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Empirical validation of a touchscreen probabilistic reward task in rats

机译:大鼠触摸屏概率奖励任务的实证验证

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Anhedonia, the loss of pleasure from previously rewarding activities, is implicated in several neuropsychiatric conditions, including major depressive disorder (MDD). In order to accelerate drug development for mood disorders, quantitative approaches are needed to objectively measure responsiveness to reward as a means to identify deficits. One such approach, the probabilistic reward task (PRT), uses visual discrimination methodology to quantify reward learning. In this computerized task, humans make visual discriminations, and probabilistic contingencies are arranged such that correct responses to one alternative are rewarded more often (rich) than correct responses to the other (lean). Healthy participants consistently develop a response bias in favor of the rich alternative. However, participants with MDD typically exhibit lower response biases, and this blunting correlates with current and future anhedonia. The present studies validated a touchscreen-based PRT in rodents with formal and functional similarity to the human task. First, rats were trained to discriminate between two lines that differed in length. Next, parametric manipulations of probabilistic contingencies, line-length stimuli, and drug treatment (amphetamine, 0.32–3.2?mg/kg; scopolamine, 0.1–1.0?mg/kg; oxycodone, 0.1–1.0?mg/kg) on response bias were evaluated. Results demonstrated orderly shifts in bias and discriminability that varied as a function of, respectively, the asymmetry of rich/lean probabilities and disparity in line lengths. Drugs that enhance reward responsiveness (amphetamine and scopolamine, but not oxycodone) increased bias, verifying pharmacological task sensitivity. Finally, performance outcomes under optimized conditions were replicated in female rats. Collectively, the touchscreen-based rodent PRT appears to have high preclinical value as a quantitative assay of reward learning.
机译:Anhedonia,从以前有奖励活动的乐趣丧失涉及几种神经精神病症,包括主要抑郁症(MDD)。为了加速情绪障碍的药物开发,需要定量方法来客观地测量响应奖励作为识别赤字的手段。一种这样的方法,概率奖励任务(PRT)使用视觉鉴别方法来量化奖励学习。在这种计算机化任务中,人类进行视觉鉴别,并且概率突发事件被安排,使得对一个替代方案的正确响应更频繁地(富人)比对方的正确响应(瘦)。健康的参与者始终如一地制定反应偏见,支持富含替代方案。然而,MDD的参与者通常表现出较低的反应偏差,并且这种拖延与当前和未来的Anhedonia相关。本研究验证了啮齿动物中的触摸屏的PRT,与人工任务正式和功能相似。首先,培训大鼠以区分两条线的长度不同。接下来,概率突发化的参数化操纵,线长刺激和药物处理(Amphetamine,0.32-3.2×mg / kg; Scopolamine,0.1-1.0×mg / kg;羟考酮,0.1-1.0×mg / kg)响应偏差评估了。结果表明,偏置和辨别性的顺序变化,分别为富裕/贫概率的不对称性和线宽的差距。药物,增强奖励反应性(Amphetamine和CoLopolamine,但不是羟考酮)增加偏差,验证药理学任务敏感性。最后,在雌性大鼠中复制了优化条件下的性能结果。统称,基于触摸屏的啮齿动物PRT似乎具有高临床前值作为奖励学习的定量测定。

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