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. 2020 Jul 17;11:3625. doi: 10.1038/s41467-020-17236-y

Fig. 5. Application of e-prop to learning to win the Atari game Fishing Derby.

Fig. 5

a Here the player has to compete against an opponent, and try to catch more fish from the sea. b Once a fish has bit, the agent has to avoid that the fish gets touched by a shark. c Sample trial of the trained network. From top to bottom: probabilities of stochastic actions, prediction of future rewards, learning dynamics of a random synapse (arbitrary units), spiking activity of 20 out of 180 sample LIF neurons and 20 out of 120 sample ALIF neurons. d Learning curves of an LSNN trained with reward-based e-prop as in Fig. 4d.