Three coordinated hygiene changes; none target the diagnosed
selection-bias bottleneck. They make the codebase honestly reflect the
pure-self-play stance and reduce dashboard noise.
Bot rename (drop the unhelpful safe_ prefix; suffixes describe behaviour):
- safe_heuristic_loose -> heuristic_aggressive
- safe_heuristic -> heuristic_balanced
- safe_heuristic_strict -> heuristic_cautious
- noisy_safe -> heuristic_noisy
- passive_discard -> discard_only
Class renames in bots/: SafeHeuristicBot -> HeuristicBot,
SafeHeuristicParams -> HeuristicParams, PassiveDiscardBot -> DiscardOnlyBot,
plus loose/strict parameter constants. Backwards compatibility was dropped
intentionally per user instruction; no aliases. Active configs, docs,
scripts, tests updated. Archive directories (configs/archive,
docs/archive, runs/archive) left intact and may still reference old
names per their read-only policy. The src/.../bots/passive.py module was
renamed to discard_only.py via git mv.
Analyze plot curation (deep_cfr/analyze.py):
- Added analysis_00_core.png as the canonical daily dashboard with 10
heuristic-free metrics (loss/{advantage,strategy}; vs heuristic_cautious:
avg_score_diff0, win_rate0, avg_opened_colors, positive_expedition_rate,
bonus_expedition_rate, score_per_opened_color, policy_entropy; vs random:
win_rate0).
- Removed analysis_05_open_quality.png (bad/weak/good open rates,
recoverable score) and analysis_07_calibration.png (calibration gap,
recoverable mean) - both relied on the heuristic recoverable_score
classifier already dropped from inputs.
- Removed SELECTIVITY_PLOTS and plot_selectivity (heuristic-laden).
- SUMMARY_EVAL_METRICS no longer includes bad_open_rate or
calibration_gap.
- PlotSpec gained an opponents allowlist so the new core section can pin
a specific opponent per panel without restructuring plot_section.
Tiered evaluation cadence (EvaluationConfig):
- Added extended_opponents and extended_eval_every (default 0 = disabled).
- opponents_for_iteration(iteration) returns the core list every
eval_every and appends extended_opponents (de-duplicated) when
iteration is also a multiple of extended_eval_every.
- default.yaml now uses 3 core opponents (random, discard_only,
heuristic_cautious) every 5 iterations and 3 extended opponents
(heuristic_balanced, heuristic_aggressive, heuristic_noisy) every 50
iterations. random is the floor sanity. discard_only is the
zero-pit detector / absolute-score reference (its score is always 0,
so eval/discard_only/avg_score_diff0 directly equals the model's raw
average score). heuristic_cautious is the ceiling and the
archive-comparable benchmark used in the prior diagnostic sections.
Net eval cost reduction: roughly 50% (3 opponents x every 5 iter, plus
6 opponents x every 50 iter, vs the prior 6 x every 5).
Documented in docs/plans/deep-cfr-selectivity.md section 9.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
3.6 KiB
Deep CFR Evaluation Performance
Last verified: 2026-05-08, commit b0b3855
Source: docs/archive/deep-cfr-evaluation-profile-2026-05-07.md
Question
Why is CUDA evaluation significantly slower than CPU evaluation in the current Deep CFR implementation, and how can evaluation throughput be improved?
Short answer: Model forward latency (batch size 1) dominates evaluation wall-clock. For the current small-model architecture, CUDA kernel launch and synchronization overhead outweighs its parallel processing advantage. Evaluation currently executes serial games with single-sample policy requests, making CPU the faster device by a factor of ~1.6x.
Code reference
src/coolrl_lost_cities/games/classic/deep_cfr/evaluate.py, function action_distribution (around line 250):
with torch.inference_mode():
x = torch.as_tensor(info, dtype=torch.float32, device=self.device).unsqueeze(0)
logits = self.strategy_network(x).squeeze(0).detach().cpu().numpy()
This single-sample forward pass is the tightest loop in evaluation. In a typical 100-game evaluation run against a variety of opponents, this function is called hundreds of thousands of times (e.g., ~236k calls in the 2026-05-07 profile run).
Performance Analysis
Profiling data reveals a sharp divide between training and evaluation efficiency when using CUDA:
| Phase | CPU Time | CUDA Time | Speedup (CUDA) |
|---|---|---|---|
| Advantage Train | 4.05s | 2.88s | 1.40x |
| Strategy Train | 1.64s | 1.37s | 1.20x |
| Evaluation | 38.92s | 61.83s | 0.63x (Slower) |
The discrepancy arises because training uses large batches (e.g., batch_size: 512), which allows the GPU to saturate and amortizes kernel launch overhead. Evaluation, however, steps through games one action at a time.
On CPU, the network / turn cost is approximately 0.074 ms. On CUDA, this rises to 0.162 ms. This 2x increase in per-turn latency is typical for small MLP models on CUDA, where the compute time is shorter than the host-to-device synchronization and kernel scheduling latency.
Secondary Bottlenecks
- Post-processing: Moving tensors back to CPU (
.cpu().numpy()) and calculating entropy adds measurable overhead on CUDA that is largely absent on CPU. - Opponent Logic: Heuristic opponents (e.g.,
heuristic_balanced) contribute significantopponent_act_seconds(up to 3.5s per eval iteration). Since this logic is pure Python/Cython and runs on the CPU, it does not benefit from GPU acceleration, further diluting any potential CUDA wins.
Practical Implications
- Device Choice: For the current serial evaluation implementation, always use
--device cpufor evaluation. If training on CUDA, transferring weights to a CPU-based evaluation worker is significantly more efficient than evaluating on the GPU. - Batched Evaluation: To make CUDA evaluation viable, the implementation must be refactored to use
select_actions_batchacross multiple concurrent games. This would move the evaluation pattern closer to the training pattern, allowing the GPU to process multiple info-states in a single kernel launch. - Model Scaling: As the strategy network size increases (e.g., larger hidden layers or more blocks), the relative overhead of CUDA will decrease. At a certain model scale, the compute advantage will eventually overcome the latency penalty even at batch size 1.
References
docs/archive/deep-cfr-evaluation-profile-2026-05-07.md(Profiling source)docs/performance.md(Top-level performance log)src/coolrl_lost_cities/games/classic/deep_cfr/evaluate.py(Implementation)