Task dossier

Adaptive Mentalization Game

T000123T000123-adaptive-mentalization-gameDraftWeb preview availableUpdated Sep 04, 2026

TaskBeacon ID: T000123 Version: v0.1.0 Updated: 2026-08-29 Language: Chinese Acquisition: Behavioral (fMRI-compatible timing and triggers)

Adaptive Mentalization Game flow diagram
Adaptive Mentalization Game flow diagram
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Quick start
Clone locally, then follow the README for install and run instructions.
git clone https://github.com/TaskBeacon/T000123-adaptive-mentalization-game.git
cd T000123-adaptive-mentalization-game
# Follow the README for local setup and run steps

Adaptive Mentalization Game

TaskBeacon ID: T000123
Version: v0.1.0
Updated: 2026-08-29
Language: Chinese
Acquisition: Behavioral (fMRI-compatible timing and triggers)

MetadataValue
NameAdaptive Mentalization Game
Version0.1.0
Date Updated2026-08-29
PsyFlow Version0.2.0-compatible local runtime
PsychoPy Version2025.2.3
ModalityVisual number choice / keyboard response
LanguageChinese

1. Task Overview

This task implements the adaptive mentalization game introduced by Buergi et al. (2026). Participants repeatedly choose one of three numbers against artificial opponents whose recursive reasoning depth is fixed at k=0, k=1, or k=2 within a match and changes between matches. The circular payoff rule is 2 beats 1, 3 beats 2, and 1 beats 3.

The primary outcomes are choice, response time, win/tie/loss, score, opponent level, and the opponent policy state required to audit each generated action. The local task is a behavioral implementation of the paper's three-action artificial-opponent protocol using the replication fMRI timing profile.

2. Task Flow

Task Flow

Block-Level Flow

The human profile contains six 40-round matches. Each opponent level occurs twice in a seeded order that does not begin with k=2 and avoids adjacent repetitions. A new-opponent screen appears before every match; level identity is never shown to the participant.

Trial-Level Flow

PhaseDurationParticipant-visible contentResponse
Fixation1–3 sCentered +None
Private choice3–5 s maxNumbers 1/2/3 on a circular dominance diagramKeys 1, 2, or 3
Joint feedback2 sOwn choice in blue, opponent choice in green, outcome and scoreNone

Controller Logic

Each match uses one fixed-level artificial opponent. Action attractions begin uniform and update with learning rate α=0.9. A k=0 opponent samples from its recency-weighted own-action attractions; k=1 best responds to the participant's recency-weighted actions; k=2 recursively best responds to the participant's predicted best response. The calibrated noise policy from the public companion code adjusts inverse temperature according to recent participant success and outcome streaks.

Other logic

Win/tie/loss scores are +1/0/−1. A timeout is recorded as a neutral 0 and does not fabricate a participant action for the opponent's learning state. QA and simulation profiles shorten only block/trial counts and display times.

3. Configuration Summary

a. Subject Info

The human profile collects participant ID, age, and gender. QA/simulation use fixed test IDs.

b. Window Settings

SettingValue
Size1280 × 720 px
BackgroundLight gray
UnitsPixels
FullscreenConfigurable; off by default

c. Stimuli

All participant-facing stimuli use PsychoPy text and circle primitives with the SimHei font. The three actions are explicitly positioned on a cycle. Keys 1, 2, and 3 choose the matching number; Space advances instructions and breaks.

d. Timing

ParameterHuman valueSource
FixationUniform 1–3 sBuergi et al. (2026), replication fMRI Methods
Choice windowUniform 3–5 s maxBuergi et al. (2026), replication fMRI Methods
Feedback2 sBuergi et al. (2026), Methods

Triggers

Triggers distinguish experiment/block boundaries, fixation, k=0/1/2 choice onsets, the three response keys, timeout, and win/tie/loss/timeout feedback.

Adaptive controller

The participant is not controlled adaptively. The task-specific controller generates opponent actions using fixed reasoning depth with recency learning and calibrated stochastic deviations. Controller state is reset to uniform attractions at each match, matching the paper's block-wise reset used in modeling.

4. Methods (for academic publication)

Participants completed six 40-round matches of a three-action cyclic dominance game. On each round, a fixation cross appeared for 1–3 s, followed by a number-choice display for up to 3–5 s. Participants selected 1, 2, or 3 using the corresponding keyboard key. Both choices were then revealed for 2 s, with the participant's choice shown in blue and the opponent's choice in green. The participant received +1 for choosing the action exactly one step ahead of the opponent in the cycle 1→2→3→1, 0 for a tie, and −1 for a loss.

Participants faced artificial opponents with fixed recursive reasoning depths k=0, k=1, and k=2. Each opponent level appeared in two matches in a seeded counterbalanced order without adjacent repetitions. Artificial opponents tracked recency-weighted action frequencies (α=0.9), applied level-specific recursive best responses, and used the calibrated stochasticity rules supplied with the source article. Opponent identity changed between matches and reasoning level was not disclosed.

Reference

Buergi, N., Aydogan, G., Konovalov, A., et al. (2026). A neural signature of adaptive mentalization. Nature Neuroscience, 29, 934–944. https://doi.org/10.1038/s41593-026-02219-x

Running the task

python main.py human
python main.py qa --config config/config_qa.yaml
python main.py sim --config config/config_scripted_sim.yaml
python main.py sim --config config/config_sampler_sim.yaml