# Number of 0.1 second intervals per trial.
# Must be greater than or equal to 4 (ie, 0.4 seconds)
# Look above to find the corresponding mode number. Add a line for
the mode
# if it doesn't already exist. Modes not specifically listed here will
# use TICKS_DEFAULT instead.
#
# Crab and multi-modes will default to the ticks associated with the
modes
# they're based on, *plus an optional bonus*, unless you add a line
here to
# give it a specific value. Any bonuses will be ignored for specified
modes.
TICKS_DEFAULT = 30
TICKS_4 = 35
TICKS_5 = 35
TICKS_6 = 35
TICKS_7 = 40
TICKS_8 = 40
TICKS_9 = 40
# Tick bonuses for crab and multi-modes not listed above. Can be
negative
# if you're a masochist.
BONUS_TICKS_CRAB = 0
BONUS_TICKS_MULTI_2 = 5
BONUS_TICKS_MULTI_3 = 10
BONUS_TICKS_MULTI_4 = 15
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Time intervals in BW are calculated as a number of ticks. Each tick
lasts 100 ms. If you want the trials to go faster, you want each one
to last for a smaller number of ticks.
Each game mode (e.g. dual n-back, crab triple stim PIS position n-
back, etc) has a mode number associated with it. For DNB, it's 2. To
change the length of DNB sessions to 2 seconds without changing any
other modes, you would want to add a line that says:
TICKS_2 = 20
If you wanted to slow down all game modes by 1 second, you would
change TICKS_DEFAULT:
TICKS_DEFAULT = 40
If you just want to slow down crab modes, you can do that by changing
the bonuses:
BONUS_TICKS_CRAB = 10
would slow down crab modes by 1 second compared to their base non-crab
modes.
More on the mode numbers: For vanilla DNB, it's 2. For most other
modes, you can find a list in the config.ini file. For crab modes,
add 128. For 2x, 3x, and 4x-stim modes, add 256, 512, and 768,
respectively. Another way to find out the mode number for a mode is
to play one session in that mode, then check the last line of your
[USERNAME-]stats.txt file. The second number after the short mode
name string (e.g. D5B) is the mode number (should be 2 for DNB
sessions; use this to make sure you're using the right column).
Jonathan
That would make DNB use 2.0 seconds per trial, which is 33% faster
than the default setting.
> What is dnb set at already, this?:
> TICKS_2 = 10
No, the default for DNB comes from the TICKS_DEFAULT = 30 setting. The
default is 3 seconds between trials.
Jonathan
> if mode.tick == 6 or mode.tick == mode.ticks_per_trial - 1:
> for visual in visuals: visual.hide()
That 6 there is what determines when the square(s) disappear(s). A
value of six means that it will disappear after (6-1)*100ms = 500ms.
So if you want them to show up for 300ms, use a value of 4 there.
Jonathan
(By the way, I'm a huge fan of JAEGGI_SCORING = True. I'm considering
making it the default in the future. I'd be interested in hearing your
input on this.)
So for each trial and each modality, there are four possibilities for
a response:
True positive (TP): you pressed a button when there was a match
True negative (TN): you didn't press a button when there was no match
False positive (FP): you pressed a button when there was no match
False negative (FN): you didn't press a button when there was a match
With JAEGGI_SCORING = True, both TPs and TNs are considered correct
responses.
With JAEGGI_SCORING = False, only TPs are considered correct
responses. TNs are ignored.
In both modes, both FPs and FNs are considered correct responses.
Thus, with JAEGGI_SCORING = False, the number of chances you have to
make a correct response (TP) equals the number of matches in the
sequence. Your "percent correct" score is TP/(TP+FP+FN), so trading
TNs for TPs (by increasing the number of matches possible) will
improve your score, even if you still make the same number of errors
in a session.
With JAEGGI_SCORING = True, your "percent correct" score is (TP+TN)/(TP
+TN+FP+FN), so trading TNs for TPs does absolutely nothing.
Does that make sense?
Jonathan
At any given point, you have the option of either pressing a key
(positive response) or not pressing a key (negative response). Your
response can either be correct (true) or incorrect (false). Thus, you
have a 2x2 matrix of possible response types.
You could think of it using this analogy: Imagine you're on a jury,
and a man is on trial for allegedly murdering his business partner. He
either killed him or he didn't. You can either proclaim him guilty or
not guilty. Thus, you have a 2x2 matrix of possible verdicts. If you
correctly proclaim him guilty, that's a TP. If you correctly proclaim
him not guilty, that's a TN. If you throw an innocent man in prison,
that's a FP. If you let a murderer run the streets unchecked, that's a
FN. Acquitting the innocent is at least as important as convicting the
guilty.
With JAEGGI_SCORING = False, BW only rewards you for convicting the
guilty. That's why you'll do better if there are more murderers in the
world. So to speak.
Jonathan