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Reliability of gamified reinforcement learning in densely sampled longitudinal assessments

Reinforcement learning is a core facet of motivation and alterations have been associated with various mental disorders. To build better models of individual learning, repeated measurement of value-based decision-making is crucial. However, the focus on lab-based assessment of reward learning has li...

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Autores principales: Neuser, Monja P., Kühnel, Anne, Kräutlein, Franziska, Teckentrup, Vanessa, Svaldi, Jennifer, Kroemer, Nils B.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Public Library of Science 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10482292/
https://www.ncbi.nlm.nih.gov/pubmed/37672521
http://dx.doi.org/10.1371/journal.pdig.0000330
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author Neuser, Monja P.
Kühnel, Anne
Kräutlein, Franziska
Teckentrup, Vanessa
Svaldi, Jennifer
Kroemer, Nils B.
author_facet Neuser, Monja P.
Kühnel, Anne
Kräutlein, Franziska
Teckentrup, Vanessa
Svaldi, Jennifer
Kroemer, Nils B.
author_sort Neuser, Monja P.
collection PubMed
description Reinforcement learning is a core facet of motivation and alterations have been associated with various mental disorders. To build better models of individual learning, repeated measurement of value-based decision-making is crucial. However, the focus on lab-based assessment of reward learning has limited the number of measurements and the test-retest reliability of many decision-related parameters is therefore unknown. In this paper, we present an open-source cross-platform application Influenca that provides a novel reward learning task complemented by ecological momentary assessment (EMA) of current mental and physiological states for repeated assessment over weeks. In this task, players have to identify the most effective medication by integrating reward values with changing probabilities to win (according to random Gaussian walks). Participants can complete up to 31 runs with 150 trials each. To encourage replay, in-game screens provide feedback on the progress. Using an initial validation sample of 384 players (9729 runs), we found that reinforcement learning parameters such as the learning rate and reward sensitivity show poor to fair intra-class correlations (ICC: 0.22–0.53), indicating substantial within- and between-subject variance. Notably, items assessing the psychological state showed comparable ICCs as reinforcement learning parameters. To conclude, our innovative and openly customizable app framework provides a gamified task that optimizes repeated assessments of reward learning to better quantify intra- and inter-individual differences in value-based decision-making over time.
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spelling pubmed-104822922023-09-07 Reliability of gamified reinforcement learning in densely sampled longitudinal assessments Neuser, Monja P. Kühnel, Anne Kräutlein, Franziska Teckentrup, Vanessa Svaldi, Jennifer Kroemer, Nils B. PLOS Digit Health Research Article Reinforcement learning is a core facet of motivation and alterations have been associated with various mental disorders. To build better models of individual learning, repeated measurement of value-based decision-making is crucial. However, the focus on lab-based assessment of reward learning has limited the number of measurements and the test-retest reliability of many decision-related parameters is therefore unknown. In this paper, we present an open-source cross-platform application Influenca that provides a novel reward learning task complemented by ecological momentary assessment (EMA) of current mental and physiological states for repeated assessment over weeks. In this task, players have to identify the most effective medication by integrating reward values with changing probabilities to win (according to random Gaussian walks). Participants can complete up to 31 runs with 150 trials each. To encourage replay, in-game screens provide feedback on the progress. Using an initial validation sample of 384 players (9729 runs), we found that reinforcement learning parameters such as the learning rate and reward sensitivity show poor to fair intra-class correlations (ICC: 0.22–0.53), indicating substantial within- and between-subject variance. Notably, items assessing the psychological state showed comparable ICCs as reinforcement learning parameters. To conclude, our innovative and openly customizable app framework provides a gamified task that optimizes repeated assessments of reward learning to better quantify intra- and inter-individual differences in value-based decision-making over time. Public Library of Science 2023-09-06 /pmc/articles/PMC10482292/ /pubmed/37672521 http://dx.doi.org/10.1371/journal.pdig.0000330 Text en © 2023 Neuser et al https://creativecommons.org/licenses/by/4.0/This is an open access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/) , which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.
spellingShingle Research Article
Neuser, Monja P.
Kühnel, Anne
Kräutlein, Franziska
Teckentrup, Vanessa
Svaldi, Jennifer
Kroemer, Nils B.
Reliability of gamified reinforcement learning in densely sampled longitudinal assessments
title Reliability of gamified reinforcement learning in densely sampled longitudinal assessments
title_full Reliability of gamified reinforcement learning in densely sampled longitudinal assessments
title_fullStr Reliability of gamified reinforcement learning in densely sampled longitudinal assessments
title_full_unstemmed Reliability of gamified reinforcement learning in densely sampled longitudinal assessments
title_short Reliability of gamified reinforcement learning in densely sampled longitudinal assessments
title_sort reliability of gamified reinforcement learning in densely sampled longitudinal assessments
topic Research Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10482292/
https://www.ncbi.nlm.nih.gov/pubmed/37672521
http://dx.doi.org/10.1371/journal.pdig.0000330
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