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| # AI Training Optimization Roadmap | |
| This document outlines potential strategies to further accelerate training throughput, focusing on optimizations that require significant refactoring or architectural changes. | |
| ## 1. GPU-Resident Environment (The "Isaac Gym" Approach) | |
| **Impact:** High (Potential 5-10x speedup for large batches) | |
| **Difficulty:** High | |
| Currently, the `VectorEnv` runs on CPU (Numba), and observations are copied to the GPU for the Policy Network. This CPU -> GPU transfer becomes a bottleneck at high throughputs (e.g., >100k SPS). | |
| * **Proposal:** Port the entire logic in `ai/vector_env.py` and `engine/game/fast_logic.py` to **Numba CUDA** or **CuPy**. | |
| * **Result:** The environment state remains on the GPU. `step()` returns a GPU tensor directly, which is fed into the Policy Network without transfer. | |
| * **Challenges:** requires rewriting Numba CPU kernels to Numba CUDA kernels (handling thread divergence, shared memory, etc.). | |
| * **Status:** [FEASIBILITY ANALYSIS COMPLETE]. See `ai/GPU_MIGRATION_GUIDE.md` and `ai/cuda_proof_of_concept.py` for the architectural blueprint. | |
| ## 2. Pure Numba Adapter & Zero-Copy Interface | |
| **Impact:** Medium (10-20% speedup) | |
| **Difficulty:** Medium | |
| The `VectorEnvAdapter` currently performs some Python-level logic in `step_wait` (reward calculation, array copying, info dictionary construction). | |
| * **Proposal:** Move the reward calculation (`delta_scores * 50 - 5`) and "Auto-Reset" logic into the Numba `VectorGameState` class. | |
| * **Result:** `step_wait` becomes a thin wrapper that just returns views of the underlying Numba arrays. | |
| * **Refinement:** Use the `__array_interface__` or blind pointer passing to avoid any numpy array allocation overhead in Python. | |
| ## 3. Observation Compression & Quantization | |
| **Impact:** Medium (Reduced memory bandwidth, larger batch sizes) | |
| **Difficulty:** Low/Medium | |
| The observation space is 8192 floats (`float32`). This is 32KB per environment per step. For 256 envs, that's 8MB per step. | |
| * **Proposal:** Most features are binary (0/1) or small integers. | |
| * Return observations as `uint8` or `float16`. | |
| * Use a custom SB3 `FeaturesExtractor` to cast to `float32` only *inside* the GPU network. | |
| * **Benefit:** Reduces memory bandwidth between CPU and GPU by 4x (`float32` -> `uint8`). | |
| ## 4. Incremental Action Masking | |
| **Impact:** Low/Medium | |
| **Difficulty:** Medium | |
| `compute_action_masks` scans the entire hand every step. | |
| * **Proposal:** Maintain the action mask as part of the persistent state. | |
| * Only update the mask when the state changes (e.g., Card Played, Energy Charged). | |
| * Most steps (e.g., Opponent Turn simulation) might not change the Agent's legal actions if the Agent is waiting? (Actually, Agent acts every step in this setup). | |
| * Optimization: If a card was illegal last step and state hasn't changed relevantly (e.g. energy), it's still illegal. This is hard to prove correct. | |
| ## 5. Opponent Distillation / Caching | |
| **Impact:** Medium (Depends on Opponent Complexity) | |
| **Difficulty:** High | |
| If we move to smarter opponents (e.g., MCTS or Neural Net based), `step_opponent_vectorized` will become the bottleneck. | |
| * **Proposal:** | |
| * **Distillation:** Train a tiny decision tree or small MLP to mimic the smart opponent and run it via Numba inference. | |
| * **Caching:** Pre-calculate opponent moves for common states? (Input space too large). | |
| ## 6. Asynchronous Environment Stepping (Pipelining) | |
| **Impact:** Medium | |
| **Difficulty:** Medium | |
| While the GPU is performing the Forward/Backward pass (Policy Update), the CPU is idle. | |
| * **Proposal:** Run `VectorEnv.step()` in a separate thread/process while the GPU trains on the *previous* batch. | |
| * **Note:** SB3's `SubprocVecEnv` tries this, but IPC overhead kills it. We need a **Threaded** Numba environment (releasing GIL) to do this efficiently in one process. Numba's `@njit(nogil=True)` enables this. | |
| ## 7. Memory Layout Optimization (AoS vs SoA) | |
| **Impact:** Low/Medium | |
| **Difficulty:** High (Refactor hell) | |
| Current layout mixes Structure of Arrays (SoA) and Arrays of Structures (AoS). | |
| * **Proposal:** Ensure all hot arrays (`batch_global_ctx`, `batch_scores`) are contiguous in memory for the exact access pattern used by `step_vectorized`. | |
| * **Check:** Access `batch_global_ctx[i, :]` vs `batch_global_ctx[:, k]`. Numba prefers loop-invariant access. | |