Computational Psychiatry Insights
Computational Psychiatry Insights
Author Manuscript
Trends Cogn Sci. Author manuscript; available in PMC 2013 January 28.
Published in final edited form as:
Trends Cogn Sci. 2012 January ; 16(1): 72–80. doi:10.1016/j.tics.2011.11.018.
Computational psychiatry
P. Read Montague1,2, Raymond J. Dolan2, Karl J. Friston2, and Peter Dayan3
1Virginia Tech Carilion Research Institute and Department of Physics, Virginia Tech, 2 Riverside
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Abstract
Computational ideas pervade many areas of science and have an integrative explanatory role in
neuroscience and cognitive science. However, computational depictions of cognitive function
have had surprisingly little impact on the way we assess mental illness because diseases of the
mind have not been systematically conceptualized in computational terms. Here, we outline goals
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and nascent efforts in the new field of computational psychiatry, which seeks to characterize
mental dysfunction in terms of aberrant computations over multiple scales. We highlight early
efforts in this area that employ reinforcement learning and game theoretic frameworks to elucidate
decision-making in health and disease. Looking forwards, we emphasize a need for theory
development and large-scale computational phenotyping in human subjects.
widespread clinical use. Despite this progress, biological psychiatry and neuroscience face
an enormous explanatory gap. This gap represents a lack of appropriate intermediate levels
of description that bind ideas articulated at the molecular level to those expressed at the level
of descriptive clinical entities, such as schizophrenia, depression and anxiety. In general, we
lack a sufficient understanding of human cognition (and cognitive phenotypes) to provide a
bridge between the molecular and the phenomenological. This is reflected in questions and
concerns regarding the classification of psychiatric diseases themselves, notably, each time
the Diagnostic and Statistical Manual of Mental Disorders (DSM) of the American
Psychiatric Association is revised [1].
While multiple causes are likely to account for the current state of affairs, one contributor to
this gap is the (almost) unreasonable effectiveness of psychotropic medication. These
medications are of great benefit to a substantial number of patients; however, our
understanding of why they work on mental function remains rudimentary. For example,
receptors are understood as molecular motifs (encoded by genes) that shuttle information
from one cellular site to another. Receptor ligands, whose blockade or activation relieves
psychiatric symptoms, furnished a kind of conceptual leap that seemed to obviate the need to
account for the numerous layers of representation intervening between receptor function and
behavioral change. This, in turn, spawned explanations of mental phenomena in simplistic
terms that invoked a direct mapping from receptor activation to complex changes in mental
status. We are all participants in this state of affairs, since symptom relief in severe mental
disease is sufficient from a clinical perspective, irrespective of whether there are models that
connect underlying biological phenomena to the damaged mental function. A medication
that relieves or removes symptoms in a large population of subjects is unquestionably of
great utility, even if the explanation for why it works is lacking. However, significant gaps
in the effectiveness of medications for different mental illness mean we should look to
advances in modern neuroscience and cognitive science to deliver more.
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We believe that advances in human neuroscience can bridge parts of the explanatory gap.
One area where there has been substantial progress is in the field of decision-making.
Aberrant decision-making is central to the majority of psychiatric conditions and this
provides a unique opportunity for progress. It is the computational revolution in cognitive
neuroscience that underpins this opportunity and argues strongly for the application of
computational approaches to psychiatry. This is the basis of computational psychiatry [2–4]
(Figure 1). In this article, we consider this emerging field and outline central challenges for
the immediate future.
To define computational modeling, we must first distinguish it from its close cousin,
mathematical or biophysical modeling. Mathematical modeling provides a quantitative
expression for natural phenomena. This may involve building multi-level (unifying)
reductive accounts of natural phenomena. The reductions involve explanatory models at one
level of description that are based on models at finer levels, and are ubiquitous in everything
from treatments of action potentials [5] (see also [6] for a broader view) to the dynamical
activity of populations of recurrently connected neurons [7]. Biophysical realism, however,
is a harsh taskmaster, particularly in the face of incomplete or sparse data. For example, in
humans, there seems to be little point in building a biophysically detailed model of the
dendrite of single neurons if one can only measure synaptic responses averaged over
millions of neurons and billions of synapses using functional magnetic resonance imaging
(fMRI) or electroencephalography (EEG).
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and biophysical data are important; however, they are not equivalent to a computational
account of mental or neural function.
Computational modeling
Computational modeling seeks normative computational accounts of neural and cognitive
function. Such accounts start from the premise that the brain solves computational problems
and indeed has evolved to do so. One of the pioneers of computing theory, Alan Turing,
conceived of mental function in exactly this fashion – the mind was cast as specific patterns
of information processing supported by a particular kind of hardware (the brain) [13]. This
notion implies key constraints on mental phenomena – in particular constraints on
computational complexity that limit the power of any device, neural or mechanical, to solve
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a wide range of problems [14]. This idea is commonplace today but in the 1930s the idea of
computation and its limits underwent a revolution [15–17] (see also [18]).
Currently, computational accounts of elements of mental and neural function exist, and in
each case, typically some constraint is found that guides the discovery of the computational
model. Some of the most important constraints come from optimality assumptions – the idea
that the brain is organized to maximize or minimize quantities of external and internal
importance (e.g., [6,19]). One set of optimality constraints emerges naturally from behaviors
that support survival, such as foraging for food or responding appropriately to prospects of
danger [20]. A wide range of ideas, proofs, methods and algorithms for executing such
behaviors can be found in many fields, including engineering, economics, operations
research, control theory, statistics, artificial intelligence and computer science. In fact, these
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fields provide a formal foundation for the interpretation of many cognitive and neural
phenomena [6]. This foundation can span important levels of description, for instance,
offering accounts of the representational semantics of the population activity of neurons [21]
or of the firing of neuromodulatory neurons in the context of tasks involving predictions of
reward [22–26]. This type of computational modeling can thus provide one explanatory
framework for the reductive mathematical modeling discussed above.
evolution about the nature of the decision-making environment (ultimate constraints) versus
what can be learned over the course of moment-to-moment experience (proximate
constraints). A second difficulty arises because of the inherent computational complexity of
the problem: certain types of optimal decision-making appear intractable for any
computational system. This fact motivates the search for approximations that underlie
mechanisms actually used in animals. Reinforcement learning is one area where such
approximations have been used to guide the discovery of neural and behavioral mechanisms.
Box 1 provides a brief description of the modern view of neural reinforcement learning.
Many psychiatric conditions are associated not only with abnormal subjective states, such as
moods, but also with aberrant decisions. Patients make choices: in depression, not to
explore; in obsessive compulsive disorder, to repeat endlessly a behavior (such as hand-
washing) that has no apparent basis in rational fact (such as having dirty hands); in
addiction, to seek and take a drug, despite explicitly acknowledging the damage that
follows. Key to the initial form of computational psychiatry is the premise that, if the
psychology and neurobiology of normative decision-making can be characterized and
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research group [29] (but now see [30]), which applied this approach to both brain and
cognition in the early and mid-1980s, building upon the earlier pioneering work [27,28]. The
basic concept underlying connectionism involves taking simple, neuron-like, units and
connecting in them in ways that are either biologically plausible based on brain data or
capable of performing important cognitive or behavioral functions. At approximately the
same time and parallel to this work, three key publications emerged from physicists John
Hopfield and David Tank, which showed how a connectionist-like network can have
properties equivalent to those pertaining to the dynamics of a physical system [31–33].
Inspired by Hopfield’s work and the seminal (and still classic) work of Stuart and Donald
Geman on Gibbs sampling and Bayesian approaches to image analysis, Hinton and
Sejnowski [34] showed that probabilistic activation in simple units could perform a
sophisticated Bayesian style of inference. Collectively, this work addressed memory states,
constraint satisfaction, pattern recognition and a host of other cognitive functions [29], thus
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Through the 1990s, connectionist models turned their sights on psychopathologies, such as
schizophrenia [35–39]. These models primarily addressed issues related to cognitive control
and neuromodulation [35–38], with a particular focus on neural systems that could support
these functions [40–44]. These and other models offered plausible solutions for how
networks of neurons could implement functions, such as cognitive control and memory, and
offered new abstractions for how such functions go awry in specific pathologies. This work
leans heavily on the neurally-plausible aspect of connectionist models, a feature that now
finds more biological support, as neuroscience has produced enormous amounts of new data
that can be fit into such frameworks [42–44].
dysfunction
In this section, we review recent efforts to develop and test computational models of mental
dysfunction and to extract behavioral phenotypes relevant for building computationally-
principled models of mental disease. The examples discussed are intended to provide
insights into healthy mental function but in a fashion designed to inform the diagnosis and
treatment of mental disease. Along with the pioneering earlier studies [35–40], there have
been recent treatments and reports of work along these lines on schizophrenia [3,45,46],
addiction [47], Parkinson’s disease, Tourette’s syndrome, and attention-deficit hyperactivity
disorder [3]. Here, we concentrate on two areas that have not been recently reviewed in this
context, namely depression and autism.
The efforts discussed here are now collectively blossoming into programmatic efforts in
computational psychiatry (for example, the joint initiative of the Max Planck Society and
University College London: Computational Psychiatry and Aging Research). It is our
opinion that such efforts must reach further and strive to extract normative computational
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accounts of healthy and pathological cognition useful for building predictive models of
individuals. Consequently, we emphasize for computational psychiatry the goal of extracting
computational principles around which human cognition and its supporting biological
apparatus is organized. Achieving this goal will require new types of phenotyping
approaches, in which computational parameters are estimated (neurally and behaviorally)
from human subjects and used to inform the models. This type of large-scale computational
phenotyping of human behavior does not yet exist.
These types of controllers and their interactions have been the subject of computational
modeling in the context of mood disorders, especially depression [4,48–50]. First, let us
consider the role of serotonin in clinical depression. In many patients, one effective
treatment involves the use of a selective serotonin reuptake inhibitor (SSRI), which prolongs
the action of serotonin at target sites. Data from animals suggests that serotonin release is
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Conversely, model-based RL has been used to capture another feature of some forms of
anxiety and depression: learned helplessness [59–61]. Animals can be made helpless when
provided with uncontrollable rewards as well as uncontrollable punishments [62] and, thus,
learning that their actions do not consistently predict outcomes. In these experiments, one
way to demonstrate the onset of learned helplessness is to show that the animals do not
explore or try to escape when placed in new environments (e.g. [63]).
A natural computational account is to treat the helplessness training in the first part of
learned helplessness as inducing a prior probability distribution over possible future
environments, indicating that the animal can expect to have little influence over its fate, that
is, little controllability. This hypothesis is based on the expectation that related environments
have similar properties. Exploration in a new environment is only worthwhile only if it is
expected that good outcomes can be reliably achieved given appropriate actions. Thus, a
prior belief implying that the environment is unlikely to afford substantial controllability
will discourage exploration. Prior distributions are under active examination in Bayesian
approaches to cognitive science and are offering substantial explanations for a broad range
of developmental and adult behaviors [64]. Only model-based RL is capable of
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incorporating such rich priors, even though model-free control can be induced to behave in
similar ways by simpler mechanisms [65,66]. This computational interpretation of
uncontrollability provides a new way to understand the role that environments can play in
etiology. It also provides a way of formalizing the complex interaction between model-
based, model-free and Pavlovian systems, when not only might one controller directly
influence the training signal of the other controllers [67] but also the very experience other
controllers require in order to learn their own predictions or courses of action.
future, for example, how someone else will feel should they experience a consequence of an
action that we might take. Sophisticated capacities such as these lie at the heart of our ability
to cooperate, compete and communicate with others. One of the defining features of autism
spectrum disorder (ASD) is a diminished capacity for socio-emotional reciprocity – the
social back-and-forth engagement associated with all human interaction [1,68–70]. Recent
modeling and neuroimaging work has used two-agent interactions, typically in the form of
some game, to parameterize and probe this social give-and-take [71–81]. This work, along
with other efforts [82–85], has collectively launched a computational neuroscience
perspective on inter-personal exchange – a first step toward identifying computational
phenotypes in human interactions that are underwritten by both behavioral and neural
responses.
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Game theory is the study of mathematical models of interacting rational agents. It is used in
many domains and in recent years has been increasingly applied to common behavioral
interactions in humans. Two game-theoretic approaches have recently been used to probe
ASD and other psychopathological populations directly: the stag hunt game and the multi-
round trust game (Figure 2). Although the behavioral probes are different, the two games
share the feature that it is advantageous for a human player to make inferences about their
partner’s likely mental state during the game. These inferences are recursive: my model of
you incorporates my model of your model of me, and so on. Both approaches have built
computational models around this central idea of recursion [78,79], thereby furnishing
component computations required for healthy human exchange.
Yoshida et al. [79–81] used the stag hunt game (Figure 2a) to probe mental state inferences
in ASD versus control subjects. The stag hunt game is a classic two-player game (in this
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case involving a human player and a computer agent), where players can cooperate to hunt
and acquire high yield stags, or act alone and hunt low yield rabbits. The model developed
by Yoshida et al. [79] used the human player’s observed behavior to estimate the
sophistication level (depth of recursion) of their inference about the computer agent’s beliefs
(theory of mind). This estimate is necessary if the human player is to cooperate successfully
with the computer agent – the human must believe that the agent believes that the human
will also cooperate, and so on.
Behavioral results that exploited this model pointed to a higher probability for a theory-of-
mind model (versus fixed-strategy) for control subjects. The opposite was true for ASD
subjects (~78% probability for fixed-strategy). However, as one might expect, there was
heterogeneity in these estimates, with some ASD subjects (n=5) displaying higher
probability for the theory-of-mind model compared to a fixed-strategy model (n=12).
Intriguingly, ASD subjects with a higher probability for a fixed-strategy model showed
higher ratings on two ASD rating scales (ADI-R, ASDI). These results are preliminary and
the sample of ASD subjects small. However, the crucial point is that the model allows for a
principled parameterization of important cognitive components (e.g., depth of recursion in
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modeling one’s partner). The use of such a model provides a way to formalize the cognitive
components of ASD in computational terms. By collecting much more normative data, this
type of approach could serve to differentiate ASD along these newly defined computational
dimensions to improve diagnosis, guide other modes of investigation and help tailor
treatments.
The multi-round trust game has also been used to probe a range of psychopathologic
populations including ASD and borderline personality disorder [2,75,77]. The game is a
sequential fairness game involving reciprocation, where performance is determined by
whether players think through the impact of their actions on their partner. In the game, a
proposer (called the investor) is endowed with $20 and chooses to send some fraction I to
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their partner. This fraction is tripled (to 3*I) on the way to the responder (called the trustee),
who then chooses to send back some fraction of the tripled amount. Subjects play 10 rounds
and know this beforehand. Cooperation earns both players the most money. Even when
playing with an anonymous partner, investors do send money, a fact that challenges rational
agent accounts of such exchanges. One way to conceptualize this willingness to send money
was proposed by Fehr and Schmidt [86], who suggested that in such a social setting a
player’s utility for money depends on the fairness of the split across the two players. Based
on this model of fair exchange between humans, Ray and colleagues developed a Bayesian
model of how one player ‘mentalizes’ the impact of their actions (money split with partner)
on their partner [78]. The key feature is for each player to observe monetary exchanges with
their partner and estimate in a Bayesian manner the ‘fairness type’ of their partner, that is,
the degree to which the partner is sensitive to an inequitable split.
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This model was able to ‘type’ players reliably from 8 rounds of monetary exchange in the
game. These types can be used to seek type-specific (fairness sensitivity) neural correlates.
More importantly, the model can be used to phenotype individuals according to
computational parameters important in this simple game-theoretic model of human
exchange. This is an important new possibility. Using this same game, Koshelev and
colleagues showed that healthy investors playing with a range of psychopathological groups
in the trustee role can be clustered in a manner that reflects that type of psychopathology
acting as the trustee [87]. This model used a Bayesian clustering approach to observations of
the healthy investors’ behavior as induced by interactions with different psychopathology
groups. These preliminary results suggest that parameters extracted from staged (normative)
game-theoretic exchanges could be used profitably as a new phenotyping tool for humans,
where the phenotypes are defined by computational parameters extracted using models.
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Under the restricted decision-making landscape that we have painted, RL models provide a
natural example of a type of computational model that could be used in such phenotyping.
Moreover, we sketched briefly how game-theoretic probes also allow for new forms of
computational modeling and hence new ways to computationally phenotype humans.
Through their built-in principles of operation and notions of optimal performance, RL
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models provide constraints that help bridge the aforementioned gap between molecular and
behavioral levels of description. However, the behavioral underpinning of these models is
extremely shallow at present, especially in human subjects. As suggested by the examples
above, the estimation and use of computational variables, such as these, will require new
kinds of behavioral probes, combined with an ever-evolving capacity to make neural
measurements in healthy human brains. Not only is better phenotyping through the
development of new probes needed, but also unprecedented levels of phenotyping of
cognitive function. Many of the best ideas about mental performance and function derive
primarily from studies in other species. While these animal models have been strikingly
successful at uncovering the biology underlying learning, memory and behavioral choice,
the human behavioral ‘software’ is likely to be significantly different in important ways that
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the probes will need to capture. Large-scale computational phenotyping will require radical
levels of openness across scientific disciplines and successful models for data exchange and
data sharing.
Concluding remarks
If the computational approaches we have outlined turn out to be effective in psychiatry, then
what might one expect? The large-scale behavioral phenotyping project sketched above
involves substantial aspects of data analysis and computational modeling. The aim of the
data analysis will be to link precise elements of the models to measurable aspects of
behavior and to molecular and neural substrates that can be independently measured. A
strong likelihood here is that the models will offer a set of categories for dysfunction that are
related to, but different from, existing notions of disease and this will lead to a need for
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translation.
Although we did not focus on them here, there are also implications for mathematical
modeling. A simulation-based account of measurable brain dynamics, anatomical pathways
and brain regions could be expected, equipped with visualization and analysis methods to
help make sense of the output. The ultimate hope is for a detailed, multi-level, model that
allows prediction of the effects of malfunctions and manipulations. However, making this
sufficiently accurate at the scales that matter for cognition and behavior is a long way off.
One critical, though as yet unproven, possibility is that a computational understanding will
provide its own kind of short-circuit, with, for instance, rules of self-organization of neural
elements based on achieving particular computational endpoints, thereby removing the
requirement for detailed specification.
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Finally, the most pressing requirement is for training. Broad and deep skills across cognitive
neuroscience, computational neuroscience, cellular and molecular neuroscience,
pharmacology, neurology, and psychiatry itself, in addition to computer science and
engineering, are required for the emergence of the richly interdisciplinary field of
computational psychiatry. Optimistically, how to achieve this may become clearer as
thoughts mature about restructuring education to achieve breadth across the brain-related
clinical disciplines of neurology and psychiatry [88].
Glossary
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Montague et al. Page 14
Model-free RL involves learning exactly the same predictions and preferences as model-
based RL, but without building a model. Instead, model-free RL learns predictions about
the environment by enforcing a strong consistency constraint: successive predictions
about the same future outcomes should be the same. Actions are chosen based on the
simple principle that actions which lead to better predicted outcomes are preferred.
Model-free RL imposes much lower demands on computation and memory because it
depends on past learning rather than present inference. However, this makes it less
flexible to changes in the environment.
The conceptual differences between model-based and model-free RL suggest that
correlates can be sought in real-world neural and behavioral data. There are ample results
from animal and human experiments to suggest that both model-free and model-based
RL systems exist in partially distinct regions of the brain [67,93–97] and that there is a
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rich panoply of competitive and cooperative interactions between them [67]. Model-free
RL has a particularly close association with the activity of the dopamine
neuromodulatory system, especially in the context of appetitive outcomes and
predictions.
Finally, model-based and model-free RL are both instrumental in the sense that actions
are chosen because of their consequences [94]. Animals are also endowed with extremely
sophisticated Pavlovian controllers (see main text), where outcomes and predictions of
those outcomes directly elicit a set of species-typical choices apparently not under
voluntary control. One important example related to predictions of future negative
outcomes is behavioral inhibition (learning not to do something), which may be related to
serotonin [51].
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Figure 1.
Components of Computational Psychiatry.
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Montague et al. Page 16
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catch a stag together by cooperatively trapping it somewhere on the open grid. (b) The
multi-round trust game. A game of reciprocation that lasts 10 rounds. In each round, the
proposer (the investor) is engaged with 20 monetary units. The investor any fraction of this
(I) to the responder (the trustee). On the way to the trustee the amount triples and the trustee
can repay any fraction R of the tripled amount. Players who think through the impact of their
actions on their partner make more money than those who do not [73,78].
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