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SRL: Scaling Distributed Reinforcement Learning to Over Ten Thousand Cores

ICLR 2024 · Reinforcement learning › Visual and representation RL · approach: Scalable RL systems and environments · 0 citations (OpenAlex)

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Proposes SRL, a dataflow abstraction (workers, task handlers, streams, services) and distributed RL system that decouples actor, policy, and trainer workers, achieving up to 21x higher throughput than baselines and scaling to over 15k CPU cores.

Problem

Existing open-source RL systems couple environment simulation, policy inference, and training, leading to low resource efficiency, poor multi-node scaling, and algorithm code entangled with system APIs, which hinders large-scale RL training.

Approach

A general dataflow abstraction (workers hosting task handlers, connected by inference and sample streams and supported by services) where actor, policy, and trainer workers are independently scheduled across heterogeneous nodes, combined with optimizations such as environment rings, trainer pre-fetching, and dynamic batching.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Use SRL instead of Sample FactorySingle-machine RL training · Atari, DMLab, and SMAC at 64 CPU cores; gFootball at 64 CPU cores favors Sample Factorytraining FPSMixed
Use the decoupled SRL architecture instead of the IMPALA-style architectureSRL large-scale cluster configuration · Full-sized clustertraining throughput: 3.74x compared to SEED-style and 1.68x compared to IMPALA-style architectureMixed
Use SRL instead of RLlibDistributed RL training · Distributed settingtraining throughput: 6.3x to 21.6xHelped
Use GPU inference instead of CPU inference (ablation)SRL actor workers · DMLab and Atarisample generation throughput: 1.56x and 5.44x speedup ratioHelped
Use GPU inference instead of CPU inference (ablation)SRL actor workers · gFootball and SMACsample generation throughputNo clear effect
Add an environment ring rather than using a single environment instance (ablation)SRL actor workers · Atari actor sample generationspeedup ratio: around 7xHelped
Increase environment ring size (ablation)SRL actor workers using GPU inference · Actor sample generationspeedup ratioHelped
Enable trainer pre-fetching (ablation)SRL trainer workers · Atari and DMLabtraining throughput: 2-3xHelped
Enable trainer pre-fetching (ablation)SRL trainer workers · gFootball and SMACtraining throughputHelped
Increase actor-worker count beyond trainer capacity (ablation)SRL trainer and actor workers · Large-scale sample generationtraining FPSHurt
Scale PPO training with more samples and larger batch sizesSRL PPO · Atari-5 and gFootball academy scenarios after 8-hour trainingIQM performanceHelped
Scale Q-learning algorithms with larger batches and more workers under a fixed time budgetSRL Q-learning algorithms · Atari and gFootball benchmarks after 8-hour trainingevaluation scoreHurt

Surprising findings

Limitations

Experimental setup

Datasets: Atari Google Research Football SMAC DeepMind Lab Hide-and-Seek

Benchmarks: Atari Google Research Football SMAC DeepMind Lab Hide-and-Seek

Metrics: training throughput (FPS) IQM human-normalized score IQM win rate wall-clock speedup to reach ramp lock stage

Baselines: Sample Factory rlpyt SeedRL RLlib MSRL Rapid

Builds on: IMPALA SEED RL PPO Ray RLlib Sample Factory

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