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Contextual influence of reinforcement learning performance of depression: evidence for a negativity bias?

Published online by Cambridge University Press:  21 June 2022

Henri Vandendriessche*
Affiliation:
Laboratoire de Neurosciences Cognitives Computationnelles, INSERM U960, Paris, France Département d'Etudes Cognitives, Ecole Normale Supérieure, PSL Research University, Paris, France
Amel Demmou
Affiliation:
Unité Psychiatrie Adultes, Hôpital Cochin Port Royal, Paris, France
Sophie Bavard
Affiliation:
Laboratoire de Neurosciences Cognitives Computationnelles, INSERM U960, Paris, France Département d'Etudes Cognitives, Ecole Normale Supérieure, PSL Research University, Paris, France Department of Psychology, University of Hamburg, Hamburg, Germany
Julien Yadak
Affiliation:
Unité Psychiatrie Adultes, Hôpital Cochin Port Royal, Paris, France
Cédric Lemogne
Affiliation:
Université Paris Cité, INSERM U1266, Institute de Psychiatrie et Neurosciences de Paris, Paris, France Service de Psychiatrie de l'adulte, AP-HP, Hôpital Hôtel-Dieu, Paris, France
Thomas Mauras
Affiliation:
Groupe Hospitalier Universitaire, GHU paris psychiatrie neurosciences, Paris, France
Stefano Palminteri*
Affiliation:
Laboratoire de Neurosciences Cognitives Computationnelles, INSERM U960, Paris, France Département d'Etudes Cognitives, Ecole Normale Supérieure, PSL Research University, Paris, France
*
Authors for correspondence: Stefano Palminteri, E-mail: stefano.palminteri@ens.fr; Henri Vandendriessche, E-mail: henri.vandendriessche@ens.fr
Authors for correspondence: Stefano Palminteri, E-mail: stefano.palminteri@ens.fr; Henri Vandendriessche, E-mail: henri.vandendriessche@ens.fr
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Abstract

Backgrounds

Value-based decision-making impairment in depression is a complex phenomenon: while some studies did find evidence of blunted reward learning and reward-related signals in the brain, others indicate no effect. Here we test whether such reward sensitivity deficits are dependent on the overall value of the decision problem.

Methods

We used a two-armed bandit task with two different contexts: one ‘rich’, one ‘poor’ where both options were associated with an overall positive, negative expected value, respectively. We tested patients (N = 30) undergoing a major depressive episode and age, gender and socio-economically matched controls (N = 26). Learning performance followed by a transfer phase, without feedback, were analyzed to distangle between a decision or a value-update process mechanism. Finally, we used computational model simulation and fitting to link behavioral patterns to learning biases.

Results

Control subjects showed similar learning performance in the ‘rich’ and the ‘poor’ contexts, while patients displayed reduced learning in the ‘poor’ context. Analysis of the transfer phase showed that the context-dependent impairment in patients generalized, suggesting that the effect of depression has to be traced to the outcome encoding. Computational model-based results showed that patients displayed a higher learning rate for negative compared to positive outcomes (the opposite was true in controls).

Conclusions

Our results illustrate that reinforcement learning performances in depression depend on the value of the context. We show that depressive patients have a specific trouble in contexts with an overall negative state value, which in our task is consistent with a negativity bias at the learning rates level.

Information

Type
Original Article
Copyright
Copyright © The Author(s), 2022. Published by Cambridge University Press
Figure 0

Table 1. Descriptive statistics for age, gender, education, usual optimism (LOT-R: Life Orientation Test – Revised), current optimism, depression scores (BDI: Beck Depression Inventory) and number of major depressive episodes (MDE)

Figure 1

Table 2. Patients' treatments

Figure 2

Fig. 1. Experimental methods. (a) Time course of the experiment: after written instruction the experiment started with a short training (20 trials) using different stimuli (letters). The training was followed by two learning sessions, each with 4 different stimuli, arranged in fixed pairs. Each pair was presented 50 times, learning to 200 trials in total. After the last session, participants were administered a transfer phase where all stimuli from the learning sessions were presented in all possible combinations. All pair-wise combinations (28) were presented 4 times, learning to 112 trials in total. (b) Option pairs. Each learning session featured two 2 fixed pairs of options (contexts), characterized by different outcomes values: a ‘rich’ one with an overall positive expected value (the optimal option with a 0.9 probability of reward) and a ‘poor’ context (the optimal option with a 0.4 probability of reward). The two contexts were presented in an interleaved manner during the learning phase. In the transfer phase all 8 symbols from the learning phase (2 symbols × 2 contexts × 2 learning sessions) were presented in every possible combination. Gray boxes indicate the comparisons between options with the same value (e.g., A v. A’), which were not included in the statistical analysis of the transfer phase (because there is no correct response). (c) Successive screen in the learning phrase (top) and the transfer phase (bottom). Durations are given in milliseconds.

Figure 3

Fig. 2. Choice data. (a) ‘Correct choice rate’ is the probability of picking the most rewarding option. Thick lines represent smoothed running average (5 trials sliding average) and shaded areas the standard error of the mean. The violet dots correspond to trials displaying a significant difference among contexts (p < 0.05; calculated on the raw, unsmoothed, data points). (b) ‘Choice rate’ is the probability of picking given symbols in any given choice pair. The choice rates are averaged across symbols belonging to the first and second session (in Fig. 1, denoted A and A’, respectively). Areas represent probability density functions. Boxes represent confidence intervals (95%) and dots represent individual subjects.

Figure 4

Fig. 3. Model-based results. (a) The panels depict the results of model simulations where agents are represented by a two learning rates model, featuring either a positivity or a negativity bias (N = 1000 virtual subjects per group; see methods for more details about the simulations). The leftmost panel (green) show the simulations of agents displaying a positivity bias, while the rightmost panel (orange) displays the simulations of agents displaying a negativity bias. Thick lines represent smoothed running average (5 trials sliding average) and shaded areas the standard error of the mean. (b) The panels represent learning rates for positive (green) and negative (red) prediction errors separately for healthy controls (leftmost panel) and patients (rightmost panel). Areas represent probability density functions. Boxes represent confidence interval (95%) and dots represent individual subjects.

Figure 5

Fig. 4. Response times. (a) ‘Reaction time’ is the time separating the options onset from the moment the participant selects of one of the two options. Trials are grouped by condition and averaged across sessions. Durations are given in milliseconds. Thick lines represent smoothed running average (5 trials sliding average) and shaded areas the standard error of the mean. The violet dots correspond to trials displaying a significant difference among conditions (p < 0.05; calculated on the raw, unsmoothed, data points). (b) Outcome observation time is the time separating the outcome onset from the moment the participant confirms the outcome to move to the subsequent trial. Legend as in (a).