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Instrumental (Operant) Conditioning
Behaviour is followed by consequence, which changes how likely you do that behaviour again
Reward training (Positive Reinforcement)
Adding good to increase behaviour
Omission training (Negative Punishment)
Removing good to decrease behaviour
(ex. taking phone away)
Escape training (Negative Reinforcement)
Removing bad to increase behaviour
Punishment training (Positive Punishment)
Adding bad; decrease behaviour
Positive = add, Negative = remove
Types of Reinforcement Schedules
Fixed Ratio: Reward after a set number of responses (ex. FR-5 - every 5 times)
Variable Ratio: Reward after an unpredictable number of responses (ex. gambling)
Fixed Interval: Reward after a fixed amount of time (ex. every 15 minutes
Variable Interval: Reward after an unpredictable time intervals (ex. pop quizzes)
Ratio = number of actions
Interval = time
Fixed = predictable
Variable = unpredictable
Graphs
Fixed ratio - Staircase (animal responds and stops to get reward after interval)
Variable ratio - Smooth continous line (animal keeps responding)
Fixed interval - Scallop (more motivated close ot time of payment)
Variable interval - Dotted continous line (gaps occur just after reward)
Autoshaping
Individuals learn without guidance
Ex. give reward to roommate after they clean their room - not really teaching them HOW to clean room
Shaping by Successive Approximation
Teaching by breaking task into smaller parts (step by step)
Ex. Teach a cartwheel step by step
Chaining
Learning by sequence (each action triggers the next)
Ex. Teaching a dog to fetch a ball
Go to ball
Pick up ball
Bring it back
Drop it - get reward
Shaping is one behaviour divided into small parts
Chaining is multiple behaviours that make up one task
SD (S+)
Signals a behaviour will be reinforced (get reward)
Ex. A green light means pressing the button will give reward
S Delta (S-)
Signals a behaviour will not be reinforced
Ex. A red light means pressing the button will NOT give reward
Thorndike’s Law of Effect
If a behaviour leads to reward, it is more likely to happen (Positive reinforcement)
Stimulus Generalization
Responding to not only one cue but also similar cues
Contious Reinforcement (CRF)
Every correct response is followed by a reward
Contrast Effects
Behaviour changes when value of reward changes
Negative Contrast:
-Reward drops from high to low; behaviour happens less often
Positive Contrast:
-Reward goes from low to high; behaviour happens more often
Mirror Neuron
Brain cell that fires both when you perform an action and see someone else perform that action (learning by observation_
Operant Chamber (Skinner box)
A controlled box where animal performs certain behaviour to recieve a reward
Continuous Reinforcement Schedule (CRF)
Person gets reward after doing a correct response
Overjustification Effect
Giving a reward for something already enjoyable can change the individuals innate motivation, making it feel like work.
Partial Reinforcement (PRF)
Desired behaviour is only reinforced some of the time, not all the time.
Primary Reinforcer
Reward that satisfies a biological need.
Ex. Food, water, shelter
Secondary Reinforcer
Something that becomes rewarding through association with a primary reinforcer.
Ex. money - buys food (primary reinforcer) - money becomes rewarding
Ratio Strain
When behaviour requires too much responses, organism slows down and eventually stops