# GPU Environment Training Integration Guide This guide explains how to integrate the new `VectorEnvGPU` into the existing training pipeline (`train_optimized.py`) to achieve production-level performance. ## 1. Replacing the Environment Wrapper Currently, `train_optimized.py` uses `BatchedSubprocVecEnv` which manages multiple CPU processes. The GPU environment is a single object that manages thousands of environments internally. ### Steps: 1. **Import `VectorEnvGPU`**: ```python from ai.vector_env_gpu import VectorEnvGPU, HAS_CUDA ``` 2. **Conditional Initialization**: In `train()` function, replace the `BatchedSubprocVecEnv` block: ```python if HAS_CUDA and os.getenv("USE_GPU_ENV") == "1": print(" [GPU] Initializing GPU-Resident Environment...") # num_envs should be large (e.g., 4096) to saturate GPU env = VectorEnvGPU(num_envs=4096, seed=42) # VectorEnvGPU doesn't need a VecEnv wrapper usually, # but SB3 expects specific API. We might need a thin adapter. env = SB3CudaAdapter(env) else: # Existing CPU Logic env_fns = [...] env = BatchedSubprocVecEnv(...) ``` ## 2. The `SB3CudaAdapter` Stable Baselines 3 expects numpy arrays on CPU by default. To fully utilize the GPU env, we must intercept the data *before* SB3 tries to convert it, or use a custom Policy that accepts Torch tensors directly. However, `MaskablePPO` in `sb3_contrib` might try to cast inputs to numpy. **Strategy: Zero-Copy Torch Wrapper** ```python import torch from gymnasium import spaces class SB3CudaAdapter: def __init__(self, gpu_env): self.env = gpu_env self.num_envs = gpu_env.num_envs # Define spaces (Mocking them for SB3) self.observation_space = spaces.Box(low=0, high=1, shape=(8192,), dtype=np.float32) self.action_space = spaces.Discrete(2000) def reset(self): # returns torch tensor on GPU obs, _ = self.env.reset() return torch.as_tensor(obs, device='cuda') def step(self, actions): # actions come from Policy (Torch Tensor on GPU) # Pass directly to env obs, rewards, dones, infos = self.env.step(actions) # Wrap outputs in Torch Tensors (Zero Copy) # obs is already CuPy/DeviceArray t_obs = torch.as_tensor(obs, device='cuda') t_rewards = torch.as_tensor(rewards, device='cuda') t_dones = torch.as_tensor(dones, device='cuda') return t_obs, t_rewards, t_dones, infos ``` ## 3. PPO Policy Modifications Standard SB3 algorithms often force `cpu()` calls. For maximum speed, you might need to subclass `MaskablePPO` or `MlpPolicy` to ensure it accepts GPU tensors without moving them. * **Check `rollout_buffer.py`**: SB3's rollout buffer stores data in CPU RAM by default. * **Optimization**: For "Isaac Gym" style training, the Rollout Buffer should live on the GPU. * *Option A*: Use `sb3`'s `DictRolloutBuffer`? No, standard buffer. * *Option B*: Modify SB3 or use a library designed for GPU-only training like `skrl` or `cleanrl`. * *Option C (Easiest)*: Accept that `collect_rollouts` might do one copy to CPU RAM for storage, but the **Inference** (Forward Pass) stays on GPU. ## 4. Remaining Logic Gaps The current `VectorEnvGPU` POC has simplified logic in `resolve_bytecode_device`. Before production: 1. **Complete Opcode Support**: `O_CHARGE`, `O_CHOOSE`, `O_ADD_H` need full card movement logic (finding indices, updating arrays). 2. **Opponent Simulation**: `step_kernel` currently simulates a random opponent. The `step_opponent_vectorized` logic from CPU env needs to be ported to a CUDA kernel. 3. **Collision Handling**: In `resolve_bytecode_device`, we use `atomic` operations or careful logic if multiple effects try to modify the same global state (rare in this game, but `batch_global_ctx` is per-env so it's safe). ## 5. Performance Expectations * **Current CPU**: ~10k SPS (128 envs). * **Target GPU**: ~100k-500k SPS (4096+ envs). * **Bottleneck**: Will shift from "PCI-E Transfer" to "Policy Network Forward Pass".