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使用功能近红外光谱、爱荷华赌博任务和机器学习技术的游戏行为和大脑激活。

Gaming behavior and brain activation using functional near-infrared spectroscopy, Iowa gambling task, and machine learning techniques.

机构信息

Information System Engineering and Management Program, Harrisburg University of Science and Technology, Harrisburg, Pennsylvania, USA.

Data Analytics Program, Harrisburg University of Science and Technology, Harrisburg, Pennsylvania, USA.

出版信息

Brain Behav. 2022 Apr;12(4):e2536. doi: 10.1002/brb3.2536. Epub 2022 Mar 15.

DOI:10.1002/brb3.2536
PMID:35290722
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC9015002/
Abstract

INTRODUCTION

The current study investigates the utilization and performance of machine learning (ML) algorithms in the cognitive task of finding the correlation between numerical parameters of the human brain activation during gaming. We hypothesize that our integrated feature extraction platform is able to distinguish between different psychosomatic conditions in the gaming process as measured by the functional near-infrared brain imaging technique.

METHODS

For demonstration, the decision-making process was constructed in the experiment environment that combined gaming simulator, such as the Iowa Gaming Task (IGT), with functional near-infrared spectroscopy (fNIRS) as the neuroimaging technique. Features of fNIRS levels were extracted, averaged, and synchronized by time with the IGT dataset to predict the task score inside ML algorithms, such as multiple regression, classification and regression trees, support vector machine, artificial neural network, and random forest. For findings validation, the experiment data were resampled by training and testing sets. Further, a training dataset was used to train the ML algorithms, and prediction accuracy was estimated by repeated cross-validation methods and compared by R squared and root mean square error (RMSE). The model with the best accuracy was used with the testing dataset and finalized the experiment.

RESULTS

During the experiment, the highest correlation was identified in the fourth block between the oxy-hemoglobin signal and IGT score in average value (0.24) and signal feature (0.57). Such relationship is due to block 4 characterization as "conceptual" period when participants task experience reaches the maximum, and rewards raise accordingly. Simultaneously, ML algorithms, constructed based on training data set, demonstrate acceptable performance, and RMSE as the primary performance metric dynamically increases from block 1 to block 5, from the state of uncertainty and unknown to the certainty and risky. In contrast, R squared decreases during the same transition. In most IGT blocks, the best fitted model was determined as support vector machine with radial bases function kernel, and predictions were made with the highest accuracy (lowest RMSE) than in training models.

CONCLUSION

Obtained findings showed the applicability and capability of ML models as a powerful technique to evaluate the cognitive neuroimaging task result. Moreover, in terms of features it was identified that the hemodynamic response reacts to the acceleration decision-making process and raises more significance than it was observed before.

摘要

简介

本研究旨在探讨机器学习(ML)算法在认知任务中的应用和性能,即寻找人类大脑在游戏过程中激活的数值参数之间的相关性。我们假设,我们的集成特征提取平台能够通过功能近红外脑成像技术区分游戏过程中的不同身心状态。

方法

为了进行演示,我们在实验环境中构建了决策过程,该环境将游戏模拟器(如爱荷华赌博任务(IGT))与功能近红外光谱(fNIRS)相结合作为神经影像学技术。提取、平均和同步 fNIRS 水平的特征,并与 IGT 数据集的时间进行同步,以便在 ML 算法(如多元回归、分类回归树、支持向量机、人工神经网络和随机森林)中预测任务得分。为了验证实验结果,我们对实验数据进行了训练集和测试集的重采样。进一步地,使用训练数据集训练 ML 算法,并通过重复交叉验证方法估计预测准确性,并通过 R 平方和均方根误差(RMSE)进行比较。使用精度最高的模型与测试数据集进行拟合,完成实验。

结果

在实验过程中,在第四块中,氧合血红蛋白信号与 IGT 得分的相关性最高,平均值为 0.24,信号特征为 0.57。这种关系是由于第 4 块被描述为“概念”阶段,此时参与者的任务经验达到最大值,相应地奖励也会增加。同时,基于训练数据集构建的 ML 算法表现出可接受的性能,并且 RMSE 作为主要性能指标,从第 1 块到第 5 块动态增加,从不确定和未知状态到确定和风险状态。相反,R 平方在同一过渡过程中减小。在大多数 IGT 块中,确定支持向量机的径向基函数核作为最佳拟合模型,预测精度最高(RMSE 最低)。

结论

研究结果表明,ML 模型作为一种强大的技术,能够评估认知神经影像学任务的结果,具有适用性和能力。此外,从特征角度来看,与之前的观察结果相比,血液动力学反应更能反应加速决策过程,并具有更高的重要性。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4ec8/9015002/09df7e461e58/BRB3-12-e2536-g006.jpg
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