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Evan M Russek

Dados Biográficos

ID4601803
NOMEEvan M Russek
PRENOMESEvan M
SOBRENOMERussek
ASSINATURARUSSEK E M
AFILIAÇÕESDepartments of Computer Science and Psychology Princeton University
ORCID0000-0002-2929-6912
VERIFICADOSim
TOTAL DE OBRAS2
TOTAL DE CITAÇÕES7
TOTAL COMO AUTOR2
TOTAL COMO EDITOR0
PRIMEIRO ANO DE PUBLICAÇÃO2017
ANO MAIS RECENTE DE PUBLICAÇÃO2025
ÍNDICE H1
  • 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•Referências: 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•Citada por: 7•Referências: 57

  • The successor representation in human reinforcement learning

    Open Access•I Momennejad, Evan M Russek et al.•ARTICLE•Nature Human Behaviour•2017•Citada por: 7•Referências: 57

  • The successor representation in human reinforcement learning

    Open Access•I Momennejad, Evan M Russek et al.•ARTICLE•Nature Human Behaviour•2017•Citada por: 7•Referências: 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•Referências: 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 obras) · Artificial Intelligence in Games (1 obras) · Cognitive psychology (1 obras) · Cognitive science (1 obras) · Computation (1 obras) · Computer Science (1 obras) · Educational Games and Gamification (1 obras) · Machine learning (1 obras) · Mathematics (1 obras) · Memory and Neural Mechanisms (1 obras)

Ethnos_APP • Projeto Open Source • Licença MIT • Frontend v2.0.0 • Privacidade e Cookies • Documentação da API: api.ethnos.app/docs • Código da API: GitHub • DOI: 10.5281/zenodo.17049435 • Código do Frontend: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae