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Passing Python Kwargs to Godot Envrionment #206
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This time it should work. I tested the flows locally before the commit 😅 |
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Looks great. Do you have an example env / code snippet of how a user would parse the args on the Godot side?
I’m working on one, though it’s not yet published. I want to use the arguments to change the starting level such that people can skip those that the agent is too good on. My plan is to make a tutorial on how to use the environment and the extra arguments. Idk if I can make the parsing generic enough to push some changes on the plugin tho. |
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It might be enough (for start) to have a short doc in the docs folder that explains the basic way to use the arguments (e.g. how to modify the sb3 training example to send a custom argument when training starts).
It should be enough for users to know how to pass the arguments during training, and how the argument can be accessed in Godot (this is generic, so you could even point to the Godot docs for argument parsing).
Different users would definitely have different use cases for this so it might not need to be overly abstracted initially (although we can later build on it as needed to add specific functionalities for specific use cases).
Oh right, sure, I get it now. I’ll make the change |
I've added some info, hope it makes sense. I'm a bit rusty when it comes to writing docs as I don't exactly know who's the target audience 😅 |
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Thanks for this change. LGTM. @GianiStatie would you like to be added as a contributor so making PRs is easier etc?
hey @edbeeching 👋 sure, tho I can't promise to keep it at this pase 😆 |
As Ivan wonderfully put it into words:
custom arguments for launching the Godot env without calling a function, e.g. to set a different difficulty or do anything else with the env from Godot