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Kautenja avatar Kautenja commented on June 12, 2024 2

I've also opened #35 over at nes-py as the parallelism issue needs addressed to better support using multiple environments.

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Kautenja avatar Kautenja commented on June 12, 2024

This happens because a cutscene is playing the background on the NES emulator, but not being shown though gym because it's unnecessary noise. So, at the current moment this is intended behavior. However, I believe with RAM hacking of some form, the cutscene can be forced to end prematurely (as is done in several other points of this implementation). Will look into this.

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jcwleo avatar jcwleo commented on June 12, 2024

@Kautenja Thank you for reply!

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jcwleo avatar jcwleo commented on June 12, 2024

@Kautenja hi, it is another issue. I implement my RL algorithm with multiprocessing, but when some env reach End of World, other envs also stop.

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Kautenja avatar Kautenja commented on June 12, 2024

hmm how is the multiprocessing performed? They way the nes-py emulator works currently limits some of the parallelism approaches (one environment per Python process). However, the multiprocessing package when applied correctly should work fine.

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jcwleo avatar jcwleo commented on June 12, 2024

@Kautenja I think multiprocessing performed is not bad. i implement one env per one python process.
i will comment that issue on nes-py repo

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jcwleo avatar jcwleo commented on June 12, 2024

https://github.com/jcwleo/mario_rl
here is my repo :)

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Kautenja avatar Kautenja commented on June 12, 2024

Looks awesome! closing issue as parallelism is related to the parent code-base nes-py.

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