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ocean/craftax_classic: optional reset-pool for cached worldgen
Adds craftax_classic_set_reset_pool_size(N) + cached c_reset path. When N>0, c_reset memcpys a pre-generated world from a fixed-size pool of size N instead of running generate_world each episode (drops ~30 us worldgen to ~0.5 us 5KB memcpy). Pool size is a runtime kwarg (reset_pool_size) read by my_init from config/ocean/craftax_classic.ini. Default is 0 (disabled): Classic's env is already faster than the PPO trainer (GPU + backward dominate the loop), so caching does not move training SPS. Users running sim-only workloads -- data generation, evaluation rollouts, offline RL replay -- can set reset_pool_size > 0 to get ~2x sim speedup (2.6M -> 5.5M SPS single-thread, verified bitwise-equal to fresh generate_world output). First caller wins; the setter is idempotent and thread-safe so every env's my_init can call it without racing.
1 parent ef90154 commit 51113c0

3 files changed

Lines changed: 84 additions & 3 deletions

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config/ocean/craftax_classic.ini

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Original file line numberDiff line numberDiff line change
@@ -7,6 +7,14 @@ num_buffers = 4
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num_threads = 16
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[env]
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# Pre-generated world pool. When > 0, c_reset memcpys from a random pool
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# entry instead of re-running generate_world (~30 us -> ~0.5 us per reset).
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# Default is 0 (disabled) because on classic the env is not the training
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# bottleneck: policy backward/optimizer dominate, so caching doesn't move
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# training SPS. Useful to set > 0 for sim-only workloads (data generation,
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# evaluation rollouts) where c_step throughput matters. Bounds world
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# diversity: at most reset_pool_size unique maps are ever seen per process.
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reset_pool_size = 0
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[train]
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total_timesteps = 200_000_000

ocean/craftax_classic/binding.c

Lines changed: 6 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -9,8 +9,12 @@
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#include "vecenv.h"
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void my_init(Env* env, Dict* kwargs) {
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// No per-env kwargs for Craftax-Classic: the 64x64 map, inventory sizes,
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// mob caps, etc. are all compile-time constants.
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// Process-wide reset pool size. First caller wins (setter is idempotent).
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// 0 disables caching (baseline: generate_world on every reset).
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int reset_pool_size = 0;
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DictItem* item = dict_get_unsafe(kwargs, "reset_pool_size");
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if (item != NULL) reset_pool_size = (int)item->value;
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craftax_classic_set_reset_pool_size(reset_pool_size);
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c_init(env);
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}
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ocean/craftax_classic/craftax_classic.h

Lines changed: 70 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -889,6 +889,49 @@ static void add_log(CraftaxClassic* env) {
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env->log.n += 1.0f;
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}
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// ============================================================
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// Reset-cache: optional pre-generated world pool. When
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// craftax_classic_set_reset_pool_size(N>0) is called before any reset,
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// c_reset memcpys from cache[idx] instead of running generate_world
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// each episode. Drops worldgen (~30 us) to a 5 KB memcpy (~0.5 us).
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// N=0 preserves baseline behavior (fresh world per reset). First caller
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// wins; subsequent calls with a different size are no-ops, so every
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// env's my_init can call safely.
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//
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// Default for Classic is 0 (see config/ocean/craftax_classic.ini): the
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// env is not the training bottleneck here (GPU/train dominate the loop),
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// so caching does not move training SPS. Useful for sim-only workloads
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// (data generation, evaluation rollouts) where c_step throughput matters.
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// Verified bitwise-equal to fresh generate_world for any cache entry.
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// ============================================================
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static CraftaxClassic* craftax_classic_reset_cache = NULL;
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static int craftax_classic_reset_cache_size = 0;
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static int craftax_classic_reset_cache_built = 0;
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static void craftax_classic_set_reset_pool_size(int n) {
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if (__atomic_load_n(&craftax_classic_reset_cache_built, __ATOMIC_ACQUIRE))
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return;
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if (n <= 0) {
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__atomic_store_n(&craftax_classic_reset_cache_built, 1, __ATOMIC_RELEASE);
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return;
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}
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CraftaxClassic* pool = (CraftaxClassic*)calloc((size_t)n, sizeof(*pool));
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if (!pool) {
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// Allocation failed: fall back to baseline worldgen.
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__atomic_store_n(&craftax_classic_reset_cache_built, 1, __ATOMIC_RELEASE);
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return;
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}
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for (int i = 0; i < n; i++) {
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pool[i].pcg = ((uint64_t)(0xCAFEBABE12345678ULL) + (uint64_t)i)
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* 0x9E3779B97F4A7C15ULL + 0x87C37B91114253D5ULL;
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for (int k = 0; k < 8; k++) (void)cr_pcg(&pool[i].pcg);
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generate_world(&pool[i]);
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}
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craftax_classic_reset_cache = pool;
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craftax_classic_reset_cache_size = n;
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__atomic_store_n(&craftax_classic_reset_cache_built, 1, __ATOMIC_RELEASE);
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}
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// ============================================================
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// Public API: c_init / c_reset / c_step / c_close / c_render
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// ============================================================
@@ -907,7 +950,33 @@ static void c_init(CraftaxClassic* env) {
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static void c_reset(CraftaxClassic* env) {
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env->episode_return_accum = 0.0f;
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env->episode_length_accum = 0;
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generate_world(env);
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int pool_size = craftax_classic_reset_cache_size;
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if (pool_size <= 0) {
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generate_world(env);
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} else {
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// Pick a pool index using env's own RNG so different envs reset
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// to different worlds and each env sees diversity across episodes.
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uint32_t r = cr_pcg(&env->pcg);
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int idx = (int)(r % (uint32_t)pool_size);
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// Preserve runtime fields (pointers, log, rng) across the memcpy.
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Client* cl = env->client;
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float* o = env->observations;
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float* a = env->actions;
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float* rw = env->rewards;
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float* tm = env->terminals;
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int na = env->num_agents;
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uint64_t pcg = env->pcg;
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Log log = env->log;
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memcpy(env, &craftax_classic_reset_cache[idx], sizeof(*env));
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env->client = cl;
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env->observations = o;
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env->actions = a;
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env->rewards = rw;
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env->terminals = tm;
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env->num_agents = na;
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env->pcg = pcg;
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env->log = log;
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}
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compute_observations(env);
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}
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