(A) Task structure for a simple perceptual decision-making task with variable stimulus duration. The agent must maintain fixation () until the go cue, which indicates the start of a decision …
(A) Average reward per trial. Black indicates the network realization shown in the main text, gray additional realizations, i.e., trained with different random number generator seeds. (B) Percent …
(A) Task structure for the reaction-time version of the simple perceptual decision-making task, in which the agent can choose to respond any time after the onset of stimulus. (B) Reaction time as a …
(A) Average reward per trial. Black indicates the network realization shown in the main text, gray additional realizations, i.e., trained with different random number generator seeds. (B) Percent …
(A) Average reward per trial. Black indicates the network realization shown in the main text, gray additional realizations, i.e., trained with different random number generator seeds. (B) Percent …
Left column shows behavioral performance, right column shows mixed selectivity for task parameters of example units in the decision network. (A) Context-dependent integration task (Mante et al., 2013…
(A) Average reward per trial. Black is for the network realization in the main text, gray for additional realizations, i.e., trained with different random number generator seeds. (B) Percent …
(A) Average reward per trial. Black indicates the network realization shown in the main text, gray additional realizations, i.e., trained with different random number generator seeds. (B) Percent …
(A) Average reward per trial. Black indicates the network realization shown in the main text, gray additional realizations, i.e., trained with different random number generator seeds. (B) Percent …
(A) Task structure. On a random half of the trials, a sure option is presented during the delay period, and on these trials the network has the option of receiving a smaller (compared to correctly …
(A) Average reward per trial. Black indicates the network realization shown in the main text, gray additional realizations, i.e., trained with different random number generator seeds. (B) Percent …
(A) Choice pattern when the reward contingencies are indifferent for roughly 1 'juice' of A and 2 'juices' of B (upper) or 1 juice of A and 4 juices of B (lower). (B) Mean activity of example value …
(A) Average reward per trial. Black indicates the network realization shown in the main text, gray additional realizations, i.e., trained with different random number generator seeds. (B) Percentage …
Parameters for reward-based recurrent neural network training. Unless noted otherwise in the text, networks were trained and run with the parameters listed here.
Parameter | Symbol | Default value |
---|---|---|
Learning rate | 0.004 | |
Maximum gradient norm | 1 | |
Size of decision/value network | 100 | |
Connection probability (decision network) | 0.1 | |
Connection probability (value network) | 1 | |
Time step | 10 ms | |
Unit time constant | 100 ms | |
Recurrent noise | 0.01 | |
Initial spectral radius for recurrent weights | 2 | |
Number of trials per gradient update | # of task conditions |
Psychophysical thresholds , , and obtained from fits of cumulative Gaussian functions to the psychometric curves in visual only, auditory only, and multisensory trials in the multisensory …
2.124 | 2.099 | 1.451 | 0.449 | 0.475 |
2.107 | 2.086 | 1.448 | 0.455 | 0.477 |
2.276 | 2.128 | 1.552 | 0.414 | 0.415 |
2.118 | 2.155 | 1.508 | 0.438 | 0.440 |
2.077 | 2.171 | 1.582 | 0.444 | 0.400 |
2.088 | 2.149 | 1.480 | 0.446 | 0.457 |