public void TestRegisterMultipleAgent()
        {
            var agentGo1 = new GameObject("TestAgent");

            agentGo1.AddComponent <TestAgent>();
            var agent1   = agentGo1.GetComponent <TestAgent>();
            var agentGo2 = new GameObject("TestAgent");

            agentGo2.AddComponent <TestAgent>();
            var agent2 = agentGo2.GetComponent <TestAgent>();

            SimpleMultiAgentGroup agentGroup = new SimpleMultiAgentGroup();

            agentGroup.RegisterAgent(agent1);   // register
            Assert.AreEqual(agentGroup.GetRegisteredAgents().Count, 1);
            agentGroup.UnregisterAgent(agent2); // unregister non-member agent
            Assert.AreEqual(agentGroup.GetRegisteredAgents().Count, 1);
            agentGroup.UnregisterAgent(agent1); // unregister
            Assert.AreEqual(agentGroup.GetRegisteredAgents().Count, 0);
            agentGroup.RegisterAgent(agent1);
            agentGroup.RegisterAgent(agent1); // duplicated register
            Assert.AreEqual(agentGroup.GetRegisteredAgents().Count, 1);
            agentGroup.RegisterAgent(agent2); // register another
            Assert.AreEqual(agentGroup.GetRegisteredAgents().Count, 2);

            // test add/set group rewards
            agentGroup.AddGroupReward(0.1f);
            Assert.AreEqual(0.1f, agent1._GroupReward);
            agentGroup.AddGroupReward(0.5f);
            Assert.AreEqual(0.6f, agent1._GroupReward);
            agentGroup.SetGroupReward(0.3f);
            Assert.AreEqual(0.3f, agent1._GroupReward);
            // unregistered agent should not receive group reward
            agentGroup.UnregisterAgent(agent1);
            agentGroup.AddGroupReward(0.2f);
            Assert.AreEqual(0.3f, agent1._GroupReward);
            Assert.AreEqual(0.5f, agent2._GroupReward);

            // dispose group should automatically unregister all
            agentGroup.Dispose();
            Assert.AreEqual(0, agent1._GroupId);
            Assert.AreEqual(0, agent2._GroupId);
        }