Experimental Design
ROTH
We utilize an experience-based decision-making task (Erev & Roth, To test our hypotheses, we employ one of the games used by Lejarraga et al. (Two hundred and forty university students participated in the study. Participants were randomly assigned to the The temporal change in the environment was simulated by implementing two stages in the clicking task, as is described in Fig. 
The experience-based task. The left panel presents the expected value of the two buttons throughout the game. Up to round 60 the higher paying button is A (blue), whereas from round 61 onward, the dominant button is B (orange). The right panel presents the probability of obtaining a positive (+ 7; solid lines) and a negative (− 5; dashed lines) payoff, in each of the two buttons across the 100 rounds