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$$\longleftharp{xx}$$,
$$\longrightharp{xx}$$,
Decision making is the process of recognizing and selecting choices based on the values and preferences of the decision maker and the consequences of the selected action1. Although decision making has been extensively studied in different fields (i.e., economics, psychology, and neuroscience), neural mechanisms underlying such cognitive abilities are not yet fully understood. Two subcategories of decision making are perceptual decision making and reinforcement-guided decision making. Though they incorporate considerable overlapping elements and concepts, perceptual decision making relies on the available sensory information1,2, whereas reinforcement-guided decision-making deals with the relative value of actions gained over a specific timescale3. One important aspect of reinforced decision making is the cost-benefit analysis which is performed intuitively by the brain by computing the benefits of the given choices and subtracting the associated costs of each alternative1.
The T-maze (or the variant Y-maze) is one of the most-used mazes in cognitive experiments using rodents. Animals are placed in the start arm (the base of the T) and permitted to choose the goal arm (one of the side arms). Tasks such as a forced alternation or left-right discrimination are mainly used with rodents in the T-maze to test reference and working memory4. T-mazes are also widely used in decision-making experiments5,6,7. In the simplest design, the reward is placed in only one goal arm. The choice is predictable, and animals would certainly prefer the reward rather than nothing, regardless of the reward value. Another option is to place rewards in both goal arms and then let the animals make a choice of which path to take depending on several parameters (i.e., the natural preference of the animal, the difference in the value of the rewards, and the costs to be paid). In the value-based design, the task is more complicated by having weighing-scale properties. In this way, an animal receives differently valued rewards by choosing between the two alternatives, as well as between the costs of the actions [i.e., the amount of waiting (delay-based) or the amount of effort (effort-based) needed to receive rewards], each contributing to the decision that is made5,6.
In traditional delay-based T-maze decision making, animals are trained to select the high reward arm (HRA) and avoid the opposite low reward arm (LRA). The sides of the HRA and the LRA remain unchanged throughout the experiment. Although the task described above has been well documented in the literature, it suffers from several procedural drawbacks. Firstly, by having a fixed goal arm, the animal knows which arm to choose from the beginning of each trial. In this scenario, animals may select the goal arm based on their memory rather than on decision making. Hence, in a delay-based decision-making paradigm, if an animal selects the low reward because of the study intervention, it will not be clear whether this is due to a loss of memory or to the study intervention. A memory control group to segregate the observed behavior from the memory problem might be considered, but this burdens researchers and animals alike because of the additional work7. A second concern is the moment of decision making by the animal: once animals reach the decision zone (the junction of all three arms), they usually look to the left and to the right, weigh the costs and benefits regarding each arm, and then make their decision. However, after a few trials, they perform such a computation prior to arriving at the decision zone and simply run directly to the reward arm. As a result, these two drawbacks—a pre-bias to one arm and finding the moment of decision making—both highly interrupt the interpretation of electrophysiological and neuroimaging data.
In the method explained in this paper, the preferred arm (HRA) is cued by an auditory cue and may vary from trial to trial. Animals initiate the trials by entering the test zone (Figure 1) and triggering the auditory cue by "nose-poking" an infrared gate that has been placed at the junction of the three arms. The audio signal (20 dB, between 500 and 1,000 ms) is played from a speaker at the end of the goal arm.