public override void AgentAction(float[] act, string textAction)
    {
        if (agentDone)
        {
            if (!cr_.allDone_)
            {
                return;
            }
            else
            {
                agentDone = false;
                cr_.setAgentActiveStatus(sw_id, true);
                return;
                //Done();
            }
        }
        //Debug.Log("Actions act[0] " + act[0] + "act[1] " + act[1]);
        step++;
        // 0 -> move forward
        // 1 -> turn left
        // 2 -> turn right

        float distToTargetOld = (target_.transform.position - agent_.pos).magnitude;
        float orientationOld  = agent_.cosineOrientation();

        if (brain.brainParameters.vectorActionSpaceType == SpaceType.continuous)
        {
            gameObject.transform.position += gameObject.transform.forward.normalized * Mathf.Clamp(act[0], 0f, 1f);

            float rotAngle = 90.0f * Mathf.Clamp(act[1], -1f, 1f); // opposite ends, reachable from [-90, 90] rotation

            gameObject.transform.Rotate(0f, rotAngle, 0f);
        }
        else
        {
            int action = (int)act[0];
            //Debug.Log(action);
            if (action == 0) // walk forward
            {
                agent_.walkForward();
            }
            if (action == 1) // turn right
            {
                agent_.turnRight();
            }
            else if (action == 2) // turn left
            {
                agent_.turnLeft();
            }
            else if (action == 3) // stop
            {
                agent_.Brake();
            }

            gameObject.transform.position = agent_.pos;
            gameObject.transform.forward  = agent_.forward;
        }

        cr_.setAgent(ref agent_, sw_id);

        float distToTarget = (target_.transform.position - agent_.pos).magnitude;
        float orientation  = agent_.cosineOrientation();

        if (agent_.targetReached())
        {
            //Debug.Log("Reached Target! Agent Done.");
            AddReward(rewardTargetReached);
            AgentDoneStuff();
            return;
        }

        if (!agent_.withinBounds(cr_.areaMinBound_, cr_.areaMaxBound_) || step > maxSteps)
        {
            //Debug.Log("Went out of Arena! Agent Done.");
            AddReward(rewardOutOfBounds);
            AgentDoneStuff();
            return;
        }

        if (cr_.doesCollide(sw_id))
        {
            Debug.Log("Collision!");
            AddReward(rewardCollision);
        }

        //reward for gaining distance towards the target
        AddReward(distanceGainedWeight * (distToTargetOld - distToTarget));  // should have come closer to target
        //reward for orienting towards the target
        AddReward(orientationGainedWeight * (orientation - orientationOld)); // should have aligned better with target
        //reward for each step (usually negative)
        AddReward(rewardEachStep);
    }