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Compiler Phase-Ordering RLVR (Toy-IR)

Toy-IR compiler phase-ordering environment for RL with verifiable rewards (RLVR), including reverse passes to escape local optima.

What Is Implemented

  • Reverse passes are available in the pass library:
    • expand_constant
    • duplicate_computation
  • Action routing and validation include reverse passes.
  • Prompt guidance includes reverse-pass descriptions and usage intent.
  • Reward shaping is terminal-weighted with RLVR hard gate:
    • non-equivalent -> -1000.0
    • terminal -> ((original_cycles - current_cycles) / original_cycles) * 100.0
    • non-terminal -> -0.1
  • Episode termination:
    • STOP/done, or
    • hard cap at 5 steps.
  • Reverse-pass instrumentation logs every 50 episodes/completions:
    • reverse_pass_episodes
    • expand_constant_count
    • duplicate_computation_count

Verified So Far

  • Smoke test runs end-to-end without runtime errors.
  • Rewards are scalar floats (not NaN) in tested rollouts.
  • Forced reverse-pass episodes show expected behavior:
    • small negative intermediate rewards (-0.1)
    • terminal reward depends on final outcome (positive if chain beats baseline, negative if not)

Pending (GPU Required)

Comparative training runs are still pending and require a GPU environment with:

  • torch
  • trl
  • unsloth
  • wandb

Required fair comparison:

  1. Baseline run: reverse passes disabled (baseline_no_reverse)
  2. Reverse run: reverse passes enabled (with_reverse_passes)
  3. Same episode budget for both runs
  4. Compare reward/cycle curves and reverse-pass usage metrics in WandB

Team Handoff Status

  • Reverse-pass feature: shipped
  • Training wiring + reward shaping + instrumentation: shipped
  • Comparative training: pending in GPU environment
  • README: this document

Suggested Final Pre-Training Sanity Check

Run one smoke/equivalence check on a real Role 3 generated curriculum program (not just mock IR) to confirm verifier behavior in-pipeline before long training.