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Behavioural Brain Research xxx (xxxx) xxx–xxx

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Behavioural Brain Research


journal homepage: www.elsevier.com/locate/bbr

Hex Maze: A new virtual maze able to track acquisition and usage of three
navigation strategies

Meg J. Spriggsa,b, , Ian J. Kirka,b, Ronald W. Skeltonc
a
School of Psychology, University of Auckland, New Zealand
b
Brain Research New Zealand, New Zealand
c
Department of Psychology, University of Victoria, Canada

A R T I C L E I N F O A B S T R A C T

Keywords: Spatial navigation is a complex and multi-faceted skill that, in humans, is understood to encompass two distinct
Allocentric navigational strategies, namely allocentric and egocentric navigation. These differ in the frame of reference used
Egocentric and the brain networks activated. However, egocentric navigation can be further divided into two, equally
Spatial navigation distinct strategies depending on whether the navigator is using subject-to-object relations (egocentric-cue) or
Virtual maze
direction of body turns (egocentric-response) to navigate. To date, there are no experimental paradigms able to
Sex differences
distinguish between participants’ employment of allocentric, egocentric-cue and egocentric-response strategies,
and to track their usage over time. The current study presents the Hex Maze: a novel virtual environment that
can not only distinguish between the three navigational strategies, but can also be used to index aspects of
strategy use such as preference, acquisition, stability and competence. To illustrate this, 32 male and 32 female
participants were presented with the Hex Maze and sex differences in strategy usage were explored. While the
results offer some support for previously identified sex differences in strategy preference, there were no sig-
nificant sex differences in the novel measures of strategy acquisition, stability, or multi-strategy competence.
Additionally, our results suggest that strategy preference does not preclude learning to competently navigate
using other strategies. Importantly, the current study offers validation for the Hex Maze as an unbiased method
of exploring spatial navigation, and it is anticipated that this easy-to-use tool will be valuable across research and
clinical settings.

1. Introduction irrespective of their perspective. Single cell recordings in rodents have


identified a group of hippocampal ‘place cells’ that encode location
The ability to navigate through one’s environment is a crucial skill relative to an external boundary [8,7]. Human neuroimaging studies
for successful interaction with the external world. Recent technological support the central role of the hippocampus [9–14] and surrounding
developments have allowed a smooth transition from studying spatial parahippocampal gyrus [13,14] in allocentric navigation. Both rodent
navigation in rodents to studying spatial navigation in humans, and the and human studies also indicate a role for the retrosplenial cortex in
integration of findings from both fields grants an in-depth under- landmark identification, and the translation between allocentric and
standing of this important cognitive skill [1,2]. With this has come the egocentric navigation [15–19]. However, activation is not limited to
understanding that spatial navigation is multi-faceted and employs a these regions, and in a meta-analysis, Boccia et al. [20] identified a
number of distinct brain networks. This therefore raises questions of wider network also frequently activated during allocentric navigation
how different components of spatial navigation combine, and how they including regions within the occipital and frontal cortices.
are differentially utilized in distinctive environments [3,1,4]. Conversely, egocentric navigation involves spatial representations
Spatial navigation is widely recognized as consisting of two broad that are dependent on the location of the observer. Egocentric naviga-
strategies differing in the frame of reference used; allocentric naviga- tion uses the location of the observer as a point of reference, which
tion and egocentric navigation. Allocentric spatial navigation uses a changes with a change in the observer’s perspective [1,5]. However,
world-centered frame of reference, and involves encoding object-to- there remains some ambiguity as to how egocentric information is en-
object relations [1,5,6,7]. The allocentric reference frame is in- coded. Traditionally, egocentric reference frames have been defined as
dependent from the navigator as the same information is encoded involving subject-to-object relations [5]. This type of egocentric


Corresponding author at: The University of Auckland, Private Bag 92019, Auckland 1142, New Zealand.
E-mail address: mspr827@aucklanduni.ac.nz (M.J. Spriggs).

https://doi.org/10.1016/j.bbr.2017.11.041
Received 24 June 2017; Received in revised form 17 November 2017; Accepted 30 November 2017
0166-4328/ © 2017 Elsevier B.V. All rights reserved.

Please cite this article as: Spriggs, M.J., Behavioural Brain Research (2017), https://doi.org/10.1016/j.bbr.2017.11.041
M.J. Spriggs et al. Behavioural Brain Research xxx (xxxx) xxx–xxx

navigation can be referred to as ‘cue-based’, as it relies of the location of As can be seen from the above discussion, virtual versions of the
cues in the environment. However, egocentric navigation also en- RAM and the MWM only distinguish between allocentric navigation,
comapsses navigating based on the direction of body-turns, which can and one of the types of egocentric navigation (egocentric-response and
be referred to as ‘non-spatial’ or ‘response-based’ as it does not involve egocentric-cue respectively). Additionally, measures of performance are
encoding of environmental information [11,12,7]. Accordingly, ego- largely limited to accuracy, latency and performance on a single probe
centric navigation is frequently associated with activation across both trial. While such measures indicate strategy choice and task proficiency,
the parietal lobe (posterior cingulate, precuneus, inferior parietal lo- they do not provide more detailed information about strategy usage,
bule) [21,16,17,22] and striatum [11,23,12]. The parietal lobe is un- such as acquisition, stability, and competence. These limitations may
derstood to be involved in “body referencing” [1,24] and may therefore have implications for how we interpret individual, or group based
be better suited for cue-based navigation. Conversely, the striatal differences in spatial navigation, for example, the widely cited sex
system is associated with stimulus-response driven behaviour [25,11] differences in strategy preference and navigational efficiency. Both
as well as the encoding of spatial layout [1] and may thus be better subjective (self-report) and objective (providing navigational informa-
suited for response-based egocentric navigation. Similarly to allocentric tion) measures have previously indicated that males are more likely to
navigation, a wider network of regions has frequently been identified in use allocentric strategies while females are more likely to use egocentric
neuroimaging studies of egocentric navigation including frontal and strategies [43–46]. Additionally, while males tend to perform better in
occipital regions, some of which showing some overlap with those ac- tasks requiring allocentric navigation, this male-advantage is reduced
tivated in allocentric tasks [20]. or eliminated when egocentric strategies can be employed
In recent years, human spatial navigation has increasingly been [32,37,47–49]. However, whether these sex differences are due to
studied in virtual environments. The use of a virtual environment has strategy preference (the strategy a participant will chosen most often
several advantages over real world navigation including easy control over all others) and/or competence (accuracy and efficiency using a
and manipulation of experimental factors, and allowing participants particular strategy), and whether there are sex differences in strategy
active exploration, repetitive practice, and feedback [26,27]. There are acquisition, or stability remains unclear. Furthermore, it is uncertain
however some limitations to virtual environments, such as a narrower whether these sex differences would persevere in an environment in
point of view and limited resolution. Regardless, virtual reality, and the which navigators have the choice of using all three navigation strategies
cognitive maps built within, show good translation to real world spatial (allocentric, egocentric-cue, and egocentric-response).
navigation and are easy to transfer between clinical and research set- Here we present a new paradigm for studying spatial navigation; the
tings [28,27]. Hex Maze. The Hex Maze is a 6 arm RAM, but follows the paradigmatic
The virtual environments used to study spatial navigation in hu- procedures of a MWM. This means that while it has a countable number
mans are often derivatives of well established rodent tasks, such as the of pathways, and thus a limited number of choices as to where the goal
radial arm maze (RAM) and the Morris water maze [29]. The RAM has a might be, there is only one goal in a fixed location, and trials begin from
central hub with radiating arms, ranging in number from just four to 17 variable start locations (always at the end of an arm, rather than in the
[30]. The rodent RAM is usually constructed so that distal cues are centre of the maze). Participants are presented with alternating
visible, and a subset of the arms are baited with food. In general, testing learning and probe trials. In learning trials (called “Find-It” trials),
takes two forms: i) working memory, in which within-trial arm re-visits participants must locate an invisible platform. On probe trials (called
are considered errors and; ii) reference memory, in which maximally “Show-Me” trials), they must then return to the location of the platform
successful performance requires the animal to only visit the arms that on the previous Find-It trial. Importantly, a shift in maze configuration
have been baited on previous trials. Virtual versions of the RAM also between Find-It and Show-Me trials means that participants will give
require human participants to navigate to ‘goals’ hidden at the end of a different responses on probe trials depending on which of the three
selection of the arms, and consequently remember which arms they navigational strategies they use (allocentric, egocentric-cue and ego-
have and have not visited [31–34,10,12]. Performance is measured in centric-response). This not only allows an examination of strategy
number of errors (wrong arms visited), and latency. Navigational preference, but also provides more detailed information on strategy use,
strategy use is determined using a small number (1 or 2) of probe trials. such as acquisition, stability, and competence. The aims of the current
Hidden goals can be located allocentrically using the extra-maze en- study were to 1) establish the validity and virtues of the paradigm, 2)
vironment, or egocentrically using the spatial arrangement of arms of provide a baseline from young, healthy university students and 3) ex-
the maze (e.g., “the first goal is in the second arm to the left of the start plore sex differences in the various aspects of strategy use elucidated by
position”). This egocentric navigation corresponds to ‘response-based’ the paradigm.
navigation.
One of the limitations of the rodent RAM is the potential use 2. Materials and methods
proximal visual or olfactory cues [29]. The rodent MWM [35,36] was
designed specifically to address this issue. The MWM consists of a cir- 2.1. Participants
cular pool of opaque water, featureless on the inside, and surrounded
by curtains so that distal cues can be manipulated (or removed). A ty- Participants were 64 undergraduates recruited primarily from a first
pical paradigm might involve learning the position of a hidden platform year Psychology class (32 Men and 32 Women, M Age = 21.0,
over repeated trials with varying start position (i.e., in the N,S,E, or W SD = 3.8) who received partial course credit for participating. The
quadrants of the maze). Subsequent to learning the position of the study was approved by the University of Victoria’s Human Research
platform (a day later than the last hidden platform trial for example), Ethics Board. After consent was obtained, participants were given a
probe trials are run in which the platform is removed altogether. Spatial brief survey to collect demographic information (age, handedness, etc.),
memory can be assessed by the amount of time spent in, or distance to check exclusion criteria (English not first language, brain injury,
swam within the previous target quadrant. Virtual versions of the MWM psychiatric and neurological disorders) and some potential influences
also require human participants to locate a single hidden goal or plat- (exhaustion, dizziness, and recent food, alcohol or tobacco).
form and performance is measured via accuracy, latency, and path
length [32,37,11,38,39,40–42]. A single probe trial is used to de- 2.2. Apparatus
termine whether the platform was located using an allocentric (extra-
maze environmental cues) or egocentric-cue (an intramaze landmark) All navigational testing was completed in the Hex Maze. The maze
strategy. Because the start location is varied, an egocentric-response was built using the UnReal Development Kit (UDK® Epic Megagames),
strategy cannot be used. run on a Window 7 desktop computer (Dell, 2.83 GHz) using a 23”

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Fig. 1. Hex maze design. a) A view of the Hex Maze from above (Note that participants do not see the maze from this angle). b) Four views of Hex Maze looking north (i), south (ii), east
(iii), and west (iv) from the centre of the maze.

1680 × 1050 screen resolution placed on a desktop ∼80 cm from the the south with a large island (Fig. 1b). The room also had two sets of
participant. narrower but equally high windows to the east and west which afforded
Participants moved using an Xbox 360-type controller with buttons views of the mountain ranges coming down to meet the large body of
programmed to allow only left, right and forwards movements (both water almost exactly at the east and west. At the end of each arm,
joysticks were disabled). floating above the low wall bounding the arena, was a whitish/grey
All statistical analyses were conducted in Microsoft Excel. sphere.
Fig. 1a provides an aerial view of the maze environment. The maze
was contained in a large circular arena with an apparent diameter 2.3. Navigation training and testing
∼60m. It was bounded by a low stone wall and had a tiled floor. The
floor of the maze was trisected by three recessed alleys each 1/10th the 2.3.1. Training
diameter of the arena, at 60° angles to each other with one alley or- Throughout training and testing, participants were instructed as to
iented East-West, and a hexagonal plate in the centre so that the floor the nature of the upcoming trial by the experimenter reading from a
tiling was not a clue to orientation. The entire arena was enclosed in a script. Training consisted of three phases: 1) exploration, 2) visible
round room that was twice the diameter of the arena. Two large win- platform trials, and 3) an explicit probe.
dows to the arbitrarily labelled north and south afforded views to a Firstly, the exploration phase was used to familiarize participants
mountain range that peaked at the north, and a large body of water to with the environment and how to move using the controller. At the start

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of the single “explore” trial, participants were teleported to the eastern windows (but is no longer marked by the dark grey sphere and is no
extreme of the room outside of the area (grassy area visible in Fig. 1a), longer the second arm to the left). If they went to the end of the west
facing out the window. They were instructed to explore the room, look arm, they were scored as navigating by an egocentric “cue” strategy as
out the windows, and to let the experimenter know when they were this is now marked by the dark grey sphere. If they took the second left
satisfied with their knowledge of the environment and the use of the turn and went to the southeast arm, they were scored as navigating by
controller. an egocentric “response” strategy, as this corresponds to the original
The exploration phase was followed by four visible platform trials to turning direction. If they went to either of the other two arms, or re-
familiarize the participant with the platform-finding procedure. turned to the original start arm, they were scored as not having learned
Participants were teleported to the end of one arm of the area and were the goal location or any strategy.
told to move to a visible platform within the arena as quickly and di- On the second set of 5 trial pairs, the “Find-It” trials started in the
rectly as possible, and step on it. The visible platform locations were, in southwest, and the platform was at the end of the east arm (the second
order: 1) the centre of the arena, 2) the far end of the alley in line with right) and was marked by a blue sphere. “Show-Me” trials started at the
the starting alley, 3) the second alley on the right and 4) the first alley end of the west arm and the blue sphere was moved to the end of the
on the left. Once participants reached the platform, it made an audible northeast arm. Once again, participants were scored by their arm
sound and they were instructed that they could look around as much as choice: to the same place (east), to the same cue (blue-sphere, north-
they liked, but would be prevented from moving off the platform by an east) or by the same response pattern (taking the second right, south-
invisible barrier. For these four trials, an inner wall was raised to mask east).
the outside landscape and the spheres marking the end of each arm In sum, on learning trials, the three navigational strategies were
were removed. convergent, while on the probe trials they were divergent and revealed
Finally, participants were presented with an explicit probe. strategy selection. At no point were participants informed of this di-
Participants were told that this was the first “Show-Me” trial and that vergence on the Show-Me trials or that the start position would be
the experimenter wanted to see how good their “intuition” was by different. The most important measure of performance was arm choice
having them go to where they thought the invisible platform might be on the probe (“Show-Me”) trials, however distance and latency were
hidden on the next trial. The trial started with the participant in the also recorded. The use of two different maze configurations (with dif-
centre of the maze, facing east. One of the six white spheres was re- ferent places, cues and responses) reduces the effects of overtraining
placed with a dark grey sphere. The purpose of this trial was to see how and allows additional measurements such the effects of experience on
many participants could guess that the platform would be hidden in the acquisition of a new goal location and the stability of strategy selection.
arm marked by the coloured sphere, or whether participants were un-
intentionally biased by any other aspects of the maze environment. 2.3.3. Ancillary tasks
Participants were told to go to the end of the arm where they thought Three tasks were administered to assess the extent of each partici-
the platform would be hidden. Once the participant reached the end of pant’s navigational knowledge. First, three “forced-strategy” probes
an arm, there was an audible beep and they were trapped by an in- were administered (Fig. 2b). Participants were instructed to go to the
visible barrier. location of the platform on the last set of trial pairs (configuration 2).
“Place” probe trials started in the centre of the Hex maze (to obviate
2.3.2. Testing response navigation) and there were no cue spheres. The landscape was
In order to measure acquisition of navigational knowledge and visible through the windows. The “Cue” probe also started in the centre
strategy preference, participants were given 10 pairs of trials in sets of of the maze, but the windows were blocked by a blank wall (to obviate
five across two maze configurations (Fig. 2a). Each pair of trials con- allocentric navigation). Each arm was marked with one of three white
sisted of a learning trial followed by an explicit probe trial, labelled spheres and three coloured spheres corresponding to the cues of the
“Find-It” trials and “Show-Me” trials respectively. Prior to the first first set (grey), the second set (blue), and an unused option (green). The
learning trial, participants were informed that they would be alter- Response probe began at the end of one arm. There were no spheres
nating between two types of trials across the next two blocks of trials, present and the windows were blocked by a blank wall. In all trials,
and the two types of trials were described. On “Find-It” trials, their task participants were instructed to go to the end of an arm to make their
was find an invisible platform at the end of one arm, which would choice and responses were counted as to whether they were correct
visibly rise-up below them and make a sound when it was found. Like relative to the first set or second set of trial pairs.
on the visible platform trials, they were not able to get back off the The second ancillary task was a “Sense of Direction” task [50,40,41]
platform once on it, but could look around as much as they liked and to test for the ability to point to landscape features that were not in
were asked to inform the experimenter when ready to move on. “Find- sight (and sense of immersion or presence) and cognitive map. Parti-
It” trials were always followed by “Show-Me” trials, in which there was cipants were teleported to the north edge of the room, looking north-
no platform. Instead, participants were tasked with returning to the wards (towards the mountains). They were asked to use their hands in
location of the platform on the previous “Find-It” trial. Once they their air above them to point to where they thought the water was.
reached the end of their chosen arm, they would hear a beep and an Their responses were recorded on paper and later scored as follows: 0-at
invisible barrier would keep them from leaving the arm. Participants the display screen, 1-to one side of the screen, 2-straight to left or right,
were also told that for each configuration, the platform would remain in 3-behind the midline, to the side, 4-straight behind.
the same place, and that they would be informed on each trial whether The third ancillary task was a Room Reconstruction task
it was a “Find-It” or “Show-Me” trial. [38,50,40,41]. Participants were presented with a template for placing
In the first set of five trial pairs, the “Find-It” trials started at the end pictures representing the landscape, the walls, and the radial maze
of the east arm and the goal (platform) was at the end of the southwest floor. First they were asked to pick 4 cardinal landscapes from a random
arm (see Fig. 2a), which was the second arm to the left and was marked array of 8 cardinal and semi-cardinal views and were awarded a point
by a dark grey sphere. The “Show-Me” trials started at the end of the for each cardinal landscape in the correct position relative to the first
northwest arm, and the grey sphere was move to the end of the west one placed (maximum − 4). Then they were asked to place the four
arm. Shifting the configuration of the maze on the “Show-Me” trial walls, and given 1 point if all were correct relative to each other and
enables a distinction between three navigational strategies based on another point if at least one wall was correct relative to a cardinal
participants’ chosen arm. If participants went straight to the southwest landscape. Then they were asked to place a representation of the floor
arm, they were scored as navigating by an allocentric “place” strategy (with 6 arms) with a blue circle representing the cue sphere of the
as this is the original location of the platform as indicated by the arena second set, and were given 1 point if the blue sphere was oriented

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Fig. 2. a) Pathways to the platform on “Find-It” trials


and “Show-Me” trials for configurations 1 and 2.
Stars indicate starting positions and dotted circles
indicate the location of the hidden platforms on
“Find-It” trials. Solid circles represent the spheres;
the coloured circles (dark grey in configuration 1 and
blue in configuration 2) indicate the position of the
single coloured sphere (Cue) in the maze. Coloured
arrows indicate pathways taken on all trials (red), by
those using an egocentric-cue strategy (to C1 or C2,
purple), an egocentric-response strategy (to R1 or R2,
green) or an allocentric-place strategy (to P1 or P2,
yellow). b) Configuration of the Forced Strategy
Probes. Red stars represent start locations and the
arrows represent start facing direction. Large grey
circle surrounding the arena for Cue and Response
probes represent a wall occluding the windows. P1
and P2 indicate the place location for configurations
1 and 2 (determined by windows). C1 and C2 re-
present the location of the coloured spheres used for
configurations 1 and 2. R1 and R2 indicate the di-
rection of turn to reach the platform on configuration
1 and 2, while RP is the response that would have
been employed to get to the Place location for either
set. (For interpretation of the references to colour in
this figure legend, the reader is referred to the web
version of this article.)

towards the east landscape picture. Finally, they were asked to place on This thus provided the groundwork to use the Show-Me trials to probe
the “floor” a small red circle representing the platform and were given 1 strategy prevalence, rate of learning and strategy acquisition.
point if it was correct relative to the first cardinal landscape placed. The It was also important to examine participants previous navigational
maximum score on this task was 8. experience so as to assess the impact of this on measures of Hex Maze
At the conclusion of the test session, participants were asked a series performance. The composite gaming experience score revealed that
of 10 questions about the strategies they used in the Hex maze and a most participants had limited previous gaming experience (M = 5.08,
series of 7 questions about their experience with videogames, maps and SD = 3.22) and was used to group participants into low/no gaming
compasses and other experiences that might have affected how they experience (score < 3, N = 21), moderate gaming experience (score
navigated in the Hex maze. Three separate measures of gaming ex- 3–6, N = 21) and high gaming experience (score > 6 N = 22). The
perience (experience with videogames, 3D games, and 2D games), each controller experience score also revealed a relatively low level of pre-
measured on a Likert scale from 0 (never) to 5 (daily) were combined vious experience (M = 1.97, SD = 1.36) and was used to split partici-
into a composite “gaming experience” score (out of 15). Controller pants into groups of little/no controller experience (score < 2 N = 34)
experience was also measured on Likert scales from 0 (no experience) to and high control experience (score > 1 N = 30). Interestingly, less
5 (daily). Finally, participants were asked whether they had previous than half of the participants (N = 30) reported any map/compass ex-
map/compass experience and if so, how frequently (1 = occasionally to perience. As such, participants were grouped by whether or not they
5 = daily). had previous map/compass experience, rather than by frequency.

3. Results 3.1. Strategy prevalence in the maze

First, it was important to validate the Show-Me trials as a means of A substantial proportion of participants acquired and used each of
evaluating navigation strategy. As part of the post-maze questionnaire, the three possible navigational strategies (allocentric, egocentric-cue,
participants were asked a direct questions regarding strategy con- and egocentric-response) regardless of sex (Fig. 3). One-sample t-tests
sistency across Find-It and Show-Me trials. 82.3% whose responses against zero indicated that all three strategies were used a significant
could be evaluated (25/30 males, 26/32 females) used the same proportion of the time (t(63) = 6.60, p < 0.0001). One sample t-tests
strategy on Show-Me trials as they had on the preceding Find-It trial. against chance indicated that the allocentric (place) strategy was

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Fig. 3. Prevalence of strategy use on 10 Show-Me


trials split by sex. Error bars depict standard error.

chosen more often than chance (1 in 5) (t(63) = 4.43, p < 0.0001, p > 0.05, ηp2 = 0.035) and no interaction (F(3.56) = 1.177,
d = 0.554), and when combined, the two egocentric strategies (cue and p > 0.05). Additionally, a 3(game experience) x 2(control experience)
response) were chosen more often than chance (2 in 5) (t(63) = 2.30, x 3(map/compass experience) ANOVA on average latencies revealed no
p =0.024, d = 0.287). Pairwise comparisons indicated that the allo- significant effect of previous game experience (F(2.58) = 0.13,
centric strategy was chosen on more trials that the egocentric-cue p > 0.05, ƞp2 = 0.005), previous controller experience (F(1.58)
strategy (t(30) = 2.4, p = 0.02, d = 0.3). No other pairwise compar- = 1.55, p > 0.05, d = 0.028) or map/compass experience (F(2.58)
isons of strategies were significant (p > 0.05) and there were no sex = 0.07, p > 0.05, ƞp2 = 0.001) and no significant interactions (all
differences within strategies (pairwise t-tests p > 0.05). p > 0.05). While men were, on average, faster regardless of strategy,
planned post-hoc t-tests showed that they were significantly so only
when their strategy preference was for the egocentric-cue strategy (t(9)
3.2. Rate of learning
= 2.36, p = 0.04, d = −1.2) (Fig. 4b).
Participants navigated the maze quickly. All latencies on the visible
platform trials were low, reaching an asymptote of between 10 and
3.3. Strategy use
15 seconds (M = 10s, SD = 3.91s). After the first Find-It trial, 80% of
the latencies were below 15 seconds (Trials 2–10 M = 14s, SD = 6s)
The ability of the Hex Maze to track the use of the three strategies
and 80% of both men and women reached this level of performance by
over trials made it possible to examine four novel aspects of strategy use
the fifth trial of the first set, and the second trial of the second set.
and sex differences within these areas: 1) distribution of preferred
Strategy preference did not appear to be a factor in how quickly
strategies, 2) acquisition of preferred strategies, 3) stability and origin
participants learned the maze nor how quickly they could navigate to
of strategy preference, and 4) strategy preference vs strategy compe-
the hidden platform on Find-It trials (Fig. 4a). A 3 (strategy) x 2 (sex)
tence. These results are discussed below.
ANOVA on average latencies (trials 2–10) revealed no effect of strategy
(F(3.56) = 0.076, p > 0.05, ηp2 = 0.004) or sex (F(1.56) = 2.021,

Fig. 4. Latencies on Find-It trials by strategy. a)


Latencies over Find It trials 1-10. Dotted line depicts
approximate asymptotic latency. b) Average la-
tencies on trials 2–10 for males and females. Error
bars depict standard errors. * sex difference
p < 0.05.

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3.3.1. Distribution of preferred strategies Table 1


Preferred strategy was defined simply as the strategy that an in- Distribution of strategy preferences for males and females.
dividual used most often over the 10 trial pairs. The Place strategy was
N Males (%) N Females (%) N All (%)
used most often by both men and women, however the other two
strategies were also preferred by a reasonable proportion of both sexes Place 18 (56) 13 (41) 31 (48)
(Table 1). Sex differences in strategy preferences were small, with 56% Cue 5 (16) 6 (19) 11 (17)
Response 6 (19) 12 (38) 18 (28)
of men demonstrating a preference for allocentric (Place) navigation
Cue + Response 11(34) 18 (56) 29 (45)
and 56% of women demonstrating a preference for egocentric (Cue and Nonea 3 (9) 1 (3) 4 (6)
Response) navigation. A chi-squared analysis of the distribution of
preferred strategies for the 60 participant who had a preferred strategy a
Note: “None” indicates individuals who had no clear strategy preference, usually
showed that not all strategies were preferred equally, X2(2) = 10.0, because they chose 2 strategies with equal frequency. One female and two males chose
p = 0.006, with the distribution for Place/Cue/Response closer to 50/ cue and response strategies on 5 trials each, and one male chose place, cue and response
strategies on 3 trials each.
20/30. A Chi-Square goodness of fit test to these proportions showed a
close fit to this model, X2(2) = 0.117, p = 0.943. Finally, three addi-
strategies. Additionally, as described above, no strategy was faster than
tional Pearson chi square analyses revealed no significant relationship
any other and there was no association between strategy and latency.
between strategy preference and gaming experience (X2(6) = 4.82,
This suggests that these results are not idiosyncratic to this maze.2
p = 0.567), previous controller experience (X2(3) = 5.27, p = 0.154),
or previous map/compass experience (X2(3) = 1.88, p = 0.598).
3.3.4. Strategy preference versus strategy competence
3.3.2. Strategy acquisition Strategy competence was assessed using the forced strategy probes.
84% of participants chose a strategy on the very first Show-Me trial Performance on these probes was scored as perfect (2 points) if the
(i.e., after only one Find-It trial). 75% of all participants chose a participant went to the correct arm according to the second (most re-
strategy on all 10 trials, 93.8% chose a strategy on at least nine trials, cent) set of trials or partially correct (1 point) if they went to the arm
and only one participant failed to choose a strategy on 8 or more trials. that was correct on the first set of trials. Pairwise 2-tailed t-tests re-
Due to the rapidity of strategy learning, it was important to ensure vealed no significant differences between the scores of participant on
that the design of the maze did not allow participants to guess the lo- the 3 different probes (p > 0.05). However, over the 3 forced strategy
cation of the platform. On the “Guess” trial given before the location of probes combined, those who preferred the ego-response strategy per-
the platform was revealed, only 11 males (33%) and six females (19%) formed significantly worse than those preferring the egocentric-cue
guessed that the platform would be located at the end of the arm strategy (2-tailed t-test, p < 0.05, Fig. 6a), though they were not sig-
marked by the grey sphere, with only two of the male participants nificantly different from those preferring an allocentric strategy (2-
subsequently demonstrated a preference for the egocentric-cue strategy. tailed t-test, p > 0.05).
This indicates that participants were not automatically using the co- There was a bidirectional association between strategy preference
loured sphere, and that there was nothing else about the maze that (on Show-Me trials) and strategy competence (on forced strategy
“gave away” the future location of the platform.1 probes; Fig. 6b). Participants who preferred a particular strategy per-
Analysis of strategy choices on individual trials showed that no one formed better on the corresponding probe than the other two probes,
strategy was adopted first, or before any other strategy. On the very first and also scored better on that probe than the participants who preferred
Show-Me trial, male participants distributed their strategy choices al- the other two strategies. This was true for all three strategies and all
most equally among the three strategies (Fig. 5a), whereas female three probes. As such, the poorer overall score of those who preferred
participants were most likely to choose the Response strategy (Fig. 5b). the ego-response strategy was likely due not to poorer scores on the
Over the remaining trials in the first configuration, the Place strategy response probe but rather to poorer performance on the non-congruent
was chosen with increasing frequency by both sexes, with a commen- probes. There were no significant sex differences in performance on the
surate decline in the frequency of choosing the Cue strategy. The rate of probe trials (Fig. 6c; 2-tailed t-test, p > 0.05), nor were there sig-
choosing the Response strategy remained stable. By the end of the first nificant sex differences among those of a given strategy preference (2-
set, all but one participant had acquired at least one of the strategies. tailed t-test, p > 0.05).
Within the second configuration, the Place strategy was chosen more Participants who preferred to navigate allocentrically were sig-
often than any other strategy by both sexes. The Cue strategy was nificantly better than chance in the cue probe, and those who preferred
chosen by about a quarter of male and female participants. The Re- the egocentric-cue strategy were significantly better than chance in the
sponse strategy was chosen by a comparable number of female parti- response probe (1-sample-t-test, p < 0.05; Fig. 6b).3 Additionally,
cipants but a much lower number of male participants. when the data were analysed in terms of whether the response on each
probe was perfect (i.e., excluding responses that were consistent with
the first configuration) 47% of males and 56% of females received a
3.3.3. Stability and origin of strategy preference perfect score on more than one strategy (Fig. 7d). However, the pro-
Strategy preference tended to remain stable over trials. 31% of portion of participants demonstrating competence across all three
participants chose the same strategy from the first to the last Show-Me strategies was low. Therefore, many participants were not only con-
trial, though this tendency was stronger in men than women (15/32 currently learning multiple strategies, but demonstrated competence in
men, 5/32 women, X2(2) = 0.001, p = 0.025). Additionally, there was using a non-preferred strategy when required.
stability across maze configurations. Among those who had a preferred
strategy in both sets, 80% (47/59) preferred the same strategy in both
2
sets (Males: 84%, 26/31; Females: 75%, 21/28). Preference for the Similarly, there was little or no association between strategy preference and the
ability to find the correct location on the corresponding forced strategy probe. All the
place strategy was the most stable (Table 2).
probes were about the same difficulty and there was no relation between frequency of
There was no indication that the distribution was effected by the probe success and frequency of strategy preference.
maze design via variations in the efficiency or accuracy of the different 3
“Chance” was calculated for Place and Cue probes (which started in the centre) as 1/6
chance of getting 2 out of 6 points and 1/6 chance of getting 1 point, for a total of 3 out of
6, or 0.50 points. For Response probes, "chance" was calculated out of 5 because they
1
Although the rate of guessing in males might seem high (compared to chance at 1 in 6 started at the end of one arm. Specifically, there were 5 options, so there was a 1/5 chance
or 16.7%), it is low compared to the number of participants who chose a strategy (i.e. one of getting 2 points, and a 1/5 chance of getting 1 point, for a total of 3 out of 5, or 0.60
of the 3 correct arms) after just one trial: Men 29/32 (91%), women 25/32 (78%). points.

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M.J. Spriggs et al. Behavioural Brain Research xxx (xxxx) xxx–xxx

Fig. 5. Number of participants selecting each


strategy on each trial of acquisition, over the two sets
of 5 Show-Me trials for males (a) and females (b).

Table 2 3.4. Cognitive map development


Consistency of strategy preference in first 5 trials (Set 1) versus the second 5 trials (Set 2).
Performance on both tasks of cognitive map development was poor.
Set 1 Set 2
On the Sense of Direction test, six male and five female participants
Place Cue Response No Preference Stable Preference (19% and 15%) pointed behind themselves (Fig. 7a). Conversely, eight
males and three females (25% and 9%) pointed directly at the screen,
a
Place 25 0 0 0 25/25 (100%) suggesting that they did not feel immersed in the environment. The
Cue 2 7a 1 1 7/11 (64%)
Response 3 5 15a 0 15/23 (65%)
average score on the Room Reconstruction task was less than 3, in-
No Preference 2 2 0 1 1/5 (20%) dicating that most participants were not capable of identifying the
views representing all four cardinal directions, and were much less
a
Participants who preferred the same strategy during both sets.

Fig. 6. Results from probe trials. a) Average probe


scores across all probe types split by strategy pre-
ference on previous Show-Me trials (Allo– allo-
centric, Ego-Cue–egocentric cue-based, Ego-
Resp–egocentric response-based). b) Probe scores for
each strategy preference split by probe type (Place,
Cue or Response). Error bars depicting standard
error c) Performance on probe trials split by sex.
Error bars depicting standard error. In these three
graphs (a, b, and c), the maximum score in any ca-
tegory is 2. d) Percentage of males and females able
to respond perfectly on single or multiple place, cue
and response probes. * above bars = two-tailed t-
test, p < 0.05. * within the bars = 1-sample, two-
tailed t-test, p < 0.05 (significantly different from
chance).

8
M.J. Spriggs et al. Behavioural Brain Research xxx (xxxx) xxx–xxx

Fig. 7. Results from 2 cognitive map tests plotted by


sex and preferred strategy. a) Sense of Direction task,
scored out of 4. b) Room Reconstruction, scored out
of 8. * sex difference p < 0.05.

capable of identifying the relative positions of the windows and plat- presented once, or presented only a small number of times over large
form position relative to the landscape outside the windows (Fig. 7b). delays. The Hex Maze is novel in that ‘Show-Me’ trials are presented
Two 2 × 4 ANOVAs, revealed no significant effects of sex or after every learning trial throughout testing. This not only improves
strategy preference on cognitive map development (all p > 0.05). The reliability and applicability to studies requiring averaging over a large
only significant effect present was that male participants who preferred number of trials (i.e., neuroimaging studies), but also allows for
allocentric or cue-based egocentric navigation were better than the strategy usage to be tracked throughout testing. van Gerven et al. [42]
female participants with the same strategy preference (post-hoc pair- presented participants with alternating standard trials (similar to Hex
wise t-test; allocentric t(29) = 2.637, p = 0.01 d = 0.98; egocentric- Maze Find-It trials) and inter-trial probes (similar to Hex Maze Show-
cue t(9) = 2.657, p = 0.03, d = 1.85). Me trials), but were limited to distinguishing between egocentric and
allocentric navigation. The Hex Maze is the first virtual maze to include
repeated ‘probe’ trials that distinguish between three navigational
4. Discussion
strategies.
The current results also demonstrate that the Hex Maze is easy to
The current paper presents a novel method for assessing three dis-
learn and does not bias strategy choice. All strategies were used on a
tinct spatial navigation strategies in a virtual environment. The Hex
considerable proportion of trials. For both men and women, the
Maze is configured as a 6 arm RAM, and is run procedurally as a MWM
strategy used most often was the allocentric strategy, with the ego-
with one platform location, and varied start locations. The paradigm
centric-cue and egocentric-response strategies used for a similar
involves participants repeatedly alternating between locating an in-
number of trials. When grouped together, the egocentric strategies were
visible platform (learning, or ‘Find-It’ trials), and returning to the pre-
used on an equivalent number of trials as the allocentric strategy. This
vious location of that platform (probe, or ‘Show-Me’ trials).
indicates that the maze is not heavily biased towards or against a
Importantly, the Hex Maze not only distinguishes between three navi-
particular strategy (or sex). Additionally, trial latencies indicate that
gational strategies (allocentric, egocentric-cue, and egocentric-re-
the task was easy to learn, with male and female participants reaching
sponse) but also allows further examination of aspects of strategy usage,
asymptote (15 s) after an average of 2 and 4 trials respectively.
such as acquisition, stability, and competence.
Latencies were not significantly affected by strategy choice or the in-
The Hex Maze is easily accessible and easy to use. The maze was
teraction between sex and strategy choice. This is contrary to the notion
constructed in the Unreal Development Kit virtual environment (www.
that males are more efficient allocentric navigators
unrealengine.com) and has been designed so that different key strokes
[31,32,37,48,49,40,41], and suggests that females who prefer to navi-
call different trials, meaning that trial order and several room features
gate allocentrically are equally as efficient.
can be modified without programming. Additionally, the maze creates a
The design of the Hex Maze also allows for an exploration of a
log file with each run, which not only records user locations over time,
number of novel aspects of strategy usage including strategy preference,
but also records the outcome of each trial (e.g., when the platform is
acquisition, stability and competence. Firstly, strategy ‘preference’ was
reached on Find-It trials and which arm is chosen on Show-Me trials).
defined as the strategy used for the most trials by a participant. The
The results of the current study offer validation for the use of the
majority of participants (male and female) demonstrated a preference
Hex Maze as a tool for assessing various features of spatial navigation.
for one strategy, with an approximate 50/50 split between those who
Firstly, the results demonstrate the novel use of “Show-Me” trials to
preferred the allocentric strategy, and those who preferred one of the
assess the strategies participants employ. Show-Me trials require par-
egocentric strategies. Interestingly, previous studies using the RAM
ticipants to move to the position where the invisible platform was
have generally found that a much larger proportion of their participants
hidden on the preceding Find-It trial. Due to a shift in the configuration
use an egocentric-response strategy than an allocentric strategy
of the maze, their response will differ depending on the navigation
[33,10,12]. As previous studies employing alternative maze designs
strategy they used. In the current study, 82.3% of participants reported
have identified similarly high proportions of allocentric navigators
using the same strategy on Find-It and Show-Me trials, indicating that
[56,57,40,41], this suggests a potential bias in the standard RAM. The
Show-Me trials are a credible index of strategy employment.
Hex Maze does not appear to be affected by bias for any one strategy.
The use of a probe trial to determine strategy usage is common
There was a trend for more males to prefer the allocentric strategy,
practice in ‘dual-solution’ rodent mazes [51–54]. Additionally, previous
and more females to prefer the egocentric strategies (primarily the ego-
virtual MWM studies conducted by our group have used similar ‘drop-
response strategy) which is consistent with the premise that males and
the-seed’ trials to distinguish between egocentric and allocentric navi-
females have a tendency to use allocentric and egocentric strategies
gation [55,40,41]. However, such probe trials are usually only

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respectively [18,42,50,67–69]. However, these sex differences were association.


small with only 56% of male and 56% of female participants preferring Finally, an intriguing finding from the independent measure of
the allocentric and egocentric strategies respectively. This suggests that strategy competence is that a large proportion of participants not only
the option to use any one of the three navigation strategies may miti- appear to be concurrently learning, but demonstrate proficiency in
gate this difference. It is however important to acknowledge that there more than one strategy. Latent spatial learning has previously been
are a number of other factors that influence strategy preference such as difficult to measure in rodents [62–66], However, the current study
experience [55] or stress [58,54,42] that were not measured in the demonstrates that, in the same experimental environment, many par-
current study. ticipants who have a preference for one strategy are concurrently ac-
It may appear that the working definition of ‘preference’ is fairly quiring information regarding a second, and maybe a third strategy
liberal, as the strategy used more often than any other is considered a with no additional training. Thus, preference did not preclude learning
participant’s preference (and thus can still be a preference even if it is another strategy, as both allocentric navigators and egocentric-cue
not used on the majority of trials). However, when focusing instead on navigators demonstrated greater than chance performance in the forced
strategy ‘dominance’ (the strategy used on > 50% of trials), the result choice probe for another strategy. Additionally, almost half of the
changes for only two participants. In both cases, the participants de- participants received a perfect score for the forced choice probes of
monstrated a preference on 4/10 trials, and had one trial in which their their preferred strategy and at least one other. Neither of these findings
response did not match any strategy (i.e., they chose one of the 3 other were significantly affected by sex. This is consistent with dual-solution
arms). These erroneous responses may represent an unsuccessful at- mazes that have previously been used to demonstrate that rodents are
tempt to use their preferred strategy, or a lapse in the participant’s able to acquire both ‘cognitive’ (allocentric) and ‘stimulus-response’
attention. Therefore, the more liberal threshold does seem to capture (egocentric-response) strategies, and that manipulating experimental
strategy preference, while also potentially accounting for small errors. factors such as stress and the amount of training can influence the
Strategy acquisition in the current study was quick, with 75% of dominant strategy of use [67,68]. However, it is difficult to comment
participants using their preferred strategy from the first trial. Data from on the distinction between preference and competence based on rodent
the ‘guess’ trials, which were presented before testing began, indicate studies. To the best of the authors knowledge, the Hex Maze is the first
that most participants did not immediately identify the cue (coloured human spatial navigation task that allows for this distinction to be
sphere) and were not biased by any particular components of the maze made for three navigational strategies.
(e.g., drawn towards a particular window), suggesting that preference is Interestingly, participants who preferred the egocentric-response
an automatic response that participants bring to the experiment. Not strategy performed worse overall on the probes than the allocentric
only was acquisition fast, but strategy preference was relatively stable strategy users, and were the only group not to perform better than
for all three strategies. Even with a change in start location, and plat- chance on one of the strategy probes other than their preference. This is
form location, all of the participants who demonstrates an allocentric somewhat consistent with the premise that this strategy is ‘non-spatial’
preference in the first configuration maintained this preference into the [12], and is the only strategy that does not depend on spatial in-
second configuration. Furthermore, 65% of participants remained formation gained from specific environmental features. Both the ego-
stable for the two egocentric strategies even with a change in cue colour centric-cue and allocentric strategies require an awareness of environ-
and direction of turn. Conversely, Iaria et al. [12] found that a large mental features (albeit, different environmental features), and therefore
proportion of participants shifted from a ‘spatial strategy’ (allocentric) navigators using these strategies may be more likely to concurrently
to a ‘non-spatial strategy’ (egocentric-response) with practice in a vir- ‘pick up’ different types of spatial information from other features. In
tual RAM. A similar shift has also been noted in rodents [59,60], and light of this, it is difficult to determine whether participants were aware
has been interpreted as evidence for a difference in the relative pro- that they were picking up information useful for another strategy, and
cessing speed of the two systems (hippocampal-based allocentric navi- actively choosing not to use it, or whether they were unaware and ig-
gation being acquired faster than striatal-based egocentric-response nored the information until specifically probed. It will be of interest for
based navigation). However, the current results demonstrate no such future studies to assess this further. Nevertheless, these findings de-
differences in the acquisition times for the two strategies. It may monstrate that the forced choice probes are able to measure concurrent
therefore be that this ‘shifting’ is a further bias of the RAM, which is or incidental learning which is latent in participants, and that, im-
overcome in the Hex Maze. Together, these results provide further portantly, strategy preference does not characterize the limits of
support that the configuration of the maze does not bias participants strategy competence.
towards a particular strategy but that strategy preference is idiosyn- An unexpected finding from the current study was that there was
cratic to the individual. little evidence for the development of a cognitive map of the environ-
Finally, the Hex Maze allows a direct comparison between strategy ment outside the arena. The Room Reconstruction and Sense of
preference and strategy competence. While strategy preference refers to Direction tasks have been used in previous studies employing a virtual
the strategy used most often by a participant, strategy competence re- MWM [38,50,40,41] and have largely demonstrated good development
fers to accuracy and efficiency using a particular strategy. Previously, of a cognitive map in healthy participants. The cause of this discrepancy
these two constructs have been difficult to isolate, which has influenced between the Hex Maze and the MWM is unclear. Nevertheless, it ap-
how individual differences in spatial navigation are interpreted. For pears that while the Hex Maze may be more sensitive to strategy ac-
example, it is difficult to determine whether the male tendency towards quisition, preference, and competence, the MWM may encourage the
allocentric navigation and a female tendency towards egocentric navi- development of a more holistic cognitive map.
gation is due to differences in strategy preference, competence or both It could be argued that in the absence of explicit reports from par-
[61,43,44,46]. In the Hex Maze, strategy competence can be measured ticipants on strategy use, we cannot determine whether a response on a
using the forced choice probes, allowing for a distinction between given trial was a correct use of a particular strategy, or an error using an
preference and competence. alternative strategy. However, it would be expected that if the errors
The current results indicate that participants performed better on were random, then they should not manifest consistently. Participants
the forced choice probe for their preferred strategy than both their non- in the Hex Maze were highly consistent in strategy use within each
preferred strategies, and better than participants who preferred another maze configuration. If the errors were systematic, then they would not
strategy. This association suggests that strategy preference may be be expected to be consistent across maze configurations. As the spatial
guided by strategy competence or alternatively, that strategy compe- relationship between the correct arms for each strategy changes be-
tence may be greatest in the preferred strategy due to greater practice tween configurations, it seems unlikely that a participant’s response
with that strategy. There were no sex differences in this bidirectional would erroneously align with the same strategy across both

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configurations. Additionally, participants performed better on the preference and competence are not analogous, and that multiple stra-
forced choice probe for their preferred strategy than either of the other tegies can be learnt concurrently and with proficiency. It is envisaged
strategies. If the responses of participants were due to errors, their that this paradigm will be widely applicable and will be beneficial in
performance would have been poor on the corresponding probe. As furthering our understanding on the cognitive and neural basis of
such, the argument of errors in strategy uses seems non-parsimonious. human navigation, and the factors that may influence it.
The primary contribution of the Hex Maze to future research is that
it is able to index and characterize three different spatial navigation Funding
strategies. Previous research has only focused on the distinction be-
tween allocentric and egocentric navigation, however these results MJS is supported by Brain Research New Zealand PHD scholarship.
demonstrate cue-based egocentric navigation and response-based ego-
centric navigation can (and should) be differentiated. As these strate- Conflicts of interest
gies are understood to have different neural correlates, the ability of the
Hex Maze to distinguish between the strategies will be important when There are no conflicts of interest to report.
studying factors that may influence these brain areas, such as stress
[58,54,42], genetics [33,69,70] brain injury [71–73], ageing [74,75] Acknowledgements
and neurodegenerative disease [76,28,77,78]. It will also be of interest
to future studies to explore the relationship between the measures of The authors would like to thank Maureen Krulak for data collection.
strategy usage afforded by the Hex Maze and navigational ability, using Additionally, the authors would like to thank Thomas Ferguson and
a measure such as the Santa Barbara Sense of Direction Scale [79]. As Dustin Van Gerven for assisting in the development of the virtual en-
many aspects of the task can be modified with simple key strokes (e.g., vironment.
trial order, configuration, available cues), the Hex Maze is well suited
for use across different populations. Additionally, the repetitive nature References
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