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Creators/Authors contains: "Ma, W.J."

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  1. The introduction of large-scale data sets in psychology allows for more robust accounts of various cognitive mechanisms, one of which is human learning. However, these data sets provide participants with complete autonomy over their own participation in the task, and therefore require precisely studying the factors influencing dropout alongside learning. In this work, we present such a data set where 1,234,844 participants play 10,874,547 games of a challenging variant of tic-tac-toe. We establish that there is a correlation between task performance and total experience, and independently analyze participants’ dropout behavior and learning trajectories. We find evidence for stopping patterns as a function of playing strength and investigate the processes underlying playing strength increases with experience using a set of metrics derived from a planning model. Finally, we develop a joint model to account for both dropout and learning functions which replicates our empirical findings. 
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  2. Models in cognitive science are often restricted for the sake of interpretability, and as a result may miss patterns in the data that are instead classified as noise. In contrast, deep neural networks can detect almost any pattern given sufficient data, but have only recently been applied to large-scale data sets and tasks for which there already exist process-level models to compare against. Here, we train deep neural networks to predict human play in 4-in-a-row, a combinatorial game of intermediate complexity, using a data set of 10,874,547 games. We compare these networks to a planning model based on a heuristic function and tree search, and make suggestions for model improvements based on this analysis. This work provides the foundation for estimating a noise ceiling on massive data sets as well as systematically investigating the processes underlying human sequential decision-making. 
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  3. Planning, the process of evaluating the future consequences of actions, is typically formalized as search over a decision tree. This procedure increases expected rewards but is computationally expensive. Past attempts to understand how people mitigate the costs of planning have been guided by heuristics or the accumulation of prior experience, both of which are intractable in novel, high-complexity tasks. In this work, we propose a normative framework for optimizing the depth of tree search. Specifically, we model a metacognitive process via Bayesian inference to compute optimal planning depth. We show that our model makes sensible predictions over a range of parameters without relying on retrospection and that integrating past experiences into our model produces results that are consistent with the transition from goal-directed to habitual behavior over time and the uncertainty associated with prospective and retrospective estimates. Finally, we derive an online variant of our model that replicates these results. 
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  4. null (Ed.)
    From navigation in unfamiliar environments to career plan- ning, people typically first sample information before com- mitting to a plan. However, most studies find that people adopt myopic strategies when sampling information. Here we challenge those findings by investigating whether contingency planning is a driver of information sampling. To this aim, we developed a novel navigation task that is a shortest path find- ing problem under uncertainty of bridge closures. Participants (n = 109) were allowed to sample information on bridge sta- tuses prior to committing to a path. We developed a computa- tional model in which the agent samples information based on the cost of switching to a contingency plan. We find that this model fits human behavior well and is qualitatively similar to the approximated optimal solution. Together, this suggests that humans use contingency planning as a driver of information sampling. 
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