Reason to Play: Behavioral and Brain Alignment Between Frontier LRMs and Human Game Learners
Abstract: Humans rapidly learn abstract knowledge when encountering novel environments and flexibly deploy this knowledge to guide efficient and intelligent action. Can modern AI systems learn and plan in a similar way? We study this question using a dataset of complex human gameplay with concurrent fMRI recordings, in which participants learn novel video games that require rule discovery, hypothesis revision, and multi-step planning. We jointly evaluate models by their ability to play the games, match human learning behavior, and predict brain activity during the same task, comparing a suite of frontier Large Reasoning Models (LRMs) against model-free and model-based deep reinforcement learning agents and a Bayesian theory-based agent. We find that frontier LRMs most closely match human behavioral patterns during game discovery and predict brain activity an order of magnitude better than both reinforcement learning alternatives across cortical and subcortical regions, with effects robust to permutation controls. Through targeted manipulations, we further show that brain alignment reflects the model's in-context representation of the game state rather than its downstream planning or reasoning. Our results establish LRMs as compelling computational accounts of human learning and decision making in complex, naturalistic environments. Project page with interactive replays: https://botcs.github.io/reason-to-play/
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What is this paper about?
This paper asks a simple but big question: can today’s advanced AI systems learn and think in new situations the way people do? To test this, the researchers watched people learn brand‑new video games while measuring their brain activity, and then compared that to how different AI systems learned and “thought” about the same games.
What questions did the researchers ask?
They focused on three kid‑friendly questions:
- Learning like humans: Do modern “large reasoning models” (AI programs that explain their thinking) learn new games quickly and sensibly, like people do?
- Playing well: Can these AIs actually solve the games with similar efficiency?
- Brain match: Do the AIs’ internal “thoughts” line up with what happens in the human brain while humans learn and play?
How did they study it?
Think of learning a new board game: at first you try things, figure out the rules, and then plan better moves. The scientists recreated that with simple, grid‑based video games designed to make players discover rules (like “orange key opens purple door”) by trial and error.
- Human data: 32 adults played 12 different games while inside an fMRI scanner. fMRI is a safe brain imaging tool that tracks tiny changes in blood flow; more blood flow in a spot means that brain area is working harder at that moment.
- AI systems they tested:
- Large Reasoning Models (LRMs): modern language‑based AIs trained to show their step‑by‑step thinking. They weren’t re‑trained for these games; instead, they read a text version of the game state (colored objects on a grid, scores, etc.) and chose actions one step at a time, like a chat.
- Deep reinforcement learning (RL): classic game AIs that learn by trial and error with rewards, including a “model‑free” learner (DDQN) and a “model‑based” planner (EfficientZero) that builds a simple world model to look ahead.
- A theory‑based, rule‑learning agent (EMPA): a symbolic AI that guesses possible game rules and updates its best guess as it plays.
- Fairness details:
- The games were described to AIs only by colors and positions (no labels like “key” or “door”), just like humans saw them.
- For brain comparisons, the AIs didn’t act or plan; they simply “watched” the same game states humans saw, one step at a time, and the researchers read the AIs’ internal snapshots (their “representations”) of those states.
- The team then used simple math tools to see how well those AI snapshots could predict moment‑to‑moment human brain activity.
In everyday terms: they checked whether the pictures inside the AI’s “mind” when it looks at the game match the patterns in the human brain when a person looks at and learns the same thing.
What did they find, and why is it important?
- Large reasoning models learned new games like people do
- LRMs needed about as many steps as humans to get their first win on each level (the “discovery” phase). Traditional deep RL agents needed far more tries—often orders of magnitude more—to figure out the rules.
- LRMs also advanced through level sequences at a human‑like pace, while the deep RL agents plateaued early.
- Why this matters: It shows some modern language‑trained AIs can pick up new interactive rules quickly without retraining, much like people can.
- LRMs showed a human‑like “sense” of the game in their internal representations—and the brain agreed
- When the AIs simply observed human gameplay, their internal state‑representations predicted human brain activity much better than the RL systems did—about 10 times better across many brain regions (including visual, parietal, frontal, motor, and reward‑related areas).
- This wasn’t due to the AI’s planning or long‑term memory: shuffling the timing of AI snapshots weakened the match, and trimming long histories didn’t hurt much. That means the match mostly reflects the AI’s immediate understanding of “what’s on the board right now,” not its future plan.
- Why this matters: It suggests these LRMs carry rich, general knowledge that helps them form human‑like mental snapshots of a new situation, which align with how the brain represents what it’s seeing and learning.
- A notable weakness: repeating instead of streamlining
- After discovering how to win a level, humans usually win faster on the next attempt. Some LRMs instead tended to repeat the exact same path they used the first time, even when a shorter path was obvious. This “perseveration” faded in the strongest models but was still a gap compared to humans.
- Why this matters: It points to a specific area to improve—helping AIs compress what they’ve learned into shorter, smarter actions.
- Size isn’t everything
- The best model for matching brain activity wasn’t the largest one; a mid‑sized “mixture‑of‑experts” LRM performed best. In contrast, the very strongest player behavior came from a different large model. Bigger isn’t automatically better for brain‑likeness.
What does this mean for the future?
- A bridge between AI and the brain: These results suggest that large reasoning models can serve as useful, testable “mini‑theories” of how people learn and decide in rich, changing environments—not just in static puzzles or text.
- Faster, more human‑like learners: Building AI that learns new tasks quickly, with little practice, could make assistants and robots better at adapting to real‑world changes.
- Next steps: The study mostly looked at how AIs represent what they see, not at their active planning while playing. Future work will let AIs and humans follow more similar paths during play to compare planning and learning signals in the brain more directly.
- Open resources: The team released code, model features, and an interactive website where you can watch people and AIs play these games, encouraging more research and improvements.
In short: Modern reasoning‑focused AIs not only learn new games in human‑like ways, they also form internal “pictures” of the game that line up surprisingly well with human brain activity. That makes them promising tools for understanding the mind and for building AI that learns and acts more like we do.
Knowledge Gaps
Knowledge gaps, limitations, and open questions
Below is a single consolidated list of the most critical gaps and unresolved questions that future work could address:
- Active cognition is not measured: the brain-encoding protocol resets context each timestep and forbids planning/action, so it captures only immediate state representations. How do brain–model alignments change when LRMs actively learn, plan, and act during gameplay, with chain-of-thought and memory available?
- Human–model trajectory mismatch: active models will diverge from human actions, complicating neural alignment. Can we design harnesses that (a) support LRM cognition (memory, tools) and (b) tightly align model behavior to each participant’s trajectory (e.g., yoked or corrective control) to isolate planning signals?
- Unknown noise ceilings: interactive, nonrepeating gameplay precludes standard ceiling estimates, making absolute r-values hard to interpret. Can repeated or yoked-replay designs (e.g., “replay the same level/trajectory twice”) or cross-subject reliability measures provide per-voxel/ROI noise ceilings for this task?
- Pretraining priors confound: LRMs bring rich, uncontrollable priors from opaque corpora. How much of the behavioral and neural alignment stems from text-derived world knowledge versus in-context learning from observations? Evaluate matched-architecture models with different pretraining, data-ablation, or synthetic corpora.
- Input-modality mismatch to human perception: LRMs receive structured, symbolic text states, whereas humans see pixels and motion. Does LRM–brain alignment (especially in visual cortex) persist when models consume visual inputs (e.g., VLMs) or when humans receive symbolic inputs (e.g., text overlays) to better match modalities?
- Limited RL baselines: DDQN and EfficientZero are trained from scratch per level and lack broad priors. Would RL agents with meta-learning, multi-game pretraining, or language-informed world models close the behavioral and neural gap to LRMs?
- Incomplete EMPA representation: HRR features capture only EMPA’s theory-building, not its planning/exploration signals. Can we construct full EMPA encodings (e.g., plan trees, action-values, posterior dynamics) and test whether they better predict frontal/striatal activity?
- Discovery–execution gap in LRMs: models often re-execute winning trajectories (perseveration) rather than compress plans. Which interventions (plan summarization prompts, memory consolidation, novelty penalties, policy regularization, or tool-use for pathfinding) reduce perseveration without harming discovery?
- Reactivity under stochasticity: smaller LRMs fail to adjust when NPCs change position across episodes. What architectures or prompting/memory strategies enable robust closed-loop reactivity and how does this impact execution efficiency and brain alignment?
- Prompt sensitivity: behavioral results rely on an “elaborate” prompt; ablations for neural encoding show minimal effect, but a full prompt × rationale × tool-use grid was not explored. How sensitive are behavioral and neural outcomes to prompt design, few-shot demonstrations, and tool calls?
- Curriculum mismatch: human data used fixed 60 s levels; LRM behavior used “two consecutive wins” to advance, with human data post-hoc truncated to mimic this. How do results change under fully matched curricula (e.g., re-running humans with blocked advancement or LRMs with timed levels)?
- Temporal modeling in encoding: the encoding uses per-step features (with nuisance regressors) but does not explore richer temporal models (e.g., FIR/HRF-convolved feature histories, time-lagged feature stacks). Do planning-related signals emerge when using multi-step feature histories aligned to the HRF?
- Feature readout choices: only the final input token’s hidden state was used (best layer chosen post hoc). Do alternative readouts (token pooling, attention-weighted summaries, MLP projections, multi-layer ensembles) increase brain prediction and clarify layer–region mapping?
- Regional specificity: analyses aggregate into broad ROIs. Do finer parcellations (e.g., prefrontal subfields, striatal nuclei, hippocampus) reveal stronger or more selective alignment with model decision variables (e.g., value, uncertainty, rule hypotheses)?
- Generalization beyond VGDL: the 12 grid-world games target particular mechanics. Do results hold in 3D environments, richer sensory tasks, social/strategic games, or tasks emphasizing long-horizon credit assignment and hierarchical subgoaling?
- Individual differences: alignment is reported at the group level. Do specific LRMs better align with particular human subgroups (e.g., by strategy, skill, or working memory capacity), and can personalized prompts or adapters increase person-specific alignment?
- Scale/alignment decoupling: the best brain-encoding model (Qwen3.5-35B-a3B) was not the largest. Which aspects of post-training (e.g., RL on reasoning tasks, MoE routing, instruction tuning) drive representational alignment, independent of size?
- Memory and history dependence: encoding results suggest long context has little effect; yet humans integrate history. In tasks with stronger history dependence, does supplying LRMs with bounded rolling context or explicit episodic memory improve alignment in parietal/prefrontal regions?
- Causal/diagnostic tests: correlations do not establish mechanism. Can lesioning model layers/heads, masking input fields, counterfactual prompting, or targeted perturbations identify which representational components causally drive brain prediction?
- Attention and gaze: without eye-tracking, visual-cortex alignment may reflect uncontrolled gaze patterns. Would concurrent eye-tracking and alignment to model attention distributions improve visual encoding and disentangle perceptual vs semantic contributions?
- Sample size and repetitions: 32 participants with unique trajectories limit power for some analyses. Larger cohorts, repeated conditions, and multi-site replication would enable more precise ROIs, noise ceilings, and reliability estimates.
- Coverage of the largest models: some frontier models (e.g., Qwen3.5-397B) were excluded from brain encoding due to compute constraints. Do the conclusions hold for the very largest LRMs when feature extraction is feasible?
- Mechanism-level interpretability: eight qualitative reasoning modes were observed, but their neural correlates are untested. Can we align specific model-inferred operations (e.g., rule induction, hypothesis revision, subgoaling) to transient neural signatures using time-resolved analyses?
- Rule/semantic anonymization: color anonymization prevents privileged semantics, but LRMs may still exploit generic priors (e.g., “keys open doors”). Do randomized remappings of mechanics (e.g., counterintuitive rules) reduce LRM advantages and clarify reliance on priors vs in-context inference?
- Tool-augmented agents: LRMs were evaluated without external tools or simulators. Does granting structured memory, planning tools, or programmatic simulators yield more human-like execution and stronger frontal/striatal alignment, without inflating priors?
Practical Applications
Below is an overview of concrete, real-world applications derived from the paper’s findings, methods, and tools. Each item specifies the sector, a specific use case, potential tools/products/workflows, and key assumptions/dependencies that may affect feasibility.
Immediate Applications
- Sector: Neuroscience/Healthcare (research) Use case: Improve fMRI encoding models with off-the-shelf LRM embeddings What this enables: Use LRM hidden-state features as regressors to predict BOLD responses in naturalistic, interactive tasks; gain robust representational alignment across visual, parietal, frontal, motor, and striatal regions; apply trajectory-shuffle controls to validate temporal sensitivity. Tools/products/workflows: The paper’s released encoding pipeline (banded ridge with nuisance regressors), pre-extracted LRM features, ROI grouping, shuffle baselines; swap into existing fMRI labs’ model-based analysis workflows (e.g., fMRIPrep outputs → design matrix construction → encoding evaluation). Assumptions/dependencies: Access to fMRI data with time-locked interactive task events; compute for feature extraction and encoding; ethical approvals for data use; generalization beyond VGDL must be empirically checked.
- Sector: AI/Software Use case: Benchmark and select agent models using human-aligned discovery metrics What this enables: Evaluate agentic models with “steps-to-first-win” and log-space EMD vs human distributions; detect capability progression under blocked curricula; compare “copied-reasoning” vs “action-only” harnesses to isolate reasoning contributions. Tools/products/workflows: The paper’s evaluation harness, blocked-curriculum protocol, EMD metric, Kaplan–Meier survival analysis, replay artifacts and reasoning logs; CI-style agent-eval dashboard for pre-deployment testing. Assumptions/dependencies: Access to evaluated LRMs or local equivalents; task instrumentation that yields structured state; reproducibility of the prompt templates and observation formatting.
- Sector: Gaming/Interactive Media Use case: Human-like playtesting and difficulty calibration What this enables: Use frontier LRMs to approximate first-time player learning curves; flag mechanics that induce long discovery times or perseveration; calibrate level progression pacing; compare designer hypotheses against reasoning-trace evidence at novel interactions. Tools/products/workflows: Replay viewer and interactive browser VGDL editor; reasoning-length spikes to identify confusing rule reveals; per-level discovery/execution distributions; A/B calibration of tutorial steps. Assumptions/dependencies: Mapping studio games to a structured observation format (VGDL-like or telemetry-derived); content anonymization to avoid leaking privileged semantics; internal acceptance of synthetic-user testing.
- Sector: UX/Customer Onboarding (software products) Use case: “Steps-to-first-success” analytics for onboarding flows What this enables: Treat onboarding as levels; quantify discovery efficiency per step; detect perseveration loops (e.g., repeating the same failed path); design and test hint interventions analogous to “elaborate” prompts. Tools/products/workflows: Port the paper’s discovery EMD and blocked curriculum notions to product funnels; instrumentation of user paths; synthetic novice-agent simulation to identify friction points. Assumptions/dependencies: High-quality event telemetry; privacy-preserving handling of user data; careful abstraction from game states to product flows.
- Sector: Education/EdTech (research and development) Use case: Design and evaluate rule-discovery exercises and adaptive hints What this enables: Build curricula with incremental rule reveals; measure students’ discovery vs execution gap; generate scaffolded hints (minimal vs elaborate) and test their impact analogously to suggestion levels in the paper. Tools/products/workflows: Step-to-first-success metrics, progression curves, reasoning-trace analysis to identify misconceptions; classroom dashboards that flag students likely stuck in perseveration. Assumptions/dependencies: Task decomposition into discrete steps; ethical handling of student process data; alignment of textual hints with curricular standards.
- Sector: AI/Interpretability and Safety Research Use case: Analyze in-context reasoning dynamics using the released 100k+ trace corpus What this enables: Taxonomize reasoning modes; quantify when and why chain-of-thought length spikes; study the discovery–execution gap and its reduction with scale; evaluate action-only vs copied-reasoning tradeoffs. Tools/products/workflows: Interactive catalogue, per-step log viewer, reasoning traces; standardized ablations (context truncation, suggestion levels, shuffle controls). Assumptions/dependencies: Model licenses that permit CoT logging and analysis; privacy practices if extending to human data.
- Sector: Cognitive Measurement (research tools) Use case: Prototype digital cognitive phenotyping with game-based tasks What this enables: Use steps-to-first-win, execution compactness, and subgoal learning as behavioral markers (e.g., cognitive flexibility, hypothesis revision speed) with LRM-derived normative profiles for comparison. Tools/products/workflows: VGDL tasks and blocked-curriculum instrumentation; normative baselines from LRMs and human datasets; dashboards for within-level learning curves. Assumptions/dependencies: Strictly for research use initially (not clinical diagnosis); cross-population validity; IRB approvals; careful interpretation given neurodiversity and task specificity.
- Sector: ML Evaluation/Model Selection Use case: Representational-alignment scoring as a selection criterion What this enables: Choose model families/layers that best align with human-like representations in interactive tasks; use shuffle baselines and untrained controls to validate signal. Tools/products/workflows: Encoding pipelines; ROI-wise and whole-brain correlation summaries; layer-wise screening; registries that track alignment scores alongside standard benchmarks. Assumptions/dependencies: Availability of matched human task data or proxy datasets; compute; clear reporting to avoid overstating causal interpretations.
Long-Term Applications
- Sector: AI Safety/Governance Use case: Neuro-aligned evaluation standards for agentic models What this could enable: Complement behavioral benchmarks with representational-alignment criteria (behavior + brain) for high-risk deployment contexts; identify models that carry human-like state representations during interactive decision-making. Tools/products/workflows: Standardized neuro-behavioral testbeds; pre-registration of evaluation protocols; governance frameworks that weight representational alignment alongside traditional risk assessments. Assumptions/dependencies: Scalable, ethical access to neural data; consensus on metrics and acceptable variance; avoidance of overclaiming that brain alignment implies safety.
- Sector: Clinical Neuroscience/Neuropsychiatry Use case: Biomarkers of learning and planning from game-based assessments What this could enable: Digital biomarkers capturing rule induction, subgoaling, and perseveration; LRM-based normative references to detect deviations; longitudinal monitoring in neurorehabilitation. Tools/products/workflows: Validated task batteries beyond VGDL; clinician-facing analytics; integration with imaging or EEG for multi-modal assessment. Assumptions/dependencies: Rigorous clinical validation; regulatory approval; population-scale normative datasets; careful handling of inter-individual variability and noise ceilings.
- Sector: Robotics/Embodied AI Use case: Sample-efficient task discovery via LRM-driven in-context reasoning What this could enable: Robots that infer affordances and rules in unfamiliar environments with minimal priors; compress learned policies from discovery to execution; integrate symbolic rule hypotheses with planning. Tools/products/workflows: Active agent harnesses (memory, state abstraction, tool APIs), world-model interfaces, planning stacks that incorporate LRM hypotheses. Assumptions/dependencies: Robust perception-to-symbol mapping; safety constraints; real-time inference and memory architectures; transfer from grid-world to high-dimensional sensory inputs.
- Sector: AI Foundation Model Training Use case: Brain-informed post-training or RLHF for representational alignment What this could enable: Use voxelwise or ROI signals (or behavioral proxies) as auxiliary objectives to nudge models toward human-like representations in interactive contexts; reduce perseveration and improve execution compression. Tools/products/workflows: Neuro-RLHF pipelines; differentiable surrogates of representational alignment; layer-wise adaptation strategies. Assumptions/dependencies: Stable, generalizable neuro-signal targets; compute cost for training; data-sharing frameworks that respect privacy and consent.
- Sector: Gaming/Interactive Media Use case: Auto-generated tutorials and dynamic difficulty tuned to discovery profiles What this could enable: Real-time adjustment of hints and level structure based on predicted discovery times and detected perseveration patterns; automated QA that proposes rule-reveal sequences. Tools/products/workflows: Telemetry-driven LRM agents predicting novice behavior; content-authoring tools that suggest tutorial steps; simulation of many first-time playthroughs at design time. Assumptions/dependencies: Integration into game engines; reliable state serialization; content pipeline changes; validation against diverse player populations.
- Sector: Education Use case: Neuro-aligned adaptive tutors that track students’ in-context representations What this could enable: Tutors that infer a learner’s latent state (what rules they’ve internalized) and target instruction to minimize discovery time and compress execution; detect and remediate “retrace-the-solution” behavior. Tools/products/workflows: Cognitive architectures for pedagogical agents; per-step diagnostic models; hint-generation policies informed by suggestion-level ablations. Assumptions/dependencies: Privacy-preserving student modeling; curricular alignment; equitable performance across demographics; longitudinal validation.
- Sector: ML Tooling/DevOps Use case: Representational Alignment SDK and dashboards for time-series tasks What this could enable: Drop-in evaluation modules that compute alignment to human telemetry (with or without neural data) using shuffle controls and nuisance regression; layer selection utilities for deployment. Tools/products/workflows: Open-source SDKs; CI integrations; reporting templates combining capability, discovery EMD, and alignment metrics. Assumptions/dependencies: Availability of suitable human reference data; standardization of telemetry schemas; organizational buy-in.
- Sector: HCI/Accessibility Use case: Neuroadaptive interfaces responsive to cognitive load and state What this could enable: Interfaces that adapt instruction or complexity based on inferred representational state (from behavior and potentially noninvasive neural signals), reducing overload during rule discovery. Tools/products/workflows: Real-time state estimators; lightweight physiological sensing; adaptive UI policies. Assumptions/dependencies: Reliable, low-noise proxies for neural state; user consent and data safety; demonstrable utility beyond simpler behavioral heuristics.
Notes on cross-cutting assumptions and dependencies:
- Generalization beyond VGDL: While results strongly support LRMs in structured, symbolic grid-worlds, transfer to rich, high-dimensional domains requires additional work on perception, state abstraction, and tool-use.
- Chain-of-thought and logging: Some applications depend on access to and storage of reasoning traces; legal, ethical, and policy constraints (and vendor terms) may restrict CoT usage.
- Data governance: Neurodata use demands strict consent, de-identification, and compliance; even behavioral telemetry can carry privacy risks.
- Compute and model access: Frontier LRM performance and brain-alignment effects may depend on access to specific model families and sufficient compute; not all labs or companies can self-host the largest models.
- Noise ceilings and evaluation nuance: Absolute r-values for fMRI encoding are bounded by measurement noise; comparisons should be made within-task and with appropriate baselines (e.g., shuffled controls, untrained architectures).
Glossary
- ARC-AGI-3: A benchmark for evaluating agentic intelligence and interactive reasoning in AI systems. "interactive agentic game-like benchmarks like ARC-AGI-3 [16] and AI GameStore [17]"
- banded ridge regression: A variant of ridge regression that groups features into bands and regularizes them jointly to predict neural responses. "We use banded ridge regression with four feature bands"
- Bayesian inference: A statistical framework that updates beliefs (probabilities) over hypotheses based on observed data. "EMPA approximates Bayesian inference over the space of all possible VGDL rules"
- blocked curriculum: A training/evaluation regime where advancement requires meeting a criterion (e.g., consecutive wins) before moving on. "we use a blocked curriculum: the agent must achieve two consecutive wins before advancing."
- blood-oxygen-level-dependent (BOLD): The fMRI signal reflecting changes in blood oxygenation, used as a proxy for neural activity. "predict blood-oxygen-level-dependent (BOLD) responses"
- chain-of-thought: Explicit intermediate reasoning steps generated by a model before producing an answer. "Large Reasoning Models (LRMs) respond by generating explicit chains of thought [11-13]."
- copied-reasoning: An evaluation mode where a model’s hidden reasoning is inserted into the context for subsequent steps. "In the copied-reasoning condition, the model's hidden reasoning trace is copied into the context as the stated rationale on the next turn."
- Double DQN (DDQN): A model-free deep reinforcement learning algorithm that reduces overestimation bias in Q-learning. "We use a Double DQN (DDQN) [28] as a model-free baseline"
- Earth Mover’s Distance (EMD): A metric that measures the minimal work to transform one distribution into another. "We quantify behavioral similarity using the log-space Earth Mover's Distance (EMD) between each agent's discovery distribution and the human reference"
- EfficientZeroV2 (EZV2): A model-based deep RL algorithm that learns world dynamics to plan efficiently. "EfficientZeroV2 (EZV2, [8]), a model-based deep RL agent that learns a latent dynamics model to support planning via Monte Carlo tree search."
- encoding model: A predictive model that maps computational features to measured brain activity. "We fit encoding models that predict blood-oxygen-level-dependent (BOLD) responses from extracted model features."
- Explore-Model-Plan Agent (EMPA): A symbolic, theory-based RL agent that infers causal rules and plans with a simulator. "The Explore-Model-Plan Agent (EMPA) [4] is a model-based sym- bolic baseline that explicitly represents hypothesized causal rules governing object interactions."
- fMRI: Functional magnetic resonance imaging, a neuroimaging method that measures BOLD signals during tasks. "who learned to play VGDL games while undergoing fMRI."
- grid-world: A discrete environment structured as a grid, commonly used in RL and planning tasks. "Games were grid-worlds spanning a heterogeneous space of mechanics"
- holographic reduced representation (HRR): A vector symbolic architecture for representing structured information in fixed-size vectors. "we reuse the holographic reduced representation (HRR) vectors from Tomov et al. [21]"
- Hyperband: A hyperparameter optimization algorithm that allocates resources efficiently across many configurations. "extensive per-game hyperparameter tuning (256 configurations × 4. Hyperband stages per game)"
- in-context learning: A model’s ability to adapt behavior using only information provided in the prompt/context, without weight updates. "all task-relevant knowledge is constructed in-context from the observation stream and the system prompt"
- Kaplan–Meier survival: A nonparametric estimator for survival/progression curves over time or experience. "Kaplan-Meier survival (fraction of levels solved over cumulative experience)"
- LLMs: Foundation models trained on large text corpora for general-purpose language tasks. "LLMs have become the dominant paradigm [9]"
- Large Reasoning Models (LRMs): Post-trained LLMs optimized to produce explicit reasoning steps for complex tasks. "Large Reasoning Models (LRMs) respond by generating explicit chains of thought [11-13]."
- latent dynamics model: A learned internal model of environment transitions in a compact latent space, used for planning. "learns a latent dynamics model to support planning"
- Mixture-of-Experts (MoE): An architecture where multiple expert subnetworks are selectively activated per token/input. "spanning dense and Mixture-of-Experts (MoE) architectures:"
- Monte Carlo tree search (MCTS): A simulation-based planning algorithm that balances exploration and exploitation by sampling action trajectories. "planning via Monte Carlo tree search."
- model-based deep reinforcement learning: RL methods that learn or use an explicit model of environment dynamics for planning. "Model-based deep RL We additionally evaluate EfficientZeroV2 (EZV2, [8])"
- model-free deep reinforcement learning: RL methods that learn policies or value functions directly without an explicit environment model. "Model-free deep RL We use a Double DQN (DDQN) [28] as a model-free baseline"
- noise ceiling: The maximum achievable predictive performance given measurement noise; used to contextualize model–brain fits. "our interactive paradigm makes estimating per-voxel noise ceilings difficult"
- nuisance regressors: Covariates included in a model to remove confounds and isolate the effect of interest. "Bands 2-4 serve as nuisance regressors, isolating the unique contribution of model representations [29]."
- ontology: A formal set of entities and relations; here, a structured description of game mechanics. "EMPA, which has access to a hand-coded ontology of game mechanics"
- oracle (suggestion level): A prompting condition where ground-truth rules are provided to the model. "oracle additionally provides the ground-truth game rules."
- posterior (Bayesian): The updated probability distribution over hypotheses after observing data. "infer a running posterior of the rules (the theory) of the current game."
- perseveration: Repetition of a previously successful behavior even when unnecessary or suboptimal. "dominated by perseveration: on a second attempt the model replays the exact trajectory of the winning first attempt"
- permutation controls: Validation procedures that test robustness by permuting data to destroy temporal or structural dependencies. "with effects robust to permutation controls."
- random-initialization controls: Baselines using untrained model weights to assess the contribution of learned representations. "Trained LRMs consistently outperform random-initialization controls, shuffled-trajectory controls"
- representational alignment: The degree to which representations from different systems (e.g., models and brains) share structure. "these results suggest our brain encoding measures representational alignment [31]"
- regions of interest (ROIs): Predefined anatomical or functional brain areas used for targeted analysis. "regions of interest (ROIs)"
- shuffled-trajectory controls: Tests that permute feature sequences (within episode/level/game) to assess dependence on temporal order. "random-initialization controls, shuffled-trajectory controls"
- sign-flip permutation test: A nonparametric statistical test that assesses significance by flipping signs of effects across samples. "voxelwise one-sample sign-flip permutation test."
- striatum (striatal): A subcortical brain region implicated in action selection and reinforcement learning. "grouped into six broad region groups (frontal, motor, parietal, visual, early visual, striatal)."
- subgoaling: Decomposing a task into intermediate goals to enable multi-step planning. "multi-step subgoaling"
- Video Game Description Language (VGDL): A language for specifying games via object types, interactions, and goals. "Video Game Description Language (VGDL), a framework that specifies games compositionally through object types, interaction rules, and win/loss conditions."
- voxelwise: Computed at the level of individual voxels (3D pixels) in fMRI data. "voxelwise one-sample sign-flip permutation test."
- Wasserstein distance: A measure of distributional distance related to optimal transport, equivalent to EMD under certain conditions. "computed as the Wasserstein distance on log-transformed step counts"
- world models: Internal models of environment dynamics learned by agents to support prediction and planning. "model-based agents that learn internal world models to support planning [6-8]."
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