// End Current Game private void EndGame() { //Debug.Log("GAMEOVER"); if (_Controller == Control.NEURAL_NETWORL) { // Count total empty spaces float empty_slots = TetrisBoard._TotalCells - TetrisBoard.CountSolidsInBoard(); IncreaseFitness(ScoreSystemManager.GetCurrent().GameOver_EmptySlots *empty_slots); // Increase Fitness by the IncreaseFitness(ScoreSystemManager.GetCurrent().Per_Piece_Placed *(float)_PiecesUsed); // Calculate Fitness from Heuristics TetrisPerceptronManager.GetInstance().FinishCurrentAI(_Fitness); GameplayManager.GetInstance()._Histogram.AddValue(_Fitness); } ResetGame(); }