Related Experiment Video
Updated: Jun 24, 2026

Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking
Published on: December 16, 2010
Activity in the superior temporal sulcus highlights learning competence in an interaction game
Masahiko Haruno1, Mitsuo Kawato
1ATR Computational Neuroscience Laboratories, 2-2-2 Hikaridai, Soraku-gun, Kyoto, Japan. mharuno@atr.jp
Abstract:
During behavioral adaptation through interaction with human and nonhuman agents, marked individual differences are seen in both real-life situations and games. However, the underlying neural mechanism is not well understood. We conducted a neuroimaging experiment in which subjects maximized monetary rewards by learning in a prisoner's dilemma game with two computer agents: agent A, a tit-for-tat player who repeats the subject's previous action, and agent B, a simple stochastic cooperator oblivious to the subject's action. Approximately 1/3 of the subjects (group I) learned optimally in relation to both A and B, while another 1/3 (group II) did so only for B. Post-experiment interviews indicated that group I exploited the agent strategies more often than group II. Significant differences in learning-related brain activity between the two groups were only found in the superior temporal sulcus (STS) for both A and B. Furthermore, the learning performance of each group I subject was predictable based on this STS activity, but not in the group II subjects. This differential activity could not be attributed to a behavioral difference since it persisted in relation to agent B for which the two groups behaved similarly. In sharp contrast, the brain structures for reward processing were recruited similarly by both groups. These results suggest that STS provides knowledge of the other agent's strategies for association between action and reward and highlights learning competence during interactive reinforcement learning.
More Related Videos
Related Concept Videos
Purposive Learning
Observational Learning
Associative Learning
Classical conditioning, also known...
Cognitive Learning
E. C. Tolman's theory of purposive behavior emphasizes that much behavior is goal-directed. He argued that to understand behavior, we must look at the entire sequence of actions leading to a goal. For instance, high school students study hard, not just due to past reinforcement but also to achieve the goal of getting into a good college.
Tolman introduced the idea that behavior is influenced by...
Higher Mental Functions of Brain: Learning and Memory
Social Foundations of Self I: Play and Game

