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Exploring Cognitive Paradoxes in Video Games: A Quantum Mechanical Perspective

Ivan S. Maksymov, Ganna Pogrebna

Abstract

This paper introduces a quantum-mechanical model that bridges the realms of cognition and quantum mechanics, offering a novel perspective on decision-making under risk and perceptual reversals. By integrating quantum theories addressing decision-theoretic anomalies with examples from immersive video games like "Deal or No Deal", we seek to elucidate complex human cognitive behaviours. Study 1 showcases the proposed quantum model's superiority over traditional decision-making approaches using the "Deal or No Deal" video game experiment. In Study 2, we apply our model to bistable perceptions, taking the Necker cube from the Necker game as a primary example. While previous works have hinted at connections between quantum mechanics and cognition, Study 3 provides a more tangible link, likening the physics that underpins quantum tunnelling to an eye blink's role in perceptual reversals. Conclusively, our model displays a promising ability to interpret diverse optical illusions and psychological phenomena, marking a significant stride in understanding human decision making.

Exploring Cognitive Paradoxes in Video Games: A Quantum Mechanical Perspective

Abstract

This paper introduces a quantum-mechanical model that bridges the realms of cognition and quantum mechanics, offering a novel perspective on decision-making under risk and perceptual reversals. By integrating quantum theories addressing decision-theoretic anomalies with examples from immersive video games like "Deal or No Deal", we seek to elucidate complex human cognitive behaviours. Study 1 showcases the proposed quantum model's superiority over traditional decision-making approaches using the "Deal or No Deal" video game experiment. In Study 2, we apply our model to bistable perceptions, taking the Necker cube from the Necker game as a primary example. While previous works have hinted at connections between quantum mechanics and cognition, Study 3 provides a more tangible link, likening the physics that underpins quantum tunnelling to an eye blink's role in perceptual reversals. Conclusively, our model displays a promising ability to interpret diverse optical illusions and psychological phenomena, marking a significant stride in understanding human decision making.
Paper Structure (22 sections, 14 equations, 9 figures)

This paper contains 22 sections, 14 equations, 9 figures.

Figures (9)

  • Figure 1: Cumulative probability distribution function for sticking decisions. The inset shows the interface of the video game used in Study 1.
  • Figure 2: Screenshots exemplifying the use of optical illusions in video games: (a) Neckerworld---an experimental computer vision game using the Necker cube illusion Neckerworld; (b) Superliminal---a commercial surreal puzzle game that incorporates perspective illusions game1; (c) an experimental video game implementing the Zöllner illusion Zol60, illustrating the potential of visual distortions in gameplay mechanics wang2021game.
  • Figure 3: (a) The Necker cube and its two possible stable interpretations denoted as the $|0 \rangle$ and $|1 \rangle$ states in the main text. (b) Typical experimental discrete perception pattern (green solid line, right $y$-axis), where the cube can be either in $|0 \rangle$ or $|1 \rangle$ state Cho20. The continuous dashed line is the guide to the eye between the experimental data points (blue dots, left $y$-axis) corresponding to an eye-tracking signal measured simultaneously with the state of the Necker cube reported by an observer Cho20.
  • Figure 4: (a) In classical mechanics, a ball that typically rolls back and forth (i.e. undergoes harmonic motion) inside an empty bowl cannot surmount a barrier placed on its way. In quantum mechanics, an electron trapped in a parabolic well behaves as a harmonic oscillator and it can tunnel (pass) through a barrier. (b) Result of a numerical simulation of quantum tunnelling through the barrier. The labels $|0\rangle$ and $|1\rangle$ correspond to the states of the Necker cube.
  • Figure 5: (a) Model using a potential well with a single parabolic profile. The electron wave packet originates at approximately 1 nm and it moves in the positive direction. (b) False colour map plot of the probability density $\psi^{*}\psi$ plotted as a function of both the spatial coordinate inside the potential well and the discrete time. (c) Probability of finding the electron in the states $|0 \rangle$ (solid curve) and $|1 \rangle$ (dotted curve) as a function of discrete time.
  • ...and 4 more figures