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);
        }