision uncertainty. Results The SGT experiment demonstrated that the prediction of gain-loss frequency is confirmed. Most subjects preferred to choose the bad decks A and B than good decks C and D. The learning curve and questionnaire data indicate that subjects can not "hunch" the EV throughout the game. Further analysis of the effect of previous choice demonstrated that immediate gain increases the probability to stay at the same deck. Conclusion SGT provides a balanced structure to clarify the confounding inside IGT and demonstrates that gain-loss frequency rather than EV guides decision makers in these high-ambiguity gambles. Additionally, the choice behavior is mostly following the "gain-stay, lose-randomize" strategy to cope with the uncertain situation. As demonstrated in SGT, immediate gain can bring about a long-term loss under uncertainty. This empirical result may explain some shortsighted behaviors in real life.
机译:背景体细胞标记假说表明,正常人是“可预见的”,腹侧前额叶患者在做出决定时是“近视的”,如爱荷华州赌博任务中所示。本研究对以前的发现提出了质疑,因为在爱荷华州赌博任务(IGT)中,长期结果(期望值,EV)和增减频率变量之间存在混淆。进行了新的对称设计的赌博,即东吴赌博任务(SGT),在不良(A,B)与良好(C,D)牌之间具有高对比度的EV,以阐明有关IGT混杂的问题。基于对EV的预测(IGT的基本假设),参与者应该更喜欢在SGT中选择好的牌组C和D,而不是选择不好的牌组A和B。相比之下,根据增益损失频率的预测,对象应更喜欢甲板A和B,因为它们具有相对较高的频率增益。方法本实验由48名参与者(男24名,女24名)进行。大多数科目是从不同学校招募的大学生。每个受试者首先播放计算机版本的SGT,并填写了一份调查表以识别他们的最终偏好。遵循IGT实验程序主要是为了确保类似的决策不确定性条件。结果SGT实验证明了增益损失频率的预测是正确的。大多数受试者更喜欢选择不良牌组A和B,而不是良好牌组C和D。学习曲线和问卷数据表明,受试者在整个游戏过程中无法“预感” EV。对先前选择的效果的进一步分析表明,立即获得的收益会增加留在同一套牌上的可能性。结论SGT提供了一个平衡的结构来澄清IGT内部的混淆,并证明了增益损失频率而非EV指导了决策者应对这些高歧义性赌博。此外,选择行为主要是遵循“保持收益,失去随机性”策略来应对不确定的情况。如SGT所示,在不确定性下,即时收益可能会带来长期损失。该经验结果可以解释现实生活中的一些短视行为。

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