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Comment · 2 years ago
Comment · 2 years ago
Comment · 2 years ago
I'm not sure about your particular case, but if your environment really is headless, then it should absolutely be possible to run it a lot faster than realtime. It depends on what the environment is and if you have access to its source code (we do not have that in TrackMania so it's a lot harder). Either the environment is purposely throttling the amount of time it simulates, or it just takes so much time to simulate the environment that it's not possible to speed it up anymore.

We're lucky in case of TrackMania because it internally has systems to both set the relative game speed and also completely disable all rendering and just run physics. Linesight achieves about ~10x speedup where the most time spent now is in rendering game frames and running the inference on the network. They also parallelize training by running more game instances and implementing a training queue. For the "raw" speedup ratios, TM usually achieves about ~60x (one minute is simulated in one second) and I use this speedup to implement bruteforce functionality in the tool (coupled with a custom save states implementation).

Comment · 2 years ago
This is an awesome overview and if you want more, most of those are documented in an approachable way on YouTube.

Just wanted to provide some perspective here on how many things those projects need to take care of in order to get some training setup going.

I'm the developer behind TMInterface [1] mentioned in this post, which is a TAS tool for the older TrackMania game (Nations Forever). For Linesight (last project in this post), I recently ended up working with its developers to provide them the APIs they need to access from the game. There's a lot of things RL projects usually want to do: speed up the game (one of the most important), deterministically control the vehicle, get simulation information, navigate menus, skip cut scenes, make save states, capture screenshots etc. Having each of those things implemented natively greatly impacts the stability and performance of training/inference in a RL agent, e.g. for the latest version the project uses a direct capture of the surface that's rendered to the game window, instead of using an external Python library (DxCam). This is faster, doesn't require any additional setup and also allows for training even if the game window is completely occluded by other windows.

There are also many other smaller annoying things: many games throttle FPS if the window is unfocused which is also the case here, and the tool patches out this behaviour for the project, and there's a lot more things like this. The newest release of Linesight V3 [2] can reliably approach world records and it's being trained & experimented with by quite a few people. The developers made it easy to setup and documented a lot of the process [3].

[1] https://donadigo.com/tminterface/

[2] https://youtu.be/cUojVsCJ51I

[3] https://linesight-rl.github.io/linesight/build/html/

Comment · 2 years ago
Comment · 2 years ago
There's also a lot of apps written in Vala for elementary OS's AppCenter with screenshots & links to GitHub: https://appcenter.elementary.io/ (not all, but most). I published two apps there and using Vala has been a great experience for creating Gtk/Linux desktop apps.
Comment · 2 years ago
Comment · 2 years ago
Comment · 2 years ago
Interesting approach. Was it enough for your use case despite being quite cumbersome if you end up needing to save a bunch of different more complex instances? I mean, I imagine most dynamic objects that are the real state you'd care about will probably be allocated somewhere on the heap and be referenced from lists or pointer types. I guess this would work best for POD types like program settings and the like, so I'm curious about your setup there.
Comment · 2 years ago

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