Understanding the Research Methods Behind Our Rock-Paper-Scissors Experiment
This page explains the detailed methodology from Mohammadi Sepahvand et al. (2014), which forms the foundation for our web experiment. The study compared two theories of how humans learn in uncertain environments using a Rock-Paper-Scissors task.
Task: Participants played 600 rounds of Rock-Paper-Scissors against a computer opponent.
Three Phases (participants were not told about these phases):
Analysis Focus: Only the last 200 trials (Phase 3) were analyzed, as no learning was detected in the first two phases. This heavy bias toward paper provided the clearest test of whether participants could detect and exploit patterns.
The researchers developed two competing models to explain how humans might learn in this task:
Core Idea: Learn to predict what the opponent will play next, then choose the winning response.
How It Works:
Example: If the last two moves were "paper, rock", ELPH creates hypotheses like:
It picks the most consistent hypothesis and predicts accordingly.
Core Idea: Learn directly which moves lead to wins in different situations.
How It Works:
Example: When the last two moves were "paper, rock", RELPH remembers:
It's most likely to choose scissors, but might sometimes explore other options.
Key Parameters:
For each human participant, the researchers found the best parameter settings that made each model play most similarly to that person's actual choices.
Parameters Tested:
Models were compared using:
The researchers used both models to predict human behavior patterns by fitting them to the actual choice sequences participants made.
First, we'll implement the core experimental design from the original study:
Beyond the original experiment, we can explore new research questions:
Original Study Questions:
Extension Questions:
For our web experiment, we'll implement: