Researchers and practitioners in the field of reinforcement learning (RL) frequently leverage parallel computation, which has led to a plethora of new algorithms and systems in the last few years. In this paper, we re-examine the challenges posed by distributed RL and try to view it through the lens of an old idea: distributed dataflow. We show that viewing RL as a dataflow problem leads to highly composable and performant implementations. We propose RLlib Flow, a hybrid actor-dataflow programming model for distributed RL, and validate its practicality by porting the full suite of algorithms in RLlib, a widely adopted distributed RL library. Concretely, RLlib Flow provides 2-9 code savings in real production code and enables the composition of multi-agent algorithms not possible by end users before. The open-source code is available as part of RLlib at https://github.com/ray-project/ray/tree/master/rllib.
Reinforcement learning (RL) algorithms involve the deep nesting of highly irregular computation patterns, each of which typically exhibits opportunities for distributed computation. We argue for distributing RL components in a composable way by adapting algorithms for top-down hierarchical control, thereby encapsulating parallelism and resource requirements within short-running compute tasks. We demonstrate the benefits of this principle through RLlib: a library that provides scalable software primitives for RL. These primitives enable a broad range of algorithms to be implemented with high pe…
Imperial College London(帝国理工学院);Huawei Technologies Co., Ltd.(华为技术有限公司);Huawei R&D United Kingdom(华为英国研发中心);Hong Kong University of Science and Technology(香港科技大学)
Reinforcement learning (RL) trains many agents, which is resource-intensive and must scale to large GPU clusters. Different RL training algorithms offer different opportunities for distributing and parallelising the computation. Yet, current distributed RL systems tie the definition of RL algorithms to their distributed execution: they hard-code particular distribution strategies and only accelerate specific parts of the computation (e.g. policy network updates) on GPU workers. Fundamentally, current systems lack abstractions that decouple RL algorithms from their execution. We describe MindSp…
We present Godot Reinforcement Learning (RL) Agents, an open-source interface for developing environments and agents in the Godot Game Engine. The Godot RL Agents interface allows the design, creation and learning of agent behaviors in challenging 2D and 3D environments with various on-policy and off-policy Deep RL algorithms. We provide a standard Gym interface, with wrappers for learning in the Ray RLlib and Stable Baselines RL frameworks. This allows users access to over 20 state of the art on-policy, off-policy and multi-agent RL algorithms. The framework is a versatile tool that allows re…
Institute of High Performance Computing, Agency for Science, Technology and Research (A*STAR)(新加坡科技研究局高性能计算研究院)
Edge devices demand low energy consumption, cost and small form factor. To efficiently deploy convolutional neural network (CNN) models on edge device, energy-aware model compression becomes extremely important. However, existing work did not study this problem well because the lack of considering the diversity of dataflow types in hardware architectures. In this paper, we propose EDCompress, an Energy-aware model compression method for various Dataflows. It can effectively reduce the energy consumption of various edge devices, with different dataflow types. Considering the very nature of mode…
DNN accelerators provide efficiency by leveraging reuse of activations/weights/outputs during the DNN computations to reduce data movement from DRAM to the chip. The reuse is captured by the accelerator's dataflow. While there has been significant prior work in exploring and comparing various dataflows, the strategy for assigning on-chip hardware resources (i.e., compute and memory) given a dataflow that can optimize for performance/energy while meeting platform constraints of area/power for DNN(s) of interest is still relatively unexplored. The design-space of choices for balancing compute an…
The Streaming Engine (SE) is a Coarse-Grained Reconfigurable Array which provides programming flexibility and high-performance with energy efficiency. An application program to be executed on the SE is represented as a combination of Synchronous Data Flow (SDF) graphs, where every instruction is represented as a node. Each node needs to be mapped to the right slot and array in the SE to ensure the correct execution of the program. This creates an optimization problem with a vast and sparse search space for which finding a mapping manually is impractical because it requires expertise and knowle…
Real world applications of Reinforcement Learning (RL) are often partially observable, thus requiring memory. Despite this, partial observability is still largely ignored by contemporary RL benchmarks and libraries. We introduce Partially Observable Process Gym (POPGym), a two-part library containing (1) a diverse collection of 15 partially observable environments, each with multiple difficulties and (2) implementations of 13 memory model baselines -- the most in a single RL library. Existing partially observable benchmarks tend to fixate on 3D visual navigation, which is computationally expen…
Columbia University(哥伦比亚大学);University of California, Berkeley(加州大学伯克利分校);Shenzhen Inst. of Advanced Tech.(深圳先进技术研究院);Northwestern University(西北大学);Bell labs(贝尔实验室);Amazon(亚马逊);IDEA Research(IDEA研究院)
Deep reinforcement learning (DRL) has revolutionized learning and actuation in applications such as game playing and robotic control. The cost of data collection, i.e., generating transitions from agent-environment interactions, remains a major challenge for wider DRL adoption in complex real-world problems. Following a cloud-native paradigm to train DRL agents on a GPU cloud platform is a promising solution. In this paper, we present a scalable and elastic library ElegantRL-podracer for cloud-native deep reinforcement learning, which efficiently supports millions of GPU cores to carry out mas…
We present the PowerGridworld software package to provide users with a lightweight, modular, and customizable framework for creating power-systems-focused, multi-agent Gym environments that readily integrate with existing training frameworks for reinforcement learning (RL). Although many frameworks exist for training multi-agent RL (MARL) policies, none can rapidly prototype and develop the environments themselves, especially in the context of heterogeneous (composite, multi-device) power systems where power flow solutions are required to define grid-level variables and costs. PowerGridworld i…
Southern University of Science and Technology(南方科技大学);NetEase Games AI Lab(网易游戏人工智能实验室)
Despite the emerging progress of integrating evolutionary computation into reinforcement learning, the absence of a high-performance platform endowing composability and massive parallelism causes non-trivial difficulties for research and applications related to asynchronous commercial games. Here we introduce Lamarckian - an open-source platform featuring support for evolutionary reinforcement learning scalable to distributed computing resources. To improve the training speed and data efficiency, Lamarckian adopts optimized communication methods and an asynchronous evolutionary reinforcement l…
Existing reinforcement learning environment libraries use monolithic environment classes, provide shallow methods for altering agent observation and action spaces, and/or are tied to a specific simulation environment. The Core Reinforcement Learning library (CoRL) is a modular, composable, and hyper-configurable environment creation tool. It allows minute control over agent observations, rewards, and done conditions through the use of easy-to-read configuration files, pydantic validators, and a functor design pattern. Using integration pathways allows agents to be quickly implemented in new si…
Highly Parallelized Reinforcement Learning Training with Relaxed Assignment Dependencies
College of Computer Science and Technology, National University of Defense Technology(国防科技大学计算机学院);National Key Laboratory of Parallel and Distributed Computing, National University of Defense Technology(国防科技大学并行与分布计算国家重点实验室)
Multi-agent reinforcement learning (MARL) is a powerful technology to construct interactive artificial intelligent systems in various applications such as multi-robot control and self-driving cars. Unlike supervised model or single-agent reinforcement learning, which actively exploits network pruning, it is obscure that how pruning will work in multi-agent reinforcement learning with its cooperative and interactive characteristics. \par In this paper, we present a real-time sparse training acceleration system named LearningGroup, which adopts network pruning on the training of MARL for the fir…
While many multi-robot coordination problems can be solved optimally by exact algorithms, solutions are often not scalable in the number of robots. Multi-Agent Reinforcement Learning (MARL) is gaining increasing attention in the robotics community as a promising solution to tackle such problems. Nevertheless, we still lack the tools that allow us to quickly and efficiently find solutions to large-scale collective learning tasks. In this work, we introduce the Vectorized Multi-Agent Simulator (VMAS). VMAS is an open-source framework designed for efficient MARL benchmarking. It is comprised of a…
Microsoft(微软);Google Brain(谷歌大脑);Google(谷歌);DeepMind;Cerebras Systems
Many recent machine learning models rely on fine-grained dynamic control flow for training and inference. In particular, models based on recurrent neural networks and on reinforcement learning depend on recurrence relations, data-dependent conditional execution, and other features that call for dynamic control flow. These applications benefit from the ability to make rapid control-flow decisions across a set of computing devices in a distributed system. For performance, scalability, and expressiveness, a machine learning system must support dynamic control flow in distributed and heterogeneous…