Difference between revisions of "CNP DRL"

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=== Basic Task Description ===
 
=== Basic Task Description ===
  
The deterministic reversal learning task (DRLT) is a computerized measure of reversal learning, a form of behavioral/cognitive flexibility that has been widely investigated in both animal and human studies (Robbins et al., 2000).  This particular task version was modeled after a paradigm originally used to examine genetic associations with reversal learning in BXD strains of mice (Laughlin et al., 2011).  Participants are presented with two doors and instructed that they will receive monetary rewards based on which door they choose.  The initial side of reinforcement (right or left) is randomly selected by the computer.  If participants select the door associated with the reward, they immediately see two quarters appear in place of the door and hear a rewarding sound (cash register noise).  Rewarded selections also present a running total of earnings on the bottom of the screen.  If participants select the door that is not associated with the reward, they immediate see an empty white box in place of the door and hear a negative sound (buzzing noise).  Once participants have consistently selected the reinforced door, the reward contingencies for the doors are reversed.  After this reversal, participants need to consistently select the newly reinforced door in order to complete the task.  The primary dependent variable is the number of errors that are made after reversal.
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The deterministic reversal learning task (DRLT) is a computerized measure of reversal learning, a form of behavioral/cognitive flexibility that has been widely investigated in both animal and human studies (Robbins et al., 2000).  This particular task version was modeled after a paradigm originally used to examine genetic associations with reversal learning in BXD strains of mice (Laughlin et al., 2011).  Participants are presented with two doors and instructed that they will receive monetary rewards based on which door they choose.  The initial side of reinforcement (right or left) is randomly selected by the computer.  If participants select the door associated with the reward, they immediately see two quarters appear in place of the door and hear a rewarding sound (cash register noise).  Rewarded selections also present a running total of earnings on the bottom of the screen.  If participants select the door that is not associated with the reward, they immediate see an empty white box in place of the door and hear a negative sound (buzzing noise).  Once participants have consistently selected the reinforced door and satisfied the performance criterion in the initial acquisition phase, the reward contingencies for the doors are reversed.  After this reversal, participants need to consistently select the newly reinforced door in order to achieve the performance criterion in the reversal phase and complete the task.  The primary dependent variables are the number of total trials to criterion in the acquisition and reversal conditions.
  
 
=== Task Procedure ===
 
=== Task Procedure ===
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Please tell your experimenter when you are ready to begin the practice trials."</center>
 
Please tell your experimenter when you are ready to begin the practice trials."</center>
  
Practice block trials provide a basic orientation to the trial format and response keys in order to shape prompt responding during the task.  Practice trials begin with a box in the center of the screen with the word "Press" and the words "Press and hold the middle button" at the top of the screen.  Once the participant presses the middle key, the word "Hold" appears in the center box and the words "Wait until you see the doors!" appears at the top of the screen.  The "Hold" cue remains on the screen for either 2000 ms or 2500 ms, during which time participants must keep the middle key pressed down.  If they release the middle key prematurely during this time, they receive the following feedback and the trial restarts: "Oops!  Make sure to wait for the doors. Let's try again."  Following the "Hold" delay, two doors appear on the left and right sides of the screen.  The doors remain on the screen for up to 4000 ms or until the participant presses the left or right key.  While the doors are present, the "Hold" cue is then replaced by "Left or Right?" which prompts the participants to press either the left or right key.  If a left or right keypress is made within 2000 ms, then participants are given feedback of "Good Job!" in the center box, along with a positive noise (fanfare).  If participants take too long to respond (more than 2000 ms), they receive the following feedback in the center of the screen: "Oops!  Please respond more quickly. Let's try again."  Feedback slides are all presented for a total of 2000 ms.  After three consecutive responses within the 2000 ms time limit, the practice trials end and the following instructions are presented on the screen:
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Practice block trials provide a basic orientation to the trial format and response keys in order to shape prompt responding during the task.  These practice/shaping trials begin with a box in the center of the screen with the word "Press" and the words "Press and hold the middle button" at the top of the screen.  Once the participant presses the middle key, the word "Hold" appears in the center box and the words "Wait until you see the doors!" appears at the top of the screen.  The "Hold" cue remains on the screen for either 2000 ms or 2500 ms, during which time participants must keep the middle key pressed down.  If they release the middle key prematurely during this time, they receive the following feedback and the trial restarts: "Oops!  Make sure to wait for the doors. Let's try again."  Following the "Hold" delay, two doors appear on the left and right sides of the screen.  The doors remain on the screen for up to 4000 ms or until the participant presses the left or right key.  While the doors are present, the "Hold" cue is then replaced by "Left or Right?" which prompts the participants to press either the left or right key.  If a left or right keypress is made within 2000 ms, then participants are given feedback of "Good Job!" in the center box, along with a positive noise (fanfare).  If participants take too long to respond (more than 2000 ms), they receive the following feedback in the center of the screen: "Oops!  Please respond more quickly. Let's try again."  Feedback slides are all presented for a total of 2000 ms.  After three consecutive responses within the 2000 ms time limit, the practice trials end and the following instructions are presented on the screen:
  
 
<center>"Now that you are familiar with pressing the keys, we can start the game.   
 
<center>"Now that you are familiar with pressing the keys, we can start the game.   
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Please tell your experimenter when you are ready to begin."</center>
 
Please tell your experimenter when you are ready to begin."</center>
  
Experimental block trials follow general parameters similar to the practice trials, and begin with a box in the center of the screen with the word "Press."  If participants do not press the middle button within 5000 ms, they receive the following feedback in the center of the screen: "Please press the middle key to begin the next trial."  After pressing the middle key, the word "Hold" appears in the center box and remains on the screen for either 1000 ms, 1500 ms, 2000 ms, or 2500 ms.  These 4 durations for the "Hold" cue are randomized across all trials.  If they release the middle key prematurely during this time, they receive the following feedback and the trial restarts: "Oops!  Make sure to wait for the doors. Let's try again."  Following the "Hold" delay, two doors appear on the left and right sides of the screen.  The doors remain on the screen for up to 2000 ms or until the participant presses the left or right key.  While the doors are present, the "Hold" cue is then replaced by "Left or Right?" which prompts the participants to press either the left or right key.   
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Experimental block trials (acquisition and reversal conditions) follow general parameters similar to the practice trials, and begin with a box in the center of the screen with the word "Press."  If participants do not press the middle button within 5000 ms, they receive the following feedback in the center of the screen: "Please press the middle key to begin the next trial."  After pressing the middle key, the word "Hold" appears in the center box and remains on the screen for either 1000 ms, 1500 ms, 2000 ms, or 2500 ms.  These 4 durations for the "Hold" cue are randomized across all trials.  If they release the middle key prematurely during this time, they receive the following feedback and the trial restarts: "Oops!  Make sure to wait for the doors. Let's try again."  Following the "Hold" delay, two doors appear on the left and right sides of the screen.  The doors remain on the screen for up to 2000 ms or until the participant presses the left or right key.  While the doors are present, the "Hold" cue is then replaced by "Left or Right?" which prompts the participants to press either the left or right key.  If participants take too long to respond (more than 2000 ms), they receive the following feedback in the center of the screen: "Oops!  Didn't get your response in time. Let's try again."  If participants press the right or left key will still pressing the middle key (i.e., using two different fingers to respond), they receive the following feedback in the center of the screen: "Oops!  Please remember to use only one finger and do not respond before the doors appear.  Let's try again."  Feedback slides are all presented for a total of 2000 ms.   
  
For each experimental block of trials, the computer randomly selects either the left or right door to be initially associated with reward.  Participants receive $0.50 each time they select the rewarded door.  As soon as the participant presses the key corresponding to the side of the rewarded door, then they immediately see two quarters appear in place of the door and hear a rewarding sound (cash register noise).  Rewarded selections also present a running total of earnings on the bottom of the screen.  If participants select the door that is not associated with the reward, they immediate see an empty white box in place of the door and hear a negative sound (buzzing noise).  The timing of the reversal is based on a performance criterion.  Of note, this criterion has been revised since the task was initially employed (the initial version of this task (DRLT) used a performance criterion of 9 out of 12 correctly-completed trials, computed as a moving window).  The current version of the task (DRLT_v2) uses a performance criterion of 5 consecutive correctly-completed trials.
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At the beginning of the acquisition block, the computer randomly selects either the left or right door to be initially associated with reward.  Participants receive $0.50 each time they select the rewarded door.  As soon as the participant presses the key corresponding to the side of the rewarded door, then they immediately see two quarters appear in place of the door and hear a rewarding sound (cash register noise).  Rewarded selections also present a running total of earnings on the bottom of the screen.  If participants select the door that is not associated with the reward, they immediate see an empty white box in place of the door and hear a negative sound (buzzing noise).  The timing of the reversal is based on a performance criterion.  Of note, this criterion has been revised since the task was initially employed (the initial version of this task (DRLT) used a performance criterion of 9 out of 12 correctly-completed trials, computed as a moving window).  The current version of the task (DRLT_v2) uses a performance criterion of 5 consecutive correctly-completed trials.
  
 
=== Task Structure Detail ===
 
=== Task Structure Detail ===
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* Task Structure ''(please given an overview of the task procedures here [i.e., overall design, block, trial, and within-trial event structure and timing])''
 
* Task Structure ''(please given an overview of the task procedures here [i.e., overall design, block, trial, and within-trial event structure and timing])''
** The BART has a series of instructional screens at the outset, followed by the experimental session comprised of 40 balloon trials.
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** The DRLT has two instructional screens at the outset, followed by practice trials and the experimental session comprised of pre-reversal and post-reversal blocks of trials.
*** Six instructional screens.  Screens are advanced with a right mouse click from the examiner.   
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*** Two instructional screens.  Screens are advanced with a left mouse click from the examiner.   
**** 1. Basic task description.
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**** 1. Basic task description.
**** 2. Placement of hands and keys used for pumping and stopping (mapped based on handedness).
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**** 2. Introduction to the practice trials.
**** 3. Pumping description and appearance of balloon.
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*** Practice trials (repeated until 3 consecutive trials with responses < 2000 ms).
**** 4. Explosion description and appearance of exploded balloon.
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**** Press Cue Slide (infinite until middle key is pressed).
**** 5. Reiteration of key used to stop pumping/cash in (mapped based on handedness).
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**** Hold Cue Slide (randomized duration of 2000 ms or 2500 ms).  
**** 6. Questions screen prior to beginning task.
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***** Early Response Feedback (3000 ms) presented if participants release the middle key prematurely.
*** Experimental trials (40 trials).  All experimental trials are preceded by a fixation cross screen.
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**** Door Slide (4000 ms).  
**** Fixation cross (500 ms) screen with blank white background.
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***** No/Slow Response Feedback (2000 ms) presented if participants do not respond to doors within 2000 ms.
**** Balloon trial 1. Red or blue balloon presented (randomized).  
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*** Instruction screen reminds participants of the rules and introduces the experimental trials.
***** Within-trial structure
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*** Experimental trials (up to 60 trials).   
****** Pumping increases balloon size with successively enlarged images (self-paced).
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**** Press Cue Slide (5000 ms or until middle key is pressed).
****** Participant cashes out or the balloon explodes.
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***** No Response Feedback (2000 ms) presented if participants do not press the middle key within 5000 ms.
****** Total points earned screen presented for 1500 ms.  
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**** Hold Cue Slide (randomized duration of 1000, 1500, 2000, or 2500 ms).
**** Balloon trial 2 begins after a fixation cross screen, and this is sequence is repeated for 40 trials.  
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***** Early Response Feedback (3000 ms) presented if participants release the middle key prematurely.
*** End. Thank you screen presented.  Grand Total Points also displayed.  
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**** Door Slide (2000 ms).  
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***** No/Slow Response Feedback (2000 ms) presented if participants do not respond to doors within 2000 ms.
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***** One Finger Feedback (2000 ms) presented if participants respond to doors while still pressing the middle key.
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*** End. Thank you screen presented.  Grand Total Earnings also displayed.  
 
** Timing  
 
** Timing  
*** Instruction screens are static until advanced by examiner with a right mouse click.  
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*** Instruction screens are static until advanced by examiner with a left mouse click.  
*** Fixation cross screens (500 ms).
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*** Press Cue Slides (5000 ms until until middle key is pressed).
*** Balloon images are static until participant presses the pump key. Pressing the pump key instantaneously presents the following balloon image (either a slightly larger balloon or an exploded balloon).  
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*** Hold Cue Slides (1000, 1500, 2000, or 2500 ms).
*** Images of an exploded balloon are presented for 1500 ms, with Total Points text underneath.  
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*** Door Slides (2000 ms or until left or right key is pressed).
*** When the participant cashes out, just the Total Points text is presented for 1500 ms.  
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*** Feedback Slides (2000 ms).
*** The ending thank you screen is static until advanced by the examiner with right mouse click.
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*** The ending thank you screen is static until advanced by the examiner with left mouse click.
  
 
* Stimulus Characteristics
 
* Stimulus Characteristics
**sensory modality: Visual. Balloons are either red or blue.  Balloon images start with a size of 154 X 154 pixels and are increased in height and width by 2 pixels with each pumpThe fixation cross is black text in size 18 bold font in Comic Sans MS.  
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**sensory modality: Visual. Doors are gray and appear slightly opened against a black openingFeedback during the task is black text in size 24 Arial font.  
 
**functional modality: visuoperceptual and linguistic (understanding of text).  
 
**functional modality: visuoperceptual and linguistic (understanding of text).  
**presentation modality: computer display, no audio, directions are assisted by examiner.
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**presentation modality: computer display, audio, directions are assisted by examiner.
  
 
* Response Characteristics
 
* Response Characteristics
**responses required: left or right key press for pumping or cashing inButton mapping is based on handedness.
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**responses required: middle key for beginning each trial, left or right key press for selecting door.   
 
***effector modality: Manual button press.  
 
***effector modality: Manual button press.  
 
***functional modality: Manual button press.
 
***functional modality: Manual button press.
**response options ''(e.g.,  yes/no, go/no-go, forced choice, multiple choice [specify n of options], free response)'': yes/no, pump or cashout.
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**response options ''(e.g.,  yes/no, go/no-go, forced choice, multiple choice [specify n of options], free response)'': press, hold, left or right door.
 
**response collection ''(e.g., examiner notes, keyboard, keypad, mouse, voice key, button press)'': Button press and recording of responses in Eprime 2.0.  
 
**response collection ''(e.g., examiner notes, keyboard, keypad, mouse, voice key, button press)'': Button press and recording of responses in Eprime 2.0.  
  
 
=== Task Schematic ===
 
=== Task Schematic ===
  
Schematic of the Balloon Analogue Risk Task
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[[File:2_Door_Slide.JPG]]
  
[[File:blue_001.JPG]] [[File:blue_002.JPG]]  [[File:blue_003.JPG]]  (cash out)  Total Points: XX
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[[File:Correct_Trial.JPG]]
  
[[File:red_001.JPG]] [[File:red_002.JPG]]  [[File:red_exp_003.JPG]]  (explosion) Total Points: XX
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[[File:Incorrect_Trial.JPG]]
  
 
=== Task Parameters Table ===
 
=== Task Parameters Table ===
  
[[File:TaskParamTable.png]]
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[[File:.png]]
  
 
=== Stimuli ===
 
=== Stimuli ===
Stimuli consist of red or blue balloons which begin with a size of 154 X 154 pixels and are increased in height and width by 2 pixels with each pump.  When a balloon explodes, an image comparable in size and color is displayed as a burst balloon for 1500 ms.
 
  
A white screen with a black fixation cross (size 18 bold font in Comic Sans MS) is presented for 500 ms before every balloon trial.  
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Stimuli consisted of two doors simultaneously presented in the left and right sides of a gray screen.  Visual reward feedback was an image of two quarters, which appeared in place of the correct door.  Visual non-reward feedback was an empty white square, which appeared in place of the incorrect door.
  
=== Dependent Variables ===
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Auditory reward feedback was a cash register sound that lasted approximately 500 msAuditory non-reward feedback was a buzzer sound that lasted approximately 500 ms.  
The primary dependent variable is the mean number of pumps on trials in which the balloon did not explode; these have been termed '''adjusted pumps'''Adjusted pumps are preferred to absolute pumps because explosions artificially restrict the range of pumping behavior (for evidence of the bias associated with absolute pumps see Pleskac et al. 2008).  
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Because the red and blue balloons differ considerably in their probability of explosion, it may also be useful to analyze the mean adjusted pumps on the red and blue balloons separately.  In addition, because participants will likely adapt to the task over time, adjusted pumps for each balloon color on each quartile of trials (1-10, 11-20, 21-30, 31-40) can be analyzed to determine how performance changes over time. Note here that mean adjusted pumps for each quartile likely vary in terms of the number of trials averaged (due to explosions and the fact that balloon color is randomized across the task).  Other variables of interest may include the number of adjusted pumps on red and blue balloons which immediately follow an explosion, and the number of explosions for each balloon color.  Lastly, because variability in pumping behavior has been shown to be important in animal models (Jentsch et al., 2010), the coefficient of variation of adjusted pumps can be examined across balloons, and in the red and blue balloons separately (coefficient of variation = standard deviation of adjusted pumps divided by the mean adjusted pumps).  
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A fixation stimulus was a small white square that appeared in the middle of the screen and prompted participants to either "Press" the middle key to begin each trial, "Hold" the middle key to wait for the doors, or select "Left or Right?" once the doors appeared.
  
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=== Dependent Variables ===
  
Table of all available variables.
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The primary dependent variables associated with this task have been the total number of trials to criterion during acquisition and reversal conditions (Laughlin et al., 2011).  Other dependent variables that may be of interest include the number of reversal errors, mean RT on reversal error trials, and overall change in RT across the final 5 consecutive correct trials in acquisition and reversal conditions. <br/>
  
[[File:SST_Variables_Table.png]]
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The following 2 summary scores were added by EC on 8/8/12 with Stone's help: <br/>
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DRLT_TRIALSTILLCRIT_ACQ: total number of trials in Acquisition phase that were completed before reaching criterion (of 5 consecutive correct); total number includes the 5 correct. <br/>
 +
DRLT_TRIALSTILLCRIT_REV: total number of trials in Reversal phase that were completed before reaching criterion (of 5 consecutive correct); total number includes the 5 correct. <br/>
  
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[[File:DRLT_Rev2.png]]
  
 
=== Cleaning Rules ===
 
=== Cleaning Rules ===
  
In checking the data, it is first important to determine if the task was completed.  This can be done by checking the pumps per trial data (CountNumTrial1, CountNumTrial2, etc.) for the 40 trials to make sure that a value is present for each trial (either -9998, 0, or another number).  It is not recommended to use data on tasks which are incomplete.  Secondly, the pumps per trial data can also be checked to see if any participants “cashed out” on multiple trials without ever pumping (this will produce a 0 for the trial; explosions are given -9998).  While this may happen on occasion by accident, participants with multiple “cash outs” without pumping should be considered for exclusion.  Lastly, the distribution of explosions and mean pumps can be checked across participants, and participants with very extreme behavior (e.g., > 3 standard deviations above or below the mean) can be considered for exclusion.  
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If any of the derived variables listed above are missing, participants should be flagged for exclusion.  Additionally, participants who are outliers in the number of trials administered for acquisition or reversal conditions should be flagged for follow up.
  
=== Code/Algorithms ===
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Data from v1 should not be combined with data from either v2 or v2_2: begin by filtering out subjects that were administered v1 of the task. There are slight response coding differences between v2 and v2_2 but they should be OK to combine.
  
Two scoring procedures are provided in the following text.  The first is a relatively inefficient method which derives variables from eprime files (specifically, E-Merge files), and then imports this data into SPSS to run two scripts for calculation of the final variables.  Using this method requires that you have eprime 2.0 and SPSS installed on your computer.  The second method is a more streamlined approach which derives the final variables from the individual eprime text files.  This latter method is used by the CNP biostatistics core.
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Flag subject 11019 for exclusion: looks like the task was stopped in the middle of Acq phase and not finished.
  
E-prime to SPSS scoring method:
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=== Code/Algorithms ===
  
1) Open up e-prime studio, go to Tools, and click E-Merge. Find the individual BART files you want to merge together in the left pane of the screen (displayed in the main screen), hold down Control and highlight them all.  Then hit the Merge tab. Save the new merge.  For some reason when you go to open that new merge file it may be empty, so go to open file and select it again to open it up.
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DRLT_Money_Earned: Largest value for “TempPoints” (at end of experiment)
  
2) In the merge file go to Tools and click Batch Analysis. You can then select more than one of the pre-made scripts for scoring.  At the Batch window, hit Add Files, then find the Overall analyses by row script, and hit open.  Then find the Number of trials cash out with no pumps and the Mean Median SD RT data and add them.  Once they’re all there, hit the Excel tab and it will send all the results to an excel spreadsheet, with each one of the scripts represented on a different tab.  For some reason the Overall analyses by row page is called Presses by color each subject in excel, even though all the required data is there.
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DRLT_Rev_Nonswitch_Error: Rev_Total_Error – Rev_Switch_Error
  
3) Delete the information at the top of the excel sheet so that you can import the data into SPSS. When you go to open the excel sheet in SPSS, you can select which excel tab you want displayed.  You probably just want to open the Presses by color each subject (overall analyses) tab, which will provide you with the primary dependent variables (other variables, such as reaction time and the number of times a participant cashes out without pumping, are already available in the appropriate excel tab).
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DRLT_Rev_Switch_Error:  Number of consecutive errors (Stimulus.ACC = 0) starting with Trial = 1 for Block = 3
  
4) Once the overall analyses are in SPSS, open up the syntax called BART create additional variables for calculations.  This will make the additional variables you need to get the primary variables later.  After you run this syntax, make sure to DEFINE -9998 AS MISSING FOR EACH VARIABLE IN THE ENTIRE SPSS DATASET.  IF YOU DON’T DO THIS, ALL THE SUBSEQUENT CALUCATIONS WILL BE TOTALLY WRONG.
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DRLT_Rev_Total_Error:  Number of total errors (Stimulus.ACC = 0) for Block = 3
  
5) After you’ve run the above syntax, open up the BART calculate primary variables only after missing variables have been defined syntax, and run it. This will create pretty much all the variables you need.
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DRLT_Post_RT_Error: KeyPress2RT – KeyPress1RT when Stimulus.ACC = 0 and Block = 3
  
Here are the eprime scripts mentioned above:
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DRLT_Post_RT_Corr: KeyPress2RT – KeyPress1RT when Stimulus.ACC = 1 and Block = 3
  
 +
DRLT_Post_Trial_ACC:  Mean of Stimulus.ACC when Block = 3
  
 +
DRLT_Post_Trial_Corr:  Total number of trials when Block = 3 and Stimulus.ACC = 1
  
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DRLT_Post_Trial_Total:  Total number of trials when Block = 3
  
History of Checking Scoring:
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DRLT_Pre_RT_Error: KeyPress2RT – KeyPress1RT when Stimulus.ACC = 0 and Block = 2
  
* Andy Dean independently checked Stone’s results in 2009 and 2010 and found his results to be accurate.
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DRLT_Pre_RT_Corr: KeyPress2RT – KeyPress1RT when Stimulus.ACC = 1 and Block = 2
* In April 2011, Andy Dean and Eugene Oh checked Stone’s results a second time. All results were accurate, except for two issues. 1) The BART_RatioMeanRedtoBlueAdjPumps variable was being scored incorrectly by Stone’s script.  He fixed this error and it is now identical to that determined independently. 2) The BART_TotalPointsSession variable (the total points earned over the task) was found to be inconsistent with adjusted pumps.  While this variable should be the total adjusted pumps multiplied by 5, in many cases it was not.  This was determined to be an error in the eprime program itself, not an analysis error.  It appears that in some cases participants are still awarded points even though the balloon explodes.  We are looking into the specific cause of this issue.  In any case, it is imperative that the total points awarded not be used as a dependent variable.  Instead, adjusted pumps should be used, and this variable is accurate.
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=== Data Distributions ===
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DRLT_Pre_Trial_ACC:  Mean of Stimulus.ACC when Block = 2
  
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DRLT_Pre_Trial_Corr:  Total number of trials when Block = 2 and Stimulus.ACC = 1
  
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DRLT_Pre_Trial_Total:  Total number of trials when Block = 2
  
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DRLT_Shaping_RT:  KeyPress2RT – KeyPress1RT when Block = 1
  
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DRLT_Shaping_Trial_2000:  Total number of trials when Block = 1 and PracStimulus.ACC = 1
  
 +
DRLT_Shaping_Trial_Total:  Total number of trials when Block = 1
  
 +
DRLT_TRIALSTILLCRIT_ACQ: Where DRLT_BLOCK=2, total number of trials completed (DRLT_TRIAL max) once 5 consecutive trials of STIMULUSACC=1.
  
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DRLT_TRIALSTILLCRIT_REV: Where DRLT_BLOCK=3, total number of trials completed (DRLT_TRIAL max) once 5 consecutive trials of STIMULUSACC=1.
  
=== References ===
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------
  
Dean, AC, Sugar, C, Hellemann, G, & London, E (2011) Is all risk bad? Young adult cigarette smokers fail to take adaptive risk in a laboratory decision-making test. Psychopharmacology [Epub ahead of print]
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History of Checking Scoring:
  
Jentsch JD, Woods JA, Groman SM, Seu E (2010) Behavioral characteristics and neural mechanisms mediating performance in a rodent version of the Balloon Analog Risk Task. Neuropsychopharmacology 35: 1797-806
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*David Kaufman independently checked Stone's results in September 2010 and May 2011 and found his results to be accurate.
  
Lejuez CW, Aklin WM, Jones HA, Richards JB, Strong DR, Kahler CW, Read JP (2003) The Balloon Analogue Risk Task (BART) differentiates smokers and nonsmokers. Exp Clin Psychopharmacol 11: 26-33
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*EC checked data and added new summary scores with Stone in July/August 2012.
  
Lejuez CW, Read JP, Kahler CW, Richards JB, Ramsey SE, Stuart GL, Strong DR, Brown RA (2002) Evaluation of a behavioral measure of risk taking: the Balloon Analogue Risk Task (BART). J Exp Psychol Appl 8: 75-84
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=== Data Distributions ===
  
Pleskac TJ, Wallsten TS, Wang P, Lejuez CW (2008) Development of an automatic response mode to improve the clinical utility of sequential risk-taking tasks. Exp Clin Psychopharmacol 16: 555-64
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=== References ===
  
Wallsten TS, Pleskac TJ, Lejuez CW (2005) Modeling behavior in a clinically diagnostic sequential risk-taking task. Psychol Rev 112: 862-80
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Laughlin RE, Grant TL, Williams RW, Jentsch JD. (2011). Genetic dissection of behavioral flexibility: reversal learning in mice.  Biol Psychiatry, 69: 1109-16.
 
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'''Basic Task Description'''
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The deterministic reversal learning task (DRLT) is a computerized measure of reversal learning, a form of behavioral/cognitive flexibility that has been widely investigated in both animal and human studies (Robbins et al., 2000).  This particular task version was modeled after a paradigm originally used to examine genetic associations with reversal learning in BXD strains of mice (Laughlin et al., 2011).  Participants are presented with two doors and instructed that they will receive monetary rewards based on which door they choose.  The initial side of reinforcement (right or left) is randomly selected by the computerIf participants select the door associated with the reward, they immediately see two quarters appear in place of the door and hear a rewarding sound (cash register noise).  Rewarded selections also present a running total of earnings on the bottom of the screen.  If participants select the door that is not associated with the reward, they immediate see an empty white box in place of the door and hear a negative sound (buzzing noise).  Once participants have consistently selected the reinforced door, the reward contingencies for the doors are reversed.  After this reversal, participants need to consistently select the newly reinforced door in order to complete the task.  The primary dependent variable is the number of errors that are made after reversal.
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'''Task Procedure'''
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This DRLT was programmed in E-Prime 2.0. Participant responses are made on computer keyboard, with three keys marked for use in this task: A (left), H (middle), and '(right).  At the beginning of the task, instructions are presented on the screen in yellow, size 20 Arial font, with a black screen background. The instructions are as follows:
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<center>"In this game, you have an opportunity to win money by
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looking behind doors.  Do your best to find as much money as possible.
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You will actually be given the money that you earn in this task.
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You may only use the index finger of your dominant hand to respond,
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and you must respond as quickly as you can.
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You may NOT use two hands on this task.
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On the keyboard, you'll see three marked keys: left, middle, and right. 
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To start each play of the game,
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PRESS AND HOLD THE MIDDLE KEY DOWN,
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and release the key only when you see doors appear to the left and right. 
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Then choose one of the doors to open by pressing either the left or right keys.
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You will get money based on which door you choose.
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Before we start the game, let's take a moment to practice the key presses..."</center>
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Participants are then shown another instruction slide that prepares them for the practice trials:
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<center>"In the following trials you will practice making quick key presses.
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You'll hear a sound to let you know if your responses are fast enough.
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Please tell your experimenter when you are ready to begin the practice trials."</center>
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Practice block trials provide a basic orientation to the trial format and response keys in order to shape prompt responding during the task.  Practice trials begin with a box in the center of the screen with the word "Press" and the words "Press and hold the middle button" at the top of the screen.  Once the participant presses the middle key, the word "Hold" appears in the center box and the words "Wait until you see the doors!" appears at the top of the screen.  The "Hold" cue remains on the screen for either 2000 ms or 2500 ms, during which time participants must keep the middle key pressed down.  If they release the middle key prematurely during this time, they receive the following feedback and the trial restarts: "Oops!  Make sure to wait for the doors. Let's try again."  Following the "Hold" delay, two doors appear on the left and right sides of the screen.  The doors remain on the screen for up to 4000 ms or until the participant presses the left or right key.  While the doors are present, the "Hold" cue is then replaced by "Left or Right?" which prompts the participants to press either the left or right key.  If a left or right keypress is made within 2000 ms, then participants are given feedback of "Good Job!" in the center box, along with a positive noise (fanfare).  If participants take too long to respond (more than 2000 ms), they receive the following feedback in the center of the screen: "Oops!  Please respond more quickly. Let's try again."  Feedback slides are all presented for a total of 2000 ms.  After three consecutive responses within the 2000 ms time limit, the practice trials end and the following instructions are presented on the screen:
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<center>"Now that you are familiar with pressing the keys, we can start the game. 
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In this game, you'll need to choose either the left or the right door to win money.
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Please tell your experimenter when you are ready to begin."</center>
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Experimental block trials follow general parameters similar to the practice trials, and begin with a box in the center of the screen with the word "Press."  If participants do not press the middle button within 5000 ms, they receive the following feedback in the center of the screen: "Please press the middle key to begin the next trial."  After pressing the middle key, the word "Hold" appears in the center box and remains on the screen for either 1000 ms, 1500 ms, 2000 ms, or 2500 ms. These 4 durations for the "Hold" cue are randomized across all trials.  If they release the middle key prematurely during this time, they receive the following feedback and the trial restarts: "Oops!  Make sure to wait for the doors. Let's try again."  Following the "Hold" delay, two doors appear on the left and right sides of the screen.  The doors remain on the screen for up to 2000 ms or until the participant presses the left or right key.  While the doors are present, the "Hold" cue is then replaced by "Left or Right?" which prompts the participants to press either the left or right key.
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Robbins TW. (2000). Chemical neuromodulation of frontal-executive functions in humans and other animals. Exp Brain Res, 133:130-138.
  
For each experimental block of trials, the computer randomly selects either the left or right door to be initially associated with reward.  Participants receive $0.50 each time they select the rewarded door.  As soon as the participant presses the key corresponding to the side of the rewarded door, then they immediately see two quarters appear in place of the door and hear a rewarding sound (cash register noise).  Rewarded selections also present a running total of earnings on the bottom of the screen.  If participants select the door that is not associated with the reward, they immediate see an empty white box in place of the door and hear a negative sound (buzzing noise).  The timing of the reversal is based on a performance criterion.  Of note, this criterion has been revised since the task was initially employed (the initial version of this task (DRLT) used a performance criterion of 9 out of 12 correctly-completed trials, computed as a moving window).  The current version of the task (DRLT_v2) uses a performance criterion of 5 consecutive correctly-completed trials.
 
  
'''Task Structure Detail'''
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Latest revision as of 11:21, 8 August 2012

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Basic Task Description

The deterministic reversal learning task (DRLT) is a computerized measure of reversal learning, a form of behavioral/cognitive flexibility that has been widely investigated in both animal and human studies (Robbins et al., 2000). This particular task version was modeled after a paradigm originally used to examine genetic associations with reversal learning in BXD strains of mice (Laughlin et al., 2011). Participants are presented with two doors and instructed that they will receive monetary rewards based on which door they choose. The initial side of reinforcement (right or left) is randomly selected by the computer. If participants select the door associated with the reward, they immediately see two quarters appear in place of the door and hear a rewarding sound (cash register noise). Rewarded selections also present a running total of earnings on the bottom of the screen. If participants select the door that is not associated with the reward, they immediate see an empty white box in place of the door and hear a negative sound (buzzing noise). Once participants have consistently selected the reinforced door and satisfied the performance criterion in the initial acquisition phase, the reward contingencies for the doors are reversed. After this reversal, participants need to consistently select the newly reinforced door in order to achieve the performance criterion in the reversal phase and complete the task. The primary dependent variables are the number of total trials to criterion in the acquisition and reversal conditions.

Task Procedure

This DRLT was programmed in E-Prime 2.0. Participant responses are made on computer keyboard, with three keys marked for use in this task: A (left), H (middle), and '(right). At the beginning of the task, instructions are presented on the screen in yellow, size 20 Arial font, with a black screen background. The instructions are as follows:

"In this game, you have an opportunity to win money by

looking behind doors. Do your best to find as much money as possible.

You will actually be given the money that you earn in this task.

You may only use the index finger of your dominant hand to respond,

and you must respond as quickly as you can.

You may NOT use two hands on this task.

On the keyboard, you'll see three marked keys: left, middle, and right.

To start each play of the game,

PRESS AND HOLD THE MIDDLE KEY DOWN,

and release the key only when you see doors appear to the left and right.

Then choose one of the doors to open by pressing either the left or right keys.

You will get money based on which door you choose.

Before we start the game, let's take a moment to practice the key presses..."

Participants are then shown another instruction slide that prepares them for the practice trials:

"In the following trials you will practice making quick key presses.

You'll hear a sound to let you know if your responses are fast enough.

Please tell your experimenter when you are ready to begin the practice trials."

Practice block trials provide a basic orientation to the trial format and response keys in order to shape prompt responding during the task. These practice/shaping trials begin with a box in the center of the screen with the word "Press" and the words "Press and hold the middle button" at the top of the screen. Once the participant presses the middle key, the word "Hold" appears in the center box and the words "Wait until you see the doors!" appears at the top of the screen. The "Hold" cue remains on the screen for either 2000 ms or 2500 ms, during which time participants must keep the middle key pressed down. If they release the middle key prematurely during this time, they receive the following feedback and the trial restarts: "Oops! Make sure to wait for the doors. Let's try again." Following the "Hold" delay, two doors appear on the left and right sides of the screen. The doors remain on the screen for up to 4000 ms or until the participant presses the left or right key. While the doors are present, the "Hold" cue is then replaced by "Left or Right?" which prompts the participants to press either the left or right key. If a left or right keypress is made within 2000 ms, then participants are given feedback of "Good Job!" in the center box, along with a positive noise (fanfare). If participants take too long to respond (more than 2000 ms), they receive the following feedback in the center of the screen: "Oops! Please respond more quickly. Let's try again." Feedback slides are all presented for a total of 2000 ms. After three consecutive responses within the 2000 ms time limit, the practice trials end and the following instructions are presented on the screen:

"Now that you are familiar with pressing the keys, we can start the game.

In this game, you'll need to choose either the left or the right door to win money.

Please tell your experimenter when you are ready to begin."

Experimental block trials (acquisition and reversal conditions) follow general parameters similar to the practice trials, and begin with a box in the center of the screen with the word "Press." If participants do not press the middle button within 5000 ms, they receive the following feedback in the center of the screen: "Please press the middle key to begin the next trial." After pressing the middle key, the word "Hold" appears in the center box and remains on the screen for either 1000 ms, 1500 ms, 2000 ms, or 2500 ms. These 4 durations for the "Hold" cue are randomized across all trials. If they release the middle key prematurely during this time, they receive the following feedback and the trial restarts: "Oops! Make sure to wait for the doors. Let's try again." Following the "Hold" delay, two doors appear on the left and right sides of the screen. The doors remain on the screen for up to 2000 ms or until the participant presses the left or right key. While the doors are present, the "Hold" cue is then replaced by "Left or Right?" which prompts the participants to press either the left or right key. If participants take too long to respond (more than 2000 ms), they receive the following feedback in the center of the screen: "Oops! Didn't get your response in time. Let's try again." If participants press the right or left key will still pressing the middle key (i.e., using two different fingers to respond), they receive the following feedback in the center of the screen: "Oops! Please remember to use only one finger and do not respond before the doors appear. Let's try again." Feedback slides are all presented for a total of 2000 ms.

At the beginning of the acquisition block, the computer randomly selects either the left or right door to be initially associated with reward. Participants receive $0.50 each time they select the rewarded door. As soon as the participant presses the key corresponding to the side of the rewarded door, then they immediately see two quarters appear in place of the door and hear a rewarding sound (cash register noise). Rewarded selections also present a running total of earnings on the bottom of the screen. If participants select the door that is not associated with the reward, they immediate see an empty white box in place of the door and hear a negative sound (buzzing noise). The timing of the reversal is based on a performance criterion. Of note, this criterion has been revised since the task was initially employed (the initial version of this task (DRLT) used a performance criterion of 9 out of 12 correctly-completed trials, computed as a moving window). The current version of the task (DRLT_v2) uses a performance criterion of 5 consecutive correctly-completed trials.

Task Structure Detail

This is what we had worked on before, but could use updating. We'd like to capture a schema that can handle each of the tasks in the CNP, so please think general when editing -fws

  • Task Structure (please given an overview of the task procedures here [i.e., overall design, block, trial, and within-trial event structure and timing])
    • The DRLT has two instructional screens at the outset, followed by practice trials and the experimental session comprised of pre-reversal and post-reversal blocks of trials.
      • Two instructional screens. Screens are advanced with a left mouse click from the examiner.
        • 1. Basic task description.
        • 2. Introduction to the practice trials.
      • Practice trials (repeated until 3 consecutive trials with responses < 2000 ms).
        • Press Cue Slide (infinite until middle key is pressed).
        • Hold Cue Slide (randomized duration of 2000 ms or 2500 ms).
          • Early Response Feedback (3000 ms) presented if participants release the middle key prematurely.
        • Door Slide (4000 ms).
          • No/Slow Response Feedback (2000 ms) presented if participants do not respond to doors within 2000 ms.
      • Instruction screen reminds participants of the rules and introduces the experimental trials.
      • Experimental trials (up to 60 trials).
        • Press Cue Slide (5000 ms or until middle key is pressed).
          • No Response Feedback (2000 ms) presented if participants do not press the middle key within 5000 ms.
        • Hold Cue Slide (randomized duration of 1000, 1500, 2000, or 2500 ms).
          • Early Response Feedback (3000 ms) presented if participants release the middle key prematurely.
        • Door Slide (2000 ms).
          • No/Slow Response Feedback (2000 ms) presented if participants do not respond to doors within 2000 ms.
          • One Finger Feedback (2000 ms) presented if participants respond to doors while still pressing the middle key.
      • End. Thank you screen presented. Grand Total Earnings also displayed.
    • Timing
      • Instruction screens are static until advanced by examiner with a left mouse click.
      • Press Cue Slides (5000 ms until until middle key is pressed).
      • Hold Cue Slides (1000, 1500, 2000, or 2500 ms).
      • Door Slides (2000 ms or until left or right key is pressed).
      • Feedback Slides (2000 ms).
      • The ending thank you screen is static until advanced by the examiner with left mouse click.
  • Stimulus Characteristics
    • sensory modality: Visual. Doors are gray and appear slightly opened against a black opening. Feedback during the task is black text in size 24 Arial font.
    • functional modality: visuoperceptual and linguistic (understanding of text).
    • presentation modality: computer display, audio, directions are assisted by examiner.
  • Response Characteristics
    • responses required: middle key for beginning each trial, left or right key press for selecting door.
      • effector modality: Manual button press.
      • functional modality: Manual button press.
    • response options (e.g., yes/no, go/no-go, forced choice, multiple choice [specify n of options], free response): press, hold, left or right door.
    • response collection (e.g., examiner notes, keyboard, keypad, mouse, voice key, button press): Button press and recording of responses in Eprime 2.0.

Task Schematic

2 Door Slide.JPG

Correct Trial.JPG

Incorrect Trial.JPG

Task Parameters Table

File:.png

Stimuli

Stimuli consisted of two doors simultaneously presented in the left and right sides of a gray screen. Visual reward feedback was an image of two quarters, which appeared in place of the correct door. Visual non-reward feedback was an empty white square, which appeared in place of the incorrect door.

Auditory reward feedback was a cash register sound that lasted approximately 500 ms. Auditory non-reward feedback was a buzzer sound that lasted approximately 500 ms.

A fixation stimulus was a small white square that appeared in the middle of the screen and prompted participants to either "Press" the middle key to begin each trial, "Hold" the middle key to wait for the doors, or select "Left or Right?" once the doors appeared.

Dependent Variables

The primary dependent variables associated with this task have been the total number of trials to criterion during acquisition and reversal conditions (Laughlin et al., 2011). Other dependent variables that may be of interest include the number of reversal errors, mean RT on reversal error trials, and overall change in RT across the final 5 consecutive correct trials in acquisition and reversal conditions.

The following 2 summary scores were added by EC on 8/8/12 with Stone's help:
DRLT_TRIALSTILLCRIT_ACQ: total number of trials in Acquisition phase that were completed before reaching criterion (of 5 consecutive correct); total number includes the 5 correct.
DRLT_TRIALSTILLCRIT_REV: total number of trials in Reversal phase that were completed before reaching criterion (of 5 consecutive correct); total number includes the 5 correct.

DRLT Rev2.png

Cleaning Rules

If any of the derived variables listed above are missing, participants should be flagged for exclusion. Additionally, participants who are outliers in the number of trials administered for acquisition or reversal conditions should be flagged for follow up.

Data from v1 should not be combined with data from either v2 or v2_2: begin by filtering out subjects that were administered v1 of the task. There are slight response coding differences between v2 and v2_2 but they should be OK to combine.

Flag subject 11019 for exclusion: looks like the task was stopped in the middle of Acq phase and not finished.

Code/Algorithms

DRLT_Money_Earned: Largest value for “TempPoints” (at end of experiment)

DRLT_Rev_Nonswitch_Error: Rev_Total_Error – Rev_Switch_Error

DRLT_Rev_Switch_Error: Number of consecutive errors (Stimulus.ACC = 0) starting with Trial = 1 for Block = 3

DRLT_Rev_Total_Error: Number of total errors (Stimulus.ACC = 0) for Block = 3

DRLT_Post_RT_Error: KeyPress2RT – KeyPress1RT when Stimulus.ACC = 0 and Block = 3

DRLT_Post_RT_Corr: KeyPress2RT – KeyPress1RT when Stimulus.ACC = 1 and Block = 3

DRLT_Post_Trial_ACC: Mean of Stimulus.ACC when Block = 3

DRLT_Post_Trial_Corr: Total number of trials when Block = 3 and Stimulus.ACC = 1

DRLT_Post_Trial_Total: Total number of trials when Block = 3

DRLT_Pre_RT_Error: KeyPress2RT – KeyPress1RT when Stimulus.ACC = 0 and Block = 2

DRLT_Pre_RT_Corr: KeyPress2RT – KeyPress1RT when Stimulus.ACC = 1 and Block = 2

DRLT_Pre_Trial_ACC: Mean of Stimulus.ACC when Block = 2

DRLT_Pre_Trial_Corr: Total number of trials when Block = 2 and Stimulus.ACC = 1

DRLT_Pre_Trial_Total: Total number of trials when Block = 2

DRLT_Shaping_RT: KeyPress2RT – KeyPress1RT when Block = 1

DRLT_Shaping_Trial_2000: Total number of trials when Block = 1 and PracStimulus.ACC = 1

DRLT_Shaping_Trial_Total: Total number of trials when Block = 1

DRLT_TRIALSTILLCRIT_ACQ: Where DRLT_BLOCK=2, total number of trials completed (DRLT_TRIAL max) once 5 consecutive trials of STIMULUSACC=1.

DRLT_TRIALSTILLCRIT_REV: Where DRLT_BLOCK=3, total number of trials completed (DRLT_TRIAL max) once 5 consecutive trials of STIMULUSACC=1.


History of Checking Scoring:

  • David Kaufman independently checked Stone's results in September 2010 and May 2011 and found his results to be accurate.
  • EC checked data and added new summary scores with Stone in July/August 2012.

Data Distributions

References

Laughlin RE, Grant TL, Williams RW, Jentsch JD. (2011). Genetic dissection of behavioral flexibility: reversal learning in mice. Biol Psychiatry, 69: 1109-16.

Robbins TW. (2000). Chemical neuromodulation of frontal-executive functions in humans and other animals. Exp Brain Res, 133:130-138.


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