Measured DeepCFRMLP forward at bs={1,4,16,64,256,1024} on RTX 3090.
Per-state cost drops 232× from bs=1 (80 µs) to bs=256 (0.34 µs) while
per-call latency stays near 90 µs through bs=256. Policy-call supply
from a real run is ~368 states per traversal and ~200k per iteration,
well above the bs=64–256 plateau, so batched inference is not
supply-limited. GPU forward is not the limiter once batching exists.
Verdict: Optimization Priorities #5 (batched traversal inference) is
worth pursuing. End-to-end gain will still be bounded by encoding and
worker-GPU coordination overhead.
- scripts/profile_gpu_forward.py: standalone profiling script
- docs/performance.md: new "GPU forward profiling for batched traversal"
experiment section with table, supply estimate, and verdict
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
389 lines
14 KiB
Markdown
389 lines
14 KiB
Markdown
# Deep CFR Performance Notes
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This document tracks current runtime bottlenecks for the active Deep CFR
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training path. The numbers below are observational, not a benchmark contract.
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## Current Default Runtime
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Source run:
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```text
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runs/tmp/2026-05-07_171535_deep-cfr-default/metrics.jsonl
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```
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The run used `configs/deep_cfr/default.yaml` with CUDA enabled. At the time of
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inspection, completed metrics covered iterations 70 through 95. The training
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process was still running, so later rows may differ.
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Non-evaluation iterations averaged:
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| Metric | Mean | Share |
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| --- | ---: | ---: |
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| `iteration_seconds` | 17.85s | 100% |
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| `traversal_seconds` | 10.71s | 60% |
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| `advantage_train_seconds` | 4.72s | 26% |
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| `strategy_train_seconds` | 2.39s | 13% |
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| `memory_add_seconds` | 1.25s | 7% |
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| `checkpoint_seconds` | 0.02s | <1% |
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`batch_tensor_seconds` averaged 4.60s. This is not an additional phase; it is
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included inside the advantage and strategy training timers. It measures the cost
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of building per-step tensors from sampled replay entries, including `np.stack`
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and transfer to the trainer device.
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One evaluation iteration was present in the inspected window:
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| Iteration | `iteration_seconds` | `evaluation_seconds` |
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| ---: | ---: | ---: |
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| 75 | 40.30s | 18.29s |
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With the default `evaluation.eval_every: 25`, an 18.29s evaluation amortizes to
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about 0.73s per training iteration. This makes evaluation noticeable in logs but
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not the primary long-run wall-clock bottleneck.
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If the same 100-game evaluation is run more often, the amortized cost becomes:
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| `evaluation.eval_every` | Amortized eval cost |
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| ---: | ---: |
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| 25 | 0.73s/iteration |
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| 10 | 1.83s/iteration |
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| 5 | 3.66s/iteration |
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If `evaluation.games` increases from 100 to 1000, evaluation cost should be
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expected to grow roughly linearly unless fixed overhead or batching effects
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dominate. Using the observed 18.29s eval as a rough base, a 1000-game eval would
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be about 183s:
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| `evaluation.games` | `evaluation.eval_every` | Rough amortized eval cost |
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| ---: | ---: | ---: |
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| 1000 | 25 | 7.3s/iteration |
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| 1000 | 10 | 18.3s/iteration |
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| 1000 | 5 | 36.6s/iteration |
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At that point evaluation becomes a first-order wall-clock concern.
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## Current Bottleneck Shape
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Default training is split between CPU-heavy traversal and CUDA-backed network
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training:
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- Traversal is the largest measured phase at roughly 60% of non-eval iteration
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time.
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- Advantage and strategy training together are roughly 40% of non-eval
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iteration time.
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- Tensor materialization is a major part of training time, so reducing pure GPU
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compute alone cannot remove all of the training cost.
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The default traversal settings are:
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```yaml
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traversal:
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traversals_per_player: 280
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num_workers: 8
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worker_chunk_size: 8
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```
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This gives 560 traversals per iteration, split into 70 worker batches.
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## Device Use
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The trainer constructs the advantage and strategy networks on `run.device`.
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`configs/deep_cfr/default.yaml` sets:
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```yaml
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run:
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device: cuda
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use_amp: false
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```
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Traversal workers currently reconstruct networks on CPU:
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```python
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device = torch.device("cpu")
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```
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So, in the default multiprocessing traversal path, setting `run.device: cuda`
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accelerates the trainer's optimization steps and trainer-device evaluation, but
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does not move traversal worker inference to GPU.
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On ROCm systems, AMD GPUs may still appear through PyTorch's `cuda` device API
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if a compatible ROCm build is installed. The project does not have a separate
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AMD-specific device path.
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## AMP Status
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`run.use_amp` exists in configuration, but automatic mixed precision is not
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currently wired into the training loop. There are no active `autocast` or
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`GradScaler` calls in the Deep CFR trainer.
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Practical implication: setting
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```bash
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--set run.use_amp=true
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```
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should be treated as a no-op until the trainer implements AMP explicitly.
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If implemented, AMP would mainly target the network optimization phases:
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- `advantage_train_seconds`
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- `strategy_train_seconds`
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It would not directly reduce traversal CPU time or replay tensor
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materialization overhead.
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## Batching Status
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There are two separate meanings of batching in the current codebase.
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Implemented:
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- Worker batching via `traversal.worker_chunk_size`.
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- Evaluation policy batching via `evaluation.batch_size`.
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- Optimization batching via `optimization.advantage_batch_size` and
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`optimization.strategy_batch_size`.
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Not implemented:
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- Batched network inference inside traversal.
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Traversal policy evaluation currently encodes one state and runs a single-row
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network call, effectively `batch_size == 1`, then converts the result back to
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CPU/Numpy for Cython-side policy logic. This means traversal is not structured
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to feed many states to the GPU in a single inference call.
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Evaluation batching is already implemented. During evaluation, active games that
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need a policy-network action are grouped into chunks of
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`evaluation.batch_size`, then evaluated together on the evaluation device.
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Default config uses:
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```yaml
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evaluation:
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batch_size: 64
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```
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This makes evaluation much more suitable for GPU inference optimization than
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traversal is today. The remaining question is whether policy-network forward
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time is actually the dominant part of evaluation.
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## Evaluation Breakdown
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The current source emits evaluation metrics as:
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```text
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eval/<opponent>/<metric>
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```
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The inspected run uses an older flattened scheme:
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```text
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eval_<opponent>_<metric>
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```
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For that run, iteration 75 had `evaluation_seconds = 18.29s`. Evaluation was
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parallelized by opponent, so per-opponent `elapsed_seconds` values overlap and
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must not be summed as wall-clock time. The slow safe-heuristic opponents
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dominated the eval wall-clock.
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Representative per-opponent breakdown:
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| Opponent | Elapsed | Network | Postprocess | Opponent act |
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| --- | ---: | ---: | ---: | ---: |
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| `random` | 0.57s | 0.18s | 0.25s | 0.06s |
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| `passive_discard` | 0.36s | 0.13s | 0.17s | 0.00s |
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| `safe_heuristic` | 14.54s | 2.65s | 3.34s | 7.57s |
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| `safe_heuristic_loose` | 11.20s | 2.55s | 3.30s | 4.63s |
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| `safe_heuristic_strict` | 15.94s | 2.51s | 3.14s | 9.22s |
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| `noisy_safe` | 1.68s | 0.40s | 0.58s | 0.57s |
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The important read is that safe-heuristic evaluation is not primarily GPU
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network forward time. `opponent_act_seconds` and policy post-processing are
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larger than `policy_network_seconds` for the slowest opponents.
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Useful eval runtime keys to inspect:
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```text
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eval_<opponent>_elapsed_seconds
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eval_<opponent>_policy_network_seconds
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eval_<opponent>_policy_encoding_seconds
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eval_<opponent>_policy_postprocess_seconds
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eval_<opponent>_policy_legal_mask_seconds
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eval_<opponent>_opponent_act_seconds
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eval_<opponent>_apply_action_seconds
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eval_<opponent>_diagnostics_seconds
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eval_<opponent>_final_scoring_seconds
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```
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For newer runs, replace `eval_<opponent>_<metric>` with
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`eval/<opponent>/<metric>`.
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## Evaluation Optimization Options
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The practical eval tuning levers are:
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1. Tune `evaluation.batch_size`.
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Try 128 or 256 if GPU memory allows. This helps most when
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`policy_network_seconds` is a large fraction of opponent elapsed time.
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2. Tune `evaluation.num_workers`.
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Multiple workers parallelize opponents, but they can also split GPU work
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across processes and duplicate model copies. Compare 1, 2, and 4 workers for
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CUDA eval instead of assuming the largest value is fastest.
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3. Split light and full evaluation.
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A useful schedule would run a small opponent/games set frequently and the
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full opponent suite less often. The current config has one eval schedule, so
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this would require a feature change.
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4. Reduce frequent opponents.
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The safe-heuristic opponents dominate wall-clock in the inspected run. For
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frequent checks, evaluate against one or two representative opponents and run
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the full suite less often.
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5. Add a diagnostics-light mode.
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Current eval records many action-quality and expedition diagnostics. The
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measured `diagnostics_seconds` is small in the inspected run, but a basic
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win-rate/score-only mode would still make frequent large evals simpler and
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cheaper.
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6. Consider asynchronous evaluation.
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A separate process can evaluate checkpoints while training continues. This
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does not reduce total compute, and it can contend for GPU if run on the same
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device, but it removes eval pauses from the trainer wall-clock.
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7. Consider eval-only AMP or compiled inference.
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This is simpler than training AMP because evaluation has no backward pass.
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It should be measured against `policy_network_seconds`; it will not reduce
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opponent policy time or game-state transition time.
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## TensorRT Assessment
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TensorRT is not an obvious high-priority optimization for the current default
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training loop.
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Reasons:
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- The largest phase is traversal, and default multiprocessing traversal runs on
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CPU workers.
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- Traversal network inference is single-state, control-flow-heavy, and crosses
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between encoded state arrays, PyTorch tensors, and CPU/Numpy outputs.
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- TensorRT mainly helps inference, while the CUDA-backed trainer phases are
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training steps with backward passes and optimizer updates.
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- Evaluation can benefit from inference optimization in principle, but default
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evaluation is only every 25 iterations. Even making evaluation much faster has
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limited effect on long-run average iteration time.
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For evaluation specifically, TensorRT is more plausible because GPU batching is
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already implemented. It would replace or wrap the strategy-network forward pass
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with a precompiled inference engine. Its maximum impact is bounded by
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`policy_network_seconds`, not by total eval time.
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In the inspected eval row, the slow safe-heuristic opponents spent about
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2.5-2.6s in policy-network forward but 4.6-9.2s in opponent action selection and
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about 3.1-3.3s in policy post-processing. That means TensorRT could help eval,
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especially for larger `evaluation.games`, but it is not expected to collapse the
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18.29s eval to a tiny number by itself.
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TensorRT becomes more attractive if:
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- `evaluation.games` is raised substantially, such as 1000 games.
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- `evaluation.eval_every` is reduced to 5 or 10.
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- `policy_network_seconds / elapsed_seconds` rises after batch-size and worker
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tuning.
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TensorRT may also become relevant for traversal after a larger traversal
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redesign that batches many policy-needed states into GPU inference requests.
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## Optimization Priorities
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Based on the current metrics, the more plausible performance work is:
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1. Improve traversal throughput.
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Tune worker count and chunk size, then profile the Cython traversal hot path.
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2. Reduce training tensor materialization cost.
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`batch_tensor_seconds` is a large part of train time. More contiguous replay
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storage or tensor-ready sampled batches may help more than model-kernel
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tuning alone.
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3. Implement and test AMP.
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This should be gated by `run.use_amp` and measured against loss stability and
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wall-clock, since it only targets the optimization phases.
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4. Consider `torch.compile` for the trainer networks.
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This should be measured separately from traversal because the default
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training loop has substantial non-kernel overhead.
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5. Consider batched traversal inference only as a structural project.
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This is the path that could make GPU inference accelerators more meaningful,
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but it requires changing traversal scheduling, not just swapping the network
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backend.
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6. For eval-heavy runs, optimize the safe-heuristic opponents and policy
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post-processing before assuming TensorRT is the main lever.
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The inspected eval row shows those costs dominate the slowest opponents.
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## Experiments
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### `torch.compile` on trainer networks (2026-05-07, regression)
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Wrapped both advantage networks and the strategy network with
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`torch.compile()` at trainer construction time. Implementation also
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required a `_clean_state_dict()` helper to strip the `_orig_mod.` prefix
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that compiled modules add to `state_dict()`, plus a `_orig_mod`-routed
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path for `load_state_dict()` so multiprocessing traversal workers and
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checkpoint restoration could keep using the uncompiled `DeepCFRMLP`
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class.
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Measurement (8 iterations on `default.yaml`, eval and checkpoint
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disabled, iteration 1 dropped as compile warm-up):
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| | iter mean | 1000-iter projection |
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| --- | ---: | ---: |
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| Baseline (no compile) | 17.93s | 4.98h |
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| `torch.compile` on trainer nets | 18.79s | 5.22h |
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| Effect | +0.86s (+4.8%) | +14 min |
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Net result: regression. Two reasons:
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- Traversal is ~60% of iteration time and runs in CPU multiprocessing
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workers that reconstruct networks from cleaned `state_dict`s, so they
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bypass the compiled wrapper entirely.
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- `DeepCFRMLP` (512-hidden, 3-layer) is small enough that the compiled
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call dispatch overhead exceeds the kernel-fusion benefit.
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Implementation preserved on branch `experiments/torch-compile` for
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revisiting if the trainer model grows substantially or after the
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batched-traversal-inference work in Optimization Priorities #5 lands —
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that is the change that would put compile on the dominant phase, not
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just on the trainer's optimization steps. Not enabled on `main`.
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### GPU forward profiling for batched traversal (2026-05-07, decision support)
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To decide whether Optimization Priorities #5 (batched traversal inference) is
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worth implementing, profiled `DeepCFRMLP` from `default.yaml`
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(input_dim=365, output_dim=22, hidden=512, 3 layers, ReLU) on an RTX 3090 in
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`eval()` + `inference_mode`, with 10-iter warm-up and 1000-iter measurement
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per batch size. Script: `scripts/profile_gpu_forward.py`.
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| Batch size | μs/call | μs/state | Speedup vs bs=1 |
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| ---: | ---: | ---: | ---: |
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| 1 | 80.07 | 80.074 | 1.00× |
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| 4 | 81.20 | 20.299 | 3.94× |
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| 16 | 91.30 | 5.706 | 14.03× |
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| 64 | 93.61 | 1.463 | 54.75× |
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| 256 | 88.34 | 0.345 | 232.03× |
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| 1024 | 161.95 | 0.158 | 506.30× |
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Policy-call supply from
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`runs/tmp/2026-05-07_181155_deep-cfr-default/metrics.jsonl`: mean
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`traversal/nodes` ≈ 205,810 over 280 traversals/player → ~368 policy calls per
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traversal (rough upper bound on batchable states), ~200k per iteration across
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560 traversals.
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Verdict: **Priority #5 is worth pursuing.** Per-state cost drops from 80 μs at
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bs=1 to 0.34 μs at bs=256 (>230×). The available supply of ~368 states per
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traversal sits comfortably in the bs=64–256 range where μs/call plateaus near
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90 μs. End-to-end gain will be bounded by encoding and worker-GPU coordination
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overhead, but the GPU forward is not the limiter once batching is in place.
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