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Review
. 2023 Jan:144:104959.
doi: 10.1016/j.neubiorev.2022.104959. Epub 2022 Nov 11.

Computational perspectives on human fear and anxiety

Affiliations
Review

Computational perspectives on human fear and anxiety

Yumeya Yamamori et al. Neurosci Biobehav Rev. 2023 Jan.

Abstract

Fear and anxiety are adaptive emotions that serve important defensive functions, yet in excess, they can be debilitating and lead to poor mental health. Computational modelling of behaviour provides a mechanistic framework for understanding the cognitive and neurobiological bases of fear and anxiety, and has seen increasing interest in the field. In this brief review, we discuss recent developments in the computational modelling of human fear and anxiety. Firstly, we describe various reinforcement learning strategies that humans employ when learning to predict or avoid threat, and how these relate to symptoms of fear and anxiety. Secondly, we discuss initial efforts to explore, through a computational lens, approach-avoidance conflict paradigms that are popular in animal research to measure fear- and anxiety-relevant behaviours. Finally, we discuss negative biases in decision-making in the face of uncertainty in anxiety.

Keywords: Anxiety; Approach-avoidance conflict; Computational modelling; Decision-making; Fear; Generative models; Reinforcement learning; Uncertainty.

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Figures

Fig. 1
Fig. 1
Pavlovian fear conditioning and instrumental avoidance learning. A) In generative models of Pavlovian fear conditioning, agents update an expectation of the value, Vs, of a certain state of the environment, s. In a simple fear conditioning experiment, this could be the expectation of a shock given the presentation of a certain cue. B) In instrumental learning, agents instead learn the expected value, Qs,a, of an action, a, given state, s. This could be where a participant learns to press a button after seeing a certain cue to avoid shock. C) Conceptual data in a common reversal learning paradigm (which involves elements of both value acquisition and extinction), where participants learn to associate a cue (Pavlovian conditioning) or a button-press after observing a cue (instrumental learning) with shock or no shock. The lines represent how the expected values, Vs and Qs,a, change after each observed outcome (red and grey dots represent shock and no shock outcomes on each trial, respectively). Initially in the task, the cue/cue and button-press leads to shock with 80% probability, but in the second half of the task, they only lead to shock on 20% of trials. For demonstration, we force the agent to button-press on each trial, but in practice, participants can choose between multiple actions. The dynamics of Vs and Qs,a can be modelled through similar mechanisms such as the Rescorla-Wagner learning rule. We demonstrate two models: a simple Rescorla-Wager model which involves a fixed learning rate (in solid lines), and a ‘hybrid Rescorla-Wagner Pearce-Hall’ model which allows for a dynamic learning rate (In dashed lines). In both models, the agents learn that the cue/cue and button-press is initially associated with the shock (as the expected values become negative). When the contingencies change midway through the task, the agents learn that they are no longer associated (i.e. the expected values become more positive). D) Trial-level learning rates in each model. The fixed learning rate stays constant. The hybrid model relies on a high learning rate at the start of the task and midway though (when the contingencies change), which decreases after these moments. The high learning rate captures the ‘unpredictability’ of recent outcomes, as the agent has not yet learned the current contingency. The learning rate decreases as the outcomes become more predictable. The hybrid model is typically a better explanation of human behavioural data (Li et al., 2011, Homan et al., 2019, Tzovara et al., 2018, Piray et al., 2019). For this simulation, we used an initial learning rate of 0.3 for both models, and a second-order learning rate (see η in the main text) of 0.3 in the hybrid model.
Fig. 2
Fig. 2
The reinforcement learning task of Millner et al. (2018). A) Task structure. Participants learnt to press a button (active response) or not (passive response) in order to avoid already-present or future threat. For the present threat condition, a continuous aversive sound was played until the correct action was made, which probabilistically terminated the sound. For the future threat condition, the trial began in silence and the correct action could probabilistically prevent the sound from being played (incorrect actions would instead result in the sound being played). Threat distance (present/future) was crossed with correct action (button-press/no button-press) to produce four conditions in the task. B) Illustration of data from Millner et al. (2018). Mean condition accuracy and standard errors extracted from the original paper. Participants were better at learning to make passive rather than active responses for future threat, but the opposite was true for already-present threat. C) A conceptual demonstration of the effect of Pavlovian response biases during instrumental avoidance learning. The curves reflect improved accuracy over trials as individuals learn the correct actions in each condition. If the correct (instrumental) action is congruent with Pavlovian responses, namely to emit active responses to avoid present threat and passive responses to avoid future threat, learning performance is augmented in healthy controls (orange line) and even further in pathological anxiety (red line). However, if the correct action conflicts with these Pavlovian response biases, learning performance is hindered and this effect is again greater in pathological anxiety. This can be captured by a Pavlovian action weight parameter, π - learning in individuals with pathological anxiety (and depression) is characterised by greater values of π (Mkrtchian et al., 2017).
Fig. 3
Fig. 3
The two-step task of Sebold et al. (2019). A) Task structure. On each trial, participants made a series of binary choices. The first-step choice (grey cues) probabilistically leads to distinct second-stage states (orange or purple cues), with one choice leading to one second-stage state, for example the orange set, on 70% of trials (referred to as ‘common’ transitions; light grey arrows), and the other second-stage state, for example the purple set, on the remaining 30% of trials (‘rare’ transitions; black arrows). The opposite was true for the other first-stage choice. At the second stage, the second-step choice produced an outcome that depended on choice-specific outcome probabilities that varied over time. The outcome is depicted here as ‘Win’ for reward, but it is possible to also have punishments as the outcomes. B-C) Model-free and model-based reinforcement learning strategies entail different probabilities of repeating the first-stage choice of the previous trial, given the outcome on the previous trial. B) The model-free strategy does not take into account the transition structure of the task and tends to simply repeat first-stage choices if on the previous trial, that choice produced a reward or avoided a punishment. This manifests as a main effect of previous reward/punishment on first-stage choice repetition. C) The model-based strategy utilises the structure of the task and accounts for whether the previous trial involved a common or rare transition, leading to an interaction effect of previous reward/punishment and transition (common/rare) on first-stage choice repetition. D) Illustration of data from Sebold et al. (2019). Mean and error bars for repetition probabilities by condition. Dots represent individual participant data. When learning to avoid punishments in this task, participants typically show a mixture of model-free and model-based influences on choice (i.e. both a main effect of previous outcome and an interaction effect of transition type and previous outcome on choice repetition probability). The figures are reproduced from Sebold et al. (2019), which were published under CC BY 4.0.
Fig. 4
Fig. 4
The approach-avoidance conflict task of Smith et al. (2021). A) Task structure. Participants decided on their preference for viewing an aversive image and hearing an aversive sound (represented by the raincloud) in return for varying levels of monetary reward (represented by the proportion of a bar filled in red), OR viewing a pleasant image and hearing a pleasant sound (represented by the sun) but with no monetary reward (see the empty bar). Responses were made by moving an avatar left or right on a runway which corresponds to probabilities that participants will see either the left or right outcomes, reflecting their relative preference. B) A conceptual demonstration of the effect of the key parameters of the generative model. The aversive stimuli and reward outcome is referred to as the ‘Approach’ outcome, and the pleasant stimuli with no reward outcome is referred to as the ‘Avoid’ outcome. The subjective value of each position of the runway is represented in greyscale, with darker tones representing greater value. Subjective value depends on two parameters. Firstly, the emotional conflict parameter captures the expected aversiveness of the aversive stimuli relative to the monetary reward, with higher emotional conflict indicating greater aversiveness. Low emotional conflict (top-left, bottom-left) means that individuals value the ‘Approach’ outcome more than the ‘Avoid’ outcome because the expected aversiveness of the aversive stimuli is low – this reverses as emotional conflict increases (top-right, bottom-right). Secondly, the decision uncertainty parameter reflects how confident participants are in their choices. High decision uncertainty (bottom-left, bottom-right) indicates lower confidence in discerning the value of each runway position, leading to a broader distribution of value across the runway. Conversely, low decision uncertainty (top-left, top-right), or greater confidence, leads to a narrower distribution of value. Fig. A is reproduced from McDermott et al. (2021), which was published under CC BY 4.0.
Fig. 5
Fig. 5
The perceptual decision-making task of Aylward et al. (2020). A) Task structure. Participants were first trained to discriminate between two stimuli (here, a small and large circle) using two response keys. Pressing the correct response key for one of the stimuli deterministically leads to a high reward, whereas the correct response key for the other stimulus leads to a smaller reward (response-reward associations were counter-balanced across participants). In the test phase, an intermediate-sized stimulus was presented, for which both response keys lead to their respective rewards (high reward for the high reward response, low reward for the low reward response) with equal probability. B) Illustration of data from Aylward et al. (2020). Mean proportion of high-reward responses to the intermediate stimulus by group (pathologically anxious vs healthy controls) and standard errors extracted from the original paper. Pathologically anxious individuals were less likely to respond to the ambiguous stimulus with the high-reward response, and healthy controls showed the opposite effect. C) This effect was computationally captured in a drift-diffusion model, specifically through the drift rate parameter which controls the rate and direction by which evidence is accumulated (i.e. for the high-reward vs the low-reward response). In the study, pathologically anxious individuals (red line) showed more negative drift rates, compared to the controls (orange line).

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