CaiRL A High-Performance Reinforcement Learning Environment Toolkit Per-Arne Andersen

2025-04-27 0 0 265.98KB 8 页 10玖币
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CaiRL: A High-Performance Reinforcement
Learning Environment Toolkit
Per-Arne Andersen
Department of ICT
University of Agder
Grimstad, Norway
per.andersen@uia.no
Morten Goodwin
Department of ICT
University of Agder
Grimstad, Norway
morten.goodwin@uia.no
Ole-Christoffer Granmo
Department of ICT
University of Agder
Grimstad, Norway
ole.granmo@uia.no
Abstract—This paper addresses the dire need for a platform
that efficiently provides a framework for running reinforcement
learning (RL) experiments. We propose the CaiRL Environment
Toolkit as an efficient, compatible, and more sustainable alterna-
tive for training learning agents and propose methods to develop
more efficient environment simulations.
There is an increasing focus on developing sustainable artificial
intelligence. However, little effort has been made to improve the
efficiency of running environment simulations. The most popular
development toolkit for reinforcement learning, OpenAI Gym, is
built using Python, a powerful but slow programming language.
We propose a toolkit written in C++ with the same flexibility level
but works orders of magnitude faster to make up for Python’s
inefficiency. This would drastically cut climate emissions.
CaiRL also presents the first reinforcement learning toolkit
with a built-in JVM and Flash support for running legacy
flash games for reinforcement learning research. We demonstrate
the effectiveness of CaiRL in the classic control benchmark,
comparing the execution speed to OpenAI Gym. Furthermore,
we illustrate that CaiRL can act as a drop-in replacement for
OpenAI Gym to leverage significantly faster training speeds
because of the reduced environment computation time.
Index Terms—Reinforcement Learning, Environments, Sus-
tainable AI
I. INTRODUCTION
Reinforcement Learning (RL) is a machine learning area
concerned with sequential decision-making in real or simu-
lated environments. RL has a solid theoretical background and
shows outstanding capabilities to learn control in unknown
non-stationary state-spaces [1]–[3]. Recent literature demon-
strates that Deep RL can master complex games such as Go
[4], StarCraft II [5], and progressively move towards mas-
tering safe autonomous control [1]. Furthermore, RL has the
potential to contribute to health care for tumor classification
[6], finances [7], and industry-4.0 [8] applications. RL solves
problems iteratively by making decisions while learning from
received feedback signals.
A. Research Gap
However, fundamental challenges limit RL from working
reliably in real-world systems. The first issue is that the
exploration-exploitation trade-off is difficult to balance in real-
world systems because it is also a trade-off between suc-
cessful learning and safe learning [1]. The reward-is-enough
hypothesis suggests that RL algorithms can develop general
and multi-attribute intelligence in complex environments by
following a well-defined reward signal. However, the second
challenge is that reward functions that lead to efficient and
safe training in complex environments are difficult to define
[9]. Given that it is feasible to craft an optimal reward function,
agents could quickly learn to reach the desired behavior but
still require exploration to find a good policy. RL also requires
many samples to learn an optimal behavior, making it difficult
for a policy to converge without simulated environments.
While there are efforts to address RLs safety and sample
efficiency concerns, it remains an open question [10]. These
concerns represent challenges for training RL algorithms
climate-efficient in an environmentally responsible manner.
Most RL algorithms require substantial calculations to train
and simulate environments before achieving satisfactory data
to conclude performance measurements. Therefore, current
state-of-the-art methods have a significant negative impact on
the climate footprint of machine learning [11].
Because of the difficulties mentioned above, a large percent-
age of RL research is conducted in environment simulations.
Learning from a simulation is convenient because it simplifies
quantitative research by allowing agents to freely make deci-
sions that learn from catastrophic occurrences without causing
harm to humans or real systems. Furthermore, simulations can
operate quicker than real-world systems, addressing some of
the issues caused by low sample efficiency.
There are substantial efforts in the RL field that focus on
improving sample efficiency for algorithms but little work on
improving simulation performance through implementation or
awareness. Currently, most environments and simulations in
RL research are integrated, implemented, or used through the
Open AI Gym toolkit. The benefit of using AI Gym is that it
provides a common interface that unifies the API for running
experiments in different environments. There are other such
efforts like Atari 2600 [12], Malmo Project [13], Vizdoom
[14], and DeepMind Lab [15], but there is, to the best of
our knowledge, no toolkit that competes with the environment
diversity seen in AI Gym. AI Gym is written in Python,
an interpreted high-level programming language, leading to
a significant performance penalty. At the same time, AI Gym
has substantial traction in the RL research community. Our
concern is that this gradually leads to more RL environments
arXiv:2210.01235v1 [cs.LG] 3 Oct 2022
and problems being implemented in Python. Consequently,
RL experiments may cause unnecessary computing costs and
computation time, which results in a higher carbon emission
footprint [16]. Our concern is further increased by comparing
the number of RL environment implementations in Python
versus other low-level programming languages.
Our contribution addresses this gap by developing an al-
ternative to AI Gym without these adverse side effects by
offering a comparable interface and increasing computational
efficiency. As a result, we hope to reduce the carbon emissions
of RL experiments for a more sustainable AI.
B. Contribution Scope
We propose the CaiRL Environment toolkit to fill the gap
of a flexible and high-performance toolkit for running rein-
forcement learning experiments. CaiRL is a C++ interface to
improve setup, development, and execution times. Our toolkit
moves a considerable amount of computation to compile
time, which substantially reduces load times and the run-time
computation requirements for environments implemented in
the toolkit. CaiRL aims to have a near-identical interface to
AI Gym, ensuring that migrating existing codebases requires
minimal effort. As part of the CaiRL toolkit, we present, to
the best of our knowledge, the first Adobe Flash compatible
RL interface with support for Actionscript 2 and 3.
Additionally, CaiRL supports environments running in the
Java Virtual Machine (JVM), enabling the toolkit to run Java
seamlessly if porting code to C++ is impractical. Finally,
CaiRL supports the widely used AI Gym toolkit, enabling
existing Python environments to run seamlessly. Our contri-
butions summarize as follows:
1) Implement a more climate-sustainable and efficient ex-
periment execution toolkit for RL research.
2) Contribute novel problems for reinforcement learning
research as part of the CaiRL ecosystem.
3) Empirically demonstrate the performance effectiveness
of CaiRL.
4) Show that our solution effectively reduces the carbon
emission footprint when measuring following the met-
rics in [17].
5) Evaluate the training speed of CaiRL and AI Gym and
empirically verify that improving environment execution
times can substantially reduce the wall-clock time used
to learn RL agents.
C. Paper Organization
In Section 2, we dive into the existing literature on re-
inforcement learning game design and compare the existing
solution to find the gap for our research question. Section 3
details reinforcement learning from the perspective of CaiRL
and the problem we aim to solve. Section 4 details the design
choices of CaiRL and provides a thorough justification for
design choices. Section 5 presents our empirical findings of
performance, adoption challenges, and how they are solved,
and finally compares the interface of the CaiRL framework
to OpenAI Gym (AI Gym). Section 6 presents a brief design
recommendation for developers of new environments aimed
at reinforcement learning research. Finally, we conclude our
work and outline a path forwards for adopting CaiRL.
II. BACKGROUND
A. Reinforcement Learning
Reinforcement Learning is modeled according to a Markov
Decision Process (MDP) described formally by a tuple
(S, A, T, R, γ, s0).Sis the state-space, Ais the action-space,
T:S×ASis the transition function, R:S×AR
is the reward function [18], γis the discount factor, and s0
is starting state. In the context of RL, the agent operates
iteratively until reaching a terminal state, at which time the
program terminates. Q-Learning is an off-policy RL algorithm
and seeks to find the best action to take given the current
state. The algorithm operates off a Q-table, an n-dimensional
matrix that follows the shape of state dimensions where the
final dimension is the Q-values. Q-Values quantify how good
it is to act aat time t. This work uses Deep Learning
function approximators in place of Q-tables to allow training
in high-dimension domains [19]. This forms the algorithm
Deep Q-Network (DQN), one of the first deep learning-
based approaches to RL, and is commonly known for solving
Atari 2600 with superhuman performance [19]. Section V-C
demonstrates that our toolkit significantly reduces the run-
time and carbon emission footprint when training DQN in
traditional control environments.
B. Graphics Acceleration
A graphics accelerator or a graphical processing unit (GPU)
intends to execute machine code to produce images stored in
a frame buffer. The machine code instructions are generated
using a rendering unit that communicates with the central
processing unit (CPU) or the GPU. These methods are called
software rendering or hardware rendering, respectively. GPUs
are specialized electronics for calculating graphics with vastly
superior parallelization capabilities to their software counter-
part, the CPU. Therefore, hardware rendering is typically pre-
ferred for computationally heavy rendering workloads. Con-
sequently, it is reasonable to infer that hardware-accelerated
graphics provide the best performance due to their improved
capacity to generate frames quickly. On the other hand, we
note that when the rendering process is relatively basic (e.g.,
2D graphics) and access to the frame buffer is desired, the
expense of moving the frame buffer from GPU memory to
CPU memory dramatically outweighs the benefits. [20]
According to [20], software rendering in modern CPU chips
performs 2-10x faster due to specialized bytecode instructions.
This study concludes that the GPU can render frames faster,
provided that the frame permanently resides in GPU memory.
Having frames in the GPU memory is impractical for machine
learning applications because of the copy between the CPU
and GPU. The authors in [21] propose using Single Instruction
Multiple Data (SIMD) optimizations to improve game perfor-
mance. SIMD extends the CPU instruction set for vectorized
arithmetic to increase instruction throughput. The authors find
摘要:

CaiRL:AHigh-PerformanceReinforcementLearningEnvironmentToolkitPer-ArneAndersenDepartmentofICTUniversityofAgderGrimstad,Norwayper.andersen@uia.noMortenGoodwinDepartmentofICTUniversityofAgderGrimstad,Norwaymorten.goodwin@uia.noOle-ChristofferGranmoDepartmentofICTUniversityofAgderGrimstad,Norwayole.gra...

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