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The recoverability, reliability, and generalizability of reward processing parameters and relation to mental health symptoms

Published online by Cambridge University Press:  28 July 2026

Alexandra C. Pike
Affiliation:
University of York , UK University College London, UK
Rowan Board
Affiliation:
University College London, UK
Eoin Travers
Affiliation:
University College London, UK
Megan Croal
Affiliation:
University College London, UK
Yeuk Ching Lam
Affiliation:
University College London, UK
Vincent Valton
Affiliation:
University College London, UK
Oliver J. Robinson
Affiliation:
University College London, UK
Jonathan P. Roiser*
Affiliation:
University College London, UK
*
Corresponding author: Jonathan P. Roiser; Email: j.roiser@ucl.ac.uk
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Abstract

Background

Theory-driven computational psychiatry attempts to use cognitive models of computation to understand how mental health problems might relate to cognitive processes such as learning and decision-making. However, the potential applications and relevance of this approach are contingent on several (often implicit) assumptions, including that computational parameters 1) are recoverable, 2) are reliable over time, 3) reflect conceptually similar processes across different tasks, and 4) relate to symptoms.

Methods

To illustrate and test these assumptions for a selection of commonly used cognitive tasks, we recruited a large online sample of participants (n = 548), who completed seven mental health questionnaires and five tasks. A subset of n = 115 re-completed the tasks 14 days later. For each task, five models were fit, and the winning model was selected through Bayesian model comparison.

Results

The parameters of the winning models showed excellent recovery and good-to-excellent test-retest reliability. Parameters that were theoretically similar to each other were, however, generally not related, with relationships only found within the class of ‘inverse temperature’-like parameters. Finally, only parameters from two of the five tasks (four-armed bandit and cognitive effort) related to symptoms, and these relationships were weak.

Conclusions

It seems that at least some of the implicit assumptions made when advocating for the use of computational models in psychiatry are not met for these popular tasks and computational models. Computational psychiatry researchers should carefully assess the assumptions and psychometric properties of their tasks and models as part of their early-phase development to ensure robustness of the field going forward.

Information

Type
Original Article
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/4.0), which permits unrestricted re-use, distribution and reproduction, provided the original article is properly cited.
Copyright
© The Author(s), 2026. Published by Cambridge University Press
Figure 0

Figure 1. Diagrams of the five tasks participants completed. (a) Fluctuating bandit task. Multi-armed bandit tasks are classic reinforcement-learning paradigms, in which various stimuli are presented simultaneously and participants must choose between them. These stimuli are associated with reward and/or punishment, so each choice results in reinforcement, which participants can learn from. In this variant, the probabilities of reward and punishment fluctuate randomly over time, which requires learning to continue throughout the task. These tasks have been frequently used to examine whether there are systematic learning biases in depression and anxiety (Pike & Robinson, 2022). In our version of the task, participants completed 200 trials. On each trial, they were presented with four random ‘doors’ with an unknown probability of reward or punishment. The selected option produced an outcome of a loss (an image of a red cross), a gain (an image of a green tick), both, or nothing, before the next trial. The probability time series of rewards and punishments were orthogonal; thus both a gain and loss or neither could result from a given choice. The probability of receiving each reinforcement type for each option changed over the trials. Each box shows an example screen: screens one and three show the start of two different trials, where all four doors are presented. Screens two and four show two example outcomes – a loss (screen two) and a gain and loss together (screen 4). (b) Effort task. Previous research has investigated the willingness of individuals to exert physical effort, and related this individual difference to mental health constructs such as apathy and anhedonia (Bonnelle et al., 2015; Treadway et al., 2009; Valton et al., 2025). However, cognitive effort (Westbrook & Braver, 2015) may be more relevant in the domain of mental health. Alterations in the willingness to exert effort to obtain reward may represent impairments in reward valuation, effort valuation, or ability to balance benefits and costs. We used a task that manipulates cognitive effort without confounding it with task difficulty (Fleming, Robinson, & Roiser, 2023). At the start of each trial (screen 1), participants were told the level of effort and the reward associated with successful completion, and they could choose to ‘accept’ and perform the trial, or ‘reject’ the offer and move on to the next trial. If they ‘accepted’, they were presented with digits that they had to classify as even or odd within an individually calibrated time limit. Effort level was varied by manipulating the number of switches between even and odd in the sequence, and how often the same number was repeated. 20% difficulty involved trials with one or two switches, 40% three or four, 60% five or six, and 80% seven or eight. Reward values ranged from 1 to 4 points, which were paid as bonus payments on completion of the study. If more than two numbers within a sequence were incorrectly categorized, or participants took too long, no points were awarded. Numbers turned green when correct (screen 3), or red when incorrect, before the next number was presented. If the participant took too long, a message appeared to let them know and this number was skipped. Participants completed 12 practice trials, during which the time limit was individually calibrated, then 64 experimental trials. (c) Explore task. Within reinforcement learning, a fundamental question is how to balance the exploitation of known rewarding stimuli with exploration of new options which may provide (even better) rewards – the ‘explore/exploit’ trade-off (Addicott et al., 2017). The task we used was based on work using a multi-armed bandit paradigm to quantify different forms of uncertainty and examine how they influenced directed and random exploration (Gershman, 2018). Individual differences in these types of exploration may represent a promising transdiagnostic target (Lloyd et al., 2024): particularly given links between performance on this task and dopamine (Gershman & Tzovaras, 2018), a neurotransmitter implicated in depression, apathy, and anhedonia (Costello et al., 2023; Husain & Roiser, 2018). Additionally, differences in performance on this paradigm have been reported in anxiety disorders (Fan, Gershman, & Phelps, 2023). On each trial in our version of this task, participants were presented with two slot machines labeled risky or safe, which had unknown probabilities of reward or punishment. Participants had to learn over time, through feedback, which option was more likely to lead to a reward. The probabilities of reward changed over blocks of trials. ‘Safe’ options meant that the reward was fixed, and ‘risky’ options meant that the reward was taken from a probability distribution. The task had four conditions based on the type of options presented: safe-safe, safe-risky, risky-risky, and risky-safe, corresponding to left and right button options on the screen. This allowed us to observe how relative and total uncertainty affected the choice probability function (Gershman, 2018). This task involved 30 blocks of 10 trials (six blocks of safe-safe, eight blocks of each other condition). (d) Gamble task. Models of economic decision-making differentiate between risk aversion (a preference for certain over risky outcomes, even given the same expected value) and loss aversion (a tendency to weigh potential losses more than gains) (Kahneman & Tversky, 1979). These preferences may differ in anxiety disorders (Charpentier et al., 2017). In this task, participants chose between one safe (certain, shown on the left in this figure) and one risky (probabilistic, shown on the right) option on each trial. If a certain option was selected, participants received that amount deterministically. If participants chose the ‘risky’ option, they could receive either of the amounts shown, with a 50/50 probability. Our task involved 15 mixed trials (fixed amount versus binary gamble for loss or gain), 15 gain-only trials (fixed gain versus binary gamble for gain or £0), and 15 loss-only trials (fixed loss versus binary gamble for loss or £0). The value of the safe option (ranging from £1–3) was not always matched to the expected value of the gamble (ranging from £0–6). (e) Reward bias task. This task is a modified version of the probabilistic reward bias task, which has been used to investigate whether anhedonia is related to reward sensitivity (Pizzagalli et al., 2008). In this task, the original perceptual discrimination stimuli were replaced by random dot kinematograms (RDKs), to remove the potential confound of presenting emotional faces in the original task. On each trial, participants chose between two ‘slot machines’. Their choice was informed by the presentation of an RDK: the direction of motion of the majority of the dots indicated which of the two slot machines was ‘plugged in’. They responded using the L and R buttons. The slot machine on the side corresponding to the dot motion had a probabilistic chance of delivering a reward (green ball), with the probability shown visually by the ratio of green to grey balls. Choosing the other machine resulted in no reward. The reward probability of one machine was 30% (rich) whereas the other was 10% (lean). After receiving a reward (green ball) or no reward, the next trial began. The RDK could have five levels of coherence, which were alternating across trials, as manipulating difficulty allowed for better separation of reward bias from sensitivity. The learning component of the task was removed by explicitly informing participants which stimulus had higher reward probability, meaning that the bias was not learnt over time. This task included 100 trials, 40 of which had the potential to result in a reward.Figure 1. long description.

Figure 1

Table 1. Demographic variables with mean and standard deviation for both the main sample (n = 548) and the retest sample (n = 115)Table 1. long description.

Figure 2

Figure 2. Recovery of task parameters. Each point is the point estimate of a Pearson’s correlation between originally estimated parameters and parameters recovered after synthetic data was generated using these fitted parameter values. Error bars represent the 95% confidence interval on the correlation estimate. All correlations were statistically significant. Note that the explore task model does not require fitting; hence, there is an exact analytic solution and the recovery is perfect (correlation of r = 1.0). Shaded areas between dashed lines indicate correlations suggestive of poor recovery (<0.4), fair recovery (0.4–0.6), good recovery (0.6–0.75) and excellent recovery (0.75–1.0). Parameter names are abbreviated: ‘lr’ is learning rate (‘lr+’ is a reward learning rate, and ‘lr−’ is punishment learning rate); ‘decay+’ is decay of positive values, and ‘decay−’ is decay of negative values; ‘sens’ is sensitivity (‘rewsens’ is reward sensitivity, ‘effsens’ is effort sensitivity, and ‘instsens’ is instruction sensitivity); ‘invtemp’ refers to inverse temperature; ‘acc’ is acceptance bias in the effort task; ‘loss’ is loss aversion, ‘risk+’ is risk aversion on gain trials, and ‘risk−’ is risk aversion on loss trials of the gamble task; ‘thetaV’ is value difference, and ‘thetaRU’ is relative uncertainty in the explore task; finally, ‘initV’ represents ‘initial value’ in the reward bias task.Figure 2. long description.

Figure 3

Figure 3. Test–retest reliability. Each plot shows the mean and 95% confidence interval for the test–retest reliability of each parameter from the best-fitting model. ICC(C,1) refers to consistency intraclass correlation coefficient, ICC(A,1) to absolute ICC, and ‘joint model’ refers to the correlation coefficient estimated by embedding the correlation matrix within the model. Shaded areas between dashed lines indicate correlations suggestive of poor reliability (<0.4), fair reliability (0.4–0.6), good reliability (0.6–0.75) and excellent reliability (0.75–1.0).Figure 3. long description.

Figure 4

Figure 4. Relationships between parameters. (a) The correlation matrix of the relationship between parameters that were anticipated to reflect a ‘learning rate’ construct. (b) The correlation matrix of the relationship between parameters that were anticipated to reflect an ‘inverse temperature’ construct. Colors represent strength of correlation. Relationships that did not reach statistical significance are shown in white. (c) We estimated an ‘upper bound’ for the parameter-parameter relationship by embedding a correlation matrix within the model. The figure shows a central (quantile-based) posterior interval estimate from the MCMC draws, showing the 95% mass interval shaded, with the median as a solid line in the centre. (d) Exploratory analyses of all possible parameter-parameter relationships (Bonferroni-corrected for multiple comparisons, only significant correlations shown). Note that the significant relationships did not change when correcting for age and gender, except that there was a relationship between the reward bias reward sensitivity parameter and the gamble inverse temperature parameter. (e) The result of an exploratory factor analysis of the parameters across all tasks: a four-factor structure was found, with some ‘parameter constructs’ represented as factors. However, this structure had less evidence than a factor structure in which parameters were grouped by task, in a confirmatory factor analysis on task data from time 2. Tasks are described using a letter or pair of letters: ‘B’ for bandit, ‘Ef’ for effort, ‘Ex’ for explore, ‘G’ for gamble, and ‘Rb’ for reward bias. Parameters are also abbreviated as above: ‘lr’ is learning rate (‘lr+’ is a reward learning rate, and ‘lr−’ is punishment learning rate); ‘decay+’ is decay of positive values, and ‘decay−’ is decay of negative values; ‘sens’ is sensitivity (‘rewsens’ is reward sensitivity, ‘effsens’ is effort sensitivity, and ‘instsens’ is instruction sensitivity); ‘invtemp’ refers to inverse temperature; ‘acc’ is acceptance bias in the effort task; ‘loss’ is loss aversion, ‘risk+’ is risk aversion on gain trials, and ‘risk−’ is risk aversion on loss trials of the gamble task; ‘thetaV’ is value difference, and ‘thetaRU’ is relative uncertainty in the explore task; finally, ‘initV’ represents ‘initial value’ in the reward bias task.Figure 4. long description.

Figure 5

Figure 5. predicted relationships between parameters and clinical measures. (a–c) Correlation coefficients and 95% confidence intervals of relationships between parameters and either EFA latent variables, or questionnaire totals. (d–e) Relationships and confidence intervals for significant relationships from a–c. (f–g) Relationships when these were estimated by embedding the effect within the generative model – this is a central (quantile-based) posterior interval estimate from the MCMC draws, showing the 95% mass interval shaded, and the median as a solid line in the centre.Figure 5. long description.

Figure 6

Figure 6. Correlations between clinical measures and parameters. (a) Correlations between all model parameters and all four factors from the exploratory factor analysis. (b) Correlations between the seven questionnaires completed and all model parameters. Color indicates the strength of the correlation. Cells are shown in white if they were not significant at the uncorrected p < 0.05 level. Note that adjusting for age and gender did not alter these results. As above, tasks are described using a letter: ‘B’ for bandit, ‘Ef’ for effort, ‘Ex’ for explore, ‘G’ for gamble, and ‘Rb’ for reward bias. Parameters are also abbreviated as above: ‘lr’ is learning rate (‘lr+’ is a reward learning rate, and ‘lr−’ is punishment learning rate); ‘decay+’ is decay of positive values, and ‘decay−’ is decay of negative values; ‘sens’ is sensitivity (‘rewsens’ is reward sensitivity, ‘effsens’ is effort sensitivity, and ‘instsens’ is instruction sensitivity); ‘invtemp’ refers to inverse temperature; ‘acc’ is acceptance bias in the effort task; ‘loss’ is loss aversion, ‘risk+’ is risk aversion on gain trials, and ‘risk−’ is risk aversion on loss trials of the gamble task; ‘thetaV’ is value difference, and ‘thetaRU’ is relative uncertainty in the explore task; finally, ‘initV’ represents ‘initial value’ in the reward bias task.Figure 6. long description.

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