Impulsivity is defined as a trait-like tendency to engage in rash actions that are poorly thought out or expressed in an untimely manner. Previous research has found that impulsivity relates to deficits in decision making, in particular when it necessitates executive control or reward outcomes. Reinforcement learning (RL) relies on the ability to integrate reward or punishment outcomes to make good decisions, and has recently been shown to often recruit executive function; as such, it is unsurprising that impulsivity has been studied in the context of RL. However, how impulsivity relates to the mechanisms of RL remains unclear. We aimed to investigate the relationship between impulsivity and learning in a reward-driven learning task with probabilistic feedback and reversal known to recruit executive function. Based on prior literature in clinical populations, we predicted that higher impulsivity would be associated with poorer performance on the task, driven by more frequent switching following unrewarded outcomes. Our results did not support this prediction, but more advanced, trial-history dependent analyses revealed specific effects of impulsivity on switching behavior following consecutive unrewarded trials. Computational modeling captured group-level behavior, but not impulsivity results. Our results support previous findings highlighting the importance of sensitivity to negative outcomes in understanding how impulsivity relates to learning, but indicate that this may stem from more complex strategies than usually considered in computational models of learning. This should be an important target for future research.
In reinforcement learning (RL) experiments, participants learn to make rewarding choices in response to different stimuli; RL models use outcomes to estimate stimulus-response values which change incrementally. RL models consider any response type indiscriminately, ranging from less abstract choices (e.g. pressing a key with the index finger), to more abstract choices that can be executed in a number of ways (e.g. getting dinner at the restaurant). But does the learning process vary as a function of how abstract the choices are? In Experiment 1, we show that choice abstraction impacts learning: participants were slower and less accurate in learning to select a more abstract choice. Using computational modeling, we show that two mechanisms contribute to this. First, the values of motor actions interfered with the values of more abstract responses, resulting in more incorrect choices; second, information integration for relevant abstract choices was slower. In Experiment 2, we replicate the findings from Experiment 1, and further extend the results by investigating whether slowed learning is attributable to working memory (WM) or RL contributions. We find that the impairment in more abstract/flexible choices is driven primarily by a weaker contribution of WM. We conclude that defining a more abstract choice space used by multiple learning systems recruits limited executive resources, limiting how much such processes then contribute to fast learning.
In reinforcement learning (RL) experiments, participants learn to make rewarding choices in response to different stimuli; RL models use outcomes to estimate stimulus–response values that change incrementally. RL models consider any response type indiscriminately, ranging from more concretely defined motor choices (pressing a key with the index finger), to more general choices that can be executed in a number of ways (selecting dinner at the restaurant). However, does the learning process vary as a function of the choice type? In Experiment 1, we show that it does: Participants were slower and less accurate in learning correct choices of a general format compared with learning more concrete motor actions. Using computational modeling, we show that two mechanisms contribute to this. First, there was evidence of irrelevant credit assignment: The values of motor actions interfered with the values of other choice dimensions, resulting in more incorrect choices when the correct response was not defined by a single motor action; second, information integration for relevant general choices was slower. In Experiment 2, we replicated and further extended the findings from Experiment 1 by showing that slowed learning was attributable to weaker working memory use, rather than slowed RL. In both experiments, we ruled out the explanation that the difference in performance between two condition types was driven by difficulty/different levels of complexity. We conclude that defining a more abstract choice space used by multiple learning systems for credit assignment recruits executive resources, limiting how much such processes then contribute to fast learning.
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