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. 2024 Nov 12;20(11):e1012582.
doi: 10.1371/journal.pcbi.1012582. eCollection 2024 Nov.

Approximate planning in spatial search

Affiliations

Approximate planning in spatial search

Marta Kryven et al. PLoS Comput Biol. .

Abstract

How people plan is an active area of research in cognitive science, neuroscience, and artificial intelligence. However, tasks traditionally used to study planning in the laboratory tend to be constrained to artificial environments, such as Chess and bandit problems. To date there is still no agreed-on model of how people plan in realistic contexts, such as navigation and search, where values intuitively derive from interactions between perception and cognition. To address this gap and move towards a more naturalistic study of planning, we present a novel spatial Maze Search Task (MST) where the costs and rewards are physically situated as distances and locations. We used this task in two behavioral experiments to evaluate and contrast multiple distinct computational models of planning, including optimal expected utility planning, several one-step heuristics inspired by studies of information search, and a family of planners that deviate from optimal planning, in which action values are estimated by the interactions between perception and cognition. We found that people's deviations from optimal expected utility are best explained by planners with a limited horizon, however our results do not exclude the possibility that in human planning action values may be also affected by cognitive mechanisms of numerosity and probability perception. This result makes a novel theoretical contribution in showing that limited planning horizon generalizes to spatial planning, and demonstrates the value of our multi-model approach for understanding cognition.

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Conflict of interest statement

The authors have declared that no competing interests exist.

Figures

Fig 1
Fig 1. The decision problem facing an agent.
The agent’s goal is to take actions that maximize long-run rewards. The agent can solve this problem by planning a path through a decision tree where nodes represent possible future states of the world, and edges represent actions the agent could take. The agent constructs the tree by iteratively considering possible future states, and plans by choosing the sequence of actions that minimizes costs, while taking into account the probabilities of success. Our task captures this process in a spatial setting, by mapping costs to steps taken to make an observation, and probabilities of success to the relative size of an observed area.
Fig 2
Fig 2. An example path in the Maze Search Task (MST).
Black tiles are not-yet-observed areas, which hide an exit (red square). This maze has six ‘rooms’, groups of black tiles that are revealed all at once. Revealing tiles can be done in any order, but players are incentivized to plan their path so as to reach a hidden exit in fewer steps.
Fig 3
Fig 3. Decision-tree for a maze with four rooms (hidden tiles that are revealed together).
The tree abstracts away from specific moves like ‘up’ and ‘left’ and considers more general actions like which area to uncover next. The root of the decision-tree corresponds to the player’s starting location. The four nodes accessible from the root indicate the possible observations that can be made next, followed by the observations that can follow each of those, and so on.
Fig 4
Fig 4. Examples of maze designs illustrating differences between models’ predictions.
Here “S” indicates the starting position (the root of the decision tree). The initial observations accessible from the starting location are numbered as 1 and 2. Hatching indicates cells that will be revealed by traveling in each direction. A. In the initial decision heuristics can not distinguish between the available choices, as both nodes can be reached in 2 steps, and reveal 6 cells each. B. The Expected Utility model is indifferent between the two directions, as it trades probabilities of success in each direction against the distance cost. In contrast, the Discounted Utility model, and the Steps heuristic can both predict the human preference for visiting the closer room. C. In this example all models except the Discounted Utility model are indifferent between the two directions. The Discounted Utility model can predict human preference for going right (node 2).
Fig 5
Fig 5. Experiment 1, results.
A. Model performances, measured as the total log likelihood of each model across all five folds. Shorter bars indicate better fit to human behavior. B. Bootstrapped correlations of choice probabilities aggregated across participants with each model’s predictions. Error bars indicate 95% confidence intervals.
Fig 6
Fig 6. Experiment 2 results.
A. Model performances, measured as the total log likelihood of each model across all five folds. Shorter bars indicate better fit to human behavior. B. Bootstrapped correlations of choices aggregated across participants with each model’s predictions. Error bars indicate 95% confidence intervals.

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