skinner box
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Information ◽  
2021 ◽  
Vol 12 (12) ◽  
pp. 521
Author(s):  
Xiaohan Kang ◽  
Hong Ri ◽  
Mohd Nor Akmal Khalid ◽  
Hiroyuki Iida

The attraction of games comes from the player being able to have fun in games. Gambling games that are based on the Variable-Ratio schedule in Skinner’s experiment are the most typical addictive games. It is necessary to clarify the reason why typical gambling games are simple but addictive. Also, the Multiarmed Bandit game is a typical test for Skinner Box design and is most popular in the gambling house, which is a good example to analyze. This article mainly focuses on expanding on the idea of the motion in mind model in the scene of Multiarmed Bandit games, quantifying the player’s psychological inclination by simulation experimental data. By relating with the quantification of player satisfaction and play comfort, the expectation’s feeling is discussed from the energy perspective. Two different energies are proposed: player-side (Er) and game-side energy (Ei). This provides the difference of player-side (Er) and game-side energy (Ei), denoted as Ed to show the player’s psychological gap. Ten settings of mass bandit were simulated. It was found that the setting of the best player confidence (Er) and entry difficulty (Ei) can balance player expectation. The simulation results show that when m=0.3,0.7, the player has the biggest psychological gap, which expresses that player will be motivated by not being reconciled. Moreover, addiction is likely to occur when m∈[0.5,0.7]. Such an approach can also help the developers and educators increase edutainment games’ efficiency and make the game more attractive.


2020 ◽  
Vol 10 (1) ◽  
Author(s):  
Elia Gatto ◽  
Alberto Testolin ◽  
Angelo Bisazza ◽  
Marco Zorzi ◽  
Tyrone Lucon-Xiccato

Abstract We tested the hypothesis that part of the gap in numerical competence between fish and warm-blooded vertebrates might be related to the more efficient procedures (e.g. automated conditioning chambers) used to investigate the former and could be filled by adopting an adapted version of the Skinner box in fish. We trained guppies in a visual numerosity discrimination task, featuring two difficulty levels (3 vs. 5 and 3 vs. 4) and three conditions of congruency between numerical and non-numerical cues. Unexpectedly, guppies trained with the automated device showed a much worse performance compared to previous investigations employing more “ecological” procedures. Statistical analysis indicated that the guppies overall chose the correct stimulus more often than chance; however, their average accuracy did not exceed 60% correct responses. Learning measured as performance improvement over training was significant only for the stimuli with larger numerical difference. Additionally, the target numerosity was selected more often than chance level only for the set of stimuli in which area and number were fully congruent. Re-analysis of prior studies indicate that the gap between training with the Skinner box and with a naturalistic setting was present only for numerical discriminations, but not for colour and shape discriminations. We suggest that applying automated conditioning chambers to fish might increase cognitive load and therefore interfere with achievement of numerosity discriminations.


2020 ◽  
Vol 6 (1) ◽  
pp. 81-91
Author(s):  
Andrei A. Lebedev ◽  
Yulia N. Bessolova ◽  
Nikolai S. Efimov ◽  
Eugeny R. Bychkov ◽  
Andrei V. Droblenkov ◽  
...  

Introduction: The purpose of this work was to prove that the reaction of food self-deprivation in “fed up” rats is a suitable model for studying the emotional overeating in the experiment. Methods: The self-deprivation reaction, i.e. self-isolation of an animal from food during electrical self-stimulation of the brain, was studied in animals with food deprivation. To reproduce the self-stimulation of the lateral hypothalamus, the male Wistar rats were trained to press a pedal in a Skinner box. After training, the rats received food deprivation, then a feeder was placed in the Skinner box, and a conditioned food reflex was developed in rats within 5 days. Results and discussion: The food self-deprivation reaction was observed in the ”satiated” rats with a current intensity of 10% and above the threshold for self-stimulation. Hungry animals pressed the pedal for hypothalamic self-stimulation and took no notice of the feeding trough. Sulpiride, a dopamine D2 antagonist (5 and 20 mg/kg i.p.), administered to the “satiated” rats decreased both the eating behavior and self-stimulation in food self-deprivation testing. SB-408124, an orexin A receptor antagonist (0.5 mg/ml, 20 μl intranasally) reduced only the number of pellets eaten, but not the number of pedal presses. Conclusion: The orexin A receptors are preferably involved in emotional eating compared with orexin B (OX2R TCS-OX2-29) and D2 dopamine receptors. Because emotional eating is significantly related to clinical eating disorders, like bulimia and binge eating disorder, it seems promising to use drugs of the orexin system to treat and prevent the issue.


Author(s):  
Abigail Burns ◽  
Maddie Sparks ◽  
David A. Washburn
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