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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:
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。
- 只训练
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。
- 冻结
explicit_state_baseline- 保持原 StatePlay 行为。
- 当前
FlowMatchSFTLossWithStateWeighted的逻辑基本属于这个模式。
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=falseuse_explicit_state=falseuse_transition_tokenizer=truefreeze_transition_tokenizer=falsetokenizer_loss_weight=1.0state_loss_weight=0.0
latent_state_world_model:use_latent_state=trueuse_explicit_state=falseuse_transition_tokenizer=truefreeze_transition_tokenizer=trueuse_transition_loss=truevideo_loss_weight=1.0transition_loss_weight=0.1tokenizer_loss_weight=0.0state_loss_weight=0.0
explicit_state_baseline:use_latent_state=falseuse_explicit_state=trueuse_transition_tokenizer=false- preserve old
state_loss_weightdefault 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__:
- Store all new config fields on
self。 - Instantiate
StatePlayModelwith the flags and latent/tokenizer config from args。 - Continue using
profile.num_buttonsrather than hardcoding K。 - Load
resume_from_ckptwithstrict=Falseas before。 - If
transition_tokenizer_ckptis provided:- load into
custom_dit.transition_tokenizeronly。 - accept either raw tokenizer state dict or a checkpoint with key prefix
transition_tokenizer.。
- load into
- 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_filteris 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_videokeyboard_action- height/width/num_frames
- scheduler and gradient checkpoint fields
- Only require
data["state"]whentrain_mode == "explicit_state_baseline"。 - For latent modes:
- if
stateexists, you may pass it through for logging compatibility, but no loss/model path may use it。 - if
statemissing, do not raise。
- if
In build_dataset:
- Current code always wraps with
StateAugmentedDatasetand therefore requires state columns in the parquet. - For first version, either:
- keep wrapping when state exists, but add
--require_state_labelsdefaulting true only for explicit baseline; or - wrap only when
train_mode=="explicit_state_baseline"or when--load_state_labels true。
- keep wrapping when state exists, but add
- 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:
- Add loss function, e.g.
TransitionTokenizerLoss(pipe, tokenizer_loss_weight, **inputs)。 - Use existing pipeline units so
inputs_shared["input_latents"]is available. This is returned byWanVideoUnit_InputVideoEmbedderin training mode. - Do not call video denoising model forward.
- Extract clean visual tokens:
with torch.no_grad():
clean_visual_tokens, shape_info = pipe.dit.extract_clean_visual_tokens(inputs["input_latents"])
- 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
- Return scalar total loss. Also maintain a lightweight loss dict for rank0 logging:
tokenizer_loss, total_loss, f, tokens_per_frame
Stage 1 requirements:
actioncan be read but not used.statecan be read but not used.- VAE/base video model frozen.
- Only tokenizer parameters have gradients.
- Save tokenizer checkpoint as
transition_tokenizer.ptunderoutput_pathat 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.pywhentrain_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:
- Add loss function, e.g.
FlowMatchSFTLossWithLatentState(...)。 - 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"]
- Do not compute
clean_stateornoisy_state。 - 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()
- 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"]
- Match old first-frame loss masking:
if "first_frame_latents" in inputs:
pred_video = pred_video[:, :, 1:]
target_video = target_video[:, :, 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
- Return zero scalar for state loss in logs:
loss_state = loss_video.new_zeros(())
Stage 2 requirements:
transition_tokenizer_ckptshould be required unless user explicitly passes a debug flag allowing random tokenizer.- tokenizer forward under
torch.no_grad()and tokenizer paramsrequires_grad=False。 z_indicesmust 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_inputsrequires state。FlowMatchSFTLossWithStateWeightedcurrent logic remains available。StatePlayModel(use_explicit_state=True, use_latent_state=False)usesStateVideoDiTBlock,state_encoder,state_decoder。- SmoothL1 state loss remains only in this mode。
- Existing
scripts/train.shshould 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_ckptintodit.transition_tokenizer。 - Freeze tokenizer.
- Existing
FullModelLoggermay 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
GameTransitionTokenizerand 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 toyL_video。 - Freeze tokenizer and create
z_indicesunder 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_modeparser/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_encoderorstate_decoder. explicit_state_baselinestill preserves old behavior.- Shape logging confirms
f,tokens_per_frame,Lv,M,C_s,Kat runtime. - Sanity tests 1-7 pass.