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Proximal Policy Gradient (PPO)

Overview

PPO is one of the most popular DRL algorithms. It runs reasonably fast by leveraging vector (parallel) environments and naturally works well with different action spaces, therefore supporting a variety of games. It also has good sample efficiency compared to algorithms such as DQN.

Original paper:

Reference resources:

All our PPO implementations below are augmented with the same code-level optimizations presented in openai/baselines's PPO. To achieve this, see how we matched the implementation details in our blog post The 37 Implementation Details of Proximal Policy Optimization.

Implemented Variants

Variants Implemented Description
:material-github: ppo.py, :material-file-document: docs For classic control tasks like CartPole-v1.
:material-github: ppo_atari.py, :material-file-document: docs For Atari games. It uses convolutional layers and common atari-based pre-processing techniques.
:material-github: ppo_continuous_action.py, :material-file-document: docs For continuous action space. Also implemented Mujoco-specific code-level optimizations.
:material-github: ppo_atari_lstm.py, :material-file-document: docs For Atari games using LSTM without stacked frames.
:material-github: ppo_atari_envpool.py, :material-file-document: docs Uses the blazing fast Envpool Atari vectorized environment.
:material-github: ppo_atari_envpool_xla_jax.py, :material-file-document: docs Uses the blazing fast Envpool Atari vectorized environment with EnvPool's XLA interface and JAX.
:material-github: ppo_atari_envpool_xla_jax_scan.py, :material-file-document: docs Uses native jax.scan as opposed to python loops for faster compilation time.
:material-github: ppo_procgen.py, :material-file-document: docs For the procgen environments.
:material-github: ppo_atari_multigpu.py, :material-file-document: docs For Atari environments leveraging multi-GPUs.
:material-github: ppo_pettingzoo_ma_atari.py, :material-file-document: docs For Pettingzoo's multi-agent Atari environments.

Below are our single-file implementations of PPO:

ppo.py

The ppo.py has the following features:

  • Works with the Box observation space of low-level features
  • Works with the Discrete action space
  • Works with envs like CartPole-v1

Usage

=== "uv"

```bash
uv pip install .
uv run python cleanrl/ppo.py --help
uv run python cleanrl/ppo.py --env-id CartPole-v1
```

=== "pip"

```bash
python cleanrl/ppo.py --help
python cleanrl/ppo.py --env-id CartPole-v1
```

Explanation of the logged metrics

Running python cleanrl/ppo.py will automatically record various metrics such as actor or value losses in Tensorboard. Below is the documentation for these metrics:

  • charts/episodic_return: episodic return of the game
  • charts/episodic_length: episodic length of the game
  • charts/SPS: number of steps per second
  • charts/learning_rate: the current learning rate
  • losses/value_loss: the mean value loss across all data points
  • losses/policy_loss: the mean policy loss across all data points
  • losses/entropy: the mean entropy value across all data points
  • losses/old_approx_kl: the approximate Kullback–Leibler divergence, measured by (-logratio).mean(), which corresponds to the k1 estimator in John Schulman’s blog post on approximating KL
  • losses/approx_kl: better alternative to olad_approx_kl measured by (logratio.exp() - 1) - logratio, which corresponds to the k3 estimator in approximating KL
  • losses/clipfrac: the fraction of the training data that triggered the clipped objective
  • losses/explained_variance: the explained variance for the value function

Implementation details

ppo.py is based on the "13 core implementation details" in The 37 Implementation Details of Proximal Policy Optimization, which are as follows:

  1. Vectorized architecture (:material-github: common/cmd_util.py#L22)
  2. Orthogonal Initialization of Weights and Constant Initialization of biases (:material-github: a2c/utils.py#L58))
  3. The Adam Optimizer's Epsilon Parameter (:material-github: ppo2/model.py#L100)
  4. Adam Learning Rate Annealing (:material-github: ppo2/ppo2.py#L133-L135)
  5. Generalized Advantage Estimation (:material-github: ppo2/runner.py#L56-L65)
  6. Mini-batch Updates (:material-github: ppo2/ppo2.py#L157-L166)
  7. Normalization of Advantages (:material-github: ppo2/model.py#L139)
  8. Clipped surrogate objective (:material-github: ppo2/model.py#L81-L86)
  9. Value Function Loss Clipping (:material-github: ppo2/model.py#L68-L75)
  10. Overall Loss and Entropy Bonus (:material-github: ppo2/model.py#L91)
  11. Global Gradient Clipping (:material-github: ppo2/model.py#L102-L108)
  12. Debug variables (:material-github: ppo2/model.py#L115-L116)
  13. Separate MLP networks for policy and value functions (:material-github: common/policies.py#L156-L160, baselines/common/models.py#L75-L103)

Experiment results

To run benchmark experiments, see :material-github: benchmark/ppo.sh. Specifically, execute the following command:

--8<-- "benchmark/ppo.sh:3:8"

Below are the average episodic returns for ppo.py. To ensure the quality of the implementation, we compared the results against openai/baselies' PPO.

Environment ppo.py openai/baselies' PPO (Huang et al., 2022)[^1]
CartPole-v1 490.04 ± 6.12 497.54 ± 4.02
Acrobot-v1 -86.36 ± 1.32 -81.82 ± 5.58
MountainCar-v0 -200.00 ± 0.00 -200.00 ± 0.00

Learning curves:

--8<-- "benchmark/ppo_plot.sh::9"

Tracked experiments and game play videos:

Video tutorial

If you'd like to learn ppo.py in-depth, consider checking out the following video tutorial:

ppo_atari.py

The ppo_atari.py has the following features:

  • For Atari games. It uses convolutional layers and common atari-based pre-processing techniques.
  • Works with the Atari's pixel Box observation space of shape (210, 160, 3)
  • Works with the Discrete action space

Usage

=== "poetry"

```bash
uv pip install ".[atari]"
uv run python cleanrl/ppo_atari.py --help
uv run python cleanrl/ppo_atari.py --env-id BreakoutNoFrameskip-v4
```

=== "pip"

```bash
pip install -r requirements/requirements-atari.txt
python cleanrl/ppo_atari.py --help
python cleanrl/ppo_atari.py --env-id BreakoutNoFrameskip-v4
```

Explanation of the logged metrics

See related docs for ppo.py.

Implementation details

ppo_atari.py is based on the "9 Atari implementation details" in The 37 Implementation Details of Proximal Policy Optimization, which are as follows:

  1. The Use of NoopResetEnv (:material-github: common/atari_wrappers.py#L12)
  2. The Use of MaxAndSkipEnv (:material-github: common/atari_wrappers.py#L97)
  3. The Use of EpisodicLifeEnv (:material-github: common/atari_wrappers.py#L61)
  4. The Use of FireResetEnv (:material-github: common/atari_wrappers.py#L41)
  5. The Use of WarpFrame (Image transformation) common/atari_wrappers.py#L134
  6. The Use of ClipRewardEnv (:material-github: common/atari_wrappers.py#L125)
  7. The Use of FrameStack (:material-github: common/atari_wrappers.py#L188)
  8. Shared Nature-CNN network for the policy and value functions (:material-github: common/policies.py#L157, common/models.py#L15-L26)
  9. Scaling the Images to Range [0, 1] (:material-github: common/models.py#L19)

Experiment results

To run benchmark experiments, see :material-github: benchmark/ppo.sh. Specifically, execute the following command:

--8<-- "benchmark/ppo.sh:14:19"

Below are the average episodic returns for ppo_atari.py. To ensure the quality of the implementation, we compared the results against openai/baselies' PPO.

Environment ppo_atari.py openai/baselies' PPO (Huang et al., 2022)[^1]
BreakoutNoFrameskip-v4 414.66 ± 28.09 406.57 ± 31.554
PongNoFrameskip-v4 20.36 ± 0.20 20.512 ± 0.50
BeamRiderNoFrameskip-v4 1915.93 ± 484.58 2642.97 ± 670.37

Learning curves:

--8<-- "benchmark/ppo_plot.sh:11:19"

Tracked experiments and game play videos:

Video tutorial

If you'd like to learn ppo_atari.py in-depth, consider checking out the following video tutorial:

ppo_continuous_action.py

The ppo_continuous_action.py has the following features:

  • For continuous action space. Also implemented Mujoco-specific code-level optimizations
  • Works with the Box observation space of low-level features
  • Works with the Box (continuous) action space
  • adding experimental support for Gymnasium
  • 🧪 support dm_control environments via Shimmy

???+ warning

We are now recommending users to use [`rpo_continuous_action.py`](https://github.com/vwxyzjn/cleanrl/blob/master/cleanrl/rpo_continuous_action.py) instead of [`ppo_continuous_action.py`](https://github.com/vwxyzjn/cleanrl/blob/master/cleanrl/ppo_continuous_action.py) because `rpo_continuous_action.py` empirically performs better than `ppo_continuous_action.py` in 93% of the environments we tested. Please see [experiment results](/rl-algorithms/rpo/#experiment-results) for detailed analysis.

Usage

=== "poetry"

```bash
# mujoco v4 environments
uv pip install ".[mujoco]"
python cleanrl/ppo_continuous_action.py --help
python cleanrl/ppo_continuous_action.py --env-id Hopper-v4
# dm_control environments
uv pip install ".[mujoco, dm_control]"
python cleanrl/ppo_continuous_action.py --env-id dm_control/cartpole-balance-v0
```

=== "pip"

```bash
pip install -r requirements/requirements-mujoco.txt
python cleanrl/ppo_continuous_action.py --help
python cleanrl/ppo_continuous_action.py --env-id Hopper-v4
pip install -r requirements/requirements-dm_control.txt
python cleanrl/ppo_continuous_action.py --env-id dm_control/cartpole-balance-v0
```

???+ warning "dm_control installation issue"

If you run into error like `AttributeError: 'GLFWContext' object has no attribute '_context'` in Linux, it's because the rendering dependencies are not installed properly. To fix it, try running

```
sudo apt-get update && sudo apt-get -y install libgl1-mesa-glx libosmesa6 libglfw3 
```

See [https://github.com/deepmind/dm_control#rendering](https://github.com/deepmind/dm_control#rendering) for more detail.

Explanation of the logged metrics

See related docs for ppo.py.

Implementation details

ppo_continuous_action.py is based on the "9 details for continuous action domains (e.g. Mujoco)" in The 37 Implementation Details of Proximal Policy Optimization, which are as follows:

  1. Continuous actions via normal distributions (:material-github: common/distributions.py#L103-L104)
  2. State-independent log standard deviation (:material-github: common/distributions.py#L104)
  3. Independent action components (:material-github: common/distributions.py#L238-L246)
  4. Separate MLP networks for policy and value functions (:material-github: common/policies.py#L160, baselines/common/models.py#L75-L103
  5. Handling of action clipping to valid range and storage (:material-github: common/cmd_util.py#L99-L100)
  6. Normalization of Observation (:material-github: common/vec_env/vec_normalize.py#L4)
  7. Observation Clipping (:material-github: common/vec_env/vec_normalize.py#L39)
  8. Reward Scaling (:material-github: common/vec_env/vec_normalize.py#L28)
  9. Reward Clipping (:material-github: common/vec_env/vec_normalize.py#L32)

Experiment results

To run benchmark experiments, see :material-github: benchmark/ppo.sh. Specifically, execute the following command:

MuJoCo v4

--8<-- "benchmark/ppo.sh:25:30"

{!benchmark/ppo_continuous_action.md!}

Learning curves:

--8<-- "benchmark/ppo_plot.sh:11:19"

Tracked experiments and game play videos:

--8<-- "benchmark/ppo.sh:36:41"

Below are the average episodic returns for ppo_continuous_action.py in dm_control environments.

ppo_continuous_action ({'tag': ['v1.0.0-13-gcbd83f6']})
dm_control/acrobot-swingup-v0 27.84 ± 9.25
dm_control/acrobot-swingup_sparse-v0 1.60 ± 1.17
dm_control/ball_in_cup-catch-v0 900.78 ± 5.26
dm_control/cartpole-balance-v0 855.47 ± 22.06
dm_control/cartpole-balance_sparse-v0 999.93 ± 0.10
dm_control/cartpole-swingup-v0 640.86 ± 11.44
dm_control/cartpole-swingup_sparse-v0 51.34 ± 58.35
dm_control/cartpole-two_poles-v0 203.86 ± 11.84
dm_control/cartpole-three_poles-v0 164.59 ± 3.23
dm_control/cheetah-run-v0 432.56 ± 82.54
dm_control/dog-stand-v0 307.79 ± 46.26
dm_control/dog-walk-v0 120.05 ± 8.80
dm_control/dog-trot-v0 76.56 ± 6.44
dm_control/dog-run-v0 60.25 ± 1.33
dm_control/dog-fetch-v0 34.26 ± 2.24
dm_control/finger-spin-v0 590.49 ± 171.09
dm_control/finger-turn_easy-v0 180.42 ± 44.91
dm_control/finger-turn_hard-v0 61.40 ± 9.59
dm_control/fish-upright-v0 516.21 ± 59.52
dm_control/fish-swim-v0 87.91 ± 6.83
dm_control/hopper-stand-v0 2.72 ± 1.72
dm_control/hopper-hop-v0 0.52 ± 0.48
dm_control/humanoid-stand-v0 6.59 ± 0.18
dm_control/humanoid-walk-v0 1.73 ± 0.03
dm_control/humanoid-run-v0 1.11 ± 0.04
dm_control/humanoid-run_pure_state-v0 0.98 ± 0.03
dm_control/humanoid_CMU-stand-v0 4.79 ± 0.18
dm_control/humanoid_CMU-run-v0 0.88 ± 0.05
dm_control/manipulator-bring_ball-v0 0.50 ± 0.29
dm_control/manipulator-bring_peg-v0 1.80 ± 1.58
dm_control/manipulator-insert_ball-v0 35.50 ± 13.04
dm_control/manipulator-insert_peg-v0 60.40 ± 21.76
dm_control/pendulum-swingup-v0 242.81 ± 245.95
dm_control/point_mass-easy-v0 273.95 ± 362.28
dm_control/point_mass-hard-v0 143.25 ± 38.12
dm_control/quadruped-walk-v0 239.03 ± 66.17
dm_control/quadruped-run-v0 180.44 ± 32.91
dm_control/quadruped-escape-v0 28.92 ± 11.21
dm_control/quadruped-fetch-v0 193.97 ± 22.20
dm_control/reacher-easy-v0 626.28 ± 15.51
dm_control/reacher-hard-v0 443.80 ± 9.64
dm_control/stacker-stack_2-v0 75.68 ± 4.83
dm_control/stacker-stack_4-v0 68.02 ± 4.02
dm_control/swimmer-swimmer6-v0 158.19 ± 10.22
dm_control/swimmer-swimmer15-v0 131.94 ± 0.88
dm_control/walker-stand-v0 564.46 ± 235.22
dm_control/walker-walk-v0 392.51 ± 56.25
dm_control/walker-run-v0 125.92 ± 10.01

Note that the dm_control/lqr-lqr_2_1-v0 dm_control/lqr-lqr_6_2-v0 environments are never terminated or truncated. See https://wandb.ai/openrlbenchmark/cleanrl/runs/3tm00923 and https://wandb.ai/openrlbenchmark/cleanrl/runs/1z9us07j as an example.

Learning curves:

Tracked experiments and game play videos:

???+ info

In the gymnasium environments, we use the v4 mujoco environments, which roughly results in the same performance as the v2 mujoco environments.

![](../ppo/ppo_continuous_action_v2_vs_v4.png)

Video tutorial

If you'd like to learn ppo_continuous_action.py in-depth, consider checking out the following video tutorial:

ppo_atari_lstm.py

The ppo_atari_lstm.py has the following features:

  • For Atari games using LSTM without stacked frames. It uses convolutional layers and common atari-based pre-processing techniques.
  • Works with the Atari's pixel Box observation space of shape (210, 160, 3)
  • Works with the Discrete action space

Usage

=== "poetry"

```bash
uv pip install ".[atari]"
uv run python cleanrl/ppo_atari_lstm.py --help
uv run python cleanrl/ppo_atari_lstm.py --env-id BreakoutNoFrameskip-v4
```

=== "pip"

```bash
pip install -r requirements/requirements-atari.txt
python cleanrl/ppo_atari_lstm.py --help
python cleanrl/ppo_atari_lstm.py --env-id BreakoutNoFrameskip-v4
```

Explanation of the logged metrics

See related docs for ppo.py.

Implementation details

ppo_atari_lstm.py is based on the "5 LSTM implementation details" in The 37 Implementation Details of Proximal Policy Optimization, which are as follows:

  1. Layer initialization for LSTM layers (:material-github: a2c/utils.py#L84-L86)
  2. Initialize the LSTM states to be zeros (:material-github: common/models.py#L179)
  3. Reset LSTM states at the end of the episode (:material-github: common/models.py#L141)
  4. Prepare sequential rollouts in mini-batches (:material-github: a2c/utils.py#L81)
  5. Reconstruct LSTM states during training (:material-github: a2c/utils.py#L81)

To help test out the memory, we remove the 4 stacked frames from the observation (i.e., using env = gym.wrappers.FrameStack(env, 1) instead of env = gym.wrappers.FrameStack(env, 4) like in ppo_atari.py )

Experiment results

To run benchmark experiments, see :material-github: benchmark/ppo.sh. Specifically, execute the following command:

--8<-- "benchmark/ppo.sh:47:52"

Below are the average episodic returns for ppo_atari_lstm.py. To ensure the quality of the implementation, we compared the results against openai/baselies' PPO.

Environment ppo_atari_lstm.py openai/baselies' PPO (Huang et al., 2022)[^1]
BreakoutNoFrameskip-v4 128.92 ± 31.10 138.98 ± 50.76
PongNoFrameskip-v4 19.78 ± 1.58 19.79 ± 0.67
BeamRiderNoFrameskip-v4 1536.20 ± 612.21 1591.68 ± 372.95

Learning curves:

--8<-- "benchmark/ppo_plot.sh:11:19"

Tracked experiments and game play videos:

ppo_atari_envpool.py

The ppo_atari_envpool.py has the following features:

  • Uses the blazing fast Envpool vectorized environment.
  • For Atari games. It uses convolutional layers and common atari-based pre-processing techniques.
  • Works with the Atari's pixel Box observation space of shape (210, 160, 3)
  • Works with the Discrete action space

???+ warning

Note that `ppo_atari_envpool.py` does not work in Windows :fontawesome-brands-windows: and MacOs :fontawesome-brands-apple:. See envpool's built wheels here: [https://pypi.org/project/envpool/#files](https://pypi.org/project/envpool/#files)

???+ bug

EnvPool's vectorized environment **does not behave the same** as gym's vectorized environment, which causes a compatibility bug in our PPO implementation. When an action $a$ results in an episode termination or truncation, the environment generates $s_{last}$ as the terminated or truncated state; we then use $s_{new}$ to denote the initial state of the new episodes. Here is how the bahviors differ:

* Under the vectorized environment of `envpool<=0.6.4`, the `obs` in `obs, reward, done, info = env.step(action)` is the truncated state $s_{last}$
* Under the vectorized environment of `gym==0.23.1`, the `obs` in `obs, reward, done, info = env.step(action)` is the initial state $s_{new}$.

This causes the $s_{last}$ to be off by one. 
See [:material-github: sail-sg/envpool#194](https://github.com/sail-sg/envpool/issues/194) for more detail. However, it does not seem to impact performance, so we take a note here and await for the upstream fix.

Usage

=== "poetry"

```bash
uv pip install ".[envpool]"
uv run python cleanrl/ppo_atari_envpool.py --help
uv run python cleanrl/ppo_atari_envpool.py --env-id Breakout-v5
```

=== "pip"

```bash
pip install -r requirements/requirements-envpool.txt
python cleanrl/ppo_atari_envpool.py --help
python cleanrl/ppo_atari_envpool.py --env-id Breakout-v5
```

Explanation of the logged metrics

See related docs for ppo.py.

Implementation details

ppo_atari_envpool.py uses a customized RecordEpisodeStatistics to work with envpool but has the same other implementation details as ppo_atari.py (see related docs).

Experiment results

To run benchmark experiments, see :material-github: benchmark/ppo.sh. Specifically, execute the following command:

--8<-- "benchmark/ppo.sh:58:63"

{!benchmark/ppo_atari_envpool.md!}

Learning curves:

--8<-- "benchmark/ppo_plot.sh:51:62"

Tracked experiments and game play videos:

ppo_atari_envpool_xla_jax.py

The ppo_atari_envpool_xla_jax.py has the following features:

  • Uses the blazing fast Envpool vectorized environment.
  • Uses Jax, Flax, and Optax instead of torch.
  • For Atari games. It uses convolutional layers and common atari-based pre-processing techniques.
  • Works with the Atari's pixel Box observation space of shape (210, 160, 3)
  • Works with the Discrete action space

???+ warning

Note that `ppo_atari_envpool_xla_jax.py` does not work in Windows :fontawesome-brands-windows: and MacOs :fontawesome-brands-apple:. See envpool's built wheels here: [https://pypi.org/project/envpool/#files](https://pypi.org/project/envpool/#files)

???+ bug

EnvPool's vectorized environment **does not behave the same** as gym's vectorized environment, which causes a compatibility bug in our PPO implementation. When an action $a$ results in an episode termination or truncation, the environment generates $s_{last}$ as the terminated or truncated state; we then use $s_{new}$ to denote the initial state of the new episodes. Here is how the bahviors differ:

* Under the vectorized environment of `envpool<=0.6.4`, the `obs` in `obs, reward, done, info = env.step(action)` is the truncated state $s_{last}$
* Under the vectorized environment of `gym==0.23.1`, the `obs` in `obs, reward, done, info = env.step(action)` is the initial state $s_{new}$.

This causes the $s_{last}$ to be off by one. 
See [:material-github: sail-sg/envpool#194](https://github.com/sail-sg/envpool/issues/194) for more detail. However, it does not seem to impact performance, so we take a note here and await for the upstream fix.

Usage

=== "poetry"

```bash
uv pip install ".[envpool, jax]"
uv pip install --upgrade "jax[cuda11_cudnn82]==0.4.8" -f https://storage.googleapis.com/jax-releases/jax_cuda_releases.html
uv run python cleanrl/ppo_atari_envpool_xla_jax.py --help
uv run python cleanrl/ppo_atari_envpool_xla_jax.py --env-id Breakout-v5
```

=== "pip"

```bash
pip install -r requirements/requirements-envpool.txt
pip install -r requirements/requirements-jax.txt
pip install --upgrade "jax[cuda]==0.3.17" -f https://storage.googleapis.com/jax-releases/jax_cuda_releases.html
python cleanrl/ppo_atari_envpool_xla_jax.py --help
python cleanrl/ppo_atari_envpool_xla_jax.py --env-id Breakout-v5
```

Explanation of the logged metrics

See related docs for ppo.py. In ppo_atari_envpool_xla_jax.py we omit logging losses/old_approx_kl and losses/clipfrac for brevity.

Additionally, we record the following metric:

  • charts/avg_episodic_return: the average value of the latest episodic returns of args.num_envs=8 envs
  • charts/avg_episodic_length: the average value of the latest episodic lengths of args.num_envs=8 envs

???+ info

Note that we use `charts/avg_episodic_return` and `charts/avg_episodic_length` in place of `charts/episodic_return` and `charts/episodic_length` because under the EnvPool's XLA interface, we can only record fixed-shape metrics where as there could be a variable number of raw episodic returns / lengths. To resolve this challenge, we create variables (e.g., `returned_episode_returns`, `returned_episode_lengths`) to keep track of the *latest* episodic returns / lengths of each environment and average them for reporting purposes.

Implementation details

ppo_atari_envpool_xla_jax.py uses the same other implementation details as ppo_atari.py (see related docs), with two differences

  1. ppo_atari_envpool_xla_jax.py does not use the value function clipping by default, because there is no sufficient evidence that value function clipping actually improves performance.
  2. ppo_atari_envpool_xla_jax.py uses a customized EpisodeStatistics to record episode statistics instead of the RecordEpisodeStatistics used in other variants. RecordEpisodeStatistics is a stateful python wrapper which is incompatible with EnvPool's stateless XLA interface. To address this issue, we used a EpisodeStatistics dataclass and simply implement the logic of RecordEpisodeStatistics. However, EpisodeStatistics comes with a major limitation: its storage has a fixed shape and can only record the latest episodic return of the sub-environments. Furthermore, the default episodic return values in EpisodeStatistics are set to zeros, which does not necessarily correspond to the episodic return obtained by a random policy. For example, we would report charts/avg_episodic_return=0 for Pong-v5, even if they should have been charts/avg_episodic_return=-21. That said, this issue goes away as soon as the sub-environments finished their first episodes, therefore not impacting the reported results.

???+ info

We benchmarked the PPO implementation w/ and w/o value function clipping, finding no significant difference in performance, which is consistent with the findings in Andrychowicz et al.[^2]. See the related report [part 1](https://wandb.ai/costa-huang/cleanRL/reports/CleanRL-PPO-JAX-EnvPool-s-XLA-w-and-w-o-value-loss-clipping-vs-openai-baselins-PPO-part-1---VmlldzoyNzQ3MzQ1) and [part 2](https://wandb.ai/costa-huang/cleanRL/reports/CleanRL-PPO-JAX-EnvPool-s-XLA-w-and-w-o-value-loss-clipping-vs-openai-baselins-PPO-part-2---VmlldzoyNzQ3MzUw).

![](../ppo/ppo_atari_envpool_xla_jax/hns_ppo_vs_baselines2.svg)

Experiment results

To run benchmark experiments, see :material-github: benchmark/ppo.sh. Specifically, execute the following command:

--8<-- "benchmark/ppo.sh:69:74"

{!benchmark/ppo_atari_envpool_xla_jax.md!}

Learning curves:

--8<-- "benchmark/ppo_plot.sh:64:85"

???+ info

Note the original openai/baselines uses `atari-py==0.2.6` which hangs on `gym.make("DefenderNoFrameskip-v4")` and does not support SurroundNoFrameskip-v4 (see issue [:material-github: openai/atari-py#73](https://github.com/openai/atari-py/issues/73)). To get results on these environments, we use `gym==0.23.1 ale-py==0.7.4 "AutoROM[accept-rom-license]==0.4.2` and [manually register `SurroundNoFrameskip-v4` in our fork](https://github.com/vwxyzjn/baselines/blob/e2cb1c938a62fa8d7fe98187246cde08dfd57bd1/baselines/common/register_all_atari_envs.py#L2). 

Median Human Normalized Score (HNS) compared to SEEDRL's R2D2 (data available here).

???+ info

Note the SEEDRL's R2D2's median HNS data does not include learning curves for `Defender` and `Surround` (see [google-research/seed_rl#78](https://github.com/google-research/seed_rl/issues/78)). Also note the SEEDRL's R2D2 uses slightly different Atari preprocessing than our `ppo_atari_envpool_xla_jax.py`, so we may be comparing apples and oranges; however, the results are still informative at the scale of 57 Atari games — we would be at least comparing similar apples.

Tracked experiments and game play videos:

ppo_atari_envpool_xla_jax_scan.py

The ppo_atari_envpool_xla_jax_scan.py has the following features:

Usage

=== "poetry"

```bash
uv pip install ".[envpool, jax]"
uv pip install --upgrade "jax[cuda11_cudnn82]==0.4.8" -f https://storage.googleapis.com/jax-releases/jax_cuda_releases.html
uv run python cleanrl/ppo_atari_envpool_xla_jax_scan.py --help
uv run python cleanrl/ppo_atari_envpool_xla_jax_scan.py --env-id Breakout-v5
```

=== "pip"

```bash
pip install -r requirements/requirements-envpool.txt
pip install -r requirements/requirements-jax.txt
pip install --upgrade "jax[cuda]==0.3.17" -f https://storage.googleapis.com/jax-releases/jax_cuda_releases.html
python cleanrl/ppo_atari_envpool_xla_jax_scan.py --help
python cleanrl/ppo_atari_envpool_xla_jax_scan.py --env-id Breakout-v5
```

Explanation of the logged metrics

See related docs for ppo.py. The metrics are the same as those in ppo_atari_envpool_xla_jax.py.

Implementation details

ppo_atari_envpool_xla_jax_scan.py is a clone of ppo_atari_envpool_xla_jax.py that replaces the python loops with native jax.scan.

Experiment results

To run benchmark experiments, see :material-github: benchmark/ppo.sh. Specifically, execute the following command:

--8<-- "benchmark/ppo.sh:80:85"

{!benchmark/ppo_atari_envpool_xla_jax_scan.md!}

Learning curves:

--8<-- "benchmark/ppo_plot.sh:87:96"

Learning curves:

???+ info

The training time of this variant and that of [ppo_atari_envpool_xla_jax.py](https://github.com/vwxyzjn/cleanrl/blob/master/cleanrl/ppo_atari_envpool_xla_jax.py) are very similar but the compilation time is reduced significantly (see [vwxyzjn/cleanrl#328](https://github.com/vwxyzjn/cleanrl/pull/328#issuecomment-1340474894)). Note that the hardware also affects the speed in the learning curve below. Runs from [`costa-huang`](https://github.com/vwxyzjn/) (red) are slower from those of [`51616`](https://github.com/51616/) (blue and orange) because of hardware differences.

![](../ppo/ppo_atari_envpool_xla_jax_scan/compare.png)
![](../ppo/ppo_atari_envpool_xla_jax_scan/compare-time.png)

Tracked experiments:

ppo_procgen.py

The ppo_procgen.py has the following features:

  • For the procgen environments
  • Uses IMPALA-style neural network
  • Works with the Discrete action space

Usage

=== "poetry"

```bash
uv pip install ".[procgen]"
uv run python cleanrl/ppo_procgen.py --help
uv run python cleanrl/ppo_procgen.py --env-id starpilot
```

=== "pip"

```bash
pip install -r requirements/requirements-procgen.txt
python cleanrl/ppo_procgen.py --help
python cleanrl/ppo_procgen.py --env-id starpilot
```

Explanation of the logged metrics

See related docs for ppo.py.

Implementation details

ppo_procgen.py is based on the details in "Appendix" in The 37 Implementation Details of Proximal Policy Optimization, which are as follows:

  1. IMPALA-style Neural Network (:material-github: common/models.py#L28)
  2. Use the same gamma parameter in the NormalizeReward wrapper. Note that the original implementation from openai/train-procgen uses the default gamma=0.99 in the VecNormalize wrapper but gamma=0.999 as PPO's parameter. The mismatch between the gammas is technically incorrect. See #209

Experiment results

To run benchmark experiments, see :material-github: benchmark/ppo.sh. Specifically, execute the following command:

--8<-- "benchmark/ppo.sh:91:100"

We try to match the default setting in openai/train-procgen except that we use the easy distribution mode and total_timesteps=25e6 to save compute. Notice openai/train-procgen has the following settings:

  1. Learning rate annealing is turned off by default
  2. Reward scaling and reward clipping is used

Below are the average episodic returns for ppo_procgen.py. To ensure the quality of the implementation, we compared the results against openai/baselies' PPO.

Environment ppo_procgen.py openai/baselies' PPO (Huang et al., 2022)[^1]
StarPilot (easy) 30.99 ± 1.96 33.97 ± 7.86
BossFight (easy) 8.85 ± 0.33 9.35 ± 2.04
BigFish (easy) 16.46 ± 2.71 20.06 ± 5.34

Learning curves:

--8<-- "benchmark/ppo_plot.sh:98:106"

???+ info

Note that we have run the procgen experiments using the `easy` distribution for reducing the computational cost.

Tracked experiments and game play videos:

ppo_atari_multigpu.py

The ppo_atari_multigpu.py leverages data parallelism to speed up training time at no cost of sample efficiency.

ppo_atari_multigpu.py has the following features:

  • Allows the users to use do training leveraging data parallelism
  • For playing Atari games. It uses convolutional layers and common atari-based pre-processing techniques.
  • Works with the Atari's pixel Box observation space of shape (210, 160, 3)
  • Works with the Discrete action space

???+ warning

Note that `ppo_atari_multigpu.py` does not work in Windows :fontawesome-brands-windows: and MacOs :fontawesome-brands-apple:. It will error out with `NOTE: Redirects are currently not supported in Windows or MacOs.` See [pytorch/pytorch#20380](https://github.com/pytorch/pytorch/issues/20380)

Usage

=== "poetry"

```bash
uv pip install ".[atari]"
uv run python cleanrl/ppo_atari_multigpu.py --help

# `--nproc_per_node=2` specifies how many subprocesses we spawn for training with data parallelism
# note it is possible to run this with a *single GPU*: each process will simply share the same GPU
uv run torchrun --standalone --nnodes=1 --nproc_per_node=2 cleanrl/ppo_atari_multigpu.py --env-id BreakoutNoFrameskip-v4

# by default we use the `gloo` backend, but you can use the `nccl` backend for better multi-GPU performance
uv run torchrun --standalone --nnodes=1 --nproc_per_node=2 cleanrl/ppo_atari_multigpu.py --env-id BreakoutNoFrameskip-v4 --backend nccl

# it is possible to spawn more processes than the amount of GPUs you have via `--device-ids`
# e.g., the command below spawns two processes using GPU 0 and two processes using GPU 1
uv run torchrun --standalone --nnodes=1 --nproc_per_node=2 cleanrl/ppo_atari_multigpu.py --env-id BreakoutNoFrameskip-v4 --device-ids 0 0 1 1
```

=== "pip"

```bash
pip install -r requirements/requirements-atari.txt
python cleanrl/ppo_atari_multigpu.py --help

# `--nproc_per_node=2` specifies how many subprocesses we spawn for training with data parallelism
# note it is possible to run this with a *single GPU*: each process will simply share the same GPU
torchrun --standalone --nnodes=1 --nproc_per_node=2 cleanrl/ppo_atari_multigpu.py --env-id BreakoutNoFrameskip-v4

# by default we use the `gloo` backend, but you can use the `nccl` backend for better multi-GPU performance
torchrun --standalone --nnodes=1 --nproc_per_node=2 cleanrl/ppo_atari_multigpu.py --env-id BreakoutNoFrameskip-v4 --backend nccl

# it is possible to spawn more processes than the amount of GPUs you have via `--device-ids`
# e.g., the command below spawns two processes using GPU 0 and two processes using GPU 1
torchrun --standalone --nnodes=1 --nproc_per_node=2 cleanrl/ppo_atari_multigpu.py --env-id BreakoutNoFrameskip-v4 --device-ids 0 0 1 1
```

Explanation of the logged metrics

See related docs for ppo.py.

Implementation details

ppo_atari_multigpu.py is based on ppo_atari.py (see its related docs).

We use Pytorch's distributed API to implement the data parallelism paradigm. The basic idea is that the user can spawn $N$ processes each running a copy of ppo_atari.py, holding a copy of the model, stepping the environments, and averaging their gradients together for the backward pass. Here are a few note-worthy implementation details.

  1. Local versus global parameters: All of the parameters in ppo_atari.py are global (such as batch size), but in ppo_atari_multigpu.py we have local parameters as well. Say we run torchrun --standalone --nnodes=1 --nproc_per_node=2 cleanrl/ppo_atari_multigpu.py --env-id BreakoutNoFrameskip-v4 --local-num-envs=4; here are how all multi-gpu related parameters are adjusted:

    • number of environments: num_envs = local_num_envs * world_size = 4 * 2 = 8
    • batch size: local_batch_size = local_num_envs * num_steps = 4 * 128 = 512, batch_size = num_envs * num_steps) = 8 * 128 = 1024
    • minibatch size: local_minibatch_size = int(args.local_batch_size // args.num_minibatches) = 512 // 4 = 128, minibatch_size = int(args.batch_size // args.num_minibatches) = 1024 // 4 = 256
    • number of updates: num_iterations = args.total_timesteps // args.batch_size = 10000000 // 1024 = 9765
  2. Adjust seed per process: we need be very careful with seeding: we could have used the exact same seed for each subprocess. To ensure this does not happen, we do the following

    # CRUCIAL: note that we needed to pass a different seed for each data parallelism worker
    args.seed += local_rank
    random.seed(args.seed)
    np.random.seed(args.seed)
    torch.manual_seed(args.seed - local_rank)
    torch.backends.cudnn.deterministic = args.torch_deterministic
    
    # ...
    
    envs = gym.vector.SyncVectorEnv(
        [make_env(args.env_id, args.seed + i, i, args.capture_video, run_name) for i in range(args.num_envs)]
    )
    assert isinstance(envs.single_action_space, gym.spaces.Discrete), "only discrete action space is supported"
    
    agent = Agent(envs).to(device)
    torch.manual_seed(args.seed)
    optimizer = optim.Adam(agent.parameters(), lr=args.learning_rate, eps=1e-5)
    

    Notice that we adjust the seed with args.seed += local_rank (line 2), where local_rank is the index of the subprocesses. This ensures we seed packages and envs with uncorrealted seeds. However, we do need to use the same torch seed for all process to initialize same weights for the agent (line 5), after which we can use a different seed for torch (line 16).

  3. Efficient gradient averaging: PyTorch recommends to average the gradient across the whole world via the following (see docs)

    for param in agent.parameters():
        dist.all_reduce(param.grad.data, op=dist.ReduceOp.SUM)
        param.grad.data /= world_size
    

    However, @cswinter introduces a more efficient gradient averaging scheme with proper batching (see :material-github: entity-neural-network/incubator#220), which looks like:

    all_grads_list = []
    for param in agent.parameters():
        if param.grad is not None:
            all_grads_list.append(param.grad.view(-1))
    all_grads = torch.cat(all_grads_list)
    dist.all_reduce(all_grads, op=dist.ReduceOp.SUM)
    offset = 0
    for param in agent.parameters():
        if param.grad is not None:
            param.grad.data.copy_(
                all_grads[offset : offset + param.numel()].view_as(param.grad.data) / world_size
            )
            offset += param.numel()
    

    In our previous empirical testing (see :material-github: vwxyzjn/cleanrl#162), we have found @cswinter's implementation to be faster, hence we adopt it in our implementation.

Experiment results

To run benchmark experiments, see :material-github: benchmark/ppo.sh. Specifically, execute the following command:

--8<-- "benchmark/ppo.sh:102:107"

Below are the average episodic returns for ppo_atari_multigpu.py. To ensure no loss of sample efficiency, we compared the results against ppo_atari.py.

{!benchmark/ppo_atari_multigpu.md!}

Learning curves:

--8<-- "benchmark/ppo_plot.sh:108:117"

Under the same hardware, we see that ppo_atari_multigpu.py is about 30% faster than ppo_atari.py with no loss of sample efficiency.

???+ info

The experiments above is to show correctness -- we show that by aligning the same hyperparameters of `ppo_atari.py` and `ppo_atari_multigpu.py`, we can achieve the same sample efficiency. However, we can train even faster by simply running a much larger batch size. For example, we can run `torchrun --standalone --nnodes=1 --nproc_per_node=8 cleanrl/ppo_atari_multigpu.py --env-id BreakoutNoFrameskip-v4 --local-num-envs=8`, which will run 8 x 8 = 64 environments in parallel and achieve a batch size of 64 x 128 = 8192. This will likely result in a sample efficiency but should increase the wall time efficiency.

???+ info

Although `ppo_atari_multigpu.py` is 30% faster than `ppo_atari.py`, `ppo_atari_multigpu.py` is still slower than `ppo_atari_envpool.py`, as shown below.  This comparison really highlights the different kinds of optimization possible.


<div class="grid-container">
    <img src="/datasets/Harryis/RAGEN/resolve/main/cleanrl/docs/rl-algorithms/../ppo/Breakout-a.png">
    <img src="/datasets/Harryis/RAGEN/resolve/main/cleanrl/docs/rl-algorithms/../ppo/Breakout-time-a.png">
</div>

The purpose of `ppo_atari_multigpu.py` is not (yet) to achieve the fastest PPO + Atari example. Rather, its purpose is to *rigorously validate data parallelism does provide performance benefits*. We could do something like `ppo_atari_multigpu_envpool.py` to possibly obtain the fastest PPO + Atari possible, but that is for another day. Note we may need `numba` to pin the threads `envpool` is using in each subprocess to avoid threads fighting each other and lowering the throughput.

Tracked experiments and game play videos:

ppo_pettingzoo_ma_atari.py

ppo_pettingzoo_ma_atari.py trains an agent to learn playing Atari games via selfplay. The selfplay environment is implemented as a vectorized environment from PettingZoo.ml. The basic idea is to create vectorized environment $E$ with num_envs = N, where $N$ is the number of players in the game. Say $N = 2$, then the 0-th sub environment of $E$ will return the observation for player 0 and 1-th sub environment will return the observation of player 1. Then the two environments takes a batch of 2 actions and execute them for player 0 and player 1, respectively. See "Vectorized architecture" in The 37 Implementation Details of Proximal Policy Optimization for more detail.

ppo_pettingzoo_ma_atari.py has the following features:

  • For playing the pettingzoo's multi-agent Atari game.
  • Works with the pixel-based observation space
  • Works with the Box action space

???+ warning

Note that `ppo_pettingzoo_ma_atari.py` does not work in Windows :fontawesome-brands-windows:. See [https://pypi.org/project/multi-agent-ale-py/#files](https://pypi.org/project/multi-agent-ale-py/#files)

Usage

=== "poetry"

```bash
uv pip install ".[pettingzoo, atari]"
uv run AutoROM --accept-license
uv run  cleanrl/ppo_pettingzoo_ma_atari.py --help
uv run  cleanrl/ppo_pettingzoo_ma_atari.py --env-id pong_v3
uv run  cleanrl/ppo_pettingzoo_ma_atari.py --env-id surround_v2
```

=== "pip"

```bash
pip install -r requirements/requirements-pettingzoo.txt
pip install -r requirements/requirements-atari.txt
AutoROM --accept-license
python cleanrl/ppo_pettingzoo_ma_atari.py --help
python cleanrl/ppo_pettingzoo_ma_atari.py --env-id pong_v3
python cleanrl/ppo_pettingzoo_ma_atari.py --env-id surround_v2
```

See https://www.pettingzoo.ml/atari for a full-list of supported environments such as basketball_pong_v3. Notice pettingzoo sometimes introduces breaking changes, so make sure to install the pinned dependencies via poetry.

Explanation of the logged metrics

Additionally, it logs the following metrics

  • charts/episodic_return-player0: episodic return of the game for player 0
  • charts/episodic_return-player1: episodic return of the game for player 1
  • charts/episodic_length-player0: episodic length of the game for player 0
  • charts/episodic_length-player1: episodic length of the game for player 1

See other logged metrics in the related docs for ppo.py.

Implementation details

ppo_pettingzoo_ma_atari.py is based on ppo_atari.py (see its related docs).

ppo_pettingzoo_ma_atari.py additionally has the following implementation details:

  1. supersuit wrappers: uses preprocessing wrappers from supersuit instead of from stable_baselines3, which looks like the following. In particular note that the supersuit does not offer a wrapper similar to NoopResetEnv, and that it uses the agent_indicator_v0 to add two channels indicating the which player the agent controls.

    -env = gym.make(env_id)
    -env = NoopResetEnv(env, noop_max=30)
    -env = MaxAndSkipEnv(env, skip=4)
    -env = EpisodicLifeEnv(env)
    -if "FIRE" in env.unwrapped.get_action_meanings():
    -    env = FireResetEnv(env)
    -env = ClipRewardEnv(env)
    -env = gym.wrappers.ResizeObservation(env, (84, 84))
    -env = gym.wrappers.GrayScaleObservation(env)
    -env = gym.wrappers.FrameStack(env, 4)
    +env = importlib.import_module(f"pettingzoo.atari.{args.env_id}").parallel_env()
    +env = ss.max_observation_v0(env, 2)
    +env = ss.frame_skip_v0(env, 4)
    +env = ss.clip_reward_v0(env, lower_bound=-1, upper_bound=1)
    +env = ss.color_reduction_v0(env, mode="B")
    +env = ss.resize_v1(env, x_size=84, y_size=84)
    +env = ss.frame_stack_v1(env, 4)
    +env = ss.agent_indicator_v0(env, type_only=False)
    +env = ss.pettingzoo_env_to_vec_env_v1(env)
    +envs = ss.concat_vec_envs_v1(env, args.num_envs // 2, num_cpus=0, base_class="gym")
    
  2. A more detailed note on the agent_indicator_v0 wrapper: let's dig deeper into how agent_indicator_v0 works. We do print(envs.reset(), envs.reset().shape)

    [  0.,   0.,   0., 236.,   1,   0.]],
    
    [[  0.,   0.,   0., 236.,   0.,   1.],
    [  0.,   0.,   0., 236.,   0.,   1.],
    [  0.,   0.,   0., 236.,   0.,   1.],
    ...,
    [  0.,   0.,   0., 236.,   0.,   1.],
    [  0.,   0.,   0., 236.,   0.,   1.],
    [  0.,   0.,   0., 236.,   0.,   1.]]]]) torch.Size([16, 84, 84, 6])
    

    So the agent_indicator_v0 adds the last two columns, where [ 0., 0., 0., 236., 1, 0.]] means this observation is for player 0, and [ 0., 0., 0., 236., 0., 1.] is for player 1. Notice the observation still has the range of $[0, 255]$ but the agent indicator channel has the range of $[0,1]$, so we need to be careful when dividing the observation by 255. In particular, we would only divide the first four channels by 255 and leave the agent indicator channels untouched as follows:

    def get_action_and_value(self, x, action=None):
        x = x.clone()
        x[:, :, :, [0, 1, 2, 3]] /= 255.0
        hidden = self.network(x.permute((0, 3, 1, 2)))
    

Experiment results

To run benchmark experiments, see :material-github: benchmark/ppo.sh. Specifically, execute the following command:

???+ info

Note that evaluation is usually tricker in in selfplay environments. The usual episodic return is not a good indicator of the agent's performance in zero-sum games because the episodic return converges to zero. To evaluate the agent's ability, an intuitive approach is to take a look at the videos of the agents playing the game (included below), visually inspect the agent's behavior. The best scheme, however, is rating systems like [Trueskill](https://www.microsoft.com/en-us/research/project/trueskill-ranking-system/) or [ELO scores](https://en.wikipedia.org/wiki/Elo_rating_system). However, they are more difficult to implement and are outside the scode of `ppo_pettingzoo_ma_atari.py`. 


For simplicity, we measure the **episodic length** instead, which in a sense measures how many "back and forth" the agent can create. In other words, the longer the agent can play the game, the better the agent can play. Empirically, we have found episodic length to be a good indicator of the agent's skill, especially in `pong_v3` and `surround_v2`. However, it is not the case for `tennis_v3` and we'd need to visually inspect the agents' game play videos.

Below are the average episodic length for ppo_pettingzoo_ma_atari.py. To ensure no loss of sample efficiency, we compared the results against ppo_atari.py.

Environment ppo_pettingzoo_ma_atari.py
pong_v3 4153.60 ± 190.80
surround_v2 3055.33 ± 223.68
tennis_v3 14538.02 ± 7005.54

Learning curves:

Tracked experiments and game play videos:

{!rl-algorithms/ppo-isaacgymenvs.md!}

[^1]: Huang, Shengyi; Dossa, Rousslan Fernand Julien; Raffin, Antonin; Kanervisto, Anssi; Wang, Weixun (2022). The 37 Implementation Details of Proximal Policy Optimization. ICLR 2022 Blog Track https://iclr-blog-track.github.io/2022/03/25/ppo-implementation-details/

[^2]: Andrychowicz, Marcin, Anton Raichuk, Piotr Stańczyk, Manu Orsini, Sertan Girgin, Raphael Marinier, Léonard Hussenot et al. "What matters in on-policy reinforcement learning? a large-scale empirical study." International Conference on Learning Representations 2021, https://openreview.net/forum?id=nIAxjsniDzg