<lmargin%:5><rmargin%:95><font:Arial Bold:20>Training Command/Button Descriptions
<font:Arial:14>
<spush><font:Arial Bold:16>Right Click context menu:<spop>
For Terrain (before starting a factory):
“Launch Team” - Spawns the current population onto the field. If this is a fresh training team, the new population will not know anything about the world around it. 

“Spawn enemy” - Brings up a menu to place a certain type of enemy on the field.

“Spawn wall” - Spawns a default obstacle box for you to manipulate in the world.  

For Terrain (after starting a factory):
“Spawn Enemy” - Places the current enemy selected from the “enemy type” menu. 
 
“Spawn wall” - Spawns a default box for you to manipulate in the world. 

“Set Spawn Point” - Changes the location where your army spawns. 

“Remove Flag” - Removes a currently placed flag. 

“Undo Converge” - Sets Sets the populations brains to the way they were before converging took place (see below for converge button operation). 

For objects:
“Move” - Moves the selected object to where your mouse is pointing. 

“Rotate” - Rotates the selected object.  Moving the mouse right will rotate the object right, while moving the mouse left will rotate the object left. 

“Scale X/Y” - Scales the selected object in the X/Y coordinate. 

“Delete” - Deletes the currently selected object from the environment. 

For enemies:
“Inhabit” – Allows you take control of the enemy through a first person perspective. 

“Move” - Moves the selected enemy to where your mouse is pointing. 

“Rotate” - Rotates the selected enemy.  Moving the mouse right will rotate the enemy right, while moving the mouse left will rotate the enemy left. 

“Delete” - Removes the selected enemy from the environment. 

For your own troops:
“Converge” - Replaces all current brains on the field with the selected soldier's brain.  You would choose this option for example if you see one individual doing the right thing and you want everyone else to be the same.  (Note that although the effects are quick and satisfying, converging loses diversity, which can have long-term negative effects on evolution and hence your team.) This operation can be undone with "Undo Converge," described above. 

“Smite” - Destroy the currently selected troop(s) and lower their score in rtNEAT so that they are not likely to reproduce.

<spush><font:Arial Bold:16>Enemy Menu Descriptions:<spop>
Note: The "Add Enemy" menu option adds the enemy of the type currently selected in this panel.
“Normal Turret” – This enemy does not move, but has a weapon that fires in a ninety degree arc. 

“Better Turret” – This turret arcs towards the closest target. 

“Brutal Turret” – This enemy does not move, but has a weapon and fires at the closest enemy to it. 

“Static Enemy” – This enemy has no weapon and does not move.  

“Rover” – This enemy has no weapon, but runs around in circles. 

“PreTrained” (variable number) - You can select a number (between 1 and 9) next to this option that specifies how many pretrained individuals to spawn together from a saved team.  Then, when you "Add Enemy," it will prompt you for a team file from which it will draw the top n robots, where n is the number currently selected.  Those robots will be spawned as *enemies* that are now playing against your team.  In this way, you can train your team off of other teams you already trained!  It is also possible to spawn several different types of pretrained enemies at the same time by adding them separately. Note however that the pretrained individuals are not evolving in this case- only your current training team evolves.  Finally, you can remove pretrained enemies just like any other: Press "p" to pause, find the pretrained enemy you want to remove, right-click on it, and choose "Delete."  Note that this is an extremely useful option for training your team against different style of play. 


<spush><font:Arial Bold:16>Slider Menu Descriptions:<spop>
“Stand Ground” – This objective controls the amount of moving your soldiers will do.  
Reward: Your soldiers become sedentary.
Punish: Your soldiers move a lot.

“Stick Together” – This objective controls how much your soldiers group together. 
Reward: Your soldiers will group up together.
Punish: Your soldiers stay away from each other.
 
“Approach Enemy” – This objective controls whether your soldiers approach the enemy to the distance specified by the horizontal enemy range slider. 
Reward: Your soldiers approach the enemy. 
Punish: Your soldiers stay away from the enemy (note: the horizontal range slider does not effect punishment)

“Approach Flag” - This objective controls whether your soldiers approach the enemy or not. 
Reward: Your soldiers approach the flag. 
Punish: Your soldiers stay away from the flag. 

“Hit Target” – This objective controls whether your soldiers shoot at enemies or not. 
Reward: Your soldiers will shoot at enemies. 
Punish: Your soldiers will not shoot at enemies. 

“Avoid Fire” – This objective controls whether your soldiers shoot avoid fire or not. 
Reward: Your soldiers will try to avoid getting hit.
Punish: Your soldiers won’t mind getting hit.

“Lifetime Slider” – Controls how long your soldiers are on the field before they are evaluated and re-spawned.  Note that for easier tasks, they need less time on the field, and for more complex tasks, they need more time to complete the task.  If they don't seem to be learning, they may need more time. 

“Distance Slider” - Controls how close your robots need to be to be rewarded for approaching an enemy. This can be a useful adjustment if you need to learn to approach an enemy at a safe distance.

<spush><font:Arial Bold:16>Bottom Menu Descriptions:<spop>

“Evolution” – This toggles evolution on and off.  When pressed, your units will not learn anything, but they will to continue to perform at the same level.  By default, evolution is on. 
 
“Collision” – This toggles whether your soldiers can run through each other or not.  By default, collision is enabled.  It may be useful to disable it in situation where robots are blocking each other during early learning phases of (for example) path navigation. 
 