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Decision Making and Reward, Computational Perspectives

This entry reviews historical developments in the study of the role of incentives in decision making, emphasizing recent computational approaches that model decision making's physical basis.

Making a decision means selecting an action from a discrete set of alternatives. The role of reward in decision making has been a focus of interest in psychology at least since the early 1900s, when Edward Thorndike proposed the law of effect to describe how rewards shape animal behavior. Efforts to develop mathematical descriptions of perception and behavior after World War II, for example, led to signal detection theory—which assumes reward-maximizing behavior and uses it to characterize basic perceptual abilities—and to theories of economic preference such as R. Duncan Luce's choice axiom, in which the probability of one choice over another is independent of the set of third options available. Behaviorism reached the zenith of its influence in the mid-20th century as well, using B. F. Skinner's automated experimental techniques in an attempt to characterize behavior in terms of its consequences for reinforcement. The result was a valuable body of data and a set of robust behavioral regularities (such as Richard Herrnstein's “matching law”) that continue to constrain theories today. From a contemporary perspective, though, most theorizing during this period—especially behaviorist theorizing—was noncomputational: That is, it did not involve simulating or mathematically modeling a causal process of reinforcement-guided behavior at any level of physical description, either with a machine or with pen-and-paper calculations. This changed when the postwar computer revolution encouraged researchers to regard cognition as a physical, computational process determined by the state of an organism's brain.

Reinforcement Learning

Reinforcement learning (RL) has been a powerful force in machine learning, psychology, and neuroscience since the 1980s. It blends a computational approach to decision making with the behaviorist or classical-economic assumption that agents act to maximize, or at least improve, earnings. RL theory developed from the theoretical foundations established in control theory by Richard Bellman in the 1950s and 1960s, but specifically exploited the recursive structure of equations for predicting future reward as a function of an action policy (specifying which action to take in every state of the environment) applied to a discrete state-space representation of the world. (A discrete state-space is a representation consisting of a list of all the unique states in which an agent could find itself; in contrast, a continuous set, such as the set of real numbers used in calculus, is uncountable and could never be exhaustively written down, even in an infinitely long list.) Using the discrete state-space approach, Richard Sutton and Andrew Barto showed that unsupervised, online learning by trial and error was an effective method for creating artificial agents without programming in all possible relevant knowledge—indeed, without the programmer even having this knowledge. Despite this success, RL approaches to decision making are often hindered by their frequent reliance on a compound-serial representation of time: an extremely memory-intensive representation in which a binary state variable is assigned to every relevant subinterval of a time period and linked in a chain (a binary state variable is a memory slot for a 1 or a 0, indicating whether the world is in the corresponding environmental state).

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