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Innate Behaviour
animals are born knowing certain behaviour
eg. imprinting, defense, origins of complex behaviour
Learned Behaviour
behaviour that is gained throughout life and experience
flexible behaviour that enables survival, associates cause and effect, and protects from exploitation
Tabula Rasa
People are born empty and shaped by their experiences
Learning
taking a flexible inducible behaviour and converting it to permanence
occurs rapidly
Habituation
getting so used to a stimuli you stop responding
permanent change
Dishabitiuation
leaving an environment, then returning and having that innate behaviour
Rehabituation
relearning the habituated behaviour faster than the initial habituation
Associative Learning
correlating a stimulus with an outcome
eg. classical conditioning
Unconditioned Response
what is already known by the subject of the experiment
Conditioned Stimulus
what the subject of the experiment must learn
Conditioned Response
behaviour learned during the experiment
Reinforcer
positive or negative reward provided to enhance or encourage the conditioned response
Instrumental Learning
associating an action with an outcome
reward is paired with a conditional response
eg. skinner’s box and thorndike’s box - animals learn through trial and error
permanent residual memory
Cognitive Reasoning / Insight Learning
thinking out the problem rather than using trial and error
Theory of Mind
Branches off of cognitive reasoning
looks at how an animal perceives the problem rather than only the behavioural outcome of it
Double Blind Tests
Clever Hans and Van Oosten
both researcher and subject do not know who is receiving the treatment or placebo
Spatial Skills
used for returning home after displacement, target finding, dispersal, and migration
Target Finding
finding something left behind
True Navigation
knowledge of how things relate to each other and which direction you are moving
Simple Invariant Rules
stay in environment you have made nice - make more turns when in nice environment to stay there longer
co-operative navigation
helpful in difficult terrain, animals taking different routes and signaling to each other which way is easier
Dead Reckoning
direction of navigation determined by route integration - using cues from sensory sources without using visual references (eg landmarks) to estimate distances and position
Piloting via Landmarks
identifying landmarks before leaving a location in order to return to it laters
eg. beewolves
Cognitive maps
adjustable mental map of landmarks
eg. beewolf orientation flight
wind and current patterns for sea animals and insecrs
Sound Maps
using infrasounds—long traveling low frequency sounds— to identify directions
sonar - sounds bouncing back from landscape
Olfactory Maps
use of local smells to identify locations and map for navigation
Plastic Response
being able to adapt one piece of knowledge to a new environment
eg. a frog is moved from on pond to another, over time it will learn the new direction of the shore
Occam’s Razor
when presented with two explanations you should prefer the simpler one
Magnetic Sense
gives information on direction and latitude (not longitude)
animals build a mental map of local magnetic fields
used by ants and pigeons
“True” Navigation
knowing where you are without knowing how you got there
could be using landmarks and knowing where they are relative to each other
monarch butterflies, manx shearwater
Benefits of social behaviour
predator defense
group hunting
social learning
resource sharing
Costs of social behavior
easy target for predation
spread of diseases
competition for food
competition for mates
Trophallaxis
two individuals sharing food
ie. ants and vampire bats sharing food via regurgitation
Animal traits that cause them to be more social
Larger in size
longer life span
higher intelligence
closer relations
monogamous
Cooperation
working together to benefit society
involves individual sacrifice for public good
leads to conflict
Opportunity costs
missing out on things / not doing as well compared to if you had gone about it in a ‘less moral way’
ie. doing better if you had cheated
Tragedy of the Commons
individuals with access to a public resource act in their own interest causing the resource to be depleted
Tragedy of the Commons 2
Bacterial Boogaloo
bacteria need iron to grow → some individuals produce siderophores that help sequester it → the siderophores benefit every bacterium present → some bacteria don’t produce siderophores but get to used others → causes decrease in production of siderophores because cheaters proliferate more → cheating leads to breakdown of cooperation → new processes have to be used to maintain cooperation
Altruism
Bottom-up
method of maintaining cooperation
Punishment
top-down
method of maintaining cooperation
The Superorganism
the ultimate outcome of sociality
scenario in which all elements of a society work together to produce a greater emergent whole
all advanced social structures must suppress cheats
Optimality Modeling
Benefits and costs plotted against a measure of behavior
Tradeoffs *Dar
keep us operating within reality
Darwinian Daemons*
Landscape of Fear
an ecosystem where the presence of predators affects the behavior of the prey
Predation RIsk
likelihood of a prey being killed by a predator
Landscape of Disgust
parasite avoidance behavior affects ecology and evolution in ways that are similar to predator avoidance
The Ideal Free Distribution Part 1
Animals Seek out resources
more resources attract more animals
drives increasing density in these areas
The Ideal Free Distribution Part 2
Greater density drives greater competition.
Greater competition reduces the attractiveness of the patch.
This stops individuals from choosing to inhabit those areas
HOPEFULLY, causes populations to be ‘perfectly’ distributed across patches according to their value
The Ideal Free Distribution Part 3
Determination of which patch to chose based on the given attributed
No matter where you end up you will get the same ratio of resources per individual
The Ideal Free Distribution Assumptions
Each available patch has an inherent quality.
Individuals are free to move.
Individuals are aware of patch quality, and choose the ideal one.
Density → Competition.
All individuals are competitively equal.
none are completely valid in reality
The Ideal Free Distribution Complications
There are many types of edible resources.
These resources all fluctuate in availability.
There are many non-edible resources.e.g. Climate.
Patches vary in predator density.
(And predators themselves are undergoing this same process!)
Patches vary in parasite density.
(Which itself is driven by host density on the patches).
Animals are often under time pressure to make a decision.
AND they are operating under limited information.
Optimality Models
attempt to predict the combination of costs and benefits that will maximize the individuals inclusive fitness
Helps us to understand:
Animals decision making
Currency in use
Constraints that limit behavior
apply to many behaviors but mostly to optimal foraging
Travelling Time
time to get to and from the site or between feeding patches
Search Time
time to spot preferred food
Pursuit Time
time to stop it running away and subdue it
Handling Time
time taken to break it open/chop it up and eat it
Law of Diminishing Returns
if you keep increasing one factor in the production of goods while keeping all other factors the same, there will be a point where additional increases will cause a decline in output
Hawk-Dove Model
Hawk vs. Hawk = wins 50% of fights, is injured in 50% of fights
Hawk vs Dove = Hawk always wins and dove flees
Dove vs Hawk = dove never wins and is never injured
Dove vs Dove = dove wins 50% of fights, is never injured, and wastes time
ESS
situation where either strategy will do better if there are more of them
Spatiotemporal Structure
influence kin structure and drive cooperation probability
Rehersal
how often a memory is used
Retention Level
how long since you last used that memory
Explicit Memory
things you know, facts, memories
required conscious awareness
semantic and episodic memory
Implicit Memory
unconscious knowledge, the effects of experience
does NOT require conscious awareness
Semantic Memory
memory of facts
Episdoic Memory
memory of first hand events/experiences
Procedural Memory
type of implicit memory
how to do things ~ especially trial and error learning
complex movements that you no longer think about
cognitive and motor skills
Classical Conditioning Memory
type of implicit memory
Associations learned aren’t consciously recalled most of the time
Priming
type of implicit memory
changes in behavior as a result of experiences that have happened recently or frequently. Two effects – activation of knowledge and influence on behavior
enhanced identification of objects of words
First Stage of Memory
Sensory Memory
Sensory Memory
immediate processing of incoming information
short term buffer for sensory information to process
Iconic memory
visual sensory memory
typically ¼ second
Eidetic Imagery
“photographic memory”
iconic memory lasts longer than ¼ second
Echoic Memory
4 seconds (ish)
memory of sounds ~ typically start of long sentence to end
Short term memory (STM)
working memory from minute to minute, immediate recall
Working Memory
not memory storage
process of making sense or, modifying, interpreting, and storing information in the STM
Maintenance Rehersal
process of repeating information mentally or out loud with the goal of retaining it
Chunking
remembering information in groups rather than individually
Second stage of memory
Short term memory
Long term memory (LTM)
lengthy storage
only useful for certain things
no known limit in size
Third Stage of Memory
Long term memory
Synaptic Consolidation
process of forming a memory trace in the LTM
Three Processes of Memory
T1
RI
T2
T1
conditions where learning happens
Retention Interval
the longer of the RI and the more things that happen during the RI decreased the accuracy of the recall
Proactive Interference
The first things learned make later ones hard to remember. (Called Primacy effects)
long RI
Retroactive Interference
Later learning clouds your memory of earlier lessons. (Called Recency effects)
short RI
Consolidation
occurs during gaps, if there’s no interference
Classic Learning Theory
First Association with a novel object is the strongest
State Dependent Memory
Internal state - same mood as when the memories are incoded
Context Dependent Memories
Same specific place as when the memories were encoded
overfitting
creating a model that matches (memorizes) the training set so closely that the model fails to make correct predictions on new data
The Loci Method
Making a memory of a place, defining a path, encoding the list, recalling the list
Encoding arbitrary information as spatial information that you’re familiar with can help you remember it
Characteristics of Play
1)Normal behavioural elements not performed in normal order
2)Movements very exaggerated
3)Elements often repeated
4)Sequence broken with irrelevant actions
5)Failure to complete elements, which may be repeated.
6)Usually carried out far more by immature animals
Self-handicapping
one animal puts themself at a disadvantage during play
facilitates play, allows it to last longer by giving a reward (winning) to the weaker player, helps prepare stronger animals for real fights which they could lose
Locomotor Play
help development of muscles and brain
practice of tricky movement sequences
enhance learning about the environment
improve fitness and stamina
Social Play
helps set up hierarchies
helps form coalitions
development of social competence
Play in Girls
Play in small groups, take turns, not competitive, little arguing but it stops the game and is not usually resolved
Play in Boys
Play in big groups, long formal competitive games, frequent arguing but usually quickly return to the game