Note that the reward is reset to 0 at every step, you must add to the reward (`reward += rewardIncrement`). If you use `skipFrame` in the Academy and set your rewards instead of incrementing them, you might loose information since the reward is sent at every step, not at every frame.
## Agent Monitor
* You can add the script `AgentMonitor.cs` to any gameObject with a component `YourNameAgent.cs`. In the inspector of this component, you will see:
* `Fixed Position` : If this box is checked, the monitor will be on the left corner of the screen and will remain here. Note that you can only have one agent with a fixed monitor or multiple monitors will overlap.
* `Vertical Offset`: If `Fixed Position` is unchecked, the monitor will follow the Agent on the screen. Use `Vertical Offset` to decide how far above the agent the monitor should be.
* `Display Brain Name` : If this box is checked, the name of the brain will appear in the monitor. (Can be useful if you have similar agents using different brains).
* `Display Brain Type` : If this box is checked, the type of the brain of the agent will be displayed.
* `Display FrameCount` : If this box is checked, the number of frames that elapsed since the agent was reset will be displayed.
* `Display Current Reward`: If this box is checked, the current reward of the agent will be displayed.
* `Display Max Reward` : If this box is checked, the maximum reward obtained during this training session will be displayed.
* `Display State` : If this box is checked, the current state of the agent will be displayed.
* `Display Action` : If this box is checked, the current action the agent performs will be displayed.
The monitoring of the environment has been changed. You can now track many different things and not only agents. Use the Log function anywhere in your code :
```csharp
Monitor.Log(key, value, displayType , target)
```
* *`key`* is the name of the information you want to display.
* *`value`* is the information you want to display.
* *`displayType`* is a MonitorType that can be either `text`, `slider`, `bar` or `hist`.
* `text` will convert `value` into a string and display it. It can be useful for displaying error messages!
* `slider` is used to display a single float between -1 and 1. Note that value must be a float if you want to use a slider. If the value is positive, the slider will be green, if the value is negative, the slider will be red.
* `hist` is used to display multiple floats. Note that value must be a list or array of floats. The Histogram will be a sequence of vertical sliders.
* `bar` is used to see the proportions. Note that value must be a list or array of positive floats. For each float in values, a rectangle of width of value divided by the sum of all values will be show.
* *`target`* is the transform to which you want to attach information. If the transform is `null` the information will be attached to the global monitor.
If you passed a `value` from an external brain, the value will be displayed as a bar (green if value is positive / red if value is negative) above the monitor. The bar's maximum value is set to 1 by default but if the value of the agent is above this number, it becomes the new maximum.