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Learning Theory: Parallels between Dog Training and Role Playing.

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  • Learning Theory: Parallels between Dog Training and Role Playing.

    Learning Theory: A thesis between parallels of [Dog] Training and Role Playing


    As part of my studies as a Dog Trainer, there is a large contingent of modules in my course regarding animal learning which can be applied to any animal with a nervous system.


    Part of understanding for me is to disseminate the ideas behind Skinner, Pavlov and others research in a way that can be understood by the general public. There is a huge amount of misinformation about animal training in media and on the internet (dog and horse training are the worst of all for misinformation). Partly this because of the ideas of 'traditional' training and a lot of the information and techniques on TV about dogs should be considered abuse [it is in at least 2 European countries]. Why is it accepted? Because there is a lack of critical thinking in Dog Training; by the trainers, and especially in the general public. (Critical thinking resource: https://www.youtube.com/user/QualiaSoup)


    So what does this all have to do with anything? Dogs and people respond to the same same Learning Theory. Some people know very well what they are doing when they train people or train dogs. Those who understand the science have a better chance to understand why a behaviour might be happening, but we don't need to get into the organisms head to understand how the behaviour changes.


    So what is Learning? Learning can be summed up in dog training as a dog performing a behaviour to increase or decrease the likely-hood of something good, or bad happening to them. Primarily here I am concerned with mutability of behaviours; any behaviour can be changed (some require a large investment from animal however. But what makes it a Theory?


    A theory, in the scientific realm, is something that has been proven, over and over, and whittled down to a basic idea. There is no need for speculation with a Theory. Scientific Theories are often sited by the lay public as meaning hypotheses, when this is incorrect. A hypothesis is a guess or statement supported by some fact, but not completely proven; if something cannot be proven in the hypotheses, an effort is made to find a solution; if no solution can be found, you start over; if a solution is found, the hypothesis is updated. Once all the facts fit the hypothesis and it is proven rigorously, it can become a Theory. No one disputes the Theory of Gravity, Gene Theory, Atomic Theory, Quantum Theory, but they often look at things like Learning Theory and toss it out the window because it does not conform to their belief system on how animals learn. The main goal here will be to elaborate the works of Skinner and Pavlov to two parallels; dog Training, and Role Playing (both player and character).


    Skinners research worked with Operant Conditioning (OC). This meaning that the dog, or Role Player, can operate on the environment in some way to manipulate the consequences. To sum this up a little, if the dog barks at a cat and the cat runs away and the dog keeps barking at cats - it has accomplished something a behaviour change (note: in order to test if OC has taken place, the behaviour must go up, down, or remain the same – one offs prove nothing). If I walk all over a Sunites prize flower garden, they yell at me; if I continue to walk over the garden, despite the yelling. Their yelling has had no effect. The easiest way of talking about operant conditioning is A->B->C (Antecedent → Behaviour → Consequence). Something might happen, the behaviour happens, something follows to reinforce or punish the act. Within OC, there is always Classical Conditioning occurring.


    Pavlov, as most people know, worked with dogs. He was not concerned at the time about psychology (in fact he loathed it). As a doctor, he worked with dogs; won a Nobel prize in Medicine for Digestion. One day he noticed that every time his assistant entered the room, the dogs started to salivate. This occurred, because his assistant was associated with food. Summing this up A predicts B (Stimulus → Stimulus). There is no behaviour concerned in Classical Conditioning. In dogs we use this to change emotional states not to suppress it. In Role Playing, if every time a certain type of monster you get an emotional response (“yeah! It's an Ogre, easy pickings” or “No! Not another ogre!”), you've experienced Classical Conditioning.


    Why is this important in Dog Training? It behooves us as trainers to make sure that we understand the basic science (and sometimes the more advanced science) behind what we do. The public deserves to know the rights behind what a trainer plans on doing with their dog. I advise anyone to ask themselves first – “Would I allow this done to a child?”. And ask their trainer - “How will you motivate my dog/deal with this issue.?” If the answer isn't clear they either do not understand the science they are using, or worse, are misleading you.


    Why is it important in Role Playing? Maybe not terribly, but it is interesting to me to see things develop sometimes and the results it gets. Most people use Learning Theory without understanding that they actually are using it; this seems to be especially true of Pavlovian conditioning.
    Bree - Bookkeeper and diplomat of Exigo.

    Becky Dragonhin - Sword of the Loyal Fury, Knight of the Triad... the only Good hin in Sundren???
    Cybil Gelley (Retired)
    Perry Turnipfodder - aspiring talent, happy chronicler.

  • #2
    Skinners Box: Operant Conditioning

    The true 10th Layer of Hell - QUADRANT HELL

    Skinner broke his work down into 2 basic properties that combine into four quadrants of a square. Reinforcement and Punishment along one side; Positive and Negative along the top. It should be noted now, that all of these are not contingent on the will of the person/creature giving these; the animal/person who is the target determines which of the 4 quadrants the behaviour falls into.

    Reinforcement == Anything that maintains or increases the likely hood of a behaviour to continue.

    Punishment == Anything that decreases the likely hood of a behaviour to continue.

    Positive == Anything added to change the frequency of a behaviour

    Negative == Anything removed to change the frequency of a behaviour.

    This leads to 4 combinations:
    R+ (Positive Reinforcement) R- (Negative Reinforcement)
    P+ (Positive Punishment) P- (Negative Punishment).

    These can be summed up as follows:
    R+ == good things added that increase the chance of the dog to repeat the behaviour in the future “Youpie!” AKA Rewarding behavior.
    R- == something removed that increase the chance of the dog to repeat the bahaviour in the future “Oh thank god that's over! I'll do that sooner next time.” AKA Relief **
    P+ == something added right away to decrease the chance of repetition of the behaviour. “Ouch! I won't do that again!” AKA adding aversives **
    P- == Something removed right away to decrease the chance of repetition of the behaviour. “D'oh! I lost out on something I wanted!” AKA Time Outs and Removing Rewards.

    Mini glossary: Rewards – for a dog, a reward could be anything from a treat, chasing a ball/squirrel/etc, digging a hole, chewing a toy/sock/bed/etc, play, petting etc.
    Relief – could be going to the bathroom after a long absence; freedom from harsh yanking on the neck until they sit (ie. the continued yanking stops after the sit) etc.; removal of the aversive.
    Aversive – things that are disliked by the dog because they range from annoying to painful
    Time Outs – halt in play or activity and removal from the situation that was Rewarding.

    ** R- by it's nature, must be followed by sustained P+.

    R+ for a dog; getting a reward AFTER it sits.
    For an RPer. Possibly a reward for an event or even just a “good RP!” in a tell.

    P- for a dog – removal of a wanted item/person/attention; we often use this for puppies that are nipping (all puppies nip, it's important that they do, so they can learn the force that will NOT be acceptable). This works by removing the puppy (into a crate for a short time out) or the people (leaving the room – suggested for no more than 10 seconds) so the puppy realizes this behaviour will make all their fun (playing with their people) END.
    For an RPer this might be removal of something they desire for their character, that will make them stop the behaviour. Perhaps taking away a magic item or money to keep them from continuing to cheat.

    P+ for a dog would be getting stung by a bee, and in future, bee investigation decreasing or stopping entirely; the old methods of smacking a dog with a newspaper after soiling in the house...
    For an RPer rping with someone who walks away because you've said something offensive to them (or their character); in the future, you do not make such offensive comments (most social ostracization is P+ for humans; so is shaming and bullying)

    R- for a dog would be getting petted by a stranger they do not want to be around and then getting away from them by performing some behaviour (from fleeing to biting)
    For an RPer it may be walking away from the annoying person; in the future, you walk away from them right away, because you do not want to talk to them.

    Some of these are confusing; P- and P+ are often mixed up. The key is to remember what effect it's having on the animal; if they are loosing something that they want, then it's P-; if the effect is unpleasant for them, then it's P+.

    R+ and R- are a bit easier to understand. Both increase or maintain a behaviour. R+ is something that the animal wants; R- is something the animal wishes to avoid (headaches for example).

    So where does Pavlov fit into OC?
    Bree - Bookkeeper and diplomat of Exigo.

    Becky Dragonhin - Sword of the Loyal Fury, Knight of the Triad... the only Good hin in Sundren???
    Cybil Gelley (Retired)
    Perry Turnipfodder - aspiring talent, happy chronicler.

    Comment


    • #3
      Pavlov: Ring a bell!

      Classical Conditioning (aka ring a bell make a dog drool) (CC)


      Within all OC there is Classical Conditioning. Why? The inherent nature of classical conditioning is the change of emotion; within OC there are sometimes slow changes (sometimes very fast changes) to an animals ideas about things happening to them as a result of their actions.


      Conditioned and Unconditioned Stimuli: These are the basics of CC. One stimulus is preceded by another. In order for the first stimulus to have an effect it must be FOLLOWED by a stimulus that is known and either liked, or disliked by the animal. CS (pat on the head) is followed by US (Cheese!). The CS, if the US in this case is pleasurable, increases the positive feelings of the CS. CS (You're in a campsite) followed by US (all hell breaks loose) you feel dread at that campsite in the future. These emotional responses are CER's (Conditioned Emotional Responses) and they can be either Positive (+CER) as the first example or (-CER) second example.


      So, if we don't have to worry about behaviour with Pavlov, why bother? Over time, certain actions may be intended to induce one type of change, but may in fact, be working at a deeper level. Usually these are parallel to each other. If a dog gets a biscuit for sitting and he sits more often in order to get a biscuit, he may be happier to sit. When might it backfire? You ask a dog to sit, he sits, you want him to be calm... his reward for sitting, chasing his favourite toy! After a few repetitions he's nearly bouncing around and either wont sit, or is sitting like an bug is biting his butt.... he's getting more excited!


      For an RPer if you get a reward for good RP, and continues to do that type of RP, then you're in a state of R+ (positive reinforcement is very powerful of people – praise). But later on that reward seems over powered to you and you loose some of the excitement in playing your character because if it, you're suffering a -CER not a +CER! For most people, powerful magic items or other things may give them happy, wonderful feelings; for others it may not. OC and CC are always contingent on how they act in the view of the animal, not the one who may be trying to change a behaviour, or an emotion!
      Bree - Bookkeeper and diplomat of Exigo.

      Becky Dragonhin - Sword of the Loyal Fury, Knight of the Triad... the only Good hin in Sundren???
      Cybil Gelley (Retired)
      Perry Turnipfodder - aspiring talent, happy chronicler.

      Comment


      • #4
        Conclusion: Learning Theory and you!

        A lot of how I look at behaviour (my own and that of people and animals around me) is informed from my studies of Applied Behavioural Analysis. Primary to this study is not why it's what. Not why is the animal doing something, but what is it doing? In order to change a behaviour, you don't need to know why, you just need to know what to do to change it (OC). Only when you're working with an upset (fearful/angry) animal, do you need to worry about why (this is because we need to change the emotional state of the animal – CC). The use of strong aversives in Dog Training is slowly becoming a thing of the past. In some countries, they are banned completely. The use of social aversives in humans, when overt and malicious, can result in very tragic consequences.


        Although most people might not really care, or understand the use of Learning Theory, or it's place in Role Playing, it can be a very useful tool for those that wish to try to understand how to maneuver and manipulate the environment to change a behaviour of not only their character, but someone elses as well. Behaviour doesn't happen in a vacuum nor does it pour like a fountain rather it “flows like a stream” (Susan Freeman).
        Bree - Bookkeeper and diplomat of Exigo.

        Becky Dragonhin - Sword of the Loyal Fury, Knight of the Triad... the only Good hin in Sundren???
        Cybil Gelley (Retired)
        Perry Turnipfodder - aspiring talent, happy chronicler.

        Comment

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