Psychology: Classical and Operant Conditioning - PowerPoint PPT Presentation

1 / 20
About This Presentation
Title:

Psychology: Classical and Operant Conditioning

Description:

Conditioned reinforcer: e.g., money, increase probability of behavior by ... Variable Ratio: reinforce after x times where x is variable between some interval ... – PowerPoint PPT presentation

Number of Views:92
Avg rating:3.0/5.0
Slides: 21
Provided by: Magy150
Category:

less

Transcript and Presenter's Notes

Title: Psychology: Classical and Operant Conditioning


1
Reward Systems
  • Psychology Classical and Operant Conditioning
  • Game Systems (Chapters8 and 13 Oxland)

2
Psychology of Behavior
  • Pavlov Classical conditioning
  • UCS (food) -gt salivation (UCR)
  • CS (Bell) paired with UCS (food)
  • UCS -gt salivation (CR)
  • Examples in Games ?

3
Psychology of Behavior
  • Thorndike (1898) Instrumental conditioning
  • positive consequences strengthen behaviors to
    make them more likely in similar situations
  • Instrumental Learning or trial and error
  • Example cat learning to push a lever to get out
    of the box where she finds food.

4
Psychology of Behavior
  • Skinner (1938)
  • Operant Conditioning the process of learning
    behaviors from the environment through
    consequences.
  • Positive reinforcement
  • Negative reinforcement
  • Punishment
  • Chaining and shaping
  • Reward schedule systems
  • reinforcement is the chances of increasing
    probability of behavior occurrence.

5
Operant Conditioning
  • Primary reinforcers e.g., food, has power to
    reinforce behavior
  • Conditioned reinforcer e.g., money, increase
    probability of behavior by association with
    primary reinforcer
  • Increase Behavior
  • Action -gt positive Reinforcer
  • ive Reinforcement
  • Action -gt no negative Reinforcer
  • ive reinforcement

6
Operant Conditioning
  • Primary reinforcers e.g., food, has power to
    reinforce behavior
  • Conditioned reinforcer e.g., money, increase
    probability of behavior by association with
    primary reinforcer
  • Decrease Behavior
  • Action -gt negative reinforcer
  • ive punishment
  • Action -gt no positive reinforcer
  • ive punishment

7
Scheduling Reinforcers
  • After behavior is learned
  • Occurrence of reward after each behavior satiates
    the reward
  • Different types of schedules work
  • Fixed Ratio reinforce after x times of action
  • Fixed Interval reinforce after time interval
  • Variable Ratio reinforce after x times where x
    is variable between some interval
  • Variable Interval reinforce after time interval
    x where x is variable between some interval

8
Shaping behavior
  • Actionx -gt positive outcome
  • Action1 -gt CS (positive) until conditioned
  • Extinction of CS positive
  • Action2 -gt CS (positive) until conditioned
  • Extinction of CS positive
  • Actionx -gt CS (positive)

9
Chaining and Shaping
  • Action1 -gt Action2 -gtAction3 -gt positive outcome
  • Action3 -gt CS (positive) until conditioned
  • Action2 -gt Action3 -gt CS (positive) until
    conditioned
  • Action1 -gt Action2 -gtAction3 -gt CS (positive)

10
Why?
  • Reward systems in games
  • Tutorials
  • Teaching the player about game system
  • Raph Koster connection between games and
    learning
  • Addiction system
  • Any more?

11
Application in Games
  • What are the rewards?
  • How to schedule them?
  • Challenges
  • Rewards are all conditioned, so people like
    different things
  • How to integrate schedule of different rewards?

12
Rewards and Punishment
  • Resources
  • Chapter 8 and 13 Oxland

13
Types of Rewards/Reinforcers
  • Gameplay Rewards
  • help move player forward in the game, e.g.
  • New weapon
  • A Key
  • New power
  • Hidden Rewards
  • cannot count on player finding them
  • Visual rewards
  • Others?

14
Types of Rewards/Reinforcers
  • Clearing a level and advancing to the next
  • Solving puzzles
  • Achieving goals
  • Winning
  • Gaining points
  • Gaining powerups
  • Acquisition of items
  • Acquisition of skills, improving skills or stats
  • Exploration
  • Achieving a top score
  • Status

15
Scheduling of Reinforcers
16
Reinforcer scheduling
  • Ratio strain the player looses interest due to
    effort required and the reward.
  • Variable ratio schedule is used for level
    advancement
  • these schedules have the least succeptibility to
    ratio strain.
  • a schedule that is the shows the most resistance
    to extinction, produces no post-reinforcement
    pause, and which is the most effective at
    producing high levels of response over extended
    periods.

17
Game Feedback
  • Resources
  • Chapter 6 Oxland

18
Types of Feedback
  • Visual feedback
  • Color
  • Lighting
  • Animation/action
  • Your character animations (Devil May Cry)
  • Sound
  • Effects
  • Music
  • Goal achievement
  • Character power, health, states
  • Inventory

19
When is Feedback triggered?
  • Action-based (e.g., footsteps sound with walking)
  • Tension-based (e.g., Tetris)
  • Event-based (e.g., monster spots you)

20
Critique
  • Take one segment of the game play within your
    game. Describe
  • Reinforcers used positive, negative
  • Punishment
  • Reinforcement schedule
  • Reinforcement chaining
  • How does that impact learning game system?
  • Does that make the game fun?
  • Take a segment of the game
  • Outline all types of feedback you see and hear
  • Outline when they are triggered
Write a Comment
User Comments (0)
About PowerShow.com