You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
The game join actually happens on the env.reset call, and right now is very unstable.
Especially in the case, when a previous episode was interrupted because of un expected reasons : errors, etc.
Right now, we try to check if a game is running, and if it is, we try to send a "quit" command. But even that has been pretty buggy.
In many cases, we get the not enough clients in the client pool error.
We should standardize it properly, so that we use a consistent and a stable way to join the game.
The main considerations would be, how the behavior should be in case of a multi agent setup. My proposal would be, in case of a multi agent setup, only role0 is allowed to "force quit" a previously running game.
The game join actually happens on the
env.reset
call, and right now is very unstable.Especially in the case, when a previous episode was interrupted because of un expected reasons : errors, etc.
Right now, we try to check if a game is running, and if it is, we try to send a "quit" command. But even that has been pretty buggy.
In many cases, we get the
not enough clients in the client pool
error.We should standardize it properly, so that we use a consistent and a stable way to join the game.
The main considerations would be, how the behavior should be in case of a multi agent setup. My proposal would be, in case of a multi agent setup, only role0 is allowed to "force quit" a previously running game.
cc. @katja-hofmann @AndKram
The text was updated successfully, but these errors were encountered: