Fig 1.
Left: social framing ("hide-and-seek" game). Right: non-social framing (gambling game). At each trial, participants have 1300 msec to pick one of the two options (social framing: wall or tree, non-social framing: left or right slot machine). Feedback is displayed for 1 sec; and includes the trial outcome (win or loss) and the actual winning option (social framing: character picture, non-social framing: three identical items).
Fig 2.
Behavioural performance results.
Group average net rate of correct answers (y-axis) against the four opponent types (x-axis) for both framing conditions (blue: social, red: non-social) in both AS (left) and control (right) participants. Note: The net rate of correct answers is defined as (nc-ni)/(nc+ni), where nc and ni are the number of correct and incorrect responses, respectively. Hence, it is null when participants perform at chance level (50% accuracy). In this and all subsequent figures, error bars depict the standard error around the mean.
Fig 3.
Model-based analysis of trial-by-trial choice sequences: ToM sophistication scores.
ToM sophistication scores are shown as a function of framing conditions (left: social, right: non-social) for both control (gray) and AS participants (back).
Fig 4.
Model-based analysis of trial-by-trial choice sequences: Repertoire's flexibility.
The repertoire's flexibility is shown across framing conditions (left) and across repetitions (right) for both control (gray) and AS participants (back).
Table 1.
Competitive payoff table (hider's payoff, seeker's payoff).
Participants play the role of the seeker, the opponent is the hider.