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Bayesian decision theory as a model of human visual perception: Testing Bayesian transfer

Published online by Cambridge University Press:  01 January 2009

LAURENCE T. MALONEY*
Affiliation:
Department of Psychology, New York University, New York, New York Center for Neural Science, New York University, New York, New York
PASCAL MAMASSIAN
Affiliation:
CNRS Laboratoire Psychologie de la Perception, Université Paris Descartes, Paris, France
*
*Address correspondence and reprint requests to: Laurence T. Maloney, Department of Psychology, New York University, 6 Washington Place, 2nd Floor, New York, NY 10003. E-mail: ltm1@nyu.edu
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Abstract

Bayesian decision theory (BDT) is a mathematical framework that allows the experimenter to model ideal performance in a wide variety of visuomotor tasks. The experimenter can use BDT to compute benchmarks for ideal performance in such tasks and compare human performance to ideal. Recently, researchers have asked whether BDT can also be treated as a process model of visuomotor processing. It is unclear what sorts of experiments are appropriate to testing such claims and whether such claims are even meaningful. Any such claim presupposes that observers’ performance is close to ideal, and typical experimental tests involve comparison of human performance to ideal. We argue that this experimental criterion, while necessary, is weak. We illustrate how to achieve near-optimal performance in combining perceptual cues with a process model bearing little resemblance to BDT. We then propose experimental criteria termed transfer criteria that constitute more powerful tests of BDT as a model of perception and action. We describe how recent work in motor control can be viewed as tests of transfer properties of BDT. The transfer properties discussed here comprise the beginning of an operationalization (Bridgman, 1927) of what it means to claim that perception is or is not Bayesian inference (Knill & Richards, 1996). They are particularly relevant to research concerning natural scenes since they assess the ability of the organism to rapidly adapt to novel tasks in familiar environments or carry out familiar tasks in novel environments without learning.

Information

Type
Natural Tasks and Plasticity
Copyright
Copyright © Cambridge University Press 2009
Figure 0

Fig. 1. (Color online) The elements of BDT. The three vertices correspond to W, the possible states of the world; X, the possible sensory states; and A, the available actions. The three edges correspond to the gain functionG(a,w), the likelihood function$$L(a|x)$, and the decision ruleδ(x), where $$x \in {\bf{X}}$ denotes a sensory state, $$a \in {\bf{A}}$ a particular action, and $$w \in {\bf{W}}$ a particular state of the world. The last element is the prior distribution π(w) on the possible states of the world.

Figure 1

Fig. 2. (Color online) Bayesian transfer. An observer practices two BDT tasks, Task 1 and Task 2, to criterion and comes close to maximizing expected gain in both. In the transfer task, we test whether the observer can transfer acquired knowledge about gain functions, likelihood, and priors. In the example shown, the observer is given a new version of Task 1 but with the gain function G1(a,w) of Task 1 replaced by the gain function G2(a,w) of Task 2. The observer is familiar with the gain function, likelihood, and prior in the resulting transfer task, but the combination of gain, likelihood, and prior is novel. Is the observer’s performance in the transfer task immediately close to ideal without further practice or learning?

Figure 2

Fig. 3. (Color online) Six tests of transfer with a spatial gain function. (A) A stimulus configuration such as the one shown appears on a computer screen in front of the observer who was instructed to reach out and touch the screen within 700 ms. The gain function is coded by colored circles whose position and relative orientation change from trial to trial. A hit within the solid green circle results in a gain of 2.5 cents, within the dashed red circle, and a loss of 12.5 cents. The observer moves rapidly and cannot completely control his movement. Even if he aims at a particular point on the screen, the result is a probability distribution of actual end points that induce probabilities of hitting within each region. A possible aim point in marked by a white dot. How much should the observer aim away from the dashed red circle to maximize expected gain? (B) Actual choice of aim point (horizontal deviation along the white line) plotted versus optimal choice of end point computed via BDT. (C) Trial-by-trial deviation of movement end point (in the horizontal direction), a function of trial number after introduction of rewards and penalties for six different gain functions. The online version of this figure is in color. Figure reproduced with permission from Trommershäuser et al. (2008).

Figure 3

Fig. 4. (Color online) Four tests of transfer with a temporal gain function. (A) Observers had to reach out and touch small targets presented at random on a computer screen along the arc of a circle equidistant from the start point. Rewards and penalties were determined by the time of arrival at the target. (B) Four temporal gain functions were used in four different experimental conditions. The horizontal axis is movement time, and the rewards or penalties associated with each possible movement time were displayed as a time line similar to those shown here. If the observer touched the target in the time window marked in green (slanted hatching), he received a reward of 5 points. If instead he arrived in the time window marked in red (vertical hatching), he lost 15 points. (C) A plot of actual movement durations versus the mean movement time that maximized expected gain for each condition and each observer. The online version of this figure is in color. Figure reproduced with permission from Hudson et al. (2008).