P. Read Montague

dblp:67/3300 · DBLP profile ↗
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9ranked-venue papers
2as first author
0since 2021 · last 2018
0000-0002-8967-0339ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Applied, interdisciplinary, general and emerging computing · 5Artificial intelligence and machine learning · 4 · 2 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
4 papers
Multi-agent systems · 43% Planning, search and constraint satisfaction · 38% Representation and self-supervised learning · 12%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Computational finance and economics · 100%

Topics — the 7 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Knowledge, reasoning and agents › Multi-agent systems › game theory
game-theoretic modeling
0.112008
Bayesian Model of Behaviour in Economic Games · NIPS 2008
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › planning under uncertainty
partially observable markov decision process
0.112008
Bayesian Model of Behaviour in Economic Games · NIPS 2008
Computational finance and economics
behavioral economics
0.012008
Bayesian Model of Behaviour in Economic Games · NIPS 2008
Machine learning › Representation and self-supervised learning
hebbian learning
0.011995
Predictive Hebbian Learning · COLT 1995
Machine learning › Representation and self-supervised learning › representation learning › unsupervised representation learning › self-supervised representation learning
predictive learning
0.011995
Predictive Hebbian Learning · COLT 1995
Knowledge, reasoning and agents › Multi-agent systems › swarm robotics
foraging
0.011993
Foraging in an Uncertain Environment Using Predictive Hebbian Learning · NIPS 1993
Robotics › Motion planning and robot control › robot learning
developmental robotics
0.011992
Using Aperiodic Reinforcement for Directed Self-Organization During Development · NIPS 1992

Methods — techniques the papers use, named apart from their topics

non-selfish utility · 0.2iterated reasoning · 0.2bayesian generative modeling · 0.2hebbian learning · 0.0predictive learning · 0.0reinforcement learning · 0.0
YearPublicationVenuePosition
2018 A model of risk and mental state shifts during social interaction
abstract
Cooperation and competition between human players in repeated microeconomic games offer a window onto social phenomena such as the establishment, breakdown and repair of trust. However, although a suitable starting point for the quantitative analysis of such games exists, namely the Interactive Partially Observable Markov Decision Process (I-POMDP), computational considerations and structural limitations have limited its application, and left unmodelled critical features of behavior in a canonical trust task. Here, we provide the first analysis of two central phenomena: a form of social risk-aversion exhibited by the player who is in control of the interaction in the game; and irritation or anger, potentially exhibited by both players. Irritation arises when partners apparently defect, and it potentially causes a precipitate breakdown in cooperation. Failing to model one's partner's propensity for it leads to substantial economic inefficiency. We illustrate these behaviours using evidence drawn from the play of large cohorts of healthy volunteers and patients. We show that for both cohorts, a particular subtype of player is largely responsible for the breakdown of trust, a finding which sheds new light on borderline personality disorder.
Andreas Hula, Iris Vilares, Terry Lohrenz, Peter Dayan, P. Read Montague
PLoS Comput. Biol.5
2015 Monte Carlo Planning Method Estimates Planning Horizons during Interactive Social Exchange
abstract
Reciprocating interactions represent a central feature of all human exchanges. They have been the target of various recent experiments, with healthy participants and psychiatric populations engaging as dyads in multi-round exchanges such as a repeated trust task. Behaviour in such exchanges involves complexities related to each agent's preference for equity with their partner, beliefs about the partner's appetite for equity, beliefs about the partner's model of their partner, and so on. Agents may also plan different numbers of steps into the future. Providing a computationally precise account of the behaviour is an essential step towards understanding what underlies choices. A natural framework for this is that of an interactive partially observable Markov decision process (IPOMDP). However, the various complexities make IPOMDPs inordinately computationally challenging. Here, we show how to approximate the solution for the multi-round trust task using a variant of the Monte-Carlo tree search algorithm. We demonstrate that the algorithm is efficient and effective, and therefore can be used to invert observations of behavioural choices. We use generated behaviour to elucidate the richness and sophistication of interactive inference.
Andreas Hula, P. Read Montague, Peter Dayan
PLoS Comput. Biol.2
2013 Keeping up with the Joneses: Interpersonal Prediction Errors and the Correlation of Behavior in a Tandem Sequential Choice Task
abstract
In many settings, copying, learning from or assigning value to group behavior is rational because such behavior can often act as a proxy for valuable returns. However, such herd behavior can also be pathologically misleading by coaxing individuals into behaviors that are otherwise irrational and it may be one source of the irrational behaviors underlying market bubbles and crashes. Using a two-person tandem investment game, we sought to examine the neural and behavioral responses of herd instincts in situations stripped of the incentive to be influenced by the choices of one's partner. We show that the investments of the two subjects correlate over time if they are made aware of their partner's choices even though these choices have no impact on either player's earnings. We computed an "interpersonal prediction error", the difference between the investment decisions of the two subjects after each choice. BOLD responses in the striatum, implicated in valuation and action selection, were highly correlated with this interpersonal prediction error. The revelation of the partner's investment occurred after all useful information about the market had already been revealed. This effect was confirmed in two separate experiments where the impact of the time of revelation of the partner's choice was tested at 2 seconds and 6 seconds after a subject's choice; however, the effect was absent in a control condition with a computer partner. These findings strongly support the existence of mechanisms that drive correlated behavior even in contexts where there is no explicit advantage to do so.
Terry Lohrenz, Meghana Bhatt, Nathan Apple, P. Read Montague
PLoS Comput. Biol.4
2012 Computational Phenotyping of Two-Person Interactions Reveals Differential Neural Response to Depth-of-Thought
abstract
Reciprocating exchange with other humans requires individuals to infer the intentions of their partners. Despite the importance of this ability in healthy cognition and its impact in disease, the dimensions employed and computations involved in such inferences are not clear. We used a computational theory-of-mind model to classify styles of interaction in 195 pairs of subjects playing a multi-round economic exchange game. This classification produces an estimate of a subject's depth-of-thought in the game (low, medium, high), a parameter that governs the richness of the models they build of their partner. Subjects in each category showed distinct neural correlates of learning signals associated with different depths-of-thought. The model also detected differences in depth-of-thought between two groups of healthy subjects: one playing patients with psychiatric disease and the other playing healthy controls. The neural response categories identified by this computational characterization of theory-of-mind may yield objective biomarkers useful in the identification and characterization of pathologies that perturb the capacity to model and interact with other humans.
Ting Xiang, Debajyoti Ray, Terry Lohrenz, Peter Dayan, P. Read Montague
PLoS Comput. Biol.5
2010 Biosensor Approach to Psychopathology Classification
abstract
We used a multi-round, two-party exchange game in which a healthy subject played a subject diagnosed with a DSM-IV (Diagnostic and Statistics Manual-IV) disorder, and applied a Bayesian clustering approach to the behavior exhibited by the healthy subject. The goal was to characterize quantitatively the style of play elicited in the healthy subject (the proposer) by their DSM-diagnosed partner (the responder). The approach exploits the dynamics of the behavior elicited in the healthy proposer as a biosensor for cognitive features that characterize the psychopathology group at the other side of the interaction. Using a large cohort of subjects (n = 574), we found statistically significant clustering of proposers' behavior overlapping with a range of DSM-IV disorders including autism spectrum disorder, borderline personality disorder, attention deficit hyperactivity disorder, and major depressive disorder. To further validate these results, we developed a computer agent to replace the human subject in the proposer role (the biosensor) and show that it can also detect these same four DSM-defined disorders. These results suggest that the highly developed social sensitivities that humans bring to a two-party social exchange can be exploited and automated to detect important psychopathologies, using an interpersonal behavioral probe not directly related to the defining diagnostic criteria.
Misha Koshelev, Terry Lohrenz, Marina Vannucci, P. Read Montague
PLoS Comput. Biol.4
2008 Bayesian Model of Behaviour in Economic Games
abstract
Classical Game Theoretic approaches that make strong rationality assumptions have difficulty modeling observed behaviour in Economic games of human subjects. We investigate the role of finite levels of iterated reasoning and non-selfish utility functions in a Partially Observable Markov Decision Process model that incorporates Game Theoretic notions of interactivity. Our generative model captures a broad class of characteristic behaviours in a multi-round Investment game. We invert the generative process for a recognition model that is used to classify 200 subjects playing an Investor-Trustee game against randomly matched opponents.
Debajyoti Ray, Brooks King-Casas, P. Read Montague, Peter Dayan
NIPS3
1995 Predictive Hebbian Learning
abstract
established from the perspective of psychological experiments, the neural mechanisms that underlie this pre-
Terrence J. Sejnowski, Peter Dayan, P. Read Montague
COLT3
1993 Foraging in an Uncertain Environment Using Predictive Hebbian Learning
P. Read Montague, Peter Dayan, Terrence J. Sejnowski
NIPS1
1992 Using Aperiodic Reinforcement for Directed Self-Organization During Development
P. Read Montague, Peter Dayan, Steven J. Nowlan, Terrence J. Sejnowski
NIPS1