diff --git a/units/en/unit5/pyramids.mdx b/units/en/unit5/pyramids.mdx
index 28941a7..2b6cdf9 100644
--- a/units/en/unit5/pyramids.mdx
+++ b/units/en/unit5/pyramids.mdx
@@ -23,6 +23,8 @@ If you want to know more about curiosity, the next section (optional) will expla
In terms of observation, we **use 148 raycasts that can each detect objects** (switch, bricks, golden brick, and walls.)
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We also use a **boolean variable indicating the switch state** (did we turn on or not the switch to spawn the Pyramid) and a vector that **contains the agent’s speed**.
ADD SCREENSHOT CODE
diff --git a/units/en/unit5/snowball-target.mdx b/units/en/unit5/snowball-target.mdx
index e1061a5..a277b5d 100644
--- a/units/en/unit5/snowball-target.mdx
+++ b/units/en/unit5/snowball-target.mdx
@@ -13,7 +13,7 @@ In addition, to avoid "snowball spamming" (aka shooting a snowball every timeste
The agent needs to wait 0.5s before being able to shoot a snowball again
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## The reward function and the reward engineering problem
@@ -39,10 +39,7 @@ Think of raycasts as lasers that will detect if it passes through an object.
In this environment our agent have multiple set of raycasts:
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- TOOD ADD raycasts that can each detect objects (target, walls) and how much we have
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## The action space