Best way to handle changing list of class imports

S

Scott Grant

Hi there,

I'd like to set up a framework in which I can add or remove new
classes of a given expected subclass to my package, and have the
system load that set at runtime and be able to use them. In essence,
if I have a class X, and subclasses A, B, and C that derive from X,
what's the most pythonic way to allow me to add or remove A, B, or C
from the package before runtime, to iterate over all known imported
classes that inherit from X, while minimizing the modifications to my
existing program.

Is the best way to set up a directory in my package for these classes,
and to define the list of active imports in the __all__ list in
__init__.py? Or is there a better way?

For detail, I'm writing a system that students will be able to submit
game strategies that will compete against each other in a framework
that passes them game state and expects moves in return. It would be
great to be able to add or remove these player strategies as new ones
come in, but I don't want to add a bunch of overhead importing each
one specifically in the game manager itself.

Thanks for your time,
Scott
 
D

Diez B. Roggisch

Scott said:
Hi there,

I'd like to set up a framework in which I can add or remove new
classes of a given expected subclass to my package, and have the
system load that set at runtime and be able to use them. In essence,
if I have a class X, and subclasses A, B, and C that derive from X,
what's the most pythonic way to allow me to add or remove A, B, or C
from the package before runtime, to iterate over all known imported
classes that inherit from X, while minimizing the modifications to my
existing program.

Is the best way to set up a directory in my package for these classes,
and to define the list of active imports in the __all__ list in
__init__.py? Or is there a better way?

For detail, I'm writing a system that students will be able to submit
game strategies that will compete against each other in a framework
that passes them game state and expects moves in return. It would be
great to be able to add or remove these player strategies as new ones
come in, but I don't want to add a bunch of overhead importing each
one specifically in the game manager itself.

I think you re-think your approach and kind of invert it. Instead of
viewing your system as game-strategies plugged into the framework, make
a game-strategy *use* your framework.

Thus what your students deliver must be an executable script that sets
up the game, and then passes the own strategy into it.

Diez
 
S

Scott Grant

Scott Grant schrieb:







I think you re-think your approach and kind of invert it. Instead of
viewing your system as game-strategies plugged into the framework, make
a game-strategy *use* your framework.

Thus what your students deliver must be an executable script that sets
up the game, and then passes the own strategy into it.

Diez

Part of the benefit of the original approach (and the main reason I
want to use it that way) is that in multi-player or competitive games,
these strategies should be able to compete against each other. It it
was a rock-paper-scissors system, I'd like strategy A to compete
against strategy B, and with large sets of strategies, to allow my
system to set up a crosstable with the minimal amount of hardcoding.
I'd like to know which strategy is best by setting up a competition
against all other submissions.
 
D

Dave Angel

Scott said:
Part of the benefit of the original approach (and the main reason I
want to use it that way) is that in multi-player or competitive games,
these strategies should be able to compete against each other. It it
was a rock-paper-scissors system, I'd like strategy A to compete
against strategy B, and with large sets of strategies, to allow my
system to set up a crosstable with the minimal amount of hardcoding.
I'd like to know which strategy is best by setting up a competition
against all other submissions.
I understand your goal to have several (or all) of the students'
strategy files present, and competing. But I have to ask whether you
wouldn't be better off launching each student in a separate process (or
separate machine, even), and competing over sockets or somesuch. Two
reasons come to mind: 1) students have a way of working *around* a
problem, and sabotage (intended or not) is a definite possibility. 2)
scalability to larger numbers of strategies.

But I'll assume you've already considered and dismissed this kind of
approach. So essentially you're building an extensible framework, where
parts of it are "discovered" at load time, and automatically merged in.

For that, I'd suggest reserving a directory at a known location, doing
an os.path.dirname() on that directory, and building a list of module
names. Then use __import__() to load them, and build a list of module
objects, and a list of classes in those modules. Suggest classname to
be simply formed by uppercasing the first letter of the module file.

DaveA
 
S

Scott Grant

I understand your goal to have several (or all) of the students'
strategy files present, and competing.  But I have to ask whether you
wouldn't be better off launching each student in a separate process (or
separate machine, even), and competing over sockets or somesuch.  Two
reasons come to mind:  1) students have a way of working *around* a
problem, and sabotage (intended or not) is a definite possibility.  2)
scalability to larger numbers of strategies.

But I'll assume you've already considered and dismissed this kind of
approach.  So essentially you're building an extensible framework, where
parts of it are "discovered" at load time, and automatically merged in.

That's it, in a nutshell. Instead of having some sort of scripting
language to author these strategies, it would be swell to just use the
native Python code.

Back in the day, I wrote a chess client that competed over the telnet
sessions at freechess.org, and that was a really nice way to test out
the code. However, the drawback was that I obviously couldn't get a
full crosstable of my code versus every other competitor on the
network. In this case, I'd like to just set each opponent up against
every other, run n times, and see what the overall results are. Doing
this locally (and additionally, allowing the competitors to test their
results locally for themselves) is a really exciting prospect.
For that, I'd suggest reserving a directory at a known location, doing
an os.path.dirname() on that directory, and building a list of module
names.  Then use __import__() to load them, and build a list of module
objects, and a list of classes in those modules.  Suggest classname to
be simply formed by uppercasing the first letter of the module file.

Wonderful, I'll also take a look at this solution. Thanks!
 
G

greg

Dave said:
For that, I'd suggest reserving a directory at a known location, doing
an os.path.dirname() on that directory, and building a list of module
names. Then use __import__() to load them, and build a list of module
objects, and a list of classes in those modules. Suggest classname to
be simply formed by uppercasing the first letter of the module file.

Another possibility would be to require each student's module
to define a factory function with a standard name, such as
'create_strategy', so you wouldn't have to deal with a different
class name in each module.

Also, an alternative to using __import__() would be to use
execfile() to load and execute the student's code. Then you
wouldn't have to put the directory containing the students'
modules on the import path, and they wouldn't get put into
sys.modules, which would help to isolate them from each other.
(Otherwise a student could cheat by importing someone else's
stragegy class and passing it off as their own!)

However, each student's submission would more or less be
restricted to a single file in that case, whereas using
__import__() would allow it to be a package with submodules.
Whether that's a serious disadvantage depends on how big and
complicated you expect the submissions to be.
 

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