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Prompt B: 训练代码修改提示词

你是下一轮本地代码协作 agent。请在 C:\Users\32297\Downloads\StatePlay 仓库中实现两阶段训练代码。必须先阅读 Prompt A 和本仓库代码。不要处理 evaluation、probe、CS2、distillation、VLM judge 或指标计算。本轮只处理 tokenizer 训练、latent-state world model 训练、loss、config、checkpoint 和 sanity tests。

0. 当前训练路径定位

路径 当前模块/函数 当前行为 需要修改
training/train.py FlowMatchSFTLossWithStateWeighted video flow matching + explicit state SmoothL1;强制要求 inputs["state"] 改成按 train_mode 分派 loss;latent modes 不要求 state
training/train.py StatePlayTrainingModule.__init__ 构造 StatePlayModel(num_buttons=profile.num_buttons, state_dim=5, **WAN_MODEL_KWARGS) 传入 latent-state/tokenizer config,加载 tokenizer checkpoint,控制 requires_grad
training/train.py get_pipeline_inputs 强制要求 dataset item 有 state 仅 explicit baseline 强制 state;latent/tokenizer 模式可忽略 state
training/train.py build_parser 只有 state_loss_weight/video_loss_weight 等旧参数 添加 train_mode 和 latent/tokenizer/loss config
training/train.py build_dataset 总是包装 StateAugmentedDataset 可以继续读取 state,但 latent/tokenizer 模式不能依赖它;最好允许 state 缺失
training/runner_with_state.py optimizer AdamW(model.trainable_modules()) 最小改动: 通过 requires_grad 控制 Stage 1/2 参数范围
diffsynth/diffusion/logger.py checkpoint 保存 trainable state dict 到 step-N.safetensors Stage 1 还要保存 transition_tokenizer.pt 或 tokenizer-only safetensors
diffsynth/pipelines/stateplay.py WanVideoUnit_InputVideoEmbedder training mode 返回 clean input_latents Stage 1/2 从这里取 clean visual tokens
diffsynth/pipelines/stateplay.py WanVideoUnit_ImageEmbedderFused 用 first frame VAE latent 覆盖 latents[:, :, 0:1],返回 first_frame_latents Stage 2 继续保持 pinned first frame

1. 新增 train_mode

至少支持:

train_mode = "transition_tokenizer"
train_mode = "latent_state_world_model"
train_mode = "explicit_state_baseline"
train_mode = "latent_state_joint_finetune"  # 仅预留,不作为默认重点

含义:

  1. transition_tokenizer

    • 只训练 GameTransitionTokenizer 和 tokenizer reconstruction head。
    • 不训练 latent initializer/transition/predictor/visual generator。
    • 不使用真实 state label。
  2. latent_state_world_model

    • 冻结 GameTransitionTokenizer。
    • 训练 LatentStateInitializer、LatentStateTransition、LatentTransitionPredictor、LatentStateToVisualAttention,以及原 visual generator 中需要训练的参数。
    • 不使用真实 state label。
    • 不计算 SmoothL1 state loss。
  3. explicit_state_baseline

    • 保持原 StatePlay 行为。
    • 当前 FlowMatchSFTLossWithStateWeighted 的逻辑基本属于这个模式。
  4. latent_state_joint_finetune

    • 只预留接口。
    • 若启用: L_video + 0.1 L_trans + 0.01 L_tok。
    • 默认不建议启用,因为 tokenizer target 可能漂移。

2. Config/argparse 字段

在 training/train.py::build_parser() 增加:

p.add_argument("--train_mode", type=str, default="latent_state_world_model",
               choices=("transition_tokenizer", "latent_state_world_model",
                        "explicit_state_baseline", "latent_state_joint_finetune"))

p.add_argument("--use_latent_state", type=_bool_arg, default=True)
p.add_argument("--use_explicit_state", type=_bool_arg, default=False)

p.add_argument("--latent_state_num_tokens", type=int, default=4)
p.add_argument("--latent_state_dim", type=int, default=256)
p.add_argument("--latent_state_initializer_layers", type=int, default=2)
p.add_argument("--latent_state_transition_layers", type=int, default=2)
p.add_argument("--latent_state_num_heads", type=int, default=8)
p.add_argument("--latent_state_mlp_ratio", type=float, default=4.0)
p.add_argument("--latent_state_dropout", type=float, default=0.0)
p.add_argument("--latent_state_max_frames", type=int, default=64)
p.add_argument("--latent_state_bidirectional", type=_bool_arg, default=False)

p.add_argument("--use_transition_tokenizer", type=_bool_arg, default=True)
p.add_argument("--transition_tokenizer_num_tokens", type=int, default=4)
p.add_argument("--transition_tokenizer_dim", type=int, default=256)
p.add_argument("--transition_tokenizer_layers", type=int, default=2)
p.add_argument("--transition_tokenizer_heads", type=int, default=8)
p.add_argument("--transition_tokenizer_mlp_ratio", type=float, default=4.0)
p.add_argument("--transition_tokenizer_dropout", type=float, default=0.0)
p.add_argument("--transition_tokenizer_fsq_levels", type=str, default="8,8,8")
p.add_argument("--transition_vocab_size", type=int, default=512)
p.add_argument("--transition_tokenizer_ckpt", type=str, default=None)

p.add_argument("--freeze_transition_tokenizer", type=_bool_arg, default=False)
p.add_argument("--use_transition_loss", type=_bool_arg, default=True)

p.add_argument("--transition_loss_weight", type=float, default=0.1)
p.add_argument("--tokenizer_loss_weight", type=float, default=1.0)
# Keep existing --video_loss_weight; keep --state_loss_weight for explicit baseline.
# In latent modes force state loss behavior to zero internally even if CLI passes another value.

Mode-derived defaults:

  • transition_tokenizer:

    • use_latent_state=false
    • use_explicit_state=false
    • use_transition_tokenizer=true
    • freeze_transition_tokenizer=false
    • tokenizer_loss_weight=1.0
    • state_loss_weight=0.0
  • latent_state_world_model:

    • use_latent_state=true
    • use_explicit_state=false
    • use_transition_tokenizer=true
    • freeze_transition_tokenizer=true
    • use_transition_loss=true
    • video_loss_weight=1.0
    • transition_loss_weight=0.1
    • tokenizer_loss_weight=0.0
    • state_loss_weight=0.0
  • explicit_state_baseline:

    • use_latent_state=false
    • use_explicit_state=true
    • use_transition_tokenizer=false
    • preserve old state_loss_weight default and old loss.

If this default would unexpectedly change scripts/train.sh, update scripts/train.sh to pass --train_mode explicit_state_baseline for old baseline runs, and add comments/examples for the two new modes.

3. Model construction and parameter freezing

In StatePlayTrainingModule.__init__:

  1. Store all new config fields on self。
  2. Instantiate StatePlayModel with the flags and latent/tokenizer config from args。
  3. Continue using profile.num_buttons rather than hardcoding K。
  4. Load resume_from_ckpt with strict=False as before。
  5. If transition_tokenizer_ckpt is provided:
    • load into custom_dit.transition_tokenizer only。
    • accept either raw tokenizer state dict or a checkpoint with key prefix transition_tokenizer.。
  6. Apply trainability after model construction and checkpoint loading:
def _set_train_mode_requires_grad(self):
    self.pipe.requires_grad_(False)
    if self.train_mode == "transition_tokenizer":
        self.pipe.dit.transition_tokenizer.train()
        self.pipe.dit.transition_tokenizer.requires_grad_(True)
    elif self.train_mode == "latent_state_world_model":
        self.pipe.dit.train()
        # tokenizer frozen
        self.pipe.dit.transition_tokenizer.eval()
        self.pipe.dit.transition_tokenizer.requires_grad_(False)
        # train latent state modules
        self.pipe.dit.latent_state_rollout.requires_grad_(True)
        self.pipe.dit.latent_transition_predictor.requires_grad_(True)
        # train latent-state-to-visual attention params inside blocks
        # train existing visual generator params according to trainable_filter or default policy
    elif self.train_mode == "explicit_state_baseline":
        # preserve old trainable_models/trainable_filter behavior

Important:

  • The existing runner uses model.trainable_modules(); no optimizer group change is required for first version.
  • If trainable_filter is passed, apply it after mode-specific freezing, but do not accidentally unfreeze tokenizer in Stage 2.
  • In Stage 1, VAE/text encoder/base DiT/latent modules must receive no gradients.

4. Dataset/input changes

In get_pipeline_inputs:

  • Always include:
    • input_video
    • keyboard_action
    • height/width/num_frames
    • scheduler and gradient checkpoint fields
  • Only require data["state"] when train_mode == "explicit_state_baseline"。
  • For latent modes:
    • if state exists, you may pass it through for logging compatibility, but no loss/model path may use it。
    • if state missing, do not raise。

In build_dataset:

  • Current code always wraps with StateAugmentedDataset and therefore requires state columns in the parquet.
  • For first version, either:
    1. keep wrapping when state exists, but add --require_state_labels defaulting true only for explicit baseline; or
    2. wrap only when train_mode=="explicit_state_baseline" or when --load_state_labels true。
  • The important rule: Stage 1 and Stage 2 must be runnable without state labels.

5. Stage 1: train_mode = transition_tokenizer

Objective:

min_phi L_tok
total_loss = tokenizer_loss_weight * L_tok

Input path:

video -> VAE encoder -> clean input_latents
input_latents -> frozen DiT patch_embedding -> clean_visual_tokens
clean_visual_tokens -> GameTransitionTokenizer -> z_indices, z_embs, L_tok

Implementation plan:

  1. Add loss function, e.g. TransitionTokenizerLoss(pipe, tokenizer_loss_weight, **inputs)。
  2. Use existing pipeline units so inputs_shared["input_latents"] is available. This is returned by WanVideoUnit_InputVideoEmbedder in training mode.
  3. Do not call video denoising model forward.
  4. Extract clean visual tokens:
with torch.no_grad():
    clean_visual_tokens, shape_info = pipe.dit.extract_clean_visual_tokens(inputs["input_latents"])
  1. Call:
tok_out = pipe.dit.transition_tokenizer(
    clean_visual_tokens,
    latent_frames=shape_info["f"],
)
loss_tok = tok_out["loss_tok"]
total_loss = tokenizer_loss_weight * loss_tok
  1. Return scalar total loss. Also maintain a lightweight loss dict for rank0 logging:
tokenizer_loss, total_loss, f, tokens_per_frame

Stage 1 requirements:

  • action can be read but not used.
  • state can be read but not used.
  • VAE/base video model frozen.
  • Only tokenizer parameters have gradients.
  • Save tokenizer checkpoint as transition_tokenizer.pt under output_path at training end and preferably at save steps.

Checkpoint save requirement:

  • Implement helper in StatePlayTrainingModule:
def save_transition_tokenizer(self, path):
    torch.save(self.pipe.dit.transition_tokenizer.state_dict(), path)
  • Or implement a small logger branch in runner_with_state.py when train_mode=="transition_tokenizer" to write:
    • transition_tokenizer.pt
    • optional transition_tokenizer-step-N.pt

6. Stage 2: train_mode = latent_state_world_model

Objective:

total_loss = video_loss_weight * L_video + transition_loss_weight * L_trans

Default:

video_loss_weight = 1.0
transition_loss_weight = 0.1
tokenizer_loss_weight = 0.0
state_loss_weight = 0.0
freeze_transition_tokenizer = true

Training path:

video -> clean input_latents
frozen GameTransitionTokenizer(clean_visual_tokens) -> z_indices
first_frame_tokens + action_seq -> LatentStateRollout -> G_seq_low, G_seq
G_seq -> visual branch latent-state cross-attn -> pred_video
G_seq_low + action_seq -> LatentTransitionPredictor -> logits
CE(logits, stopgrad(z_indices)) -> L_trans
video flow matching -> L_video

Implementation plan:

  1. Add loss function, e.g. FlowMatchSFTLossWithLatentState(...)。
  2. Generate video noising exactly like current FlowMatchSFTLossWithStateWeighted:
noise = torch.randn_like(inputs["input_latents"])
inputs["latents"] = pipe.scheduler.add_noise(inputs["input_latents"], noise, timestep)
target_video = pipe.scheduler.training_target(inputs["input_latents"], noise, timestep)
if "first_frame_latents" in inputs:
    inputs["latents"][:, :, 0:1] = inputs["first_frame_latents"]
  1. Do not compute clean_state or noisy_state。
  2. Extract clean visual tokens from inputs["input_latents"]:
with torch.no_grad():
    clean_visual_tokens, shape_info = pipe.dit.extract_clean_visual_tokens(inputs["input_latents"])
    tok_out = pipe.dit.transition_tokenizer(clean_visual_tokens, latent_frames=shape_info["f"])
    z_indices = tok_out["z_indices"].detach()
  1. Call latent model forward:
outputs = pipe.model_fn(**models, **inputs, timestep=timestep, train_mode="latent_state_world_model")
pred_video = outputs["pred_video"]
transition_logits = outputs["transition_logits"]
  1. Match old first-frame loss masking:
if "first_frame_latents" in inputs:
    pred_video = pred_video[:, :, 1:]
    target_video = target_video[:, :, 1:]
  1. Compute:
loss_video = mse_loss(pred_video.float(), target_video.float())
loss_video = loss_video * pipe.scheduler.training_weight(timestep)

loss_trans = F.cross_entropy(
    transition_logits.reshape(-1, transition_vocab_size).float(),
    z_indices.reshape(-1).long(),
)
total_loss = video_loss_weight * loss_video + transition_loss_weight * loss_trans
  1. Return zero scalar for state loss in logs:
loss_state = loss_video.new_zeros(())

Stage 2 requirements:

  • transition_tokenizer_ckpt should be required unless user explicitly passes a debug flag allowing random tokenizer.
  • tokenizer forward under torch.no_grad() and tokenizer params requires_grad=False。
  • z_indices must be detached.
  • Do not call state_encoder/state_decoder。
  • Do not call downsample_state_to_latent。
  • dataloader may return state, but no latent path uses it。
  • If old training loop expects state_loss, return/log zero scalar.

7. Explicit baseline

Keep old behavior under train_mode="explicit_state_baseline":

  • get_pipeline_inputs requires state。
  • FlowMatchSFTLossWithStateWeighted current logic remains available。
  • StatePlayModel(use_explicit_state=True, use_latent_state=False) uses StateVideoDiTBlock, state_encoder, state_decoder。
  • SmoothL1 state loss remains only in this mode。
  • Existing scripts/train.sh should run as baseline if it passes --train_mode explicit_state_baseline, or if you intentionally keep old default for backward compatibility.

8. Joint fine-tuning placeholder

Add config acceptance for:

train_mode = "latent_state_joint_finetune"

First version can raise NotImplementedError with a clear message, or implement:

total_loss = L_video + 0.1 * L_trans + 0.01 * L_tok

If implemented:

  • tokenizer is trainable.
  • note in comments/logs that target drift is possible.
  • do not make this default.

9. Loss dispatcher

Replace StatePlayTrainingModule.forward tail with dispatcher:

if self.train_mode == "explicit_state_baseline":
    return FlowMatchSFTLossWithStateWeighted(...)
if self.train_mode == "transition_tokenizer":
    return TransitionTokenizerLoss(...)
if self.train_mode == "latent_state_world_model":
    return FlowMatchSFTLossWithLatentState(...)
if self.train_mode == "latent_state_joint_finetune":
    return FlowMatchSFTLossWithLatentStateJoint(...)
raise ValueError(...)

Keep rank0 component logging:

[loss_components] mode=...
video_loss=...
transition_loss=...
tokenizer_loss=...
state_loss=0.000000
total_loss=...

Avoid printing every process/rank.

10. Shape logging

Add one-time rank0 shape logging for latent modes. Required fields:

[LatentState shapes]
train_mode=...
input_latents=[B,48,f,H,W]
latents=[B,48,f,H,W]
patchified=[B,C,f,h,w]
clean_visual_tokens=[B,f*h*w,C]
first_frame_tokens=[B,h*w,C]
action_binned=[B,f,K]
G_seq_low=[B,f,M,C_s]
G_seq=[B,f*M,C]
z_indices=[B,f-1,M]
transition_logits=[B,f-1,M,512]

This is especially important because 101 frames gives 26 latent slots including the first pinned frame, while many sanity examples use 25 future steps.

11. Checkpoints

Stage 1:

  • Save tokenizer-only checkpoint:
<output_path>/transition_tokenizer.pt
<output_path>/transition_tokenizer-step-N.pt  # optional

Stage 2:

  • Load --transition_tokenizer_ckpt into dit.transition_tokenizer。
  • Freeze tokenizer.
  • Existing FullModelLogger may save trainable latent/world-model params.
  • Ensure frozen tokenizer weights are either:
    • not saved in Stage 2 trainable checkpoint, and loaded separately by config; or
    • saved only if explicitly requested.

12. Sanity tests

Add CPU tests under tests/test_latent_state.py or training/tests/test_latent_state.py. The repo currently has no test suite, so add minimal pytest-style tests. These tests should not load the 5B model.

Test 1: LatentStateInitializer

input [2, 390, 3072]
output [2, 4, 256]

Test 2: LatentStateTransition

input G_i [2, 4, 256], action_i [2, 11]
output [2, 4, 256]

Test 3: LatentStateRollout

input H0 [2, 390, 3072], A [2, 25, 11]
output G_seq_low [2, 25, 4, 256], G_seq [2, 100, 3072]

Test 4: GameTransitionTokenizer

input clean_visual_tokens [2, L_v, 3072], latent_frames=25
choose L_v = 25 * 390
output z_indices [2, 24, 4], z_embs [2, 24, 4, 256], L_tok scalar

Test 5: LatentTransitionPredictor

input G_seq_low [2, 25, 4, 256], action_seq [2, 25, 11]
output logits [2, 24, 4, 512]

Test 6: Stage 1 backward

total_loss = L_tok
only tokenizer parameters receive gradient

Implementation suggestion:

  • Instantiate GameTransitionTokenizer and a frozen dummy patch/extractor if needed.
  • Set all non-tokenizer modules requires_grad=False。
  • Backward on loss_tok。
  • Assert tokenizer params have nonzero/nonnull grads; assert frozen dummy params have no grads。

Test 7: Stage 2 backward

total_loss = L_video + 0.1 * L_trans
tokenizer frozen
latent initializer / transition / predictor / state-to-visual attention receive gradient
explicit state encoder / decoder not called

Implementation suggestion:

  • Use a small fake latent-world wrapper rather than full 5B DiT.
  • Include LatentStateRollout, LatentStateToVisualAttention, LatentTransitionPredictor, and a tiny video head to produce a toy L_video。
  • Freeze tokenizer and create z_indices under no_grad。
  • For explicit state encoder/decoder, either omit them or monkeypatch modules that raise if called。
  • Assert tokenizer grads are None; latent modules grads are present。

13. Smoke commands

After implementation, run at least:

python -m pytest tests/test_latent_state.py

If pytest is unavailable, either add it to dev requirements or run tests as a plain Python script with asserts:

python tests/test_latent_state.py

Do not run full training unless the user explicitly asks or a tiny smoke config is already available.

14. Final implementation checklist

  • train_mode parser/config exists.
  • Stage 1 can run without state labels.
  • Stage 1 loss is only L_tok.
  • Stage 1 only tokenizer params get gradients.
  • Stage 1 saves transition_tokenizer.pt.
  • Stage 2 requires or loads tokenizer checkpoint.
  • Stage 2 freezes tokenizer and detaches z_indices.
  • Stage 2 total loss is L_video + 0.1 * L_trans.
  • Stage 2 does not compute SmoothL1 state loss.
  • Stage 2 does not call explicit state_encoder or state_decoder.
  • explicit_state_baseline still preserves old behavior.
  • Shape logging confirms f, tokens_per_frame, Lv, M, C_s, K at runtime.
  • Sanity tests 1-7 pass.