I am trying to run multiple instances of a console-based game (dungeon crawl stone soup -- for research purposes naturally) using a multiprocessing pool to evaluate each run.
In the past when I've used a pool to evaluate similar code (genetic algorithms), I've used subprocess.call
to split off each process. However, with dcss being quite interactive having a shared subshell seems to be problematic.
I have the code I normally use for this kind of thing, with crawl replacing other applications I've thrown a GA at. Is there a better way to handle highly-interactive shells than this? I'd considered kicking off a screen for each instance, but thought there was a cleaner way. My understanding was that shell=True
should be spawning a sub-shell, but I guess I it is spawning one in a way that is shared between each call.
I should mention I have a bot running the game, so I don't want any actual interaction from the user's end to occur.
# Kick off the GA execution
pool_args = zip(trial_ids,run_types,self.__population)
pool.map(self._GAExecute, pool_args)
---
# called by pool.map
def _GAExecute(self,pool_args):
trial_id = pool_args[0]
run_type = pool_args[1]
genome = pool_args[2]
self._RunSimulation(trial_id)
# Call the actual binary
def _RunSimulation(self, trial_id):
command = "./%s" % self.__crawl_binary
name = "-name %s" % trial_id
rc = "-rc %s" % os.path.join(self.__output_dir,'qw-%s'%trial_id,"qw -%s.rc"%trial_id)
seed = "-seed %d" % self.__seed
cdir = "-dir %s" % os.path.join(self.__output_dir,'qw-%s'%trial_id)
shell_command = "%s %s %s %s %s" % (command,name,rc,seed,cdir)
call(shell_command, shell=True)