Partial Reinforcement Schedules

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11 Terms

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Continuous reinforcement

  • Applying reinforcement every time a behavior occurs

  • Promotes the quickest response for learning new behaviors

  • Can lead to behavioral dependency

  • May cause extinction if reinforcements stop

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Partial reinforcement

  • Behavior is reinforced occasionally, not every time, but often enough to develop or maintain conditioned behavior

  • Makes behaviors more resistant to extinction, even if reinforcement stops

  • Reinforcement is based on schedules

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2 types of reinforcement schedules

  • Interval

  • Ratio

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Interval schedules

Time based

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2 types of interval schedules

  • Fixed interval

  • Variable interval

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Fixed interval

  • Reinforcement is given after a set amount of time passes, once the behavior is completed

  • Lab example: A pigeon gets birdseed 10 seconds after pressing the correct button

  • Human application: Weekly paycheck cycles

  • Effectiveness: Behavior increases as the time for the reward (Reinforcement) gets closer, but tends to drop off after the reward is given

  • Similar to fixed ratio

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Variable interval

  • Unpredictable amounts of time pass between completion of the behavior and the reward of the reinforcement

  • Lab example: A pigeon receives birdseed after 12 seconds for trial 1, 19 seconds for trial 2, and 7 seconds for trial 3

  • Human application: Pop quizzes

  • Effectiveness: Produces lower but more stable and consistent behavior over time

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Ratio schedules

Amount based

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Two types of ratio schedules

  • Fixed ratio

  • Variable ratio

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Fixed ratio

  • A reward is given after a set number of behaviors are completed

  • Lab example: A pigeon receives birdseed after pressing the correct button 3 times

  • Human application: Getting a prize after completing a certain number of chores, like do 5 chores, get a treat

  • Effectiveness: High response rates as the goal is reached, followed by a drop off after the reward is received

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Variable ratio

  • The number of correct behaviors needed for a reward is unpredictable, but the average amount is set

  • Lab example: A pigeon gets rewarded after an average of 10 button presses, but the actual number can vary

  • Human application: Casino slot machines

  • Effectiveness: Leads to high response rates and makes the behavior harder to stop, even when rewards stop