%*****TRAINING STIM SETUP**** % the number of trials of each stim pairing Btrials_perType = 5; % 5 runs each TotalTrial = 16 * Btrials_perType; % 80 trials total; % build the B1 trial list Ayi_trials = repmat([ A,y,i ], Btrials_perType, 1); Ayc_trials = repmat([ A,y,c ], Btrials_perType, 1); Abi_trials = repmat([ A,b,i ], Btrials_perType, 1); Abc_trials = repmat([ A,b,c ], Btrials_perType, 1); Byi_trials = repmat([ B,y,i ], Btrials_perType, 1); Byc_trials = repmat([ B,y,c ], Btrials_perType, 1); Bbi_trials = repmat([ B,b,i ], Btrials_perType, 1); Bbc_trials = repmat([ B,b,c ], Btrials_perType, 1); Cyi_trials = repmat([ C,y,i ], Btrials_perType, 1); Cyc_trials = repmat([ C,y,c ], Btrials_perType, 1); Cbi_trials = repmat([ C,b,i ], Btrials_perType, 1); Cbc_trials = repmat([ C,b,c ], Btrials_perType, 1); Dyi_trials = repmat([ D,y,i ], Btrials_perType, 1); Dyc_trials = repmat([ D,y,c ], Btrials_perType, 1); Dbi_trials = repmat([ D,b,i ], Btrials_perType, 1); Dbc_trials = repmat([ D,b,c ], Btrials_perType, 1); % define the DETERMINISTIC B1 stim reward contingencies % ############################################# size is based on trialspertype Rich=[1;1;1;1;1]; Lean=[0;0;0;0;0]; Sparse=[0;0;0;0;0]; % ############################################# Ayc_trials=[Ayc_trials, Rich]; Abc_trials=[Abc_trials, Rich]; Ayi_trials=[Ayi_trials, Rich]; Abi_trials=[Abi_trials, Rich]; % Byc_trials=[Byc_trials, Rich]; Bbc_trials=[Bbc_trials, Rich]; Byi_trials=[Byi_trials, Lean]; Bbi_trials=[Bbi_trials, Lean]; % Cyc_trials=[Cyc_trials, Lean]; Cbc_trials=[Cbc_trials, Lean]; Cyi_trials=[Cyi_trials, Rich]; Cbi_trials=[Cbi_trials, Rich]; % Dyc_trials=[Dyc_trials, Sparse]; Dbc_trials=[Dbc_trials, Sparse]; Dyi_trials=[Dyi_trials, Sparse]; Dbi_trials=[Dbi_trials, Sparse]; % bind all the trial types to define the block's trials B_trialList = [Ayi_trials; Ayc_trials; Abi_trials; Abc_trials; Byi_trials; Byc_trials; Bbi_trials; Bbc_trials;... Cyi_trials; Cyc_trials; Cbi_trials; Cbc_trials; Dyi_trials; Dyc_trials; Dbi_trials; Dbc_trials;]; % read in the images and create the required textures: {A,B}{y,b} % Although A & B won't display punishments (m1.bmp) and C & D won't display rewards(1.bmp), this % format keeps things nice and consistent, if a little redundant. B_images = []; B_images{1}{1} = imread(['./images/',S1,'_Y.bmp']); B_images{1}{2} = imread(['./images/',S1,'_B.bmp']); B_images{1}{3} = imread(['./images/',S1,'_1.bmp']); B_images{1}{4} = imread(['./images/',S1,'_0.bmp']); B_images{1}{5} = imread(['./images/',S1,'_m1.bmp']); % minus 1 for punishments B_images{1}{6} = imread(['./images/',S1,'.bmp']); B_images{2}{1} = imread(['./images/',S2,'_Y.bmp']); B_images{2}{2} = imread(['./images/',S2,'_B.bmp']); B_images{2}{3} = imread(['./images/',S2,'_1.bmp']); B_images{2}{4} = imread(['./images/',S2,'_0.bmp']); B_images{2}{5} = imread(['./images/',S2,'_m1.bmp']); B_images{2}{6} = imread(['./images/',S2,'.bmp']); B_images{3}{1} = imread(['./images/',S3,'_Y.bmp']); B_images{3}{2} = imread(['./images/',S3,'_B.bmp']); B_images{3}{3} = imread(['./images/',S3,'_1.bmp']); B_images{3}{4} = imread(['./images/',S3,'_0.bmp']); B_images{3}{5} = imread(['./images/',S3,'_m1.bmp']); B_images{3}{6} = imread(['./images/',S3,'.bmp']); B_images{4}{1} = imread(['./images/',S4,'_Y.bmp']); B_images{4}{2} = imread(['./images/',S4,'_B.bmp']); B_images{4}{3} = imread(['./images/',S4,'_1.bmp']); B_images{4}{4} = imread(['./images/',S4,'_0.bmp']); B_images{4}{5} = imread(['./images/',S4,'_m1.bmp']); B_images{4}{6} = imread(['./images/',S4,'.bmp']); % randomize the images B_images_rand=[]; randx_i=randperm(size(B_images,2)); count=1; for randx=1:size(B_images,2) B_images_rand{count}{1} = B_images{randx_i(randx)}{1}; B_images_rand{count}{2} = B_images{randx_i(randx)}{2}; B_images_rand{count}{3} = B_images{randx_i(randx)}{3}; B_images_rand{count}{4} = B_images{randx_i(randx)}{4}; B_images_rand{count}{5} = B_images{randx_i(randx)}{5}; B_images_rand{count}{6} = B_images{randx_i(randx)}{6}; count=count+1; end % load all the textures B_textures = []; for BTexture_index = 1 : size(B_images_rand, 2) % Number of stims for color_index = 1 : size(B_images_rand{BTexture_index}, 2) %1=Y, 2=B, 3=1, 4=0, 5=k B_textures{BTexture_index}{color_index} = Screen('MakeTexture', wPtr, B_images_rand{BTexture_index}{color_index}); end end global B_textures % load the textures into an array mapping onto corresponding choice ids textures = []; textures(A,y,i) = B_textures{1}{1}; % {A,B,C,D}{y,b} textures(A,y,c) = B_textures{1}{1}; textures(A,b,i) = B_textures{1}{2}; textures(A,b,c) = B_textures{1}{2}; textures(B,y,i) = B_textures{2}{1}; textures(B,y,c) = B_textures{2}{1}; textures(B,b,i) = B_textures{2}{2}; textures(B,b,c) = B_textures{2}{2}; textures(C,y,i) = B_textures{3}{1}; textures(C,y,c) = B_textures{3}{1}; textures(C,b,i) = B_textures{3}{2}; textures(C,b,c) = B_textures{3}{2}; textures(D,y,i) = B_textures{4}{1}; textures(D,y,c) = B_textures{4}{1}; textures(D,b,i) = B_textures{4}{2}; textures(D,b,c) = B_textures{4}{2}; % Feedback - standard CC with green +1 and red 0 (no punishment -1 shapes) FBtextures(A,1) = B_textures{1}{3}; % cells are: {A,B,C,D},{y,b,rew,0,pun,tst} FBtextures(A,2) = B_textures{1}{4}; FBtextures(B,1) = B_textures{2}{3}; FBtextures(B,2) = B_textures{2}{4}; FBtextures(C,1) = B_textures{3}{3}; FBtextures(C,2) = B_textures{3}{4}; FBtextures(D,1) = B_textures{4}{3}; FBtextures(D,2) = B_textures{4}{4}; %****BEGIN B***** BComplete = false; numBBlocks = 1; %*******Determines # of Blocks******* Bblock_index = 0; no_response = false; % loop through the TRAINING phase while ~BComplete % track trial ids trial_ids = []; % track trial type trial_stimuli = []; %track response trial_response = []; % track which stim was choosen trial_selectedStim = []; % track the rt trial_RT = []; % track the accuracy trial_accuracy = []; % track the feedback trial_feedback = []; % increment the block index Bblock_index = Bblock_index + 1; random_index = randperm(size(B_trialList, 1)); randomized_trialList = B_trialList(random_index,:); trial_index = 1; while trial_index <= TotalTrial % Fixation fixation_text = '+'; Screen('TextFont',wPtr,'Times'); Screen('TextStyle',wPtr,0); Screen('TextColor',wPtr,[255 255 255]); Screen('TextSize',wPtr,80); DrawFormattedText(wPtr,fixation_text,'center','center'); Screen(wPtr, 'Flip'); % show the fixation for 1 sec WaitSecs(1); % get the current trial's info type = randomized_trialList(trial_index, 1); color = randomized_trialList(trial_index, 2); congru = randomized_trialList(trial_index, 3); TRIALCODE=strcat(num2str(color),num2str(congru),num2str(type)); TRIALTRIGGER=str2double(TRIALCODE); % define the correct choice if color==1 correct_choice = left_button; elseif color==2 correct_choice = right_button; end % define the window side based on congruency if color==1 && congru==1 %(yellow-congruent==left) rect = left_rect; elseif color==1 && congru==2 %(yellow-incongruent==right) rect = right_rect; elseif color==2 && congru==1 %(blue-congruent==right) rect = right_rect; elseif color==2 && congru==2 %(blue-incongruent==left) rect = left_rect; end % now draw the stim Screen('DrawTexture', wPtr, textures(type,color,congru), [], rect); Screen(wPtr, 'Flip'); % io64(ioObject,LTP1address,TRIALTRIGGER); WaitSecs(.05); io64(ioObject,LTP1address,0); err=DaqDOut(DAQindx, 0, TRIALTRIGGER); WaitSecs(0.05); % start the trial timer; startTime = GetSecs(); wait_stamp=GetSecs; % display "tmp" while 1 %[a ab] = JoyMEX(0); [ keyIsDown, seconds, keyCode ] = KbCheck(GPindx); if keyIsDown if keyCode(left_button) && left_button==correct_choice subject_choice = left_button; no_response = false; trlResponse = 1; trlAccuracy = 1; RESPTRIGGER = 101; break; elseif keyCode(right_button) && right_button==correct_choice subject_choice = right_button; no_response = false; trlResponse = 1; trlAccuracy = 1; RESPTRIGGER = 102; break; elseif keyCode(left_button) && left_button~=correct_choice % ERROR! subject_choice = left_button; no_response = false; trlResponse = 1; trlAccuracy = 0; RESPTRIGGER = 103; break; elseif keyCode(right_button) && right_button~=correct_choice % ERROR! subject_choice = right_button; no_response = false; trlResponse = 1; trlAccuracy = 0; RESPTRIGGER = 104; break; end elseif(GetSecs-wait_stamp) > RESPDEADLINE, subject_choice = no_response; no_response = true; trlResponse = -1; trlAccuracy = -1; RESPTRIGGER = 105; break; else RESPTRIGGER = 249; end end %io64(ioObject,LTP1address,RESPTRIGGER); WaitSecs(.05); io64(ioObject,LTP1address,0); % stop the trial timer err=DaqDOut(DAQindx, 0, RESPTRIGGER); WaitSecs(0.05) RT = GetSecs() - startTime - 0.05; WaitSecs(0.12 + rand/FUDGE); % Immediate Feedback????? NO! has 0.17 delay err=DaqDOut(DAQindx, 0, 0); % determine if they selected the right or left stim if subject_choice == correct_choice trlselectedStim = 1; % get the selected stim's reward contingency reward_contingency = randomized_trialList(trial_index, 4); else trlselectedStim = 0; end WaitSecs(0.005); % determine the reward feedback Screen('TextSize',wPtr,60); Screen('TextFont',wPtr,'Times'); Screen('TextStyle',wPtr,1); if no_response == true Screen('TextColor',wPtr,[200 0 0]); reward_text = 'No Response. -3'; trlFeedback = -3; FixRewardProbs = 1; reward = 0; FBTRIGGER=7; elseif no_response == false if trlAccuracy == 0 Screen('TextColor',wPtr,[255 0 0]); reward_text = 'ERROR! -3'; trlFeedback = -3; FixRewardProbs = 1; reward = 0; FBTRIGGER=6; else if reward_contingency ==1 % REWARD or ZERO Screen('TextColor',wPtr,[0 255 0]); FB=FBtextures(type,1); trlFeedback = 1; FixRewardProbs = 0; reward=1; FBTRIGGER=8; elseif reward_contingency ==0 % ZERO or PUNISHMENT - NO REWARD FOR YOU! Screen('TextColor',wPtr,[0 0 255]); FB=FBtextures(type,2); trlFeedback = 0; FixRewardProbs = 0; reward = 0; FBTRIGGER=9; end end end % If trial was an error or no-response, add trial to end if FixRewardProbs == 1 % Add the error trial to the end. randomized_trialList(end+1, :) = randomized_trialList(trial_index, :); TotalTrial=TotalTrial+1; FixRewardProbs=0; end % now show feedback based on response and stim contingencies if trlAccuracy ~= 1 DrawFormattedText(wPtr,reward_text,'center','center'); Screen(wPtr, 'Flip'); %lptwrite(888, FBTRIGGER); WaitSecs(0.15); lptwrite(888, 0); %io64(ioObject,LTP1address,FBTRIGGER); err=DaqDOut(DAQindx, 0, FBTRIGGER); WaitSecs(0.05); elseif trlAccuracy == 1 Screen('DrawTexture', wPtr, FB, [], rect); Screen(wPtr, 'Flip'); %io64(ioObject,LTP1address,FBTRIGGER); WaitSecs(.05); io64(ioObject,LTP1address,0); err=DaqDOut(DAQindx, 0, FBTRIGGER); WaitSecs(0.05); end clear FBTRIGGER TRIALTRIGGER RESPTRIGGER FB; % show the feedback for 1 sec WaitSecs(0.95); err=DaqDOut(DAQindx, 0, 0); % Store the trial data % % update the trial number list trial_ids = [trial_ids; trial_index]; % store the trial stimuli trial_stimuli = [trial_stimuli; randomized_trialList(trial_index,:)]; %store response trial_response = [trial_response; trlResponse]; % store the RT trial_RT = [trial_RT; RT]; % store the subject's choice trial_selectedStim = [trial_selectedStim; trlselectedStim]; % store accuracy independent of feedback trial_accuracy = [trial_accuracy; trlAccuracy]; % store the feedback trial_feedback = [trial_feedback; trlFeedback]; % increment the trial index trial_index = trial_index + 1; end % end trialnum < randomindex % mark each trial with the block number data_block = zeros(size(trial_ids, 1), 1) + Bblock_index; % collate all the data from the block data_block = [data_block, trial_ids, trial_stimuli, trial_response, trial_selectedStim, trial_RT, trial_accuracy, trial_feedback]; % check to see if Block is done if Bblock_index >= numBBlocks BComplete = true; end end % Save Block data save([datadir 'M' num2str(subject_number),'_B',num2str(Block),'_CC_train.mat'],'data_block','randx_i');