2021
DOI: 10.1037/xlm0001071
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A decay-based account of learning and adaptation in complex skills.

Abstract: How do humans adapt to parametric changes in a task without having to learn a new skill from scratch? Many studies of memory and sensorimotor adaptation have proposed theories that incorporate a decay on prior events, which leads the agent to eventually forget old experiences. This study investigates if a similar decay mechanism can account for human adaptation in complex skills that require the simultaneous integration of cognitive, motor, and perceptual processes. In 2 experiments, subjects learned to play a… Show more

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Cited by 3 publications
(7 citation statements)
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References 55 publications
(77 reference statements)
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“…These estimates correspond to reasonable guesses as to what people can and cannot do. Based on results from Seow et al (2019Seow et al ( , 2021, we implemented an exponential decay in the Controller. The corresponding decay parameter :tracker-decay-method was thus set to "exponential" to reflect this modeling design choice.…”
Section: Appendix B Specification Of the Periodic Tapping Motor Exten...mentioning
confidence: 99%
See 1 more Smart Citation
“…These estimates correspond to reasonable guesses as to what people can and cannot do. Based on results from Seow et al (2019Seow et al ( , 2021, we implemented an exponential decay in the Controller. The corresponding decay parameter :tracker-decay-method was thus set to "exponential" to reflect this modeling design choice.…”
Section: Appendix B Specification Of the Periodic Tapping Motor Exten...mentioning
confidence: 99%
“…They are useful to experimental researchers in so far as they provide a framework for further understanding how seemingly separate neurocognitive processes are brought together to yield complex behavior. In terms of computational simulations of human skill learning, the ACT-R architecture has proved to successfully replicate key patterns of skill acquisition across various performance and motor measures in video games (Anderson et al, 2019, 2021; Dimov et al, 2023; Gianferrara, Betts, & Anderson, 2021; Moon & Anderson, 2013; Seow et al, 2021).…”
Section: Current Computational Models Of Video Game Learningmentioning
confidence: 99%
“…To develop a collaborative task of a higher complexity, we started from the computer game Space Fortress (Mané & Donchin, 1989), which has an over 30‐year‐long history in research on skill acquisition (Donchin, 1995; Frederiksen & White, 1989). Recently, interest in this game has resurged with several studies relying on a PyGame implementation of the original game (Destefano & Gray, 2016; Gray & Lindstedt, 2017) and modifications of it (Anderson et al., 2019; Moon & Anderson, 2013; Seow, Betts, & Anderson, 2021), all with the goal of investigating individual skill acquisition.…”
Section: Introductionmentioning
confidence: 99%
“…In fact, computational skill acquisition models have already been built on top of cognitive architectures. These models have described diverse phenomena such as past tense learning in English (Taatgen & Anderson, 2002), learning to solve pyramid problems (analogical to arithmetic problems; Tenison, Fincham, & Anderson, 2016), and, importantly, learning to play Space Fortress and similar games (Anderson et al., 2019; Seow et al., 2021; Gianferrara et al., 2021). With this work, we will build on these modeling efforts.…”
Section: Introductionmentioning
confidence: 99%
“…It is typically attributed to errors in memory and the reduction in the activation of a memory trace (Cecilio‐Fernandes et al, 2018). In the absence of rehearsal, productions or pattern‐action associations that form the basis of skilled performance degrade and/or are less accessible, resulting in errors and/or an increase in response latency over time (Seow et al, 2021).…”
Section: Introductionmentioning
confidence: 99%