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Consolidation of sensorimotor learning during
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Consolidation of sensorimotor learning during sleep
Timothy P. Brawn, Kimberly M. Fenn, Howard C. Nusbaum, et al.
Learn. Mem. 2008 15: 815-819
Access the most recent version at doi:10.1101/lm.1180908
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Brief Communication
Consolidation of sensorimotor learning during sleep
Timothy P. Brawn,1,2,5 Kimberly M. Fenn,1,3 Howard C. Nusbaum,1–3
and Daniel Margoliash1–4
1
Department of Psychology, University of Chicago, Chicago, Illinois 60637, USA; 2Neuroscience Institute, University of Chicago,
Chicago, Illinois 60637, USA; 3Center for Cognitive and Social Neuroscience, University of Chicago, Chicago, Illinois 60637, USA;
4
Department of Organismal Biology and Anatomy, University of Chicago, Chicago, Illinois 60637, USA
Consolidation of nondeclarative memory is widely believed to benefit from sleep. However, evidence is mainly
limited to tasks involving rote learning of the same stimulus or behavior, and recent findings have questioned the
extent of sleep-dependent consolidation. We demonstrate consolidation during sleep for a multimodal sensorimotor
skill that was trained and tested in different visual-spatial virtual environments. Participants performed a task
requiring the production of novel motor responses in coordination with continuously changing audio-visual stimuli.
Performance improved with training, decreased following waking retention, but recovered and stabilized following
sleep. These results extend the domain of sleep-dependent consolidation to more complex, adaptive behaviors.
Learning new skills initiates a process of memory formation that
begins to consolidate in the absence of further practice, and this
consolidation can result in improved and more stable skill performance (Walker 2005). Previous research has shown that sleep
may play an important role in the consolidation of rote learning
of motor sequences (Karni et al. 1998; Fischer et al. 2002; Walker
et al. 2002) and retinotopically specific texture discrimination
(Karni et al. 1994; Gais et al. 2000; Stickgold et al. 2000). In these
tasks, participants train repeatedly on the same fixed motor sequence or visual stimulus, resulting in learning that is limited to
the exact training stimulus; performance improvements do not
generalize beyond the specific patterns or spatial locations encountered during training (Karni and Sagi 1991; Gais et al. 2000;
Karni et al. 1998; Fischer et al. 2002). Moreover, learning a similar
task shortly after training on an initial task can disrupt the consolidation of the first task, resulting in reduced post-sleep performance gains (Walker et al. 2003).
The utility of such specific learning would seem limited to
repetitive tasks and the development of highly automatized behaviors. Yet, many natural behaviors such as courtship, territorial
defense, foraging, and predator/prey interactions require the
ability to perform skills under varying circumstances. Because the
tasks previously used to study sleep-dependent consolidation
have been limited to very specific training stimuli or simple sensorimotor responses, it remains unresolved whether sleep consolidates more adaptive skills. Consolidation during sleep has
been reported in a perceptual learning speech task that required
generalization of phonological categories across different acoustic patterns (Fenn et al. 2003), but this could be an exceptional
case since special mechanisms have been attributed to speech
perception (Liberman and Mattingly 1989) involving a relatively
specialized cortical network (e.g., Hickok and Poeppel 2007).
Furthermore, recent work has questioned the breadth of
sleep-dependent consolidation. Rickard et al. (2008) demonstrated that sleep may not enhance performance in rote-trained
motor sequence learning, contrary to previous results (e.g.,
Fischer et al. 2002; Walker et al. 2002). Additionally, sleep does
not appear to consolidate probabilistic motor sequence learning
(Keisler et al. 2007; Song et al. 2007), a sensorimotor task in
which a random item is inserted between each sequence item.
Consequently, participants do not produce fixed sequences as in
rote-trained motor sequence learning. Therefore, a myriad of previous work suggesting sleep plays a role in the consolidation of
explicit, rote-trained motor skills has recently been questioned,
and there is concurring evidence that sleep does not provide
performance benefits when learning is implicit or probabilistic
(Robertson et al. 2004; Spencer et al. 2006; Keisler et al. 2007;
Song et al. 2007) or entails more than one specific behavior
(Walker et al. 2003).
The aim of the current study was to investigate whether
sleep consolidates sensorimotor skill learning in a task that cannot depend solely on rote learning. We examined learning to
play first-person shooter (FPS) video games, where players encounter a rich, multisensory virtual environment in which they
must produce novel bimanual motor responses in coordination
with continuously changing visual and auditory stimuli. The
goal of an FPS video game is to kill enemy bots (software avatars
that play against the participant) as many times as possible and
to avoid being killed. Players must learn to manipulate the keyboard controls and mouse in order to execute suitable motor
responses, which could include any combination of left-hand
arrow key presses (navigation) overlapping with right-hand
mouse movements (aiming) and left clicks (shooting) that successfully allow the players to kill enemy bots and to avoid being
killed. Rather than simply performing fixed response sequences,
the movements that constitute suitable motor responses change
each moment depending on the artificially intelligent movement of the enemy bots, requiring participants to constantly
adapt their motor responses to the current situation. None of the
response patterns is fixed in either sequence or bimanual coordination. Accordingly, FPS video games provide a task for investigating the role of sleep in adaptive sensorimotor skill learning
with varying stimulus input and motor responses.
Right-handed University of Chicago students (n = 207; 163
female; mean age = 19.9) with no more than 10 prior experiences
playing FPS games were participants. A preponderance of video
game experience among males resulted in the sex bias in our
sample. Participants provided written informed consent and
were compensated $15(US). Three participants did not complete
the experiment, and data from 26 participants were not analyzed
because the participants either did not follow task instructions
(n = 5), did not sleep on the night before the study (n = 1),
5
Corresponding author.
E-mail tbrawn@uchicago.edu; fax (773) 702-0037.
Article is online at http://www.learnmem.org/cgi/doi/10.1101/lm.1180908.
15:815–819 © 2008 Cold Spring Harbor Laboratory Press
ISSN 1072-0502/08; www.learnmem.org
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Sleep and sensorimotor learning
Table 1.
FPS video game training and testing protocol
A. Condition
A.M.-Control
P.M.-Control
12-h Wake
12-h Sleep
24-h A.M.
24-h P.M.
B. Session procedure
Pretest and training time
9:00 a.m.–9:45
9:00 p.m.–9:45
9:00 a.m.–9:45
9:00 p.m.–9:45
9:00 a.m.–9:45
9:00 p.m.–9:45
Retention interval
a.m.
p.m.
a.m.
p.m.
a.m.
p.m.
Post-test time
X
X
12 h
12 h
24 h
24 h
Game
Environment
Familiarization
Pretest
Unreal Tournament 2003
Unreal Tournament 2003
Training 1
Training 2
Training 3
Training 4
Post-test
Quake 3
Quake 3
Quake 3
Quake 3
Unreal Tournament 2003
DM-Antalus
DM-Gael or
DM-Training Day
Q3DM-3
Q3DM-1
Q3DM-19
Q3DM-8
DM-Training Day or
DM-Gael
Skill level
Novice
Novice
I Can Win
I Can Win
I Can Win
I Can Win
Novice
9:45
9:45
9:00
9:00
9:00
9:00
a.m.
p.m.
p.m.
a.m. (day 2)
a.m. (day 2)
p.m. (day 2)
No. of enemy bots
Time
0
5
4
5
1
6
11
4
5
2 min
7 min
7
7
7
7
7
min
min
min
min
min
(A) Experiment design. (B) Session procedure. Two distinct Unreal Tournament® 2003 environments were used for testing before and after training. An
extra enemy bot was added to one of the environments to compensate for the environment’s larger area. The order of test environments was
counterbalanced across participants. Four distinct Quake 3 environments were used for training. The order of training was the same for each participant.
The enemy bots that the participants competed against were different for each of the four training rounds, but the bots within each respective training
round were the same for all participants. Prior to pretest, participants completed a 2-min practice round in a novel Unreal Tournament® 2003
environment without any enemy bots to familiarize themselves with the video game controls. The difficulty level of both games was set at the lowest
level because the participants had minimal prior experience with FPS video games.
proved by an average of 8.63 Ⳳ 1.62 percentage points
(1.87 Ⳳ 1.85 to 10.50 Ⳳ 1.90). By comparison, after a 12-h waking retention period, performance improvement was only
4.28 Ⳳ 1.08 percentage points (4.89 Ⳳ 1.83 to 9.17 Ⳳ 1.81),
which represents a significant reduction in learning compared
with A.M.-Control performance (t(56) = 2.06, P < 0.05). In contrast, after a 24-h retention period consisting of a full day of
wakefulness followed by a regular night of sleep, performance
improved by 9.81 Ⳳ 1.29 percentage points (3.59 Ⳳ 1.75 to
13.40 Ⳳ 1.93), which was significantly greater than the 12-h
Wake group (t(57) = 2.64, P < 0.05) and not statistically different
from A.M.-Control performance (t(57) = 1.18, P = 0.58). This indicates that sleep either enhanced learning after video game performance had significantly degraded during the waking hours of
the previous day or restored learning that had been lost. It remains unresolved which aspects of learning degrade during
wakefulness and whether sleep restores the same aspects that are
lost or improves performance on different aspects of the task.
Video game performance in the P.M.-Control group improved by an average of 7.71 Ⳳ 1.23 percentage points
(4.61 Ⳳ 1.67 to 12.32 Ⳳ 1.85). After a 12-h retention period that
included a regular night of sleep, performance improved by
10.34 Ⳳ 1.55 percentage points (1.79 Ⳳ 1.85 to 12.13 Ⳳ 1.72),
which is not significantly different from P.M.-Control performance (t(56) = 1.02, P = 0.22). Likewise, after a 24-h retention interval that consisted of a night of sleep followed by a full day of
wakefulness, performance improved by 9.95 Ⳳ 1.86 percentage
points (2.51 Ⳳ 2.15 to 12.46 Ⳳ 1.79). This was not significantly
different from P.M.-Control (t(59) = 1.09, P = 0.28) or 12-h Sleep
group improvement (t(59) = 0.19, P = 0.85). Thus, whereas 12 h of
wakefulness after training resulted in significant performance deterioration, 12 h of wakefulness after training and a night of sleep
resulted in no such loss, indicating that sleep stabilized learning
so that subsequent waking did not adversely affect performance.
Finally, although P.M.-Control improvement only approached
being significantly greater than 12-h Wake performance
(t(56) = 1.63, P = 0.11), improvement scores for the 12-h Sleep and
24-h P.M. groups were significantly greater than those of the
12-h Wake group (t(56) = 2.87 and t(59) = 2.75, P < 0.01 for both),
napped during the 12-h waking period (n = 8), experienced motion sickness during training (n = 2), or exceeded the predetermined limit for FPS video game experience (n = 10).
To establish whether training would generate immediate,
practice-dependent improvements, two groups received a pretest,
training, and post-test within a single 1-h session, at either 9 a.m.
(A.M.-Control; n = 29) or 9 p.m. (P.M.-Control; n = 29) to control
for time-of-day effects. Next, we examined whether this learning
undergoes time-dependent or sleep-dependent consolidation
(Walker et al. 2002). Two groups were given a pretest and training
in one session and returned for a post-test after a 12-h retention
interval. For one group (12-h Wake; n = 29), pretest and training
began at 9 a.m., and the post-test was given following 12 h of
wakefulness, at 9 p.m. For the second group (12-h Sleep; n = 29),
pretest and training began at 9 p.m., and the post-test was given
at 9 a.m. on the following morning, after a 12-h interval that
included a regular sleep period. Two additional groups were
given a pretest and training at 9 a.m. (24-h A.M.; n = 30) or 9 p.m.
(24-h P.M.; n = 32) and returned for a post-test 24 h later (Table
1A).
Participants recorded their sleep patterns during the week
before their session. On the night before the study, the average
amount of sleep per group ranged between 6.93 Ⳳ 0.30
(mean Ⳳ SEM) and 7.55 Ⳳ 0.25 h, and there were no significant
differences between the groups (F(5,172) = 0.67, P = 0.65). Sleep
during the study for the three groups that included a sleep interval ranged between 6.66 Ⳳ 0.23 and 6.98 Ⳳ 0.24 h, and no significant group differences were found (F(2,88) = 0.49, P = 0.62).
Playing four unique rounds of one FPS video game produced
significant learning (for scoring measures, see Fig. 1) when tested
on a different FPS video game in a single session (t(56) = 8.09,
P < 0.0001). Combined control-group performance improved by
an average of 8.17 Ⳳ 1.29 (mean Ⳳ SEM) percentage points from
pretest (3.24 Ⳳ 1.26) to post-test (11.41 Ⳳ 1.32). Data from the
six groups (Table 1A) were analyzed using a six-factor ANOVA
with planned comparison t-tests. Video game performance improved after training for all groups (Fig. 1), but the amount of
improvement differed among groups (F(5,172) = 2.32, P < 0.05).
Video game performance in the A.M.-Control group imwww.learnmem.org
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Sleep and sensorimotor learning
ing a night of sleep. The performance improvement acquired
during training demonstrates generalization, the ability to apply
learning from limited experiences to novel situations (Poggio
and Bizzi 2004), which is not surprising because playing FPS
games produces cognitive benefits that generalize to very different perceptual tasks (Green and Bavelier 2003, 2006). Not only
do players encounter within-round variation that requires producing novel motor patterns in response to autonomously moving bots, but the visual and spatial attributes of the environments
used in the pretest, post-test, and each training round were all
unique (Fig. 2). Accordingly, post-test performance was achieved
by applying skills acquired during training to the novel visualspatial environment of the post-test round, and improvements
could not be attributed to prior knowledge of important features
of the post-test environment such as the spatial layout or location of weapons. These results provide the first evidence in humans of sleep-dependent consolidation for a generalized sensorimotor skill.
Although sleep-dependent consolidation of procedural
skills seems widely accepted (Stickgold 2005), the evidence is
more nuanced. In the motor domain, sleep-dependent learning
has been consistently replicated using a rote-trained motor sequence task (Karni et al. 1998; Fischer et al. 2002; Walker et al.
2002, 2003), but Rickard et al. (2008) have recently shown the
sleep-enhancement effect disappears when the experimental design and analyses are modified to account for several confounding factors. Though the results of Rickard et al. (2008) do not
preclude the possibility of sleep-dependent stabilization, the role
of sleep in the enhancement of learning fixed motor sequences is
less certain. Explicit sequence learning on a serial response time
task (SRTT) does benefit from sleep while implicit sequence learning does not (Robertson et al. 2004), unless a contextual component is included (Spencer et al. 2006). Song et al. (2007) demonstrated that sleep does not benefit general-skill or sequencespecific learning when using a probabilistic SRTT. Using the same
task, Keisler et al. (2007) found an overnight benefit but claimed
that time of day, not sleep, was responsible for the effect. This
interpretation, however, is questionable because the analysis relied on comparisons of groups with vastly different retention
intervals. For instance, when comparing session-3 performance,
only 2 h had transpired since the previous session for the early
and mid groups whereas 11 h had passed for the late group. In
the sensory domain, sleep has been shown to consolidate visual
texture discrimination learning (Karni et al. 1994; Gais et al.
2000; Stickgold et al. 2000), speech perception learning (Fenn et
al. 2003), and pitch memory (Gaab et al. 2004), but sleep-
Figure 1. Mean percentage point improvement scores by condition.
Performance improvement was measured as the difference between the
player’s post-test and pretest scores. Video game performance in a round
was measured as the difference between the player’s “kills percentage”
and “killed percentage.” The kills percentage was the percentage of total
bot death for which the player was responsible in a round. For example,
if the player had 10 kills and the bots were collectively killed 80 times (by
the player and each other), the player’s kills percentage for the round
would be 12.5%. The killed percentage was the percentage of the bots’
total kills for which the player was the victim. For instance, if the player
was killed five times and the bots’ collectively had 75 kills, the player’s
killed percentage would be 6.7%. Together, the player’s percentage
point score for the round would be +5.8. This normalization of the raw
scores takes into account the inherent variation of each FPS video game
round (e.g., enemy bots may be more efficient at killing in one round but
less competent in the next), thus making comparisons between rounds
more reliable. Error bars, SEM. *P < 0.05, **P < 0.01.
confirming that performance was significantly greater when
training was followed by a 12 or 24-h retention interval that
included sleep than when the interval consisted only of wakefulness.
The results reported here cannot
be explained by different abilities between groups at pretest (F(5,172) = 0.52,
P = 0.76) or to different performance
during training (F(5,172) = 0.25, P = 0.94).
Moreover, significant differences were
not found when comparing morning
and evening pretest scores for all groups
(t(176) = 0.33, P = 0.74) or when comparing A.M.- and P.M.-Control improvement (t(56) = 0.43, P = 0.67), indicating
no circadian effects on performance.
We have demonstrated consolidation during sleep for a multimodal sensorimotor skill in a task requiring adaptive behavior. Video game performance Figure 2. Environment maps and screenshots from the FPS testing rounds (Unreal Tournament®
2003 ©2002 Epic Games, Inc. All rights reserved. Used with permission.) and training rounds (Quake
was shown to display an immediate,
3 ©2002 Id Software, Inc. All rights reserved. Used with permission.). In order from left to right, the
practice-dependent improvement in a
maps depict the following environments: Gael first floor, Gael second floor, Q3DM-3, Q3DM-1,
single session. Performance deteriorated Q3DM-19 first floor, Q3DM-19 second floor, and Training Day. The spatial layout of the training round
significantly after a full day of wakeful- Q3DM-8 was too complicated to map out in this manner. The screen shots depict the following
ness but recovered and stabilized follow- environments from left to right: Gael, Q3DM-3, Q3DM-1, Q3DM-19, Q3DM-8, and Training Day.
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Sleep and sensorimotor learning
dependent performance benefits were not found in either an auditory tone sequence (Atienza et al. 2004) or verbal identification
(Roth et al. 2005) task. Overall, evidence suggests that sleep contributes to the consolidation of many procedural tasks, but the
extent of sleep-dependent consolidation remains unknown. It
will be important for future behavioral studies to clarify the conditions that produce sleep-dependent consolidation.
Evidence of consolidation during sleep for a sensorimotor
task like FPS game playing provides support that sleep-dependent
consolidation extends to more complex, naturalistic behaviors.
FPS game playing is a complicated task that entails learning a
diverse set of interacting skills, integrating visual and auditory
information, and coordinating distinct bimanual hand and finger movements. These component skills are likely subserved by a
broad range of cortical and subcortical systems, including visual,
auditory, and motor cortices as well as the hippocampal formation, which has been suggested to mediate sleep-dependent consolidation (Spencer et al. 2006). Eichenbaum and Cohen (2001)
have hypothesized that the hippocampus is recruited whenever
learning requires intersensory or sensorimotor integration, and
the hippocampus is activated during spatial navigation in virtual
environments (Peigneux et al. 2004) similar to navigation in FPS
games. The complexity of FPS games implicates several brain regions that could plausibly benefit from processes of sleepdependent consolidation. However, the specific task components that benefit from sleep are unknown. This leaves open for
future study the question of whether consolidation of complex
behaviors primarily results from the independent consolidation
of multiple low-level skills or the integration of various component skills into a coordinated behavior.
A neurophysiologic perspective may help explain the pattern of wake-state performance degradation and sleep-state recovery and stabilization demonstrated in the present study. One
hypothesis for memory consolidation is trace reactivation
(Buzsaki 1989), whereby memory traces are modified via coordinated “offline” replay of stimulus driven activity (Hoffman and
McNaughton 2002). Replay has been observed during sleep in
animals (Wilson and McNaughton 1994; Dave and Margoliash
2000; Poe et al. 2000), and performance-related sleep activation
of specific regions is associated with task learning in humans
(Huber et al. 2004; Peigneux et al. 2004). We hypothesize that
sleep replay recruits more extensive neural networks as behaviors
become more complex, which could involve additional modalities, increasingly elaborate rote behaviors, or progressing from
fixed to adaptive responses. Coordinated replay across multiple
networks could carry additional (mutual) information in the distributed representation. Learning a simple skill may establish a
pattern of coordinated recruitment across a specific set of cortical
and subcortical structures (Doyon and Benali 2005; Walker et al.
2005), but learning complex behaviors that engage the coordination of various sensory and motor systems likely involves
changes within the systems as well as in the functional connectivity of networks.
It is commonly believed that a new skill trace remains labile
when first learned (Walker 2005). The recruitment of different
networks in service of regular waking activity could reduce the
stability of the newly acquired trace, leaving more complex behaviors susceptible to deterioration during wakefulness. For example, FPS game playing and generalized speech learning (Fenn
et al. 2003) undergo wake-state performance degradation
whereas learning rote finger-tapping sequences does not (Fischer
et al. 2002; Walker et al. 2002), though there is evidence for a
transient performance boost that disappears within 4 h posttraining (Hotermans et al. 2006). Although texture discrimination performance can decrease throughout the day, this deterioration likely results from repeated testing rather than from time
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spent awake (Mednick et al. 2002, 2003). Conversely, the extensive networks underlying complex behaviors would provide
more opportunities for the newly acquired trace to be consolidated via a replay mechanism during sleep. Indeed, Kuriyama et
al. (2004) varied motor sequence complexity and found the most
complex configuration showed greater post-sleep performance
improvements than the simpler task configurations. This model
would predict the patterns of interactions among sleep, waking,
and skill learning and could potentially be tested in both animals
and humans. This suggests the importance of future comparative
studies of sleep-dependent consolidation, especially in species
where this learning can be studied in behaviors whose ecological significance is well defined.
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Received August 9, 2008; accepted in revised form September 10, 2008.
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