Autism spectrum disorder (ASD) clinical manifestations diverge significantly by sex, often leading to diagnostic delays in females. While social factors like camouflaging are recognized, the underlying computational mechanisms remain elusive. We investigated whether strategic decision-making under incomplete information reflects these sex-specific phenotypes through a Bayesian framework. Twenty poker-naive adults (9 males, 11 females) with varying ASD traits played 100 hands of Texas Hold'em against a poker program. We employed generalized linear mixed models (GLMMs) incorporating interactions between sex and the Autism Diagnostic Observation Schedule, Second Edition (ADOS-2), while controlling for full-scale intelligence quotient (IQ), anxiety, and depression as covariates. We identified a significant Sex × ADOS-2 interaction. Males with higher ASD traits exhibited "aggressive rigidity", characterized by increased betting and high-risk bluffing (heavy investment with weak hands), reflecting a prior over-precision that ignores negative feedback. Conversely, high-trait females demonstrated "avoidant rigidity", marked by extreme risk-aversion and under-betting even with strong hands. While higher IQ facilitated adaptive strategic resets (defensive folding after major losses) in females, this compensatory effect was neutralized in high-trait males. These strategic biases remained independent of general anxiety and depression throughout the session, revealing a covert computational internalizing phenotype. This pilot study points toward a computational dimorphism: high-magnitude aggression in males mirrors visible externalizing symptoms, whereas low-magnitude avoidance in females aligns with covert internalizing symptoms. Identifying extreme risk-aversion as a characteristic feature of the female ASD phenotype provides a novel, computationally informed framework to improve the identification of overlooked individuals.
Problem gamblers (PG) are often treated as a uniform group, though they vary in severity—moderate-risk (MR) and high-risk (HR)—as classified by the Canadian Problem Gambling Index (CPGI). This study investigated whether brain responses during uncertain decision-making differ by gambling severity. We hypothesized that the HR group would show distinct neural activity during outcome processing. A homogeneous sample of online poker players with PG was recruited and divided into MR (n = 15) and HR (n = 14) groups. Participants performed the Iowa Gambling Task while undergoing high-density EEG recording. Neural responses to outcomes were analyzed across three time windows (TW3, TW4, TW5). Both groups showed greater neural activity for losses than gains in TW3 and TW5. However, TW4 (220–290 ms post-outcome) revealed a brain map specific to loss processing in the HR group. This suggests greater neural sensitivity to negative outcomes in more severe cases of PG. These results indicate that PG is not a homogeneous disorder; HR individuals display heightened brain reactivity to losses, which may represent increased vulnerability and a potential biomarker for the progression toward gambling disorder.
Poker-machines present a significant problem gambling risk in Australia, with adverse health, financial, and social outcomes. Previous research has demonstrated that gambling cues (e.g., poker-machine sounds) elicit an urge to gamble in poker-machine gamblers, with greater problem gambling severity predicting a stronger cue-reactive urge to gamble. However, the psychological mechanisms underlying this relationship remain largely unexplored. Consequently, the present study investigated whether cue-reactive state mindfulness mediates the relationship between problem gambling severity and cue-reactive urge to gamble. Seventy adults (67% male and 33% female) with an age range of 20 to 66 years (M = 41.1, SD = 10.8) participated in an online, repeated-measures experiment. Participants completed the Problem Gambling Severity Index, then subsequently, at three time points (baseline, post-neutral cue, and post-gambling cue), a visual analogue scale measuring the strength of the urge to gamble, and the State Mindfulness Scale. The urge to gamble significantly increased from neutral cue to gambling cue, after controlling for baseline urge. Cue-reactive state mindfulness did not mediate the relationship between problem gambling severity and cue-reactive urge to gamble. Contrary to predictions, state mindfulness increased following exposure to the gambling cue. The present findings contribute to the body of research supporting cue-reactivity in problem gamblers.
The resolution of extensive-form zero-sum games is a fundamental challenge in computational game theory, addressed through various algorithms, each with unique strengths and limitations. This paper presents a comprehensive comparison of leading algorithms, using Poker-like games as benchmarks to assess their performance. For each algorithm, optimal parameters were identified, and evaluations were conducted based on exploitability, average utility, iterations per second, convergence speed, and scalability. The evaluation process comprised three stages. First, algorithms were tested on two-player variants of Kuhn, Leduc, and Royal Poker. Second, the scalability of the Kuhn Poker algorithm was examined by extending it to games with three to five players. Finally, convergence speed and scalability across all algorithms were systematically compared. The findings reveal significant trade-offs and performance distinctions, providing practical guidance for selecting algorithms suited to specific applications. This work advances the field by enhancing algorithmic understanding, refining evaluation methodologies, and offering valuable insights into the relative efficiency of strategies in multi-agent competitive environments.
Domestic dogs rely on a sophisticated repertoire of visual displays to regulate social interactions. However, the interpretation of some of these displays, such as facial expressions, remain unclear. In the present study, we investigated the communicative strategies dogs’ employ to re-establish a positive interaction with humans. We adopted a modified version of the classical Still-Face Paradigm and introduced two non-responsive phases: the classical “still-face” phase (human attentive but unresponsive) and a novel “face-away” phase (human turned away and inattentive) to test the flexibility of communicative signals modalities used by dogs. The test was conducted with both the owner (attachment figure) and a familiar human (familiar dog trainer). Results showed that dogs displayed a rich repertoire of visual and facial signals, which may serve affiliative and communicative functions, particularly during the first interaction and, overall, more towards their owner compared to the familiar human. Confirming a still-face effect, the frequency and duration of these behaviours significantly decreased in the non-responsive phases, compared to the first interaction. Contrary to our predictions, no differences emerged between the still-face and face-away phases and the exhibition of signals generally decreased in subsequent phases indicating a possible carry over effect. The higher communicative persistence towards the owner compared to the familiar human underscores the crucial role of the attachment bond in shaping the dog’s communicative strategies. These findings highlight the attachment bond as a key factor in interspecific communication, extend current research on the still-face paradigm in domestic dogs, and provide a valuable methodological tool for future investigations.
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Online gambling and gaming are associated with Problematic Usage of the Internet (PUI) in subgroups of individuals. This study aimed to assess how different personality dimensions are associated with PUI scores of Massively Multiplayer Online Role Playing Games (MMORPG) players and online poker players, and to characterize common and specific personality traits of both groups in their association with PUI. Participants (N = 1144) were recruited online and assessed with the Internet Addiction Test (IAT), the Big Five Inventory and the Short UPPS-P Impulsive Behavior Scale. Data were analyzed with multiple robust linear regression models. The first model tested the associations between personality and impulsivity traits with IAT scores, while controlling for age, gender, and type of online activity. The second model included interaction terms to assess whether these associations differed between MMORPG and poker players. In model 1, neuroticism, negative urgency, positive urgency and sensation seeking were significantly and positively associated with higher IAT scores after controlling for the other personality traits, age, gender, and type of online activity. Extraversion was negatively associated with IAT scores. In Model 2, no significant difference in how these personality traits relate to IAT scores was observed between the two groups. Results highlight that traits such as neuroticism, negative urgency, positive urgency, and sensation seeking constitute potential risk factors for PUI, while extraversion might constitute a protective factor against PUI. The identified associations could be useful in understanding players’ attitudes and supporting them in gaining insight into their difficulties.
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Low-temperature cracking is a primary failure mode of asphalt pavement. The poker chip test provides a straightforward and efficient approach to simulating the film state of asphalt binders in asphalt structures. By measuring the tensile strength and ultimate tensile strain of the binder film, this test can effectively evaluate the cracking resistance and ductility of asphalt binders. Accordingly, this study employed the poker chip test to analyze the evolutions of low-temperature cracking resistance under various aging levels. To ensure the reliability of tensile strength and ultimate tensile strain, a Pearson correlation analysis was conducted between the two indicators and the traditional low-temperature performance evaluation indicators: stiffness modulus, creep rate, and the Glover-Rowe (G-R) parameter. The results indicate that the tensile strength and ultimate tensile strain of styrene-butadiene-styrene (SBS)-modified asphalt are higher than those of 70# base asphalt at the same aging level. With increasing aging time, the tensile strength of both SBS-modified asphalt and 70# base asphalt increases, while the ultimate tensile strain decreases. Additionally, the tensile strength and ultimate tensile strain are sensitive to changes in asphalt binder types and aging levels. They have a good linear correlation with stiffness modulus and creep rate, with correlation coefficients exceeding 0.9. Due to the distinct characteristics represented, the correlation between the two indicators and the G-R parameter is relatively weaker, with correlation coefficients exceeding 0.7. The findings of this study demonstrate that tensile strength and ultimate tensile strain are effective indicators for assessing the low-temperature performance of asphalt binders. They can serve as substitute indicators of stiffness modulus and creep rate, respectively.
The 24/7 accessibility to online poker (OP) and online first-person shooter (FPS) games increases the risk of developing problematic behaviors. Previous studies have shown mixed results regarding the impact of OP and FPS severity on sleep problems, and more specifically on insomnia symptoms. However, the intense emotions and arousal experienced during these games, such as tilt and pre-sleep arousal, have not been thoroughly investigated yet. The objectives were to test whether (1) tilt’s severity mediates the relationship between problem gambling and insomnia symptoms in OP players; (2) tilt’s severity mediates the relationship between internet gaming disorder (IGD) and insomnia symptoms in FPS players; (3) pre-sleep arousal’s severity mediates the relationship between tilt and insomnia symptoms in OP players and (4) in FPS players. Participants were included in the study if they were aged 18–26, lived in the province of Quebec and were regular players. Self-reported data on insomnia-related symptoms, tilt, and playing severity of 62 OP (93.5% male) and 67 FPS players (79.1% male) were collected. Tilt mediates the relationship between problem gambling and insomnia problems. Pre-sleep arousal is a mediator between tilt and insomnia symptoms in OP players, as well as in FPS players. Tilt does not mediate the relationship between the severity of IGD and insomnia symptoms. The findings shed light on the impacts of the severity of problem gambling and IGD on tilt and insomnia symptoms in both OP and FPS players. Future research could investigate how therapies that emphasize emotional regulation and sleep hygiene might reduce problem gambling or gaming and tilt behaviors.
The study addresses the question whether professional gamblers can be considered an occupational group from a sociological perspective. It combines survey data on poker players from the German state North Rhine-Westphalia with sociological theory in order to explain the oxymoron of professional gambling. The descriptive analysis of the survey data is supplemented by ego-centric network data of the poker players to analyze whether hobby and professional players maintain different forms of social relationships. Even when semiprofessionals and professional players are grouped together for the purpose of comparative analysis, they fulfill the criteria of occupational groups according to Salaman's major work on the topic. The study points to the fact that more research on occupational groups outside of the common fields is needed and bridges the gap between the literature on serious leisure and sociological research on professions and professionalization.
Online poker gambling (OPG) involves various executive control processes and emotion regulation. In this context, we hypothesized that online poker players, accustomed to handling virtual cards, would show high performance on computerized decision-making tasks such as the Iowa Gambling Task (IGT). Using press advertisements, we recruited a non-gambler group (NG; n = 20) and an OPG group (n = 22). All participants performed the IGT while their cerebral activity was recorded by electroencephalography. Compared with the OPG group, the NG group showed significantly better progression in the IGT in the last trials. Recording of brain activity revealed the appearance of a temporal map between 150 and 175 ms specific to the gain condition in both groups. A second map was observed at 215-295 ms specifically in the NG group, and the generators were identified in the occipital regions. This activity is indicative of a high level of visual awareness; thus, it reflects additional processing of visual information, which can be assumed to be induced by the lower exposure of the NGs to online card games. We hypothesize that the absence of this activity in the OPG group might be due to their online habituation to virtual environments.
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Although ubiquitous in numerous nightlife cultures, poker-machines present a high risk for problematic use and addiction. Previous research has demonstrated that gambling cues (e.g., flashing lights) can activate gambling urges in poker-machine gamblers. However, the processes that contribute to the maintenance of cue-reactive urges to gamble remain unclear. Consequently, the present study explored whether positive schizotypy predicted gambling urge, and whether cue-reactive altered state of awareness, cue-reactive altered time sense, and cue-reactive absorption mediated this relationship. Seventy adults aged between 19 and 68 (M = 48.86, SD = 12.82) participated in an online cue-reactivity experiment. Participants first completed the Problem Gambling Severity Index and the Unusual Experiences subscale of the Short Oxford-Liverpool Inventory of Feelings and Experiences. Subsequently, at three time points (i.e., baseline, directly after a neutral cue, and directly after a gambling cue) participants completed the Altered State of Awareness, Altered Time Sense, and Absorption subscales of the Phenomenology of Consciousness Inventory and a visual analogue scale measuring cue-reactive urge to gamble. It was found that positive schizotypy was significantly positively correlated with cue-reactive urge to gamble. Additionally, cue-reactive altered state of awareness, cue-reactive altered time sense, and cue-reactive absorption mediated this relationship. The theoretical, clinical and practical implications are discussed.
Gambling activity evolves along a continuum from recreational to Gambling Disorder (GD) and a particular challenge is to identify whether there are some neurophysiological particularities already present in gamblers at an early stage. Our main goal was to determine whether, in the gamblers' population, neural responses generated during uncertain decisions were different depending on problematic gambling risk defined by the Canadian Problem Gambling Index (CPGI). We tested the following hypothesis, that the Problem Gambling group would show a different brain activity related to outcomes processing than people with low risk. For this purpose, we established a relatively homogeneous population of Online Poker Players divided into two groups according to the CPGI (Low Risk and Problem Gambling). By means of high-density EEG, we compared the spatio-temporal dynamics generated during the completion of the Iowa Gambling Task. One specific topographic map was observed between 150-175 ms after a negative outcome for both groups, whereas it was displayed in the win condition only for the Problem Gambling group. We found that the Global Field Power of this map was negatively correlated with participants' adherence to a strategy. Source localization identified Anterior Cingulate Cortex and Temporal regions as generators of this map. Reward hypersensitivity EEG responses identified in the early outcome process could constitute a potential biomarker of problematic gambling.
To report the results involving post-operative interventional radiotherapy (POIRT) in a homogenous cohort of patients affected by keloid and treated at a single institution with the same fractionation schedule. Inclusion criteria were: surgery with a histopathological diagnosis of keloid, subsequent high-dose rate interventional radiotherapy (HDR-IRT)-12 Gy in 4 fractions (3 Gy/fr) twice a day-and follow-up period ≥ 24 months. One-hundred and two patients and a total of 135 keloids were eligible for the analyses. Median follow-up was 64 [IQR: 25-103] months. Thirty-six (26.7%) recurrences were observed, 12-months and 36-months cumulative incidence of recurrence were 20.7% (95% CI 12.2-28.5) and 23.8% (95% CI 14.9-31.7) respectively. History of spontaneous keloids (HR = 7.00, 95% CI 2.79-17.6, p < 0.001), spontaneous cheloid as keloid cause (HR = 6.97, 95% CI 2.05-23.7, p = 0.002) and sternal (HR = 10.6, 95% CI 3.08-36.8, p < 0.001), ear (HR = 6.03, 95% CI 1.71-21.3, p = 0.005) or limb (HR = 18.8, 95% CI 5.14-68.7, p < 0.001) keloid sites were significantly associated to a higher risk of recurrence. The findings support the use of surgery and POIRT as an effective strategy for controlling keloid relapses. Further studies should focus on determining the optimal Biologically Effective Dose and on establishing a scoring system for patient selection.
The demand for new computing architectures has greatly increased with the growth of data and the need for efficient data processing. Memristors are promising candidates for bio-inspired computing hardware owing to their analog behaviors, simple structure, and simple fabrication process. Among them, interface-type memristors have been extensively studied due to their high reliability and low power consumption. Despite these advantages, their spontaneous relaxation properties pose a challenge for bio-inspired computing applications. In this article, we demonstrate the tunable dynamics of an interface-type memristor through dual-ion modulation by incorporating Ag nanoclusters (ion diffusion retarders), and successfully implement a 32 × 32 one-resistor (1R) array (100% yield) with high temporal/spatial uniformity (σ/µ<3%) and high read rectifying ratio (>7 × 104). The Ag nanoclusters combined with the oxygen anions modulate the conductance decay of the memristor by retarding the oxygen anion diffusion, enabling tunable dynamic behaviors. Leveraging these properties, we demonstrate a hardware implementation of the hierarchy of event-based time surface algorithm (HOTS) using a highly uniform interface-type memristor array. By demonstrating successful hardware implementation of exponential decaying kernels in the HOTS algorithm for the classification of moving objects (Poker Dynamic Vision Sensor), this work could pave the way toward resource-efficient computing paradigms based on memristors.