protected override void Update(GameTime gameTime) { if (_currentSteps < MAX_STEPS) { _sampleAgent.SampleBandit(); _stepAgent.SampleBandit(); _currentSteps++; _tB.Step(); _sampleAvgRewards.Add((float)(_sampleAgent.TotalReward / _currentSteps)); _stepSizeRewards.Add((float)(_stepAgent.TotalReward / _currentSteps)); } else { Plot plot = new Plot(); plot.AddSeries(_sampleAvgRewards, "Sample Average", 211); plot.AddSeries(_stepSizeRewards, "Step Size", 360); plot.Export(); Exit(); } base.Update(gameTime); }