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Fragaszy, D., Johnson-Pynn, J., Hirsh, E., & Brakke, K. (2003). Strategic navigation of two-dimensional alley mazes: comparing capuchin monkeys and chimpanzees. Anim. Cogn., 6(3), 149–160.
Abstract: Planning is an important component of cognition that contributes, for example, to efficient movement through space. In the current study we presented novel two-dimensional alley mazes to four chimpanzees and three capuchin monkeys to identify the nature and efficiency of planning in relation to varying task parameters. All the subjects solved more mazes without error than expected by chance, providing compelling evidence that both species planned their choices in some manner. The probability of making a correct choice on mazes designed to be more demanding and presented later in the testing series was higher than on earlier, simpler mazes (chimpanzees), or unchanged (capuchin monkeys), suggesting microdevelopment of strategic choice. Structural properties of the mazes affected both species' choices. Capuchin monkeys were less likely than chimpanzees to take a correct path that initially led away from the goal but that eventually led to the goal. Chimpanzees were more likely to make an error by passing a correct path than by turning onto a wrong path. Chimpanzees and one capuchin made more errors on choices farther in sequence from the goal. Each species corrected errors before running into the end of an alley in approximately 40% of cases. Together, these findings suggest nascent planning abilities in each species, and the prospect for significant development of strategic planning capabilities on tasks presenting multiple simultaneous or sequential spatial relations. The computerized maze paradigm appears well suited to investigate movement planning and spatial perception in human and nonhuman primates alike.
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Gibson, B. M., Shettleworth, S. J., & McDonald, R. J. (2001). Finding a goal on dry land and in the water: differential effects of disorientation on spatial learning. Behav. Brain. Res., 123(1), 103–111.
Abstract: Two previous studies, Martin et al. (J. Exp. Psychol. Anim. Behav. Process. 23 (1997) 183) and Dudchenko et al. (J. Exp. Psychol. Anim. Behav. Process. 23 (1997) 194), report that, compared to non-disoriented controls, rats disoriented before testing were disrupted in their ability to learn the location of a goal on a dry radial-arm maze task, but that both groups learned at the same rate in the Morris water maze. However, the radial-arm maze task was much more difficult than the water maze. In the current set of experiments, we examined the performance of control and disoriented rats on more comparable dry land and water maze tasks. Compared to non-disoriented rats, rats that were disoriented before testing were significantly impaired in locating a goal in a circular dry arena, but not a water tank. The results constrain theoretical explanations for the differential effects of disorientation on different spatial tasks.
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Washburn, D. A., & Astur, R. S. (2003). Exploration of virtual mazes by rhesus monkeys (Macaca mulatta). Anim. Cogn., 6(3), 161–168.
Abstract: A chasm divides the huge corpus of maze studies found in the literature, with animals tested in mazes on the one side and humans tested with mazes on the other. Advances in technology and software have made possible the production and use of virtual mazes, which allow humans to navigate computerized environments and thus for humans and nonhuman animals to be tested in comparable spatial domains. In the present experiment, this comparability is extended even further by examining whether rhesus monkeys (Macaca mulatta) can learn to explore virtual mazes. Four male macaques were trained to manipulate a joystick so as to move through a virtual environment and to locate a computer-generated target. The animals succeeded in learning this task, and located the target even when it was located in novel alleys. The search pattern within the maze for these animals resembled the pattern of maze navigation observed for monkeys that were tested on more traditional two-dimensional computerized mazes.
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