week 11 - intro to learning

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motivation and emotion

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13 Terms

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motivation

translates knowledge into action

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3 components of emotion

  1. affect: the subjective feeling

    • fear, pain, hunger, etc.

    • NOT directly observable

  2. physiological response

    • autonomic and hormonal changes

    • heart rate, stress hormones, salivation, etc.

  3. behavioural responses

    • observable actions

    • fleeing, freezing, avoiding, etc.

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the automaton problem

  • animals might behave as if they feel

  • but could theoretically function without subjective experience

  • like very sophisticated machines

  • we must be careful not to equate behaviour with affect

Behaviour ≠ proof of feeling

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judgment bias

a method to infer an animals emotional state by examining how it responds to ambiguous stimuli

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drive theory

drive = internal state arising from a physiological need

  • the drive energizes behaviour toward need reduction

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hull’s formula

behaviour = learning x drive

  • both learning and drive are necessary for behaviour to occur

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incentive learning

occurs when an animal learns that a particular action or reinforcer actually reduces a drive

  • its not enough to simply perform an action; the animal must experience the reinforcer while in the relevant motivational state to understand its value

textbook rats example:

  • rats that were given food while hungry were more likely to press the lever for food then those who were only given food when already satiated

  • had to associate the food as being the solution to hunger

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negative contrast

if reward decreases in size or value, the animal is less likely to work for it

  • ex: previously received 5 pellets → now only 2 → performance drops

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positive contrast

if reward increases, the animal is more likely to work for it

  • ex: previously received 2 pellets → now 5 → performance increases

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combined model of behaviour

behaviour = drive + learning + incentive

  • captures both immediate needs and historical motivation

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rG-sG mechanism

RG = response to goal

rG = residual response to goal

sG = stimulus generated from rG

example:

  • jimmy got a new job he likes (the liking of the job = RG)

  • next time hes on his way to work he gets that good feeling of liking again, though less strong than the first time (smaller feeling of liking = rG)

  • that feeling of liking his job makes him rush to get to work faster (that feeling turns into a stimulus = sG)

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partial reinforcement extinction effect (PREE)

behaviour that was partially reinforced persists longer during extinction than behaviour that was always reinforced

  • uncertainty pushed you to keep trying

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opponent process theory

every strong emotion automatically triggers an opposing emotion

  • initial emotion = a-process

  • opposing emotion = b-process

ex:

  • people dont feel pleasure during the nightmare, they feel it when it ends

  • fear (a-process) → relief/pleasure (b-process)

    • the end of something bad produces a good feeling

**after repeated exposure, opponent emotion begins sooner and gets stronger, altering motivation and behahviour