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Mentalising mechanisms underly strategic coordination in Guinea baboons (Papio papio)

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DataONE2024-04-10 更新2024-06-08 收录
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It remains controversial whether the ability to mentalise is confined to humans. To address this question, Guinea baboons living in a social colony freely came to play a 2-players coordination game with any other baboon, or alone (social vs solo conditions). In fact, in both conditions, they interacted with an identical Artificial Agent. Their choice behaviour depended on the social context and their relative dominance hierarchy. A mentalising computational model accounted for baboons’ behaviour better than simpler models without mentalizing components in the social condition while the same baboons used a simpler strategy when they played alone. Together, these findings indicate that computations required for mentalising and used for coordination learning may have evolved in the common ancestor of the Old-World monkey and apes., Automated data collection by S-ALDM at Rousset Primates Station., , # Mentalising mechanisms underly strategic coordination in Guinea baboons (*Papio papio*) [https://doi.org/10.5061/dryad.qjq2bvqpv](https://doi.org/10.5061/dryad.qjq2bvqpv) ## Description of the data and file structure Variable definitions: * Programme: condition (Test=social, ghost=solo) x session (1 or 2) * Nom: tested baboon's name (2nd chooser) * Box: ID of the box of the tested baboon * Sexe: sex * Famille: Family ID * Age: tested baboon's age in months * Score: 1=success (rewarded), 0=failure (not rewarded) * remoteName: other baboon's name * TrialNumber: trial number over the whole experiment * FollowerResponse: tested baboon's choice. It has the form \"test-nb1-nb2-nb3\", where nb1, nb2, and nb3 are integers that are either equal to 1 or 2. nb1 represents the ID of the pair of visual cues that were used and that are randomized across subjects. nb2 represents the session number. nb3 represents the ID of the cue within the pair of visual cues. The sequence nb...

心智化(mentalising)能力是否仅为人类所独有,这一议题至今仍存争议。为解答该问题,生活于社会群体中的几内亚狒狒可自由参与双人协调博弈,搭档可为其他狒狒,亦可独自开展实验(社会条件vs独处条件)。需说明的是,两种条件下,受试狒狒均与完全一致的人工智能体(Artificial Agent)进行交互。其选择行为受社会情境与彼此相对支配等级的共同调控。在社会条件下,包含心智化机制的计算模型,相较于不具备心智化组件的简化模型,能更精准地拟合狒狒的行为表现;而当狒狒独自参与实验时,它们则采用了更为简单的策略。综上,本研究结果表明,支撑心智化功能并用于协调学习的计算机制,或许演化自旧世界猴(Old-World monkey)与类人猿(apes)的共同祖先。 本数据集由鲁塞灵长类研究站的S-ALDM系统自动采集完成。 # 心智化机制是几内亚狒狒(*Papio papio*)策略性协调行为的基础 [https://doi.org/10.5061/dryad.qjq2bvqpv](https://doi.org/10.5061/dryad.qjq2bvqpv) ## 数据与文件结构说明 变量定义: * 实验程序:条件(Test=社会组,ghost=独处组)× 实验阶段(1或2) * Nom:受试狒狒名称(即第二位选择者) * Box:受试狒狒的实验箱编号 * Sexe:性别 * Famille:家系编号 * Age:受试狒狒的月龄 * Score:1=成功(获得奖励),0=失败(未获得奖励) * remoteName:合作狒狒的名称 * TrialNumber:整个实验的试次编号 * FollowerResponse:受试狒狒的选择结果。其格式为"test-nb1-nb2-nb3",其中nb1、nb2、nb3均为取值为1或2的整数。nb1代表所用视觉线索对的编号,该线索对在不同受试个体间为随机分配;nb2代表实验阶段编号;nb3代表该视觉线索对内部的线索编号。序列nb...
创建时间:
2025-07-30
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