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. 2009 May 15;20(2):282–293. doi: 10.1093/cercor/bhp097

Figure 1.

Figure 1.

Examples of 2 object-in-place problems. The “foreground objects” are the small alphanumeric characters; “c” and “w” in the left panel and “T” and “6” in the right panel. Monkeys learnt which foreground object produced reward and learnt 20 new problems each session.