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Simulating bout-and-pause patterns with reinforcement learning

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Animal responses occur according to a specific temporal structure composed of two states, where a bout is followed by a long pause until the next bout. Such a bout-and-pause pattern has three components: the bout length, the within-bout response rate, and the bout initiation rate. Previous studies have investigated how these three components are affected by experimental manipulations. However, it remains unknown what underlying mechanisms cause bout-and-pause patterns. In this article, we propose two mechanisms and examine computational models developed based on reinforcement learning. The model is characterized by two mechanisms. The first mechanism is choice—an agent makes a choice between operant and other behaviors. The second mechanism is cost—a cost is associated with the changeover of behaviors. These two mechanisms are extracted from past experimental findings. Simulation results suggested that both the choice and cost mechanisms are required to generate bout-and-pause patterns and if either of them is knocked out, the model does not generate bout-and-pause patterns. We further analyzed the proposed model and found that it reproduced the relationships between experimental manipulations and the three components that have been reported by previous studies. In addition, we showed alternative models can generate bout-and-pause patterns as long as they implement the two mechanisms.
Public Library of Science (PLoS)
Title: Simulating bout-and-pause patterns with reinforcement learning
Description:
Animal responses occur according to a specific temporal structure composed of two states, where a bout is followed by a long pause until the next bout.
Such a bout-and-pause pattern has three components: the bout length, the within-bout response rate, and the bout initiation rate.
Previous studies have investigated how these three components are affected by experimental manipulations.
However, it remains unknown what underlying mechanisms cause bout-and-pause patterns.
In this article, we propose two mechanisms and examine computational models developed based on reinforcement learning.
The model is characterized by two mechanisms.
The first mechanism is choice—an agent makes a choice between operant and other behaviors.
The second mechanism is cost—a cost is associated with the changeover of behaviors.
These two mechanisms are extracted from past experimental findings.
Simulation results suggested that both the choice and cost mechanisms are required to generate bout-and-pause patterns and if either of them is knocked out, the model does not generate bout-and-pause patterns.
We further analyzed the proposed model and found that it reproduced the relationships between experimental manipulations and the three components that have been reported by previous studies.
In addition, we showed alternative models can generate bout-and-pause patterns as long as they implement the two mechanisms.

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