Emerging evidence from decision neuroscience suggests that although younger and older adults show similar frontostriatal representations of reward magnitude, older adults often show deficits in feedback-driven reinforcement learning. In the present study, healthy adults completed reward-based tasks that did or did not depend on probabilistic learning, while undergoing functional neuroimaging. We observed reductions in the frontostriatal representation of prediction errors during probabilistic learning in older adults. In contrast, we found evidence for stability across adulthood in the representation of reward outcome in a task that did not require learning. Together, the results identify changes across adulthood in the dynamic coding of relational representations of feedback, in spite of preserved reward sensitivity in old age. Overall, the results suggest that the neural representation of prediction error, but not reward outcome, is reduced in old age. These findings reveal a potential dissociation between cognition and motivation with age and identify a potential mechanism for explaining changes in learning-dependent decision making in old adulthood.Electronic supplementary materialThe online version of this article (doi:10.3758/s13415-014-0297-4) contains supplementary material, which is available to authorized users.
The Iowa gambling task (IGT) has been used in numerous studies, often to examine decision-making performance in different clinical populations. Reinforcement learning (RL) models such as the expectancy valence (EV) model have often been used to characterize choice behavior in this work, and accordingly, parameter differences from these models have been used to examine differences in decision-making processes between different populations. These RL models assume a strategy whereby participants incrementally update the expected rewards for each option and probabilistically select options with higher expected rewards. Here we show that a formal model that assumes a win-stay/lose-shift (WSLS) strategy-which is sensitive only to the outcome of the previous choice-provides the best fit to IGT data from about half of our sample of healthy young adults, and that a prospect valence learning (PVL) model that utilizes a decay reinforcement learning rule provides the best fit to the other half of the data. Further analyses suggested that the better fits of the WSLS model to many participants' data were not due to an enhanced ability of the WSLS model to mimic the RL strategy assumed by the PVL and EV models. These results suggest that WSLS is a common strategy in the IGT and that both heuristic-based and RL-based models should be used to inform decision-making behavior in the IGT and similar choice tasks.
Decrements in performance on cognitive tasks resulting from pressure to perform (i.e., choking) are thought to be caused by interference with the ability to use explicit strategies (the distraction theory). This view suggests that pressure should improve performance on tasks for which explicit strategies hamper performance. This hypothesis was tested by giving subjects one of two nearly identical learning tasks, a task that required learning a rule or one that required using a holistic information-integration strategy. Explicit rule use would hurt performance in the latter task. As predicted by the distraction theory, pressure decreased performance on the rule-based task but enhanced performance on the information-integration task.
Models of human behavior in the Iowa Gambling Task (IGT) have played a pivotal role in accounting for behavioral differences during decision-making. One critical difference between models that have been used to account for behavior in the IGT is the inclusion or exclusion of the assumption that participants tend to persevere, or stay with the same option over consecutive trials. Models that allow for this assumption include win-stay-lose-shift (WSLS) models and reinforcement learning (RL) models that include a decay learning rule where expected values for each option decay as they are chosen less often. One shortcoming of RL models that have included decay rules is that the tendency to persevere by sticking with the same option has been conflated with the tendency to select the option with the highest expected value because a single term is used to represent both of these tendencies. In the current work we isolate the tendencies to perseverate and to select the option with the highest expected value by including them as separate terms in a Value-Plus-Perseveration (VPP) RL model. Overall the VPP model provides a better fit to data from a large group of participants than models that include a single term to account for both perseveration and the representation of expected value. Simulations of each model show that the VPP model's simulated choices most closely resemble the decision-making behavior of human subjects. In addition, we also find that parameter estimates of loss aversion are more strongly correlated with performance when perseverative tendencies and expected value representations are decomposed as separate terms within the model. The results suggest that the tendency to persevere and the tendency to select the option that leads to the best net payoff are central components of decision-making behavior in the IGT. Future work should use this model to better examine decision-making behavior.
We incorporated behavioral and computational modeling techniques to examine age-based differences in strategy use in two four-choice decision-making tasks. Healthy older (aged 60–82 years) and younger adults (aged 18–23 years) performed one of two decision-making tasks that differed in the degree to which rewards for each option depended on the choices made on previous trials. In the choice-independent task rewards for each choice were not affected by the sequence of previous choices that had been made. In contrast, in the choice-dependent task rewards for each option were based on how often each option had been chosen in the past. We compared the fits of a model that assumes the use of a win-stay–lose-shift (WSLS) heuristic to make decisions, to the fits of a reinforcement-learning (RL) model that compared expected reward values for each option to make decisions. Younger adults were best fit by the RL model, while older adults showed significantly more evidence of being best fit by the WSLS heuristic model. This led older adults to perform worse than younger adults in the choice-independent task, but better in the choice-dependent task. These results coincide with previous work in our labs that also found better performance for older adults in choice-dependent tasks (Worthy et al., 2011), and the present results suggest that qualitative age-based differences in the strategies used in choice tasks may underlie older adults’ advantage in choice-dependent tasks. We discuss possible factors behind these differences such as neurobiological changes associated with aging, and increased use of heuristics by older adults.
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