I admit the CAPX is a bit bloated, since there's quite a lot going on, but it's all broken down in only 4 steps (Train, triggerAction, Reward and manageEnvironment):
TRAIN:
The agent gets 9 sensors, and each sensor generates three inputs for the brain - "apple", "poison" and "wall", using the distance to the touched object as value.
(In this step, I also draw some lines from the agent to the touched object using the SensedApple, SensedPoison Tiles, but these are purely optional, I guess I could take them out alltogether).
REWARD:
Then there's the reward built upon interaction with the apples, poison or the walls.
TRIGGER ACTION:
And finally there's the output of the brain (for example "right") transformed into an action ("set angle of motion to current angle +50 degrees").
MANAGE ENVIRONMENT:
This just adds more apples and poison if there's not enough laying around.
If you still find this confusing I'll take a look at it in the weekend and trim it down. Although I usually consider more to be better .