- Add 4 GB pre-flight memory check in try_gpu_prioritized_with_fallback before attempting CPU PER fallback (prevents system OOM on absurd capacity) - GPU pre-flight already rejects oversized buffers; CPU fallback was unguarded - Fix integration test: assert Err for 500M capacity instead of unwrap - Fix PPO recurrent tests: TradingAction → FactoredAction, num_actions 3/5 → 45 - Clippy: wildcard match arms → explicit variants, add missing else clause Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
262 lines
9.1 KiB
Rust
262 lines
9.1 KiB
Rust
//! Integration test: GPU-resident PER replay buffer
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//!
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//! Verifies that GpuReplayBuffer produces correct sampling dynamics:
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//! 1. Priority-weighted sampling skews towards high-priority experiences
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//! 2. Priority updates change sampling distribution
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//! 3. Multi-epoch insert + sample + update cycle works end-to-end
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//! 4. KS test: GPU PER distribution differs significantly from uniform
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use candle_core::{Device, DType, Tensor};
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use ml::cuda_pipeline::gpu_replay_buffer::{GpuReplayBuffer, GpuReplayBufferConfig};
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use ml::dqn::replay_buffer_type::ReplayBufferType;
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fn test_config(capacity: usize, state_dim: usize) -> GpuReplayBufferConfig {
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GpuReplayBufferConfig {
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capacity,
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state_dim,
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alpha: 0.6,
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beta_start: 0.4,
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beta_max: 1.0,
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beta_annealing_steps: 1000,
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epsilon: 1e-6,
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}
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}
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/// Insert N random experiences into the buffer.
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fn fill_buffer(buf: &mut GpuReplayBuffer, n: usize, state_dim: usize) {
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let device = buf.device().clone();
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let states = Tensor::randn(0.0_f32, 1.0, &[n, state_dim], &device).unwrap();
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let next_states = Tensor::randn(0.0_f32, 1.0, &[n, state_dim], &device).unwrap();
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let actions = Tensor::zeros(&[n], DType::U32, &device).unwrap();
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let rewards = Tensor::randn(0.0_f32, 1.0, &[n], &device).unwrap();
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let dones = Tensor::zeros(&[n], DType::F32, &device).unwrap();
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buf.insert_batch(&states, &next_states, &actions, &rewards, &dones)
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.unwrap();
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}
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#[test]
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fn test_gpu_per_training_loop_cycle() {
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// End-to-end: insert → sample → fake TD error → update priorities → repeat
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let device = Device::Cpu;
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let state_dim = 16;
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let capacity = 500;
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let batch_size = 32;
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let mut buf = GpuReplayBuffer::new(test_config(capacity, state_dim), &device).unwrap();
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// Fill buffer
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fill_buffer(&mut buf, 200, state_dim);
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assert_eq!(buf.len(), 200);
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// Run 5 "training epochs"
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for epoch in 0..5 {
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let batch = buf.sample_proportional(batch_size).unwrap();
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// Verify batch shapes
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assert_eq!(batch.states.dims(), &[batch_size, state_dim]);
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assert_eq!(batch.actions.dims(), &[batch_size]);
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assert_eq!(batch.rewards.dims(), &[batch_size]);
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assert_eq!(batch.weights.dims(), &[batch_size]);
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assert_eq!(batch.indices.dims(), &[batch_size]);
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// Simulate TD errors: decreasing magnitude over epochs
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let scale = 1.0_f32 / (epoch as f32 + 1.0);
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let td_errors = Tensor::full(scale, &[batch_size], &device).unwrap();
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buf.update_priorities_gpu(&batch.indices, &td_errors).unwrap();
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buf.step();
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}
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// After updates, priorities should be non-uniform
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assert!(buf.len() == 200);
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}
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#[test]
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fn test_gpu_per_priorities_affect_sampling() {
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// Verify that updating priorities actually changes what gets sampled.
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// Set one experience to very high priority, sample many times, check it appears often.
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let device = Device::Cpu;
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let state_dim = 4;
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let capacity = 100;
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let mut buf = GpuReplayBuffer::new(test_config(capacity, state_dim), &device).unwrap();
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// Fill 100 experiences
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fill_buffer(&mut buf, 100, state_dim);
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// Set experience 0 to very high priority, everything else stays at 1.0
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let high_idx = Tensor::new(&[0_u32], &device).unwrap();
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let high_td = Tensor::new(&[100.0_f32], &device).unwrap();
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buf.update_priorities_gpu(&high_idx, &high_td).unwrap();
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// Sample 1000 times in batches of 10, count how often index 0 appears
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let mut count_idx_0 = 0_usize;
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let total_samples = 100;
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let batch_size = 10;
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for _ in 0..total_samples {
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let batch = buf.sample_proportional(batch_size).unwrap();
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let indices: Vec<u32> = batch.indices.to_vec1().unwrap();
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count_idx_0 += indices.iter().filter(|&&i| i == 0_u32).count();
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}
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// With uniform sampling (alpha=0), expected = 1000 * 1/100 = 10
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// With priority 100^0.6 ≈ 15.85 vs rest at 1^0.6 = 1,
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// expected proportion = 15.85 / (15.85 + 99) ≈ 13.8%
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// So out of 1000 samples, index 0 should appear ~138 times
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// With alpha=0.6 and high priority, it should appear much more than uniform (10)
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assert!(
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count_idx_0 > 30,
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"Expected index 0 to be sampled frequently (got {}), priority weighting may not work",
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count_idx_0
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);
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}
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#[test]
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fn test_gpu_per_sampling_distribution_differs_from_uniform() {
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// Two-sample KS-style test: compare GPU PER sampling with non-uniform priorities
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// against a uniform distribution. They should differ.
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let device = Device::Cpu;
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let state_dim = 4;
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let capacity = 50;
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let mut buf = GpuReplayBuffer::new(test_config(capacity, state_dim), &device).unwrap();
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// Fill buffer
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fill_buffer(&mut buf, 50, state_dim);
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// Set skewed priorities: experience i gets priority (i+1)
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// This creates a strong left-to-right priority gradient
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for i in 0..50 {
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let idx = Tensor::new(&[i as u32], &device).unwrap();
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let td = Tensor::new(&[(i as f32 + 1.0)], &device).unwrap();
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buf.update_priorities_gpu(&idx, &td).unwrap();
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}
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// Sample 5000 indices via proportional sampling
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let n_samples = 500;
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let batch_size = 10;
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let mut counts = vec![0_usize; 50];
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for _ in 0..n_samples {
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let batch = buf.sample_proportional(batch_size).unwrap();
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let indices: Vec<u32> = batch.indices.to_vec1().unwrap();
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for idx in indices {
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if let Some(c) = counts.get_mut(idx as usize) {
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*c += 1;
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}
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}
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}
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let total = counts.iter().sum::<usize>() as f64;
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// KS test: compute max |empirical_CDF - uniform_CDF|
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let n = counts.len() as f64;
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let mut empirical_cum = 0.0_f64;
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let mut max_ks = 0.0_f64;
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for (i, &count) in counts.iter().enumerate() {
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empirical_cum += count as f64 / total;
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let uniform_cum = (i as f64 + 1.0) / n;
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let diff = (empirical_cum - uniform_cum).abs();
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if diff > max_ks {
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max_ks = diff;
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}
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}
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// Critical value for KS test at p=0.01 with N=50: ~1.63 / sqrt(N) ≈ 0.23
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// With skewed priorities (1..50)^0.6, the distribution should strongly differ from uniform
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assert!(
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max_ks > 0.05,
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"KS statistic too small ({}), PER should differ significantly from uniform",
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max_ks
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);
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}
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#[test]
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fn test_gpu_per_is_weights_correct_range() {
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// IS weights should be in (0, 1] when beta < 1 and normalized by max weight
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let device = Device::Cpu;
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let state_dim = 8;
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let capacity = 200;
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let mut buf = GpuReplayBuffer::new(test_config(capacity, state_dim), &device).unwrap();
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fill_buffer(&mut buf, 200, state_dim);
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// Set varied priorities
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for i in 0..200 {
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let idx = Tensor::new(&[i as u32], &device).unwrap();
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let td = Tensor::new(&[((i % 10) as f32 + 1.0)], &device).unwrap();
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buf.update_priorities_gpu(&idx, &td).unwrap();
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}
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let batch = buf.sample_proportional(64).unwrap();
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let weights: Vec<f32> = batch.weights.to_vec1().unwrap();
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// All weights must be > 0 and <= 1 (normalized by max weight)
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for (i, &w) in weights.iter().enumerate() {
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assert!(w > 0.0, "Weight {} is non-positive: {}", i, w);
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assert!(
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w <= 1.0 + 1e-6,
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"Weight {} exceeds 1.0: {} (should be normalized)",
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i, w
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);
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}
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// At least one weight should be 1.0 (the max weight normalizes to 1)
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let has_one = weights.iter().any(|&w| (w - 1.0).abs() < 1e-4);
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assert!(
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has_one,
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"No weight close to 1.0 found — normalization may be broken"
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);
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}
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#[test]
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fn test_gpu_per_ring_buffer_overwrites_correctly() {
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// Fill past capacity, verify size stays at capacity and sampling still works
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let device = Device::Cpu;
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let state_dim = 4;
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let capacity = 50;
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let mut buf = GpuReplayBuffer::new(test_config(capacity, state_dim), &device).unwrap();
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// Insert 120 experiences in 3 batches of 40
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for _ in 0..3 {
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fill_buffer(&mut buf, 40, state_dim);
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}
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assert_eq!(buf.len(), capacity); // capped at 50
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assert!(buf.can_sample(50));
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// Sampling should still work
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let batch = buf.sample_proportional(20).unwrap();
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assert_eq!(batch.states.dims(), &[20, state_dim]);
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// Indices should all be in [0, capacity)
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let indices: Vec<u32> = batch.indices.to_vec1().unwrap();
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for &idx in &indices {
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assert!(
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(idx as usize) < capacity,
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"Index {} out of range [0, {})",
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idx, capacity
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);
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}
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}
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#[test]
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fn test_gpu_per_oom_rejects_absurd_capacity() {
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// Absurd allocation that exceeds both GPU and CPU memory limits.
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// Must return Err — not panic or OOM-kill the system.
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let device = Device::Cpu;
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// 500M capacity × 4 state_dim: GPU pre-flight rejects (~24 GB),
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// CPU fallback pre-flight also rejects (~34 GB estimated).
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let result = ReplayBufferType::try_gpu_prioritized_with_fallback(
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500_000_000, // 500M capacity
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4, // 4 state_dim
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0.6,
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0.4,
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1.0,
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1000,
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&device,
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);
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assert!(
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result.is_err(),
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"500M capacity should be rejected by both GPU and CPU pre-flight checks"
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);
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}
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