Inhibition of Addictive Behaviors by Peer-Group Effect in a Conditional Delayed Reward Task

Takashi Sato
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Abstract

In recent years, especially in the adolescent generation, there has been a problem that relying on games and the Internet by the people interferes with their lives. This problem can be regarded as one of the delayed reward tasks. In this study, we propose a conditional delayed reward task in which players can get small reward by continuing playing the game without studying, but large negative rewards are given to the players later. In order to investigate the cause and countermeasures of this problem, we adopt a reinforcement learning model and focus on the peer-group effect (PGE) in which positive or negative influences are given from the group to individuals as one of ways of inhibiting the problem. Our simulation results showed that, in a case of the state without the PGE, individuals with a small gamma value, which is one of the parameters of the reinforcement learning model and suggested to correspond to the amount of serotonin in the brain, continue to play the game; namely, become a kind of addict state. We have also found that, in the condition with the PGE, players who were in game dependent in the absence of the PGE become to choose studying than gaming.
条件延迟奖励任务中同伴群体效应对成瘾行为的抑制作用
近年来,特别是在青少年一代,有一个问题,人们依赖游戏和网络干扰他们的生活。这个问题可以看作是延迟奖励任务之一。在这项研究中,我们提出了一个条件延迟奖励任务,在这个任务中,玩家可以在不学习的情况下继续玩游戏,获得少量奖励,但随后会给玩家大量的负奖励。为了探讨这一问题的原因和对策,我们采用强化学习模型,重点研究同伴群体效应(peer-group effect, PGE),即群体给予个体积极或消极的影响,作为抑制这一问题的一种方式。我们的模拟结果表明,在没有PGE的情况下,具有较小gamma值的个体继续玩游戏,gamma值是强化学习模型的参数之一,建议与大脑中血清素的数量相对应;也就是说,成为一种成瘾状态。我们还发现,在有PGE的情况下,在没有PGE的情况下,处于游戏依赖状态的玩家会选择学习而不是游戏。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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