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Evan M Russek

Biographic Data

ID4601803
NAMEEvan M Russek
GIVEN NAMESEvan M
FAMILY NAMERussek
SIGNATURERUSSEK E M
AFFILIATIONSNew York University
ORCID0000-0002-2929-6912
VERIFIEDYes
TOTAL WORKS2
TOTAL CITATIONS7
AUTHOR COUNT2
EDITOR COUNT0
FIRST PUBLICATION YEAR2017
LATEST PUBLICATION YEAR2025
H-INDEX1
  • Time Spent Thinking in Online Chess Reflects the Value of Computation

    Open Access•Evan M Russek, Daniel Acosta‐Kane et al.•ARTICLE•Cognitive Science•2025•References: 72

    Human planning tends to be efficient, focusing on a relatively small number of options when considering future paths. Recent proposals have suggested that this efficiency reflects intelligent deployment of the limited resources available for planning. A prediction of this and related proposals is that when individuals spend time thinking should depend on the benefits and costs of additional computation. We tested this hypothesis by measuring how …

  • The successor representation in human reinforcement learning

    Open Access•I Momennejad, Evan M Russek et al.•ARTICLE•Nature Human Behaviour•2017•Cited by: 7•References: 57

  • The successor representation in human reinforcement learning

    Open Access•I Momennejad, Evan M Russek et al.•ARTICLE•Nature Human Behaviour•2017•Cited by: 7•References: 57

  • The successor representation in human reinforcement learning

    Open Access•I Momennejad, Evan M Russek et al.•ARTICLE•Nature Human Behaviour•2017•Cited by: 7•References: 57

  • Time Spent Thinking in Online Chess Reflects the Value of Computation

    Open Access•Evan M Russek, Daniel Acosta‐Kane et al.•ARTICLE•Cognitive Science•2025•References: 72

    Human planning tends to be efficient, focusing on a relatively small number of options when considering future paths. Recent proposals have suggested that this efficiency reflects intelligent deployment of the limited resources available for planning. A prediction of this and related proposals is that when individuals spend time thinking should depend on the benefits and costs of additional computation. We tested this hypothesis by measuring how …

Artificial Intelligence (1 works) · Artificial Intelligence in Games (1 works) · Cognitive psychology (1 works) · Cognitive science (1 works) · Computation (1 works) · Computer Science (1 works) · Educational Games and Gamification (1 works) · Machine learning (1 works) · Mathematics (1 works) · Memory and Neural Mechanisms (1 works)

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