"Learning Theory" is a  discipline of psychology that attempts to explain how an organism learns. It  consists of many theories of learning, including instincts, social facilitation,  observation, formal teaching, memory, mimicry, classical and operant  conditioning. It is these last two that are of most interest to animal trainers,  and likewise of interest to those who train slaves. These types of conditioning  are not isolated only to animals, but are applicable to behavioral modification in humans as  well.
 Classical Conditioning  Theory
 Classical Conditioning is the  type of learning made famous by Pavlov's experiments with dogs. The gist of the  experiment is this: Pavlov presented dogs with food, and measured their salivary  response (how much they drooled). Then he began ringing a bell just before  presenting the food. At first, the dogs did not begin salivating until the food  was presented. After a while, however, the dogs began to salivate when the sound  of the bell was presented. They learned to associate the sound of the bell with  the presentation of the food. As far as their immediate physiological responses  were concerned, the sound of the bell became equivalent to the presentation of  the food.
 Classical conditioning is used  by trainers for two purposes: To condition (train) autonomic responses, such as  the drooling, producing adrenaline, or reducing adrenaline (calming) without  using the stimuli that would naturally create such a response; and, to create an  association between a stimulus that normally would not have any effect on the  subject and a stimulus that would.
 Stimuli that subjects react to  without training are called primary or unconditioned stimuli (US). They include food, pain, and other  "hard-wired" or "instinctive" stimuli. We do not have to learn  to react to an electric shock, for example. Pavlov's dogs did not need  to learn about food.
 Stimuli that subjects react to  only after learning about them are called secondary  or conditioned stimuli (CS). These are  stimuli that have been associated with a primary stimulus. In Pavlov's  experiment, the sound of the bell meant nothing to the dogs at first. After its  sound was associated with the presentation of food, it became a conditioned  stimulus. If a warning buzzer is associated with the shock, the animals will  learn to fear it. This concept is identical for humans. For example, the alarm  clock going off every morning has 'conditioned' many people to wake suddenly,  within several seconds of the clock going off. At first, this sound only  disturbed sleep, but after a while, it was associated with the need to wake up  and go to work.
 Secondary stimuli are things  that the trainee has to learn to like or dislike. Examples include school grades  and money. A slip of paper with an "A" or an "F" written on it has no meaning to  a person who has never learned the meaning of the grade. Yet students work hard to gain "A's" and avoid "F's". A coin  or piece of paper money has no meaning to a person who doesn't use that sort of  system. Yet people have been known to work hard to gain this secondary  reinforcer.
 Application
 Classical conditioning is very  important to animal trainers, because it is difficult to supply an animal with  one of the things it naturally likes (or dislikes) in time for it to be an  important consequence of the behavior. For example, it is hard to reward your  slave with a piece of chocolate while she's at home, cleaning the house, and  you're at work. So trainers will associate something that's easier to "deliver"  with something the subject wants through classical conditioning. Some trainers  call this a bridge (because it bridges the time between when the animal performs  a desired behavior and when it gets its reward). Marine mammal trainers use a  whistle. Many other trainers use a clicker, a box with a metal tongue that makes  a click-click sound when you press it. It is common for many  Masters and Mistresses to use certain words and phrases (such as "Good  girl").
 You can condition the subject  to the noise (such as a clicker) by clicking it and delivering some desirable reward, many  times in a row. Simply click the clicker, pause a moment, and give the dog (or  other animal) the treat. After you've done this a few times, you may see the  animal visibly startle, look towards the treat, or look to you. This indicates  that she's starting to form the association. It's called "creating a conditioned  reinforcer". The click sound becomes a signal for an upcoming reinforcement. As  a shorthand, some clicker trainers will say that the click = the treat. How  could you apply  this to slave training? If, for instance, you are training your slave to respond  to the words "beautiful slave." You may, over the period of a week or two, say  these words and stroke the slave's hair, neck, or breast gently. You must  associate the word with the action by keeping it consistent, every time, at the  same speed. Within a few weeks, the words "beautiful slave" will cause the slave  to relax, or smile, and become very warm to you within a matter of seconds.
 Operant Conditioning
 Classical conditioning forms an  association between two stimuli. Operant conditioning forms an association  between a behavior and a consequence. (It is also called response-stimulus or RS  conditioning because it forms an association between the subject's response  [behavior] and the stimulus that follows [consequence])
 Four Possible  Consequences
 There are four possible  consequences to any behavior. They are:
 -  Something Good can start or be presented
 -  Something Good can end or be taken away
 -  Something Bad can start or be presented
 -  Something Bad can end or be taken away
 
Consequences have to be  immediate, or clearly linked to the behavior. With verbal humans, we can explain  the connection between the consequence and the behavior,  even if they are separated in time. For example, you might tell a friend that  you'll buy dinner for them since they helped you move, or a parent might explain  that the child can't go to summer camp because of her bad grades. With very  young children, humans who don't have verbal skills, and animals, you can't  explain the connection between the consequence and the behavior. For an animal,  the consequence has to be immediate. In many training cycles with slaves, you  are actively trying to get the slave to react, not think-then-react, producing  an immediate obedience. This type of conditioning can work well for this type of  training as well. The way to work around this is to use a bridge (see  above).
 Technical Terms
 The technical term for start or  "be presented" is positive or additive, since it's something that's added to the  trainee's environment.
 The technical term for "end or  be taken away" is negative or subtractive, since it's something that's  subtracted from the trainee's environment.
 Anything that increases a  behavior - makes it occur more frequently, makes it stronger, or makes it more  likely to occur - is termed a reinforcer. Often, an animal (or person) will  perceive "starting Something Good" or "ending Something Bad" as something worth  pursuing, and they will repeat the behaviors that seem to cause these  consequences. These consequences will increase the behaviors that lead to them  they are reinforcers. These are consequences the trainee will work to attain, so  they strengthen the behavior.
 Anything that decreases a  behavior - makes it occur less frequently, makes it weaker, or makes it less  likely to occur - is termed a punisher. Often, an animal (or person) will  perceive "ending Something Good" or "starting Something Bad" as something worth  avoiding, and they will not repeat the behaviors that seem to cause these  consequences. These consequences will decrease the behaviors that lead to them  they are punishers.
 Applying these terms to the  four possible consequences:
 -  Something Good can start or be presented, so behavior increases = Additive Reinforcement (R+)
 -  Something Good can end or be taken away, so behavior decreases = Subtractive Punishment (P-)
 -  Something Bad can start or be presented, so behavior decreases = Additive Punishment (P+)
 -  Something Bad can end or be taken away, so behavior increases = Subtractive Reinforcement (R-)
 
or:
 |   | <><><><> <>>  Reinforcement    (behavior increases)  | <><><><> <>>  Punishment (behavior decreases)  | 
|   Additive  (something added)  | <><><><> <>>  Additive Reinforcement: Something added increases behavior  | <><><><> <>>  Additive Punishment Something added decreases behavior  | 
|   Subtractive (something removed)  | <><><><> <>>  Subtractive Reinforcement Something removed increases behavior  | <><><><> <>>  Subtractive Punishment Something removed decreases behavior  | 
Remember that these definitions  are based on their actual effect on the behavior in question: they must reduce  or strengthen the behavior to be considered a consequence and be defined as a  punishment or reinforcement. Pleasures meant as rewards but that do not  strengthen a behavior are indulgences, not reinforcement; aversives meant as a  behavior weakener but do not actually weaken the behavior, are ineffective.
 Positive (Additive)  Reinforcement
 This is possibly the easiest,  most effective consequence for a trainer to control (and easy to understand,  too!). Additive reinforcement means starting or adding Something Good, something  the trainee likes or enjoys. Because the trainee wants to gain that Good Thing  again, they will repeat the behavior that seems to cause that consequence.
 Examples of additive  reinforcement:
 The dolphin gets a fish for  doing a trick. The worker gets a paycheck for working. The dog gets a piece of  liver for returning when called. The slave gets to go out for dinner for  cleaning the house. The cat gets comfort for sleeping on the bed. The wolf gets  a meal for hunting the deer. The child gets dessert for eating her vegetables.  The dog gets attention from his people when he barks. The child gets ice cream  for begging incessantly. The slave gets a hug for pouting. The dog gets to play  in the park for pulling her owner there. The snacker gets a candy bar for  putting money in the machine.
 Secondary additive  reinforcers and Bridges
 A primary additive reinforcer  is something that the trainee does not have to learn to like. It comes  naturally, no experience necessary. Primary R+s usually include food, often  include sex, the chance to engage in instinctive behaviors, and for social  animals, the chance to interact with others.
 A secondary additive reinforcer  is something that the subject has to learn to like. The learning can be  accomplished through Classical Conditioning or through some other method. A  paycheck is a secondary reinforcer - just try writing a check to reward a young  child for potty training!
 Trainers will often create a  special secondary reinforcer they call a bridge. A bridge is a stimulus that has  been associated with a primary reinforcer through classical conditioning. This  process creates a conditioned additive reinforcer, often called a conditioned  reinforcer or CR for short. Trainees that have learned a bridge react to it  almost as they would to the reward that follows (such as saying "beautiful  slave" will get an immediate reaction, though the slave hasn't been  touched).
 Schedules of Reinforcement,  and Extinction
 A schedule of reinforcement  determines how often a behavior is going to result in a reward. There are five  kinds: fixed interval, variable interval, fixed ratio, variable ratio, and  random.
 A fixed interval means that a  reward will occur after a fixed amount of time. For example, every five minutes.  Paychecks are an example of scheduled reinforcement.
 A variable interval schedule  means that reinforcers will be distributed after a varying amount of time.  Sometimes it will be five minutes, sometimes three, sometimes seven, and  sometimes one. My e-mail account works on this system - at varying intervals I  get new mail (for me this is a Good Thing!).
 A fixed ratio means that if a  behavior is performed X number of times, there will be one reinforcement on the  Xth performance. For a fixed ratio of 1:3, every third behavior will be  rewarded. This type of ratio tends to lead to lousy performance with some  animals and people, since they know that the first two performances will not be  rewarded, and the third one will be no matter what. This is not a schedule of  reinforcement I would suggest for slaves. A fixed ratio of 1:1 means that every  correct performance of a behavior will be rewarded.
 A variable ratio schedule means  that reinforcers are distributed based on the average number of correct  behaviors. A variable ratio of 1:3 means that on average, one out of every three  behaviors will be rewarded. It might be the first. It might be the third. It  might even be the fourth, as long as it averages out to one in three This is  often referred to as a variable schedule of reinforcement or VSR (in other  words, it's often assumed that when someone writes "VSR" they are referring to a  variable ratio schedule of reinforcement). This is the most effective schedule  for use on slaves, because it incorporates motivation to keep the behavior  consistent. If you were rewarding your slave with ice cream every few days or so  for keeping the laundry done, you might find the laundry is consistently done  and done well, in anticipation that "today" is the ice cream day.
 With a random schedule, there  is no correlation between the trainee's behavior and the consequence. With human  training it is important that the trainee understand the connection between the  behavior and result or the lack of logical connections will cause the behavior  to change drastically in order to find something else that works better.
 If reinforcement fails to occur  after the subject performs behavior that has been reinforced in the past, the  behavior might go away entirely. This process is called extinction. The subject  sees that whatever s/he is doing has failed to work, so they will stop or begin  a new behavior in order to look for the treat again. A variable ratio schedule  of reinforcement makes the behavior less vulnerable to extinction. If you're not  expecting to gain a reward every time you accomplish a behavior, you are not  likely to stop the first few times your action fails to generate the desired  consequence. Slot machines use variable reinforcement to avoid extinction, "OK,  I didn't win this time, but next time I'm almost sure to win!"
 When a behavior that has been  strongly reinforced in the past no longer gains reinforcement, you might  experience what's call an extinction burst. This is when the animal performs the  behavior over and over again, in a burst of activity. Extinction bursts are  something for trainers to watch out for! This is less common in humans, but with  slaves you may see it in some sexual situations. The slave has learned how to  perform fellatio a certain way, with a certain movement of tongue or mouth. If  suddenly, this learned skill no longer works to produce a pleasurable sound from  her Master, or an orgasm, she may perform it harder and faster. If this extra  burst of behavior fails to bring the reward, it will stop altogether. This is  why you must remain consistent with rewards.  
One of the animal trainers I  learned with has cautioned against needlessly using variable schedules. Most  useful behaviors, he points out, will get some sort of reinforcement every time.  You might not always click and treat your dog for sitting on cue, but you will  always reward it with some recognition and praise ("Good dog!"). If there is  some circumstances where you will be unable to deliver any reinforcement (during  a long sequence of behaviors, or when the animal is out of contact), then you  will need to build a buffer against extinction with a VSR. Otherwise, don't  bother. This is difficult to do in a situation where you will not be with the  subject 24 hours a day.
 Cautions in using positive  reinforcement:
 If the subject is afraid or  fearful while performing the behavior, you may be rewarding the fear. For  instance, if you get into an loud argument with someone else, in front of the  slave, and specifically tell her to "remain quiet," she may associate being  fearful of her Master yelling with being quiet. Then when you tell her later  that she was good for remaining quiet, the next time you need her to answer you  when you're reprimanding her, she may say nothing at all.
 The timing must be precise. The  reward must follow directly after the behavior and not several minutes  afterward.
 The reward has to be sufficient  to motivate a repetition. Mild praise won't be enough for some slaves. Others  require the larger displays of approval, etc.
 Reinforcements can become  associated with the person giving them. If the slave realizes that she can't get  any rewards without you present, she will not be motivated to act when you are  not there.
 Subjects can get sated with the  reward you're offering when they've had enough, and it will no longer be  motivating. This is common in using orgasms as a reward, after one or two, the  slave is not inspired to continue behaving well to gain another one.
 Reinforcers increase behavior.  If you don't want your trainee actively trying out new behaviors ("throwing  behaviors at the trainer"), don't use random reinforcement. Use a positive  reinforcement to train a subject to do something. This is very, very common in  slaves who will try a plethora of behaviors to get attention, from dressing  nicely, wearing their owner's favorite scent, acting up, etc.
 Negative (Subtractive)  Punishment
 Subtractive punishment is  reducing behavior by taking away Something Good. If the subject was enjoying or  depending on Something Good she will work to avoid it getting taken away. They  are less likely to repeat a behavior that results in the loss of a Good Thing.  This type of consequence is a little harder to control.
 Examples
 The child has his crayons taken  away for fighting with his sister. The window looking into the other monkey's  enclosure is shut when the first monkey bites the trainer. "This car isn't  getting any closer to Disneyland while you kids are fighting!" The dog is put on  leash and taken away from the park for not coming to the owner when the owner  called. The slave is taken out of a store for back-talking her owner.
 Secondary Subtractive  Punishers
 Trainers seldom go to the  trouble of associating a particular cue with negative punishment. It's sometimes  called a "delta" stimulus. Some dog owners make the mistake of calling their  dogs in the park and then using the negative punishment of taking the dog away  from the fun. "Fido, come!" then becomes a conditioned negative punisher. The  most common one for use with slaves are statements like "Go upstairs and sit on  the bed and wait for me" when the slave is in trouble. The statement itself (not  the actual waiting) develops a strong nervousness.
 Additive Punishment
 Positive punishment is  something that is applied to reduce a behavior. The term "positive" often  confuses people, because in common terms "positive" means something good, so we  will refer to it as additive punishment.  Also keep in mind that with these  terms, it is not the trainee that is "punished" (treated badly to pay for some  moral wrong), but the behavior that is punished (reduced). Additive punishment,  when applied correctly, is the most effective way to stop unwanted behaviors.  Its main flaw is that it does not teach specific alternative behaviors.
 Examples
 Both our society and nature  seem to have a great fondness for additive punishment, in spite of all the  problems associated with it (see below). The peeing on the rug (by a puppy) is  punished with a swat of the newspaper. The driver's speeding results in a ticket  and a fine. The baby's hand is burned when she touches the hot stove. Walking  straight through low doorways is punished with a bonk on the head. A slave tries  to get out of her restraints, and falls over. In all of these cases, the  consequence (the additive punishment) reduces the behavior's future  occurrences.
 Secondary Additive  Punishers
 Because a additive punisher,  like other consequences, must follow a behavior immediately or be clearly  connected to the behavior to be effective, a secondary additive punisher is very  important. (This is especially true if the punisher is going to be something  highly aversive or painful). Many trainers actively condition the word "No!"  with some punisher, to form an association between the word and the consequence.  The conditioned punisher (CP+) is an important part of training with Operant  Conditioning.
 Cautions in using Additive  Punishment:
 Behaviors are usually motivated  by the expectation for some reward, and even with a punishment, the motivation  of the reward is often still there. For example, a predator must face some  considerable risk and pain in order to catch food. A wolf must run over rough  ground and through bushes, and face the hooves, claws, teeth, and/or horns of  their prey animals. They might be painfully injured in their pursuit. In spite  of this, they continue to pursue prey. In this case, the motivation and the  reward far outweigh the punishments, even when they are dramatic.
 The timing of a positive  punishment must be precise. It must correspond exactly with the behavior for it  to have an effect. (If a conditioned punisher is used, the CP+ must occur  precisely with the behavior). If your slave forgets her verbal protocols at  dinner, and multiple times you punish her by taking her out of the restaurant  for it, she will form an association with going to dinner = messing up, and will  become very stressed when going out after that. However, if you give her a  command to be silent for an extended period of time, she will associate the  verbal correction with the verbal mistake.
 The aversive must be sufficient  to stop the behavior in its tracks - and must be greater than the reward. The  more experience the trainee has with a rewarding consequence for the behavior,  the greater the aversive has to be to stop or decrease the behavior. If you  start with a small aversive (mild spanking or a stern talking-to) and build up  to a greater one (hard whipping or full-on yelling), your trainee may become  adjusted to the aversive and it will not have any greater effect.
 Punishments may become  associated with the person supplying them. The dog that was hit after chewing on  the furniture may still chew on the furniture, but he certainly won't do it when  you're around! This applies to slaves to a large degree.
 Physical punishments can cause  physical damage, and mental punishments can cause mental damage. You should only  apply as much of an aversive as it takes to stop the behavior. Do not  over-punish for a little infraction, and do not continually punish. Slaves  especially need a sense of closure; she knelt on rice for 15 minutes, and now  it's over with, hug her and get on with it. i recommend the use of reinforcers  with slaves after a punishment has been endured and their behavior has now been  corrected. This is helpful for slaves to realize that the behavior is now  acceptable and you are no longer upset.
 Punishers suppress behaviors.  Use additive punishment to train a subject not to do something, not to do  something else.
 Subtractive  Reinforcement
 Subtractive reinforcement  increases a behavior by ending or taking away Something Bad or aversive. By  making the trainee's circumstances better, you are rewarding it and increasing  the likelihood that it will repeat the behavior that was occurring when you  ended the Bad Thing.
 In order to use subtractive  reinforcement, the trainer must be able to control the Bad Thing that is being  taken away. This often means that the trainer must also reapply the Bad Thing,  and reapplying a Bad Thing might reduce whatever behavior was going on when the  Bad Thing was reapplied. And reducing a behavior by reapplying a Bad Thing is  positive punishment.
 Examples
 The choke collar is loosened  when the dog moves closer to the trainer. The whipping stops when the slave  apologizes. The reins are loosened when the horse slows down. The car buzzer  turns off when you put on your seatbelt. Dad continues driving towards  Disneyland when the kids are quiet. You stop pulling the slave's hair when she  finally kneels.
 Secondary Subtractive  Reinforcers
 Trainers seldom go to the  trouble of associating a particular cue with subtractive reinforcement, but it  can be done. Not generally advisable for slaves, as they will get confused with  punishments.
 Internal Reinforcers and  Punishers
 Unfortunately, trainers can not  control all reinforcers and punishers. There are a number of environmental  factors that are going to affect the subject's behavior that you have no control  over, but which will still be a significant consequence for your trainee.
 Some of these come from the  subject's internal environment - their own reactions. Relief from stress, pain,  or boredom are common reinforcers and some "self-reinforcing" behaviors are  actually maintained because of this. Examples: a dog barking because it relieves  boredom, or a person chewing on her fingers or smoking a cigarette because it  relieves stress. Drivers speed because it is fun. Guilt is an internal punisher  that some people experience, and guilt from not pleasing their owner is common  in slaves.
 This is offered as a learning  tool for Master and Mistresses, and even the slaves and submissives themselves.  Sometimes, understanding the tools that are used can make them more effective.  The examples here are only that: examples. They are not "the way" nor how you  should do it. These are simply guidelines for developing your own training  systems. 
 

Great article. Will try to apply it the next time I meet a suitable Master.
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