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Orangutan strategies for solving a visuospatial memory task
American Journal of Primatology ( IF 2.4 ) Pub Date : 2022-02-08 , DOI: 10.1002/ajp.23367
Christopher F Martin 1 , Robert W Shumaker 1
Affiliation  

The popular game known as Concentration (also commonly referred to as Memory), in which players search for matching pairs among a grid of face-down cards, provides a robust platform for examining visuospatial memory in a simple and nonverbal way. Five orangutans (Pongo ssp.) at the Indianapolis Zoo were given a modified version of the Concentration Game in which three cards were shown face-down on a computer screen, two of which matched each other while the third was a foil. Subjects overturned two cards at a time by touching them, with trials terminating in a food reward if the overturned cards matched, or reverting to their face-down position if they did not. A constraint was experimentally imposed on the game whereby the first two cards touched would never match, resulting in an optimal strategy composed of touching the first two cards, followed by the third, followed by the card among the first two cards that matched the third. We aimed to measure the extent to which orangutans would memorize and utilize visuospatial cues to solve the task in the optimal manner. Findings showed that three of five subjects utilized an optimal strategy more often than would be expected by chance, but also over utilized specific patterns of choices instead of adjusting their strategies to minimize the overall number of card flips. Visuospatial recall played a role in several of the participants’ strategies for completing the task, but not to an extent that was necessary to achieve optimal gameplay.

中文翻译:

解决视觉空间记忆任务的猩猩策略

名为 Concentration(通常也称为 Memory)的流行游戏中,玩家在面朝下的卡片网格中搜索匹配对,为以简单和非语言的方式检查视觉空间记忆提供了一个强大的平台。五只猩猩 ( Pongossp.) 在印第安纳波利斯动物园得到了一个修改版的浓度游戏,其中三张牌面朝下显示在电脑屏幕上,其中两张相互匹配,而第三张是箔纸。受试者通过触摸一次推翻两张卡片,如果翻转的卡片匹配,则试验以食物奖励结束,如果不匹配,则恢复到面朝下的位置。实验性地对游戏施加了一个限制,即前两张牌接触的牌永远不会匹配,从而产生了一个最佳策略,即接触前两张牌,然后是第三张牌,然后是前两张牌中与第三张牌匹配的牌。我们旨在衡量猩猩记忆和利用视觉空间线索以最佳方式解决任务的程度。调查结果表明,五分之三的受试者使用最佳策略的频率高于偶然预期,但也过度使用了特定的选择模式,而不是调整策略以尽量减少翻牌的总数。视觉空间回忆在参与者完成任务的多个策略中发挥了作用,但未达到实现最佳游戏玩法所必需的程度。
更新日期:2022-02-08
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