1. Morris水迷宫（Morris water maze, MWM）
The T-maze is a choice task. The subject is placed in the base of the "T". Following a short delay, it is allowed to explore the maze and choose to enter either the right or left arms. The choice is scored according to variety of criterion, including spontaneous alternation, cued reward, or to indicate a preference. Based on the criterion used in an experiment, the T-maze can be used to test learning and memory, preferences for stimuli or reward, or spontaneous alternation behavior.
3. 八臂迷宫（Radial Arm Maze）
Subjects are placed in the center of an eight-arm radial maze. Four randomly chosen arms are baited with food pellets in opaque containers. The subject is given the opportunity to visit all the arms and collect all the available food pellets. After a rentention delay, the subject is returned to the maze. In win-stay conditions, the same four arms are baited, and the number of correct choices the subject makes in collecting the pellets is recorded. In win-shift conditions, the four arms NOT baited in the earlier trial are now baited, and the number of correct arm choices is recorded. Each day, a new set of four arms is chosen randomly.
4. 自主活动、旷场实验（Open Field）
The subject is placed in the activity chamber for a specified time period. Activity levels and movement in three dimensions are recorded by the activity system and can be analyzed for evidence of hyperactiviy, hypoactivity, anxiety, explorative behaviors, and stereotyped rotation.
5. 高架十字迷宫（Elevated Plus Maze）
The animal is placed in the center of the apparatus and observed for a set time. Measurements compare the include total time spent in the open and closed arms (and central platform) as well as entries into the open and closed arms.
6. 黑白箱实验（light dark box）
The subject is placed in the dark portion of the box for a set period of acclimation time. At the end of this period, a door separating the two compartments is opened. The amount of time that the subject takes to emerge fully from the enclosed area into the open area is measured.
7. 社交行为实验（social interaction）
The subject is habituated to the test chamber and allowed to freely explore for a set time. A novel animal is placed in one of the two enclosures, and the percentage of time the mouse spends in the section with the novel animal is compared to the time spent in the section with the empty enclosure. In a later session, the time spent with the same animal might be compared to time spent with a newer, more novel animal.
8. 条件性位置偏爱（Conditioned Place Preference）
A drug is injected and the subject is introduced to distinctive environment A. This procedure is repeated for several trials. During these conditioning trials the animal develops an association between the subjective state produced by the drug (often drugs that produce mood elevation or euphoria in humans) and the contextual cues present while the drug is active. To test the conditioning, the animal is placed in an apparatus with drug-related cues in one compartment and neutral cues in the other. nbsp; If conditioning occurred, the animal will move toward the compartment containing the drug-related cues.
In a Conditioned Place Preference experiment, subjects are returned to an apparatus were they can freely move between a compartment in which they were conditioned with drug-related cues, and a compartment with neutral cues. If the conditioning was successful for positive, reinforcing drug states, they should spend more time in the compartment with drug-related cues。
In a Conditioned Place Aversion experiment, subjects are returned to an apparatus were they can freely move between a compartment in which they were conditioned with an aversive stimulus, such as a shock; and a compartment with neutral cues. If the aversive conditioning was successful, they should spend more time in the compartment with neutral cues.
9. 强迫游泳（force swim test）、悬尾实验（tail test）
Since some mutations cause a deficit in swimming ability, the forced swim test can be used to demonstrate normal swimming and floating ability. The test is most frequently used to examine the "learned helplessness" response common in animal models of depression.
The subject is suspended by the tail for a set interval the percentage of time the subject spends still versus moving is examined for evidence of the "learned helplessness" response common in models of depression.
10. 条件性恐惧实验（fear conditioning）
The Pavlovian Fear Conditioning task allows for the assessment of learning and memory regarding aversive events. The task allows for the simultaneous assessment of learning about simple, unimodal cues and learning about complex, multimodal stimuli such as context. Fear conditioning universally depends on the integrity of the amygdala, but context conditioning is sensitive to manipulations of the hippocampus. This task has been used extensively to demonstrate both genetically based impairments and enhancements in learning and memory.
11. 震惊条件反射（startle and pre-pulse inhibition）
Basic Startle Response
In basic startle, startle stimuli of various intensities are presented unexpectedly. Varying startle response and habituation are recorded.
In Pre-Pulse Inhibition (PPI), the startle stimulus is paired with a predictive cue. In normal subjects, the "pre-pulse" cue reduces the startle amplitude. This inhibition of the startle response is known as PPI. Humans and animal models of several disease states are known to have pre-pulse inhibition deficits, including schizophrenia, Alzheimer’s, and PTSD.
In Fear-Potentiated Startle, the subjects are trained to associate a neutral stimulus, such as a light cue, with an aversive stimulus. When the startle response is tested in the presence of the light cue, the startle amplitude should be potentiated, or increased.
12．新颖物体识别（novel object recognition）
The subject is habituated to the test chamber and allowed to freely explore for a set time. A novel object is placed in one of the two enclosures, and the percentage of time the mouse spends in the section with the new object is compared to the time spent in the section with the empty enclosure. In a later session, the time spent with the same object might be compared to time spent with a newer, more novel object.