And got the following error-,
Invalid MIT-MAGIC-COOKIE-1 keyxdpyinfo: unable to open display ":0". Process ForkServerProcess-1: Traceback (most recent call last): File "/home/pradip/habitat_root/conda/envs/FILM-public/lib/python3.7/multiprocessing/process.py", line 297, in _bootstrap self.run() File "/home/pradip/habitat_root/conda/envs/FILM-public/lib/python3.7/multiprocessing/process.py", line 99, in run self._target(*self._args, **self._kwargs) File "/home/pradip/PycharmProjects/FILM-public/envs/utils/vector_env.py", line 179, in _worker_env env = env_fn(*env_fn_args) File "/home/pradip/PycharmProjects/FILM-public/envs/__init__.py", line 123, in make_env_fn_alfred env = Sem_Exp_Env_Agent_Thor(args, scene_names, rank) File "/home/pradip/PycharmProjects/FILM-public/agents/sem_exp_thor.py", line 44, in __init__ super().__init__(args, rank) File "/home/pradip/PycharmProjects/FILM-public/alfred_utils/env/thor_env_code.py", line 71, in __init__ player_screen_width=player_screen_width) File "/home/pradip/habitat_root/conda/envs/FILM-public/lib/python3.7/site-packages/ai2thor/controller.py", line 855, in start self.check_x_display(env['DISPLAY']) File "/home/pradip/habitat_root/conda/envs/FILM-public/lib/python3.7/site-packages/ai2thor/controller.py", line 715, in check_x_display ("Invalid DISPLAY %s - cannot find X server with xdpyinfo" % x_display) AssertionError: Invalid DISPLAY :0 - cannot find X server with xdpyinfo
It seems like the code didn't find any X server. Now I didn't provide an --x_display parameter while running. I also didn't see any usage of 'args.x_display' in main.py.
Completed reload, in 0.057 seconds
Default vsync count 0
requesting resize 300 x 300
resizing window to 300 x 300
Desktop is 1366 x 768 @ 60 Hz
UnloadTime: 1.027000 ms
Setting stencil for QuadDecalSpawnPlane write for shader to 2
requesting resize 300 x 300
resizing window to 300 x 300
Desktop is 1366 x 768 @ 60 Hz
Unloading 25 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 22.824000 ms
Setting stencil for QuadDecalSpawnPlane (1) write for shader to 14
SocketException: The socket has been shut down
at System.Net.Sockets.Socket.Send (System.Byte[] buf) [0x00000] in :0
at AgentManager+c__Iterator3.MoveNext () [0x00000] in :0
at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in :0
I'm unable to run the starter code provided in the guide. I followed the guide and tried to run it on a machine without a GPU.
All steps works as expected until I tried to run
$ python main.py -n1 --max_episode_length 1000 --num_local_steps 25 --num_processes 2 --eval_split tests_unseen --from_idx 0 --to_idx 120 --max_fails 10 --debug_local --learned_depth --use_sem_seg --set_dn first_run --use_sem_policy --save_pictures -v 1
And got the following error-,
Invalid MIT-MAGIC-COOKIE-1 keyxdpyinfo: unable to open display ":0". Process ForkServerProcess-1: Traceback (most recent call last): File "/home/pradip/habitat_root/conda/envs/FILM-public/lib/python3.7/multiprocessing/process.py", line 297, in _bootstrap self.run() File "/home/pradip/habitat_root/conda/envs/FILM-public/lib/python3.7/multiprocessing/process.py", line 99, in run self._target(*self._args, **self._kwargs) File "/home/pradip/PycharmProjects/FILM-public/envs/utils/vector_env.py", line 179, in _worker_env env = env_fn(*env_fn_args) File "/home/pradip/PycharmProjects/FILM-public/envs/__init__.py", line 123, in make_env_fn_alfred env = Sem_Exp_Env_Agent_Thor(args, scene_names, rank) File "/home/pradip/PycharmProjects/FILM-public/agents/sem_exp_thor.py", line 44, in __init__ super().__init__(args, rank) File "/home/pradip/PycharmProjects/FILM-public/alfred_utils/env/thor_env_code.py", line 71, in __init__ player_screen_width=player_screen_width) File "/home/pradip/habitat_root/conda/envs/FILM-public/lib/python3.7/site-packages/ai2thor/controller.py", line 855, in start self.check_x_display(env['DISPLAY']) File "/home/pradip/habitat_root/conda/envs/FILM-public/lib/python3.7/site-packages/ai2thor/controller.py", line 715, in check_x_display ("Invalid DISPLAY %s - cannot find X server with xdpyinfo" % x_display) AssertionError: Invalid DISPLAY :0 - cannot find X server with xdpyinfo
It seems like the code didn't find any X server. Now I didn't provide an --x_display parameter while running. I also didn't see any usage of 'args.x_display' in main.py.Then I tried setting x_display=None in self.start() in thor_env_code.py which seemed to start the simulator, but it failed silently on the code while resetting the env, when it called super().reset(scene_name). The log I got is like this, `Desktop is 1366 x 768 @ 60 Hz Initialize engine version: 2018.3.6f1 (a220877bc173) GfxDevice: creating device client; threaded=1 Renderer: NVS 315/PCIe/SSE2 Vendor: NVIDIA Corporation Version: 4.5.0 NVIDIA 390.151 GLES: 0 GL_AMD_multi_draw_indirect GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_s hader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shade r_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_t exture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_onc e GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_NV_robustness_video_memory_purge GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior G L_KHR_robustness GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GLNV path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NV_shader_thread_group GL_KHR_blend_equation_advanced GL_SGIS_generate_mipmap GL _SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum OPENGL LOG: Creating OpenGL 4.5 graphics device ; Context level <OpenGL 4.5> ; Context handle 64604696 Begin MonoManager ReloadAssembly
(Filename: ./Runtime/Export/Debug.bindings.h Line: 45)
Setting stencil for QuadDecalSpawnPlane (2) write for shader to 4
(Filename: ./Runtime/Export/Debug.bindings.h Line: 45)
Setting stencil for QuadDecalSpawnPlane (3) write for shader to 6
(Filename: ./Runtime/Export/Debug.bindings.h Line: 45)
Setting stencil for QuadDecalSpawnPlane (1) write for shader to 8
(Filename: ./Runtime/Export/Debug.bindings.h Line: 45)
Setting stencil for QuadDecalSpawnPlane (5) write for shader to 10
(Filename: ./Runtime/Export/Debug.bindings.h Line: 45)
Setting stencil for QuadDecalSpawnPlane (4) write for shader to 12
(Filename: ./Runtime/Export/Debug.bindings.h Line: 45)
Joystick 1 (LiteOn Lenovo Traditional USB Keyboard Consumer Control) is unrecognized and will use raw control indices as reported by the driver
(Filename: Line: 586)
Desktop is 1366 x 768 @ 60 Hz Graphics Tier: Tier3
(Filename: ./Runtime/Export/Debug.bindings.h Line: 45)
CAMERA DEPTH TEXTURE SET TO: Depth
(Filename: ./Runtime/Export/Debug.bindings.h Line: 45)
requesting resize 300 x 300 resizing window to 300 x 300 Desktop is 1366 x 768 @ 60 Hz Unloading 25 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 22.824000 ms Setting stencil for QuadDecalSpawnPlane (1) write for shader to 14
(Filename: ./Runtime/Export/Debug.bindings.h Line: 45)
Setting stencil for QuadDecalSpawnPlane write for shader to 16
(Filename: ./Runtime/Export/Debug.bindings.h Line: 45)
Setting stencil for QuadDecalSpawnPlane (2) write for shader to 18
(Filename: ./Runtime/Export/Debug.bindings.h Line: 45)
Setting stencil for QuadDecalSpawnPlane write for shader to 20
(Filename: ./Runtime/Export/Debug.bindings.h Line: 45)
Unloading 3594 unused Assets to reduce memory usage. Loaded Objects now: 11042. Total: 8.777000 ms (FindLiveObjects: 1.093000 ms CreateObjectMapping: 0.420000 ms MarkObjects: 2.169000 ms DeleteObjects: 5.095000 ms)
Graphics Tier: Tier3
(Filename: ./Runtime/Export/Debug.bindings.h Line: 45)
CAMERA DEPTH TEXTURE SET TO: Depth
(Filename: ./Runtime/Export/Debug.bindings.h Line: 45)
Initialize: got total valid initial targets: 4
(Filename: ./Runtime/Export/Debug.bindings.h Line: 45)
imageSynth encode time0.0145402
(Filename: ./Runtime/Export/Debug.bindings.h Line: 45)
imageSynth format time7.152557E-05
(Filename: ./Runtime/Export/Debug.bindings.h Line: 45)
imageSynth encode time0.01171684
(Filename: ./Runtime/Export/Debug.bindings.h Line: 45)
imageSynth format time6.198883E-05
(Filename: ./Runtime/Export/Debug.bindings.h Line: 45)
imageSynth encode time0.01543999
(Filename: ./Runtime/Export/Debug.bindings.h Line: 45)
imageSynth format time4.816055E-05
(Filename: ./Runtime/Export/Debug.bindings.h Line: 45)
SocketException: The socket has been shut down at System.Net.Sockets.Socket.Send (System.Byte[] buf) [0x00000] in:0
at AgentManager+c__Iterator3.MoveNext () [0x00000] in :0
at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in :0
(Filename: Line: -1) `