Kangas Brian D, Berry Meredith S, Cassidy Rachel N, Dallery Jesse, Vaidya Manish, Hackenberg Timothy D
University of Florida, Gainesville, FL 32611-2250, United States.
Behav Processes. 2009 Oct;82(2):164-72. doi: 10.1016/j.beproc.2009.06.004. Epub 2009 Jun 23.
Adult human subjects engaged in a simulated Rock/Paper/Scissors game against a computer opponent. The computer opponent's responses were determined by programmed probabilities that differed across 10 blocks of 100 trials each. Response allocation in Experiment 1 was well described by a modified version of the generalized matching equation, with undermatching observed in all subjects. To assess the effects of instructions on response allocation, accurate probability-related information on how the computer was programmed to respond was provided to subjects in Experiment 2. Five of 6 subjects played the counter response of the computer's dominant programmed response near-exclusively (e.g., subjects played paper almost exclusively if the probability of rock was high), resulting in minor overmatching, and higher reinforcement rates relative to Experiment 1. On the whole, the study shows that the generalized matching law provides a good description of complex human choice in a gaming context, and illustrates a promising set of laboratory methods and analytic techniques that capture important features of human choice outside the laboratory.
成年人类受试者与电脑对手进行了一场模拟的石头/剪刀/布游戏。电脑对手的反应由编程概率决定,这些概率在每组100次试验的10个组块中各不相同。实验1中的反应分配可以用广义匹配方程的一个修正版本很好地描述,所有受试者都观察到了欠匹配。为了评估指令对反应分配的影响,在实验2中向受试者提供了关于电脑如何编程做出反应的准确概率相关信息。6名受试者中有5名几乎只做出电脑占主导地位的编程反应的反制反应(例如,如果石头出现的概率很高,受试者几乎只出布),导致了轻微的过度匹配,并且相对于实验1有更高的强化率。总体而言,该研究表明广义匹配定律很好地描述了游戏情境中复杂的人类选择,并展示了一组有前景的实验室方法和分析技术,这些方法和技术捕捉了实验室之外人类选择的重要特征。