Document Option A bench result, post-A calculus, plans, and cost reports

performance.md additions:
- Batched Traversal Inference design decision (A vs B vs C with
  rationale).
- Option A bench result and structural ceiling (realized batch ~7.2,
  IPC overhead exceeds GPU gain at small model size).
- Post-A optimization calculus: why compile/TensorRT remain
  iter-neutral today and become meaningful only after model growth
  and/or denser eval. Sequencing matters; do not retest these on the
  current small model.
- Free-threaded Python (3.13t/3.14t) note: cleanest endpoint in
  principle, but PyTorch maturity + Cython nogil audit cost block
  near-term adoption.

docs/plans/ (4 plan documents for Codex execution):
- batched_traversal_inference_server.md (executed; deferred).
- amp_trainer.md.
- torch_compile.md.
- cython_safe_heuristic_bots.md (executed; first-pass landed).

docs/reports/ (3 cost reports):
- cost_pytorch_free_threaded_2026-05-07.md: WAIT 3-6 months;
  PyTorch wheels exist but our Cython is the gating cost.
- cost_cython_nogil_audit_2026-05-07.md: medium effort, traversal.pyx
  carries 90% of blockers; Steps 1-3 (cfr_math/encoding nogil
  keywords, TraversalStats cdef class) are safe and cheap, Steps
  4-6 wait for triggers.
- cost_pytorch_cuda_multithread_2026-05-07.md: risky;
  optimizer.step / load_state_dict race silently with concurrent
  forward; per-thread default streams unset means naive threading
  serializes on default stream anyway.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-05-07 20:05:38 +09:00
co-authored by Claude Opus 4.7
parent a7ab94e096
commit befe29fc57
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@@ -386,3 +386,307 @@ bs=1 to 0.34 μs at bs=256 (>230×). The available supply of ~368 states per
traversal sits comfortably in the bs=64256 range where μs/call plateaus near
90 μs. End-to-end gain will be bounded by encoding and worker-GPU coordination
overhead, but the GPU forward is not the limiter once batching is in place.
## Batched Traversal Inference: Design Decision (2026-05-07)
Three structural options were considered for Priority #5:
- **A. Central inference server.** Workers stay in multiprocessing and
reconstruct nothing on GPU. A separate server process owns the model, batches
incoming policy requests across workers, runs GPU forward, returns logits.
Worker traversal logic and the Cython recursion are untouched.
- **B. Per-worker batching.** Each worker interleaves multiple traversals
internally to form its own batches. GPU process count = worker count, so model
copies and GPU contention scale with workers. Batching efficiency is bounded
by per-worker in-flight count.
- **C. Single-process vectorized traversal.** Drop multiprocessing entirely.
Main process runs N traversals lockstep with explicit recursion stacks,
forming a natural batch dimension across traversal instances. Existing
recursive traversal can be kept and a new `traversal/batched.{py,pyx}` added
as a parallel backend gated by config; existing code is not modified.
### Decision: A
Reasons:
- **Hardware fit dominates.** A central inference server keeps multiprocessing,
so all available CPU cores stay productive on game logic. C is single-process,
so on a 32-core remote machine with a weak GPU it wastes 31 cores while the
weak GPU caps batching gains; A is strictly better there. On a 6-core / RTX
3090 box A and C are competitive but uncertain — C only wins when GPU forward
is the dominant share of traversal, and game logic in CFR traversal is not
negligible.
- **C is not the "ultimate" answer on multi-core machines.** A truly maximal
design would combine C's batched GPU forward with `nogil` threaded game
logic, which is strictly more complex than C alone. Plain C, by being
single-process, gives up CPU parallelism that the existing multiprocessing
path already exploits.
- **A is mostly additive.** New modules: `inference_server.py`,
`inference_client.py`, shared-memory tensor pool, weight-sync hook. Existing
touches are small: worker policy call site (one line), worker spawn/teardown
(server start/stop), trainer (periodic weight push). Cython traversal
recursion, game engine, replay/training paths are unchanged.
- **The hard part is IPC tuning, not code volume.** Latency budget vs GPU
forward, weight-staleness window, backpressure, and shared-memory tensor
layout. Code is small; the design surface is concentrated in one place.
### IPC: what crosses the process boundary
Only the encoded policy input and its response cross IPC:
- Forward request: encoded state vector, ~365 floats ≈ 1.5KB.
- Forward response: action logits, ~22 floats ≈ 88 bytes.
Game state, traversal recursion stack, event log, CFR regret/strategy
accumulators, and chance-node sampling history all stay inside the worker
process. The policy network consumes a flat encoded state (`input_dim=365`),
so the server needs no game-tree context to answer a request.
The replay-buffer write path (workers shipping collected regret/strategy
samples to the trainer) is separate, already exists today, and is reflected in
`memory_add_seconds` ≈ 1.25s/iter; A does not add to it.
### IPC mechanism: multiprocessing + shared memory
- **Big payload (state, logits)**: shared-memory tensors. Either
`torch.multiprocessing` with `tensor.share_memory_()` and a pre-allocated
buffer pool indexed by slot id, or `multiprocessing.shared_memory.SharedMemory`
with manual slot management. Pickle is bypassed for the data itself.
- **Control messages (slot index, request id)**: small `Queue`. Pickle still
happens here but only for ints/tuples, which is sub-microsecond and
negligible against ~90 μs GPU forward.
- The naive path (`multiprocessing.Queue(tensor)` with default pickle) is the
one that is slow and is what causes the "Python IPC is slow" reputation.
With shared memory, multiprocessing IPC is effectively on par with thread
shared-memory access for tensor traffic.
### Why not Cython `nogil` + threading instead of multiprocessing
Threading would avoid IPC entirely, but it requires the game-engine hot path
to be genuinely `nogil`-clean — no Python objects touched anywhere on the path.
Whether the existing Cython traversal qualifies is unknown and likely no:
auditing and migrating it to be fully `nogil`-clean is a substantial,
high-risk change to existing code, contradicting A's "mostly additive"
property. Additional drawbacks: a single segfault kills all threads;
multi-threaded CUDA usage has subtle context-sharing pitfalls; tooling and
prior art are weaker than for the multiprocessing pattern. Revisit only after
free-threaded Python (PEP 703) stabilizes or if a future profile shows the
shared-memory IPC is itself the limiter.
### Implementation plan
1. Prototype A on the 6-core / 3090 host with a single worker: validate
end-to-end correctness and measure IPC round-trip latency vs GPU forward.
2. Scale to multiple workers; tune `batch_window_us`, `max_batch`, and
`sync_every` (weight push frequency).
3. Deploy to the 32-core / weak-GPU remote and confirm CPU-side scaling holds
and the weak GPU is still the right place to keep the model.
4. Defer C. Re-evaluate only if A's measurements show GPU forward is no longer
on the critical path and game-logic CPU cost dominates — in that case the
right next step is C with `nogil` threading, not plain C.
## Post-A Optimization Calculus (forward-looking, 2026-05-07)
Once Option A lands, the bottleneck shape changes. This section records the
expected sequencing for follow-up work. It is forward-looking and has not been
measured yet — verify against bench numbers after A is benchmarked.
### Why compile / TensorRT are negligible *today* but become meaningful later
Today (small model: 3-layer, 512 hidden):
- `torch.compile` on the trainer's networks already regressed (see the
2026-05-07 experiment above). The model is too small for kernel fusion to
beat compile dispatch overhead.
- `torch.compile` / TensorRT on the inference-server forward (post-A) would
shave ~3050% off ~90μs/call → ~5070μs/call. With forward share of an iter
reduced to <1% by A's batching, the iter-level multiplier is ~1.001.01×.
Negligible.
Two compounding shifts can flip this:
1. **Larger model.** Going from 512 hidden / 3 layers to ~1024 hidden /
~6 layers pushes the forward call out of dispatch-bound territory into
kernel-bound territory. Compile fusion and TensorRT both deliver real
1.52× on the forward call itself once the kernel is large enough to
amortize launch overhead. Forward share of iter time also rebalances upward
because per-call time scales with FLOPs while batching gain is fixed.
2. **Denser, larger evaluation.** Moving toward `eval_every: 5` and
`evaluation.games: 1000` makes evaluation about half of iteration wall-clock
(see the amortized eval table earlier in this doc). Eval is pure inference,
so TensorRT on the inference-server's forward path applies directly.
When both shifts happen together, an illustrative future iter (rough order of
magnitude only):
| Configuration | Iter time (rough) |
| --- | ---: |
| Today (small model, eval_every=25) | 17.85s |
| + A (batched traversal inference) | ~14s |
| + larger model (≈4× FLOPs), no compile/TRT | ~50s |
| + dense eval (eval_every=5, games=1000) | ~70s |
| + compile (trainer) + TensorRT (inference) | ~45s |
That last row is where compile/TensorRT contributes ~1.5× iter — the same
tooling that is iter-neutral today. The numbers above are illustrative; real
ratios depend on model size, kernel autotune outcomes, and the eval-vs-train
balance.
### Tooling split
- **TensorRT**: applies only to inference (no backward). Targets:
- inference-server forward in traversal,
- inference-server forward in evaluation.
Both are served by the same A-era server, so a single TensorRT integration
covers both.
- **`torch.compile`**: applies to trainer's advantage/strategy training
(forward+backward+optimizer). The 2026-05-07 regression on a small model
does **not** generalize — it must be re-measured on whatever larger model
config we settle on. Do not conclude "compile is bad" from the small-model
data point.
### Recommended sequencing
Do this in order. Skipping ahead is the failure mode that creates misleading
"compile/TRT didn't help" data.
1. **Now**: benchmark A (`scripts/bench_inference_backend.py`) and confirm the
`local` vs `server` multipliers on `home` and `remote`. Validate the iter
1.21.3× / traversal 1.52× working estimate.
2. **Next**: experiment with a larger network config. Measure compute vs
learning-curve trade-off with the existing toolchain (no compile/TRT yet).
This step decides the model size that future optimizations target.
3. **Then**: re-measure `torch.compile` on the trainer at the chosen model
size. The earlier regression was size-bound; expect a different result.
4. **Then**: integrate TensorRT into the inference server (covers traversal
and eval forward simultaneously). Bound the gain by the post-step-2
`policy_network_seconds` share, not the headline TensorRT speedup.
5. **In parallel with 24**: if denser eval is operationally useful, raise
`evaluation.games` and lower `evaluation.eval_every`. This step does not
require code changes but sharply increases the value of step 4.
Out of scope until A bench numbers are in: Option C, `nogil` threading, async
inference client, compiled encoding.
## Option A Bench Result and Structural Ceiling (2026-05-07)
Option A (`traversal.inference_backend: server`) was implemented and
benchmarked. **Result: regression. A is deferred. `default.yaml` stays on
`local`. The implementation is preserved behind the flag for future revisit.**
### Bench numbers
`scripts/bench_inference_backend.py --device cuda --iterations 5 --warmup 1`,
RTX 3090, after a per-call IPC fix (replaced `multiprocessing.Manager()`
queues/events with spawn-context primitives, slot reuse per worker batch,
shared memory confirmed in use for state/response payloads).
| Backend | iter | traversal | adv_train | strat_train | mem_add | batch_tensor |
| --- | ---: | ---: | ---: | ---: | ---: | ---: |
| `local` | 16.75s | 10.81s | 3.91s | 2.02s | 0.95s | 3.56s |
| `server` | 57.61s | 51.61s | 3.96s | 2.02s | 0.50s | 3.57s |
| Speedup | 0.29× | 0.21× | 0.99× | 1.00× | 1.89× | 1.00× |
Raw: `runs/bench/2026-05-07_193335_inference_backend/results.json`.
Training and eval phases are unchanged (as expected — A only touches the
traversal forward path). The regression is contained in `traversal_seconds`,
which is ~5× worse.
### Diagnosis
The server emits per-flush batch stats. **Mean batch size: ~7.27.9, max 8.**
This is the structural ceiling, not a tunable misconfiguration:
- Traversal recursion is **sync-blocking** at the policy call site. Each
worker has at most one in-flight policy request at a time.
- In-flight requests at the server ≤ `num_workers` = 8.
- The server further splits each batch by `(network_kind, network_index)`,
so the actual GPU forward group size is roughly half of that — about 4
rows per group.
Per-state cost at this realized batch size, from the GPU profile table:
| Realized batch | μs/state |
| ---: | ---: |
| 1 | 80.07 |
| 4 | 20.30 |
| 8 (extrapolated) | ~12 |
| 64 | 1.46 |
| 256 | 0.34 |
So the GPU is doing ~12μs per state instead of the projected ~1.5μs at
bs=64. The IPC round-trip per call (queue post + server scheduler + event
wakeup, even with shared-memory payload) is on the order of hundreds of μs
per call, which exceeds both the local CPU forward (~80200μs at bs=1 on
this small MLP) and the marginal GPU gain. Net: per-call cost roughly
doubles or triples, compounded across ~205k calls/iter, gives the observed
5× traversal regression.
`batch_window_us` and `max_batch` tuning cannot escape this ceiling —
there are simply not 64 concurrent in-flight requests to coalesce when only
8 workers are blocking-sync.
### What this means for the headline GPU profile (`scripts/profile_gpu_forward.py`)
The earlier "230× speedup at bs=256" is a **per-state GPU forward**
microbenchmark, not an end-to-end traversal speedup. Realizing that gain
requires *actually feeding the GPU* with bs=64+ batches. Sync-blocking
multi-worker traversal cannot do that. Reaching the bs=64 regime needs
either:
- Per-worker traversal interleaving (worker advances `worker_chunk_size`
traversals concurrently, suspending at each policy call — Option B
shape), which requires turning Cython traversal recursion into a
resumable state machine. Same scope as a partial Option C, localized to
worker scope.
- Option C proper (single-process vectorized traversal).
Both require restructuring traversal. Option A's "additive, no traversal
changes" property turned out to also mean "cannot drive the batch size up."
### Why deferring A (not deleting) is the right call
- The plumbing (server process, shared-memory client, weight sync, config
flag) is complete and tested. Re-enabling is a config flip.
- The fundamental issue at this model size is that **GPU forward time is
too small to amortize IPC overhead** at any realistic batch size we can
drive without restructuring traversal. Bigger model changes that
arithmetic; the same plumbing then becomes useful.
- The `mem_add_seconds` row showed a real 1.89× win, suggesting the
shared-memory replay-write path adopted along the way is worth keeping
even with `local` backend. (Confirm separately; this is a side effect.)
### Re-enable A when one of these holds
1. **Model grows** to ~1024 hidden / ~6 layers (compile/TRT discussion
above). Forward time scales with FLOPs while IPC overhead is fixed; at
some point IPC becomes a small fraction.
2. **Per-worker interleaved traversal** ships (Option B-shape refactor).
Drives realized batch toward 64 and reclaims the profile table's gains.
3. **Eval becomes the dominant phase** (`eval_every: 5`,
`evaluation.games: 1000`). Eval is not sync-blocking traversal; it is
already batch_size=64 in eval code. The same inference server can
serve eval directly without the worker-side ceiling.
### Free-threaded Python (3.13t) note
Free-threaded Python + Cython `nogil` would let many threads (well above
core count) run game logic concurrently in one process, with shared memory
and no IPC. With ~64 threads sync-blocking on policy calls, the server
would naturally see bs=64. **In principle this is the cleanest endpoint.**
In practice as of early 2026:
- Free-threaded Python is an opt-in build (`python3.13t`), still
experimental, with measurable single-thread overhead.
- PyTorch's free-threaded compatibility is partial.
- Cython `nogil`-cleanliness audit on the existing game engine is still
required and was the original reason `nogil` threading was deferred in
the design decision above.
- No project-level adoption pressure on `python3.13t` today.
So free-threaded Python does change the architectural answer, but it does
not unblock A *now*. Track the ecosystem; revisit when (a) `python3.13t`
becomes mainstream or (b) the Cython engine is `nogil`-cleaned for other
reasons.