private IEnumerator TakeStep()
    {
        //Get current car state
        float[] current_state = car_camera.GetRays();

        //Get action from current state
        float[] q_values = particles[working_particle].Compute(current_state);
        last_q_values = q_values;
        action_index  = SelectAction(q_values);

        //Wait for action to complete
        yield return(new WaitForSeconds(0.1f));

        //Get next state
        float[] next_state = car_camera.GetRays();
        //Get max `a` of `q_target`
        float[] q_target     = network_target.Compute(next_state);
        int     max_q_target = 0;

        for (int i = 1; i < max_q_target; i++)
        {
            if (q_target[max_q_target] < q_target[i])
            {
                max_q_target = i;
            }
        }
        //Get rward for action
        float velocity = car_body.gameObject.transform.InverseTransformDirection(car_body.velocity).z;

        current_reward = velocity + reward_decay * q_target[max_q_target];
        particles[working_particle].SetNetworkScore(current_reward);

        //Reset car if stuck after 100 steps
        if (car_body.velocity.magnitude < 0.3f && current_step - reset_step > 100)
        {
            reset_step = current_step;
            car_body.transform.position = car_spawner.transform.position;
            car_body.transform.rotation = car_spawner.transform.rotation;
            car_body.velocity           = Vector3.zero;
            car_body.angularVelocity    = Vector3.zero;
        }
        //After 300 steps go to next particle
        if (current_step - particle_step > next_particle_wait)
        {
            working_particle++;
            //reset reward
            current_reward = 0;
            particle_step  = current_step;
        }
        //Do a pso update after all particles
        if (working_particle == max_particles)
        {
            network_target.SetWeightsData(particle_swarm.GetBestWeights());
            //PSO Update Step
            particle_swarm.ComputeEpoch();
            particle_swarm.UpdateWeights();
            working_particle = 0;
        }
        current_step++;
        if (!abort_learning)
        {
            StartCoroutine(TakeStep());
        }
    }