ArticlePloS one2021
Computational modeling of choice-induced preference change: A Reinforcement-Learning-based approach.
Article in PloS one, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. An erratum has been issued. Cited by 6 papers.
What it found
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
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Who cites it
6 citing papers in PubMed.
- Internally Formed Preferences for Options only Influence Initial Decisions in Gambling Tasks, while the Gambling Outcomes do not Alter these Preferences.Journal of gambling studies · 2025Article
- Externally Provided Rewards Increase Internal Preference, but Not as Much as Preferred Ones Without Extrinsic Rewards.Computational brain & behavior · 2025Article
- The more random people's preference judgments are, the more they explore in gambling tasks.BMC psychology · 2024Article
- Active reinforcement learning versus action bias and hysteresis: control with a mixture of experts and nonexperts.PLoS computational biology · 2024Article
- Neurochronometry of choice-induced preference changes: when do preferences actually change?Frontiers in human neuroscience · 2023Review
- Correction: Computational modeling of choice-induced preference change: A Reinforcement-Learning-based approach.PloS one · 2021Article
Corrections and comments
- Erratum issued
Authors and funding
5 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
The value learning process has been investigated using decision-making tasks with a correct answer specified by the external environment (externally guided decision-making, EDM). In EDM, people are required to adjust their choices based on feedback, and the learning process is generally explained by the reinforcement learning (RL) model. In addition to EDM, value is learned through internally guided decision-making (IDM), in which no correct answer defined by external circumstances is available, such as preference judgment. In IDM, it has been believed that the value of the chosen item is increased and that of the rejected item is decreased (choice-induced preference change; CIPC). An RL-based model called the choice-based learning (CBL) model had been proposed to describe CIPC, in which the values of chosen and/or rejected items are updated as if own choice were the correct answer. However, the validity of the CBL model has not been confirmed by fitting the model to IDM behavioral data. The present study aims to examine the CBL model in IDM. We conducted simulations, a preference judgment task for novel contour shapes, and applied computational model analyses to the behavioral data. The results showed that the CBL model with both the chosen and rejected value's updated were a good fit for the IDM behavioral data compared to the other candidate models. Although previous studies using subjective preference ratings had repeatedly reported changes only in one of the values of either the chosen or rejected items, we demonstrated for the first time both items' value changes were based solely on IDM choice behavioral data with computational model analyses.
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.