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Battery guide

Decisions and Reward Battery guide

Four choice tasks for decision-making and reward research: delay discounting, reversal learning, card-deck choices and risk taking.

Guide version
1.2.0
Battery version
1.0.0
Research use only

ConductCognition, https://conductcognition.com/batteries/decisions-reward/guide

Back to the battery

On this page

  1. What it measures
  2. Tests in order
  3. Time and devices
  4. Languages
  5. How to give it
  6. How each test is scored
  7. Session quality rules
  8. Published norms used
  9. How to cite

What it measures

Who it is for: Decision-making and reward research.

It measures Delay discounting, Reward learning and reversal, Decision-making under uncertainty and Risk taking.

Executive function: Planning, switching rules, handling conflict and making decisions.

Scores describe how a person performs on these tasks. Research use only.

Tests in order

The tests run in this order. A study started from the battery keeps the order and the settings.

1. Delay Discounting. Measures how much a delay lowers the value of money, using adjusting choices between an amount today and $100 later.

2. Probabilistic Reversal Learning. Measures reward learning and flexibility when the better of two symbols switches without warning.

3. Iowa Gambling Lite. Measures decision making under uncertainty with four card decks that differ in long-run gains and losses.

4. Balloon Risk. Measures risk taking as participants pump balloons for points and decide when to collect before a pop.

Tests in order
OrderTestDomainTime
1Delay DiscountingExecutive function3 to 5 minutes
2Probabilistic Reversal LearningExecutive function4 to 6 minutes
3Iowa Gambling LiteExecutive function6 to 9 minutes
4Balloon RiskExecutive function5 to 9 minutes

Time and devices

Allow about 29 minutes for the whole battery. The table gives each test's time.

Participants can use a desktop or laptop, tablet or phone.

On a desktop or laptop the screen must be at least 1024 by 700 pixels.

A tablet or phone needs a screen of at least 360 by 640 pixels.

On phones and tablets, each test is compared only with sessions on the same kind of device. A test shows a percentile there once that reference group holds 50 valid sessions in the participant's age band; until then the report shows raw scores and says so.

Participants need Chrome, Edge, Firefox or Safari.

Time and devices
TestTimingDevices
Delay DiscountingUntimedDesktop or laptop, tablet or phone
Probabilistic Reversal LearningUntimedDesktop or laptop, tablet or phone
Iowa Gambling LiteUntimedDesktop or laptop, tablet or phone
Balloon RiskUntimedDesktop or laptop, tablet or phone

Languages

Runs in all eight participant languages.

How to give it

Start a study from the battery in the app. The tests, their order and their settings are already set and stay fixed. If you change, reorder or customize a test, the study becomes a custom study and no longer carries the battery.

Each test opens with its instructions. Participants see these:

Delay Discounting: Choose between an amount of money today and $100 after a delay. The money is hypothetical.

Probabilistic Reversal Learning: Choose one of two symbols to win points. One symbol wins more often, and the better symbol can change.

Iowa Gambling Lite: Choose cards from four decks to win points. Some decks are worse than others over time.

Balloon Risk: Pump each balloon to add points, then collect before it pops. A popped balloon loses its points.

How to give it
StepBefore you invite participants
1Tell participants that the money and points in the tasks are not paid out, unless your protocol pays them separately.
2Ask participants to take the battery in one sitting, without breaks inside a task.
3Pilot the battery yourself before you invite anyone.

How each test is scored

The server scores each test when the participant finishes it. The primary score is the one the app compares with a norm. The other scores are reported with it.

Every result records its scoring version. For this battery they are Delay Discounting 2.0.0, Probabilistic Reversal Learning 2.0.0, Iowa Gambling Lite 2.0.0 and Balloon Risk 2.0.0.

How each test is scored
TestScoreWhat it isBetter
Delay DiscountingArea Under the Curve (proportion, primary)Area under the indifference points, with delays and amounts scaled from 0 to 1. A value of 1 means no discounting.Higher means less discounting
Delay DiscountingDiscount Rate (k)Hyperbolic k fitted to the indifference points with V = A / (1 + kD), with the delay D in days.Higher means steeper discounting
Delay DiscountingIndifference Point at 1 Month ($)Amount today judged equal to $100 in 1 month. Points are also reported at 1 week, 6 months, 1 year and 5 years.Higher means less discounting
Delay DiscountingImmediate Choice Rate (proportion)Share of all choices that took the amount today.Informational
Delay DiscountingConsistency Flag1 when the indifference points pass both Johnson and Bickel (2008) checks. 0 when a point rises more than $20 above the one before it, or the last point is not at least $10 below the first.1 supports interpretation
Probabilistic Reversal LearningPerseverative Errors (primary)After each reversal that followed a reached criterion, repeated choices of the previously better symbol before the first switch. The first trial after a reversal is not counted.Lower is better
Probabilistic Reversal LearningTrials to Criterion (trials)Trials until 8 of the last 10 choices first picked the better symbol.Lower means faster learning
Probabilistic Reversal LearningReversals CompletedTimes the participant reached the learning criterion again after a reversal.Higher is better
Probabilistic Reversal LearningReversal ErrorsChoices of the worse symbol after the first reversal.Lower is better
Probabilistic Reversal LearningWin-Stay Rate (proportion)Share of trials after a win on which the participant chose the same symbol again.Informational
Probabilistic Reversal LearningLose-Shift Rate (proportion)Share of trials after no win on which the participant switched symbols.Informational
Iowa Gambling LiteNet Score (primary)Choices from decks C and D minus choices from decks A and B.Higher is better
Iowa Gambling LiteNet Score by BlockNet score within each block of 20 choices, reported as netScoreBlock1, netScoreBlock2 and so on. Rising block scores show learning.Higher is better
Iowa Gambling LiteAdvantageous Choice Rate (proportion)Share of choices from decks C and D.Higher is better
Iowa Gambling LiteFinal Points (points)Point total after the last card, starting from 2,000.Informational
Balloon RiskAdjusted Average Pumps (pumps, primary)Mean pumps on balloons that did not pop.Higher means more risk taking
Balloon RiskExplosion Rate (proportion)Share of balloons that popped.Informational
Balloon RiskTotal Points (points)Points collected across all balloons.Informational
Balloon RiskRisk Escalation (pumps per balloon)Change in pumps from one balloon to the next, from a straight-line fit over balloons that did not pop.Positive values mean rising risk taking
Balloon RiskAdjusted Pumps by Block (pumps)Adjusted average pumps within each block of 10 balloons, reported as adjustedPumpsBlock1, adjustedPumpsBlock2 and so on.Informational

Session quality rules

The app checks every session when it scores it and records one of four states.

An Invalid session stays in the study's results, labelled with its reason, and does not count toward norms.

A session can carry warnings and still be valid. The results list the warnings next to the scores.

Session quality rules
StateWhat it means
Norm-readyThe session passed every check and a norm exists for it, so the app can show a percentile.
Raw-onlyThe scores are usable, but the app shows no percentile. Typical reasons are no norm for the test, changed settings, or a warning that makes a comparison unfair, such as a restart or a screen too short for the display.
Invalid technicalThe setup broke the timing or the task. Examples are leaving full screen, a browser tab that lost focus during a timed test, and long pauses.
Invalid behavioralThe responses suggest the task was not done as asked. Examples are a failed attention check, repeated switching away from the task, and accuracy at or below chance on a choice task.

Published norms used

No published norm is used for any test in this battery.

ConductCognition also builds norms from its own participants. An age band of a test uses them once it holds at least 50 valid sessions on the same device and input type, run with standard settings and scored with the current scoring version. Sessions from paying customers' studies and from clinical or patient samples do not count.

A report shows a percentile only when the app has stored one for that session. Otherwise it shows the raw scores.

Every reference group covers ages 18 and over. No reference group covers a participant under 18, so their report shows raw scores only, and their sessions do not count toward norms.

How to cite

ConductScience, Inc. Decisions and Reward Battery guide, version 1.2.0. ConductCognition. https://conductcognition.com/batteries/decisions-reward/guide

Cite the guide version you used. Name the battery version (1.0.0) and the scoring versions listed in this guide.

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