
How people plan is an active area of research in cognitive science, neuroscience, and artificial intelligence. However, tasks traditionally used to study planning in the laboratory tend to be constrained to artificial environments, such as Chess and bandit problems. To date there is still no agreed-on model of how people plan in realistic contexts, such as navigation and search, where values intuitively derive from interactions between perception and cognition. To address this gap and move towards a more naturalistic study of planning, we present a novel spatial Maze Search Task (MST) where the costs and rewards are physically situated as distances and locations. We used this task in two behavioral experiments to evaluate and contrast multiple distinct computational models of planning, including optimal expected utility planning, a family of planners that approximate optimal planning, and myopic heuristics inspired by studies of information search. We found that in contrast to myopic heuristics or the optimal planning, people's behavior is best explained by approximate planners with limited planning horizon, in which values are estimated by the interactions between perception and cognition. This result makes a novel theoretical contribution in showing that limited planning horizon generalizes to spatial planning, and demonstrates the value of our multi-model approach for understanding cognition.
Male, Adult, Judgment and Decision Making, QH301-705.5, Cognitive Psychology, Computational Biology, Social and Behavioral Sciences, Young Adult, Cognition, Space Perception, Humans, Female, Computer Simulation, Biology (General), Maze Learning, Research Article, Spatial Navigation
Male, Adult, Judgment and Decision Making, QH301-705.5, Cognitive Psychology, Computational Biology, Social and Behavioral Sciences, Young Adult, Cognition, Space Perception, Humans, Female, Computer Simulation, Biology (General), Maze Learning, Research Article, Spatial Navigation
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