<p>Dashes indicate the average time each subject took to complete that task. Notice in general the distribution is greater for higher risk tasks indicating the differences in subjects’ risk awareness. The increase in distribution with increased motor noise demonstrates that some subjects were more adept than others at playing the game. The asterisk indicates the only pair of trial times that were not significantly different.</p
<p>Four groups: patient males, comparison males, patient females, comparison females. Raw (not fitte...
<p>(<b>a</b>) Game interface: an example of a punishment trial for target-size 1 (1: largest target ...
<p>(Left) On average, Go stimuli took significantly longer to learn than No Go stimuli. (Right) Erro...
<p>(<b>A</b>) Comparison between the actual RT and the predicted optional RT in Experiment 3. Conven...
On average, participants gradually learned to choose outcomes correctly across six runs of scanned l...
<p>The dashed line represents chance level, which was 50% for both tasks. The left panels (a, c) sho...
<p>(top left) The time spent in each round by participants rapidly decreases as can be seen with the...
<p>Responses to the cue are plotted in the left column. Responses to the target are plotted in the r...
<p>(A) Comparison on the Cycle topology with all human players between experiments conducted early i...
A: Example trajectories from a single shooter, illustrating the diversity of player movements. B: Pe...
<p>The “safe” group is composed of those players whose first action was safe. For the low cost condi...
<p>Scatter plots of population hit rate and response time in the first versus last segment of trials...
<p>Each colored dot represents a subject’s success rate at a trial. The dots which are not connected...
Estimates of the rate of change of response accuracy for humans, measured in log-odds units of proba...
<p>Box edges represent the upper and lower quartiles, thick lines within the boxes represent medians...
<p>Four groups: patient males, comparison males, patient females, comparison females. Raw (not fitte...
<p>(<b>a</b>) Game interface: an example of a punishment trial for target-size 1 (1: largest target ...
<p>(Left) On average, Go stimuli took significantly longer to learn than No Go stimuli. (Right) Erro...
<p>(<b>A</b>) Comparison between the actual RT and the predicted optional RT in Experiment 3. Conven...
On average, participants gradually learned to choose outcomes correctly across six runs of scanned l...
<p>The dashed line represents chance level, which was 50% for both tasks. The left panels (a, c) sho...
<p>(top left) The time spent in each round by participants rapidly decreases as can be seen with the...
<p>Responses to the cue are plotted in the left column. Responses to the target are plotted in the r...
<p>(A) Comparison on the Cycle topology with all human players between experiments conducted early i...
A: Example trajectories from a single shooter, illustrating the diversity of player movements. B: Pe...
<p>The “safe” group is composed of those players whose first action was safe. For the low cost condi...
<p>Scatter plots of population hit rate and response time in the first versus last segment of trials...
<p>Each colored dot represents a subject’s success rate at a trial. The dots which are not connected...
Estimates of the rate of change of response accuracy for humans, measured in log-odds units of proba...
<p>Box edges represent the upper and lower quartiles, thick lines within the boxes represent medians...
<p>Four groups: patient males, comparison males, patient females, comparison females. Raw (not fitte...
<p>(<b>a</b>) Game interface: an example of a punishment trial for target-size 1 (1: largest target ...
<p>(Left) On average, Go stimuli took significantly longer to learn than No Go stimuli. (Right) Erro...