Learning to Move and Plan like the Knight: Sequential Decision Making with a Novel Motor Mapping

Carlos Alan Velazquez Vargas, Jordan A. Taylor
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Abstract

Many skills that humans acquire throughout their lives, such as playing video games or sports, require substantial motor learning and multi-step planning. While both processes are typically studied separately, they are likely to interact during the acquisition of complex motor skills. In this work, we studied this interaction by assessing human performance in a sequential decision-making task that requires the learning of a non-trivial motor mapping. Participants were tasked to move a cursor from start to target locations in a grid world, using a standard keyboard. Notably, the specific keys were arbitrarily mapped to a movement rule resembling the Knight chess piece. In Experiment 1, we showed the learning of this mapping in the absence of planning, led to significant improvements in the task when presented with sequential decisions at a later stage. Computational modeling analysis revealed that such improvements resulted from an increased learning rate about the state transitions of the motor mapping, which also resulted in more flexible planning from trial to trial (less perseveration or habitual responses). In Experiment 2, we showed that incorporating mapping learning into the planning process, allows us to capture (1) differential task improvements for distinct planning horizons and (2) overall lower performance for longer horizons. Additionally, model analysis suggested that participants may limit their search to three steps ahead. We hypothesize that this limitation in planning horizon arises from capacity constraints in working memory, and may be the reason complex skills are often broken down into individual subroutines or components during learning.
像骑士一样学习移动和规划:利用新颖的运动映射进行顺序决策
人类一生中掌握的许多技能,例如玩电子游戏或运动,都需要大量的运动学习和多步骤规划。虽然这两个过程通常是分开研究的,但在掌握复杂运动技能的过程中,它们很可能是相互作用的。在这项研究中,我们通过评估人类在一项需要学习非复杂运动映射的连续决策任务中的表现来研究这种相互作用。参与者的任务是使用标准键盘在网格世界中将光标从起始位置移动到目标位置。值得注意的是,特定的按键被任意映射到类似国际象棋马的运动规则上。在实验 1 中,我们发现,在没有计划的情况下学习这种映射规则,会在后期面临顺序决策时显著提高任务能力。计算建模分析表明,这种改进源于对运动映射状态转换的学习率的提高,这也导致了更灵活的试验到试验的计划(更少的锲而不舍或习惯性反应)。在实验 2 中,我们发现将映射学习纳入计划过程,可以捕捉到:(1)不同计划时间段的任务改进;(2)较长时间段的整体表现较差。此外,模型分析表明,参与者可能会将搜索范围限制在三步之内。我们推测,这种计划视野的限制来自于工作记忆的容量限制,这可能也是复杂技能在学习过程中经常被分解成单个子程序或组件的原因。
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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