# Copyright 2024 Bytedance Ltd. and/or its affiliates # # Licensed under the Apache License, Version 2.0 (the "License"); # you may not use this file except in compliance with the License. # You may obtain a copy of the License at # # http://www.apache.org/licenses/LICENSE-2.0 # # Unless required by applicable law or agreed to in writing, software # distributed under the License is distributed on an "AS IS" BASIS, # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. # See the License for the specific language governing permissions and # limitations under the License. import ray from omegaconf import DictConfig from verl.checkpoint_engine import CheckpointEngineManager from verl.experimental.agent_loop import AgentLoopManager from verl.experimental.reward_loop import RewardLoopManager from verl.single_controller.ray import RayClassWithInitArgs, RayWorkerGroup from verl.single_controller.ray.base import create_colocated_worker_cls from verl.trainer.ppo.ray_trainer import ResourcePoolManager, Role from verl.utils import omega_conf_to_dataclass from verl.workers.fsdp_workers import AsyncActorRolloutRefWorker def init_agent_loop_manager(config: DictConfig) -> AgentLoopManager | RayWorkerGroup: # =========================== 1. Create hybrid ActorRollout workers =========================== actor_rollout_cls = AsyncActorRolloutRefWorker role_worker_mapping = { Role.ActorRollout: ray.remote(actor_rollout_cls), } global_pool_id = "global_pool" resource_pool_spec = { global_pool_id: [config.trainer.n_gpus_per_node] * config.trainer.nnodes, } mapping = { Role.ActorRollout: global_pool_id, } if config.reward.reward_model.enable_resource_pool: mapping[Role.RewardModel] = "reward_pool" if config.reward.reward_model.n_gpus_per_node <= 0: raise ValueError("config.reward.reward_model.n_gpus_per_node must be greater than 0") if config.reward.reward_model.nnodes <= 0: raise ValueError("config.reward.reward_model.nnodes must be greater than 0") reward_pool = [config.reward.reward_model.n_gpus_per_node] * config.reward.reward_model.nnodes resource_pool_spec["reward_pool"] = reward_pool resource_pool_manager = ResourcePoolManager(resource_pool_spec=resource_pool_spec, mapping=mapping) resource_pool_manager.create_resource_pool() resource_pool_to_cls = {pool: {} for pool in resource_pool_manager.resource_pool_dict.values()} # create actor and rollout resource_pool = resource_pool_manager.get_resource_pool(Role.ActorRollout) actor_rollout_cls = RayClassWithInitArgs( cls=role_worker_mapping[Role.ActorRollout], config=config.actor_rollout_ref, role="actor_rollout" ) resource_pool_to_cls[resource_pool]["actor_rollout"] = actor_rollout_cls all_wg = {} for resource_pool, class_dict in resource_pool_to_cls.items(): worker_dict_cls = create_colocated_worker_cls(class_dict=class_dict) wg_dict = RayWorkerGroup(resource_pool=resource_pool, ray_cls_with_init=worker_dict_cls) spawn_wg = wg_dict.spawn(prefix_set=class_dict.keys()) all_wg.update(spawn_wg) actor_rollout_wg = all_wg["actor_rollout"] actor_rollout_wg.init_model() if config.actor_rollout_ref.rollout.mode == "sync": raise ValueError("Agent loop tests require async rollout mode. Please set rollout.mode=async.") # =========================== 2. Create AgentLoopManager =========================== rm_resource_pool = ( resource_pool_manager.get_resource_pool(Role.RewardModel) if config.reward.reward_model.enable else None ) reward_loop_manager = RewardLoopManager( config=config, rm_resource_pool=rm_resource_pool, ) agent_loop_manager = AgentLoopManager.create( config=config, worker_group=actor_rollout_wg, reward_loop_worker_handles=reward_loop_manager.reward_loop_workers, ) checkpoint_manager = CheckpointEngineManager( config=omega_conf_to_dataclass(config.actor_rollout_ref.rollout.checkpoint_engine), trainer=actor_rollout_wg, replicas=agent_loop_manager.rollout_replicas, ) checkpoint_manager.sleep_replicas() checkpoint_manager.update_weights() return agent_loop_manager