Social Experiments Planning & Timeline Doc #138
Replies: 8 comments 14 replies
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@jkbhagatio we need a "unique id" for this dataset (i.e. the folder name in ceph, like |
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I think there are still four small issues to resolve regarding the Individual Sessions before we get started:
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Some thoughts on how to decide "learning" of the environment by the mice for Social experiment
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We're going ahead with using time blocks (e.g. 2-3 hours sampled from some distribution) with replacement for social sessions. @jerlich will summarize in more detail some of the models we discussed to predict/analyze behaviour/learning of the environment
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Softmax ModelAssumptions:
Method:
Fit the following model:
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@jkbhagatio @jerlich @Dario55 we were discussing today a small detail about individual patch logic that is nevertheless impactful and worth clarifying and discussing for this and future tasks. Currently a patch acts like an "integrate-and-fire" device, accumulating travelled distance until a threshold is reached to deliver a pellet. This threshold can be changed, which is how we build up depletion functions, probabilistic patches and now block switches. One of the fundamental questions we discussed at the outset of the arena design was: what exactly should happen in the moment the threshold changes? Should the travelled distance immediately reset, effectively aborting the ongoing run? Or should we apply the change only at the next pellet delivery? Originally we opted for a design where changes are applied at the next pellet delivery, for a couple of reasons:
All the current tasks are built using a modular approach that builds upon the individual patch behavior described above. That means that probabilistic patches get their next threshold sampled at the next pellet delivery. For the social task this means that the distributions get switched immediately upon a block transition, but for individual patches it means that each patch will complete its current pellet run before sampling the new threshold. In other words, the statistics of each patch will change only after the 1st pellet delivery following block transition. We wanted to put this out there just so everyone is aware. Changing this would be possible in theory but would cause delays in the current task implementation. This is due to technical reasons in that we need to test that the effect of such hard resets works as intended, and we also need to maintain back-compatibility with previous tasks, but also for the social task we would need to reinterpret the current state flowchart diagram to make sure we understand what we want to do in each type of block transition. For example, if there is indeed an immediate "global reset" in world state, this will effectively interrupt all ongoing runs at block transition, and in that case we might want to consider whether it is a good idea to align block transition to pellet delivery count, since in that case we are giving individual mice not just the power to "change the world", but also to interrupt everybody else's current runs. Feedback is welcome as soon as possible, since we are currently in the process of debugging the arena and we would need to estimate how long until experiments can start, etc, which would be impacted if there is an immediate need to change the current behavior. |
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Hi guys, thank you for the feedback. Just to clarify one point for Jeff. At
the moment we can decide if block transition happens with pellet count or
time. In both cases the number of pellet (or the block duration) is
sampled from a random flat distribution of which we set the minimum and
maximum value.
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Adding some rough notes from a current meeting:
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Overarching questions
In a noisy and changing environment, do mice:
a) Change ranks in the social hierarchy?
b) Gain resources from foraging consistent with their ranking in a social hierarchy?
a) Interact more or less than expected?
b) Exert more or less energy / power than expected?
a) Learn to explore until finding the best patch?
Social_1.0 seeks to answer questions 1-4.
Social1.0 requirements
Timeline
Individual sessions for determining probabilistic patch Exponential distribution parameters (presocial0.1):
Social (social0.1)
Mice 1 & 2 (individual then social)
Mice 3 & 4 (completely individual)
Patch distributions
After presocial, we've settled on the following means and offsets for the exponential distributions we'll use for sampling foraging thresholds (in Meters) for the patches:
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