feat(*): Add exported Linux binary training path for faster parallel instances

This commit is contained in:
Josh Creek
2026-07-28 20:56:14 +01:00
parent 4408ec3ecd
commit 01dbfc7ede
10 changed files with 179 additions and 11 deletions
+4
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@@ -5,3 +5,7 @@
training/.venv/
training/smoke_run.log
training/__pycache__/
# Exported training binary: a regenerable build artifact (rebuilt by
# export_linux.sh / run_training.sh), not a training result.
training/build/
+28
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@@ -0,0 +1,28 @@
[preset.0]
name="Linux Training"
platform="Linux"
runnable=true
dedicated_server=false
custom_features="training"
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="../training/build/CosmicClash.x86_64"
encryption_include_filters=""
encryption_exclude_filters=""
encrypt_pck=false
encrypt_directory=false
script_encryption_key=""
[preset.0.options]
custom_template/debug=""
custom_template/release=""
debug/export_console_script=1
binary_format/embed_pck=true
texture_format/bptc=true
texture_format/s3tc=true
texture_format/etc=false
texture_format/etc2=false
binary_format/architecture="x86_64"
+1
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@@ -18,6 +18,7 @@ config/name="Cosmic Clash"
config/description="A fast-paced, physics-based sports game set in space. From Raymond Studios."
config/version="0.0.1"
run/main_scene="uid://bcq14356s3e2i"
run/main_scene.training="res://scenes/training.tscn"
config/features=PackedStringArray("4.7", "Forward Plus")
config/icon="res://icon.svg"
+4 -1
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@@ -17,7 +17,10 @@ Python, no .NET, no network.
observation builder — training and in-game inference must stay identical,
so never fork it.
- `training/train.py` — PPO trainer; launches N parallel headless Godot
instances (2 agents each).
instances (2 agents each) — from source by default, or from a pre-built
binary via `--exported-binary` (see TRAINING_LINUX.md's "Exported-binary
training" section; `training/export_linux.sh` builds it from
`Game/export_presets.cfg`'s "Linux Training" preset).
- `training/export_policy.py` — SB3 checkpoint → JSON policy for the game.
- `scripts/ai_ship_controller.gd` + `scripts/policy_network.gd` — in-game
inference (GDScript MLP forward pass).
+50
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@@ -112,6 +112,56 @@ On the Mac (or anywhere), collecting the results is just `git pull`. A
20M-step run adds roughly 40 MB of checkpoints — acceptable growth for the
guarantee that training is never lost with a machine.
## Exported-binary training (faster parallel startup)
By default (and in every example above) `train.py` runs the project from
source via `--godot_bin` — each of the `--n-parallel` instances re-parses
project settings and re-imports scripts/resources on launch. An **exported**
build skips that: resources are pre-imported and packed once at export time,
so each instance just loads a binary. Worth it once `--n-parallel` is large
enough that per-instance startup overhead adds up (i.e. this box, not the Mac
mini's `--n-parallel 6`).
Opt in once — `run_training.sh` (and so `start_training.sh`/`next_run.sh`/
`curriculum.sh`, which all funnel through it) takes it from there automatically:
```bash
./export_linux.sh # one-time opt-in: builds training/build/CosmicClash.x86_64
./next_run.sh # from here on, every standing/curriculum run uses it
```
You don't need to (and shouldn't) pass `--exported-binary` yourself through
those entry points — `run_training.sh` adds it whenever `training/build/`
exists, after re-exporting against whatever `git pull` just fetched. Calling
`train.py` directly still takes it explicitly, same as any other flag:
```bash
.venv/bin/python train.py --experiment run04 --exported-binary build/CosmicClash.x86_64 \
--timesteps 20000000 --n-parallel 14 --speedup 24
```
To go back to a source run permanently, delete `training/build/` — with it
gone, `run_training.sh` stops re-exporting and stops adding the flag, so
`next_run.sh`/`curriculum.sh` revert to plain source runs with no code changes.
`export_linux.sh` builds from the "Linux Training" preset in
`Game/export_presets.cfg`, which is training-only — its
`custom_features="training"` activates project.godot's
`run/main_scene.training` override, so the resulting binary boots straight
into `training.tscn` on its own. This indirection is required, not
incidental: official Godot export templates have path/scene overrides
compiled out, so passing `--scene` at launch time (the way the source run
does) hard-aborts an exported binary with "compiled without support for path
overrides" — there's no way to redirect an exported build to a different
scene at runtime. Because the main scene is baked in at export time, this
preset can't later double as a normal "ship the game" Linux build (which
would need `main_menu.tscn` and no training feature tag) — a real game export
would need its own separate preset.
`setup_linux.sh` installs the export templates this needs alongside the
Godot binary. If you never opt in (no `training/build/` directory), this
costs nothing — training stays a plain source run.
## Dashboard over the network
`start_training.sh` already serves TensorBoard on all interfaces — browse to
+24 -8
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@@ -19,10 +19,27 @@ TRAINING_SCENE = "res://scenes/training.tscn"
class CosmicClashEnv(GodotEnv):
"""GodotEnv that launches `godot --path Game res://scenes/training.tscn`."""
"""GodotEnv that launches either the project from source or an exported binary.
# env_path is a Godot binary, not an exported game: skip the suffix and
# platform checks stock GodotEnv applies to exported executables.
Source mode (default): `godot --path Game res://scenes/training.tscn` — the
positional scene argument overrides the project's normal main scene.
Exported mode (`exported=True`): `env_path` is a pre-built game executable
(see training/export_linux.sh, "Linux Training" preset) — no `--path` and
no scene override needed or possible: official Godot export templates have
path/scene overrides compiled out (`--scene`/a positional scene argument
hard-aborts with "compiled without support for path overrides"), so the
binary instead boots straight into training.tscn on its own via
project.godot's `run/main_scene.training` feature-tag override, activated
by that preset's `custom_features="training"`.
"""
def __init__(self, *args, exported: bool = False, **kwargs):
self.exported = exported
super().__init__(*args, **kwargs)
# env_path is a Godot binary (or, in exported mode, a game executable we
# built ourselves), not a stock godot_rl exported-project path: skip the
# suffix and platform checks stock GodotEnv applies to those.
def _set_platform_suffix(self, env_path: str) -> str:
return env_path
@@ -32,11 +49,10 @@ class CosmicClashEnv(GodotEnv):
def _launch_env(self, env_path, port, show_window, framerate, seed, action_repeat, speedup, **kwargs):
# sync.gd reads --key=value pairs from the raw command line; they must
# NOT go after a `--` separator or OS.get_cmdline_args() drops them.
cmd = [
env_path,
"--path",
str(GAME_DIR),
TRAINING_SCENE,
cmd = [env_path]
if not self.exported:
cmd += ["--path", str(GAME_DIR), TRAINING_SCENE]
cmd += [
f"--port={port}",
f"--env_seed={seed}",
]
+21
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@@ -0,0 +1,21 @@
#!/usr/bin/env bash
# Build the exported Linux training binary from the "Linux Training" preset in
# Game/export_presets.cfg. That preset's custom_features="training" activates
# project.godot's `run/main_scene.training` override, so the resulting binary
# boots straight into training.tscn on its own — official Godot export
# templates have path/scene overrides compiled out, so this can't be done at
# launch time via --scene. Re-run any time training-relevant scripts/scenes
# change — an exported binary is a snapshot, not a live view of the source.
# See TRAINING_LINUX.md.
set -euo pipefail
cd "$(dirname "$0")"
GODOT_VERSION="4.7.1"
GODOT_BIN="${GODOT_BIN:-$HOME/ai-training/godot/Godot_v${GODOT_VERSION}-stable_linux.x86_64}"
OUT="build/CosmicClash.x86_64"
mkdir -p build
"$GODOT_BIN" --headless --path ../Game --export-release "Linux Training" "$(pwd)/$OUT"
chmod +x "$OUT"
echo "Exported: training/$OUT"
+19 -1
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@@ -16,10 +16,28 @@ shift
# Train on the latest code and checkpoints from any machine
git pull --rebase
# Rebuild the exported training binary against the code we just pulled, so a
# --exported-binary run never trains on a stale snapshot. Only when the
# caller has already opted into the exported-binary flow (training/build/
# exists from a prior export) — a source-run caller pays no extra latency.
# Fails the whole run rather than silently falling through to train.py
# against a stale or partially-rebuilt binary (export_linux.sh sets -e, but
# that only exits *it*, not this script).
EXTRA_ARGS=()
if [ -d build ]; then
./export_linux.sh || { echo "export_linux.sh failed — aborting" >&2; exit 1; }
# Standing entry points (next_run.sh, curriculum.py) don't know about the
# exported binary and never pass --exported-binary themselves; default it
# here so opting in (by ever running export_linux.sh once) actually gets
# used, not just kept up to date. An explicit --exported-binary in "$@"
# still wins (argparse: later occurrence overrides).
EXTRA_ARGS=(--exported-binary build/CosmicClash.x86_64)
fi
# Let Ctrl-C stop train.py without killing this script, so the export and
# commit below still run
trap ':' INT
.venv/bin/python train.py --experiment "$EXP" "$@"
.venv/bin/python train.py --experiment "$EXP" "${EXTRA_ARGS[@]}" "$@"
trap - INT
if [ ! -f "checkpoints/$EXP/final.zip" ]; then
+18
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@@ -20,6 +20,24 @@ if [ ! -x "$GODOT_BIN" ]; then
fi
echo "Godot: $GODOT_BIN"
# Export templates — needed to build the exported training binary
# (export_linux.sh); the editor binary alone can't produce release exports.
TEMPLATES_DIR="$HOME/.local/share/godot/export_templates/${GODOT_VERSION}.stable"
if [ ! -d "$TEMPLATES_DIR" ]; then
echo "Downloading Godot $GODOT_VERSION export templates to $TEMPLATES_DIR"
TMP_DL="$(mktemp -d)"
wget -q "https://github.com/godotengine/godot/releases/download/${GODOT_VERSION}-stable/Godot_v${GODOT_VERSION}-stable_export_templates.tpz" \
-O "$TMP_DL/templates.tpz"
unzip -o -q "$TMP_DL/templates.tpz" -d "$TMP_DL"
mkdir -p "$(dirname "$TEMPLATES_DIR")"
# Single mv creates $TEMPLATES_DIR only on full success — if this script is
# interrupted any earlier, the guard above correctly sees "not installed"
# and retries, instead of finding a half-populated dir and skipping.
mv "$TMP_DL/templates" "$TEMPLATES_DIR"
rm -rf "$TMP_DL"
fi
echo "Export templates: $TEMPLATES_DIR"
# Python env
[ -d .venv ] || python3 -m venv .venv
.venv/bin/pip install -q -r requirements.txt
+10 -1
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@@ -32,6 +32,13 @@ def parse_args():
default=os.environ.get("GODOT_BIN", DEFAULT_GODOT_MACOS),
help="Path to the Godot binary (or set GODOT_BIN)",
)
parser.add_argument(
"--exported-binary",
default=None,
help="Path to a pre-built game executable (see export_linux.sh) instead of running the "
"project from source — skips per-instance script/resource import for faster parallel "
"startup. Overrides --godot_bin when set.",
)
parser.add_argument("--experiment", default="default", help="Run name for logs/checkpoints")
parser.add_argument("--timesteps", type=int, default=200_000)
parser.add_argument("--n-parallel", type=int, default=2, help="Parallel Godot instances (2 agents each)")
@@ -146,8 +153,10 @@ def main():
wandb.init(project="cosmic-clash-rl", name=args.experiment, sync_tensorboard=True)
exported_binary = args.exported_binary or None
env = CosmicClashVecEnv(
godot_bin=args.godot_bin,
godot_bin=exported_binary or args.godot_bin,
exported=exported_binary is not None,
n_parallel=args.n_parallel,
seed=args.seed,
port=args.port,