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Cheaper and Faster: Distributed Deep Reinforcement Learning with Serverless Computing
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Proposes MINIONSRL, a serverless distributed DRL training framework on Azure Container Instances that uses a PPO-trained scheduler to dynamically scale actor functions per round, cutting training time and cost versus server-based baselines.
Problem
On-policy distributed DRL with actor-learner architectures wastes resources because actors sit idle during synchronization and policy updates on coarse-grained server-based clusters, inflating cloud cost.
Approach
Refactor the actor-learner DRL pipeline into serverless functions with fine-grained, pay-per-use billing, and learn a PPO-based scheduler that chooses how many actor functions to launch in each training round to trade off training time against cost.
Key results
- MinionsRL reduces total training time by up to 52% and training cost by up to 86% compared to Azure ML and IMPACT.
- Compared to the static MinionsRL-Max variant, MinionsRL reduces training cost by up to 44% at similar duration.
- Fine-tuning a scheduler from another task reduces scheduler training time and cost by 90% while matching or beating training from scratch.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| use serverless MINIONSRL rather than Azure ML | PPO distributed training · OpenAI Gym tasks | training time: reduces total training time by up to 52% | Helped |
| use serverless MINIONSRL rather than Azure ML | PPO distributed training · OpenAI Gym tasks | training cost: reduces training cost by up to 86% | Helped |
| use dynamic DRL-based actor scheduling instead of 32 actors every round (ablation) | MINIONSRL · Hopper-v3 | training cost: 1.7 ± 0.3 vs 1.2 ± 0.2 | Helped |
| use dynamic DRL-based actor scheduling instead of 32 actors every round (ablation) | MINIONSRL · QbertNoFrameskip-v4 | training cost: 5.1 ± 1.2 vs 2.3 ± 0.8 | Helped |
| replace reward-ratio scheduling with DRL-guided actor scheduling (ablation) | MINIONSRL · Hopper-v3 | training time: 403 ± 45 vs 241 ± 24 | Helped |
| replace reward-ratio scheduling with DRL-guided actor scheduling (ablation) | MINIONSRL · QbertNoFrameskip-v4 | training time: 750 ± 61 vs 506 ± 59 | Helped |
| fine-tune a scheduler from another task instead of training it from scratch (ablation) | MINIONSRL scheduler · Humanoid-v3 and SpaceInvadersNoFrameskip-v4 | scheduler training time: reducing the scheduler training time and cost by 90% | Helped |
| increase the number of actors every ten rounds instead of using a fixed count (ablation) | PPO on CartPole-v1 · CartPole-v1 | final reward | Mixed |
| use serverless MINIONSRL rather than IMPACT | PPO distributed training · HalfCheetah-v3 | training time: 220 ± 29 vs 193 ± 12 | Hurt |
Limitations
- Scheduler must be trained separately for each DRL task, with high overhead (10-50 hours from scratch).
- Evaluated only on six OpenAI Gym tasks with PPO as the learner optimizer on Azure.
Experimental setup
Datasets: OpenAI Gym Hopper-v3 OpenAI Gym Humanoid-v3 OpenAI Gym HalfCheetah-v3 OpenAI Gym GravitarNoFrameskip-v4 OpenAI Gym SpaceInvadersNoFrameskip-v4 OpenAI Gym QbertNoFrameskip-v4
Benchmarks: Hopper-v3 Humanoid-v3 HalfCheetah-v3 GravitarNoFrameskip-v4 SpaceInvadersNoFrameskip-v4 QbertNoFrameskip-v4
Metrics: total training time (s) training cost ($) final rewards scalability round completion time latency breakdown
Baselines: Azure ML distributed PPO IMPACT MinionsRL-Max MinionsRL-Adapt
Builds on: PPO IMPALA IMPACT Ray RLlib
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