Closed Jetpackjules closed 1 year ago
I am pretty sure that _send_dict_as_json_message
is not the problem as I have run sb3 with no problem for two whole days without an error. _send_dict_as_json_message
is a part of Godot Env so if it were to cause errors, it would happen to everyone.
Any other guesses? I can't figure out why this is happening...
Can you explain your environment or make a repo of your godot project, I'll check it out and see for errors.
preferably make repo
I will try to upload my project tn, thanks for the help.
I think the problem lies somewhere in your project rather than the Godot RL interface. How many agents are there in your env and are there always the same number? You do not remove agents when they die?
Here is the repository: https://github.com/Jetpackjules/GODOT_RL_ANTS
I think the problem lies somewhere in your project rather than the Godot RL interface. How many agents are there in your env and are there always the same number? You do not remove agents when they die?
Pretty sure I do... but maybe not? not too sure of the specifications of 'die' in this context... do you mean reward reset?
I think the problem lies somewhere in your project rather than the Godot RL interface. How many agents are there in your env and are there always the same number? You do not remove agents when they die?
Pretty sure I do... but maybe not? not too sure of the specifications of 'die' in this context... do you mean reward reset?
the number of agents SHOULD remain a constant at all times and should whenever requested, provide obs and rewards
I tried your project with sb3 and Godot.Beta.16 and it works just fine out of the box. All I had to do was fix one error(Maybe becoz I use Godot 4, not sure tho) which was to move the @tool
keyword to the first line of the script in the raycastsensor2d script.
I tried your project with sb3 and Godot.Beta.16 and it works just fine out of the box. All I had to do was fix one error(Maybe becoz I use Godot 4, not sure tho) which was to move the
@tool
keyword to the first line of the script in the raycastsensor2d script.
That's good news... were you able to try with rlib using the ppo_test.yaml? That has all my current settings... (I am also using Godot 4)
I tried your project with sb3 and Godot.Beta.16 and it works just fine out of the box. All I had to do was fix one error(Maybe becoz I use Godot 4, not sure tho) which was to move the
@tool
keyword to the first line of the script in the raycastsensor2d script.That's good news... were you able to try with rlib using the ppo_test.yaml? That has all my current settings... (I am also using Godot 4)
Unfortunately, RLLIB doesn't work for me, so I can't.
I tried your project with sb3 and Godot.Beta.16 and it works just fine out of the box. All I had to do was fix one error(Maybe becoz I use Godot 4, not sure tho) which was to move the
@tool
keyword to the first line of the script in the raycastsensor2d script.That's good news... were you able to try with rlib using the ppo_test.yaml? That has all my current settings... (I am also using Godot 4)
then move the @tool
keyword to the top of the script.
I tried your project with sb3 and Godot.Beta.16 and it works just fine out of the box. All I had to do was fix one error(Maybe becoz I use Godot 4, not sure tho) which was to move the
@tool
keyword to the first line of the script in the raycastsensor2d script.That's good news... were you able to try with rlib using the ppo_test.yaml? That has all my current settings... (I am also using Godot 4)
then move the
@tool
keyword to the top of the script.
Ok, I will try that when I get home.
I tried your project with sb3 and Godot.Beta.16 and it works just fine out of the box. All I had to do was fix one error(Maybe becoz I use Godot 4, not sure tho) which was to move the
@tool
keyword to the first line of the script in the raycastsensor2d script.That's good news... were you able to try with rlib using the ppo_test.yaml? That has all my current settings... (I am also using Godot 4)
then move the
@tool
keyword to the top of the script.
Unfortunately, that did not fix it, it runs for a bit then crashes with the same error as above :(
Could I run it on Sb3 on windows? (If so, how can I port my .yaml settings?)
SB3 works good on windows(Even I use windows btw). As for porting your .yaml settings, it will need to be done by code as sb3 doesnt use .yaml settings.
This wrapper for sb3 gives you more options btw: https://github.com/ryash072007/godot_rl_agents_forked/blob/main/godot_rl/backend/sb3.py
Great, SB3 seems to work! Thanks for the help. Quick question, where are the output logs?
Great, SB3 seems to work! Thanks for the help. Quick question, where are the output logs?
It should be in some "Log" folder, it will be in the directory in which the command prompt was in when gdrl was run or when sb3.py was run.
Thanks! I will close this for now, as all my problems have been adressed. I appreciate the help.
Unfortunately, It's happening again :(. It sometimes works fine for like an hour, and sometimes I can't for the life of me get it to go more than 5 seconds....
Here is the error I get:
Any ideas as to what could be causing this array imbalance? My theory is that it has something to do with
in the sync.gd node, but I don't understand what excatly it would do... (Because the error messages is comparing a list to a dict as incompatible...