Evidence map›Paper›PMID 42440925›Full record

ArticleImaging neuroscience (Cambridge, Mass.)

Behavioral imitation with artificial neural networks leads to personalized models of brain dynamics during videogame play.

Anirudha Kemtur, Francois Paugam, Basile Pinsard, Yann Harel, Pravish Sainath, Maximilien Le Clei, Julie Boyle, Karim Jerbi, Lune Bellec

Abstract read
In one paragraph

Article in Imaging neuroscience (Cambridge, Mass.). The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper.

0numbers the graph read from it
0cells of the map it votes in
1citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

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.

2 · The registry

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.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

1 citing paper in PubMed.

  1. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

9 authors.

Anirudha KemturComputer Science Department, Université de Montréal, Montréal, Canada.
Francois PaugamComputer Science Department, Université de Montréal, Montréal, Canada.
Basile PinsardCentre de Recherche de l'Institut Universitaire de Gériatrie de Montréal, Montréal, Canada.
Yann HarelCentre de Recherche de l'Institut Universitaire de Gériatrie de Montréal, Montréal, Canada.
Pravish SainathComputer Science Department, Université de Montréal, Montréal, Canada.
Maximilien Le CleiCentre de Recherche de l'Institut Universitaire de Gériatrie de Montréal, Montréal, Canada.
Julie BoyleCentre de Recherche de l'Institut Universitaire de Gériatrie de Montréal, Montréal, Canada.
Karim JerbiComputer Science Department, Université de Montréal, Montréal, Canada.
Lune BellecComputer Science Department, Université de Montréal, Montréal, Canada.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Videogames provide a promising framework to understand brain activity in a rich, engaging, and active environment, in contrast to mostly passive tasks currently dominating the field, such as image viewing. Analyzing videogames neuroimaging data is, however, challenging, and relies on time-intensive manual annotations of game events, based on somewhat arbitrary rules. Here, we introduce an innovative approach using Artificial Neural networks (ANN) and brain encoding techniques to generate activation maps associated with videogame behavior using functional magnetic resonance imaging (fMRI). As individual behavior is highly variable across subjects in complex environments, we hypothesized that ANNs need to account for subject-specific behavior to capture brain dynamics properly. In this study, we used data collected while subjects played Shinobi III: Return of the Ninja Master (an action-platformer released by Sega in 1993), an action-platformer videogame. Using imitation learning, we trained an ANN to play the game while closely replicating the unique gameplay style of individual participants. We found that hidden layers of our imitation learning model successfully encoded task-relevant neural representations, and predicted individual brain dynamics with higher accuracy than models trained on other subjects' gameplay. Individual-specific models also outperformed several baselines to predict brain activity, such as pixel inputs, or button presses. The highest correlations between layer activations and brain signals were observed in biologically plausible brain areas, that is, somatosensory, attention, and visual networks. This work thus demonstrates that subject-specific imitation models can be trained from scratch and improve brain encoding in an active naturalistic task. Our framework builds on a commercial videogame of unprecedented complexity in the fMRI brain encoding literature. We used a flexible game emulator that supports a broad range of commercial videogames, opening new naturalistic interactive environments for cognitive neuroscience.

Indexed as

brain encodingfMRIimitation learningnaturalistic paradigmspersonalized models

Identifiers

PMID42440925
PMCPMC13334379

What OpenQuestion holds

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LicenceCC BY
Read underepoch 390

Registered trials

None linked

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.