TDD plan covering GpuReplayBuffer, proportional + rank-based GPU sampling, priority scatter updates, async loss readback, trainer integration, OOM fallback, and distribution correctness tests. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
19 KiB
GPU-Resident PER Sum-Tree Implementation Plan
For Claude: REQUIRED SUB-SKILL: Use superpowers:executing-plans to implement this plan task-by-task.
Goal: Move Prioritized Experience Replay entirely to GPU — sampling, priority updates, experience storage — eliminating the last CPU bottleneck in the DQN training loop.
Architecture: A new GpuReplayBuffer stores experiences as contiguous GPU tensors in a ring buffer. Sampling uses CUDA parallel prefix-sum + binary search instead of a CPU segment tree. Priority updates happen GPU-side from TD errors (no to_vec1() needed). Loss readback uses async DMA to eliminate per-step GPU stalls.
Tech Stack: Rust, cudarc 0.17.3 (via candle-core/cuda), NVRTC for custom kernels, candle-core Tensors for integration.
Design doc: docs/plans/2026-03-02-gpu-per-sumtree-design.md
Task 1: GpuBatch struct and BatchSample extension
Files:
- Modify:
crates/ml/src/dqn/replay_buffer_type.rs:14-29
Step 1: Add GpuBatch struct after BatchSample
After BatchSample (line 29), add:
/// Pre-built GPU tensors for a training batch.
/// When present, compute_gradients() uses these directly — no CPU→GPU transfer.
#[cfg(feature = "cuda")]
#[derive(Debug, Clone)]
pub struct GpuBatch {
pub states: candle_core::Tensor, // [batch_size, state_dim] f32 on GPU
pub actions: candle_core::Tensor, // [batch_size] u32 on GPU
pub rewards: candle_core::Tensor, // [batch_size] f32 on GPU
pub next_states: candle_core::Tensor, // [batch_size, state_dim] f32 on GPU
pub dones: candle_core::Tensor, // [batch_size] f32 on GPU (0.0/1.0)
pub weights: candle_core::Tensor, // [batch_size] f32 on GPU (IS weights)
pub indices: candle_core::Tensor, // [batch_size] u32 on GPU (buffer indices)
}
Step 2: Add gpu_batch field to BatchSample
Change BatchSample struct (lines 16-20) to:
pub struct BatchSample {
pub experiences: Vec<Experience>,
pub weights: Vec<f32>,
pub indices: Vec<usize>,
#[cfg(feature = "cuda")]
pub gpu_batch: Option<GpuBatch>,
}
Step 3: Update BatchSample::uniform() constructor
Update uniform() (line 25-28) to include gpu_batch: None.
Step 4: Verify build
Run: SQLX_OFFLINE=true cargo check -p ml --lib 2>&1 | head -20
Expected: Fix any compilation errors from the new field in match arms across the codebase.
Step 5: Commit
git add crates/ml/src/dqn/replay_buffer_type.rs
git commit -m "feat(ml): add GpuBatch struct and gpu_batch field to BatchSample"
Task 2: GpuReplayBuffer core struct
Files:
- Create:
crates/ml/src/cuda_pipeline/gpu_replay_buffer.rs
Step 1: Write the failing test
At the bottom of the new file, add:
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_gpu_replay_buffer_creation() {
// CPU fallback test — no CUDA required
let config = GpuReplayBufferConfig {
capacity: 1000,
state_dim: 51,
alpha: 0.6,
beta_start: 0.4,
beta_max: 1.0,
beta_annealing_steps: 100_000,
epsilon: 1e-6,
};
let buf = GpuReplayBuffer::new(config, &candle_core::Device::Cpu);
assert!(buf.is_ok());
let buf = buf.unwrap();
assert_eq!(buf.len(), 0);
assert_eq!(buf.capacity(), 1000);
}
}
Step 2: Implement GpuReplayBuffer struct
//! GPU-Resident Replay Buffer with parallel prefix-sum PER sampling
//!
//! Stores all experience data as contiguous GPU tensors in a ring buffer.
//! Sampling uses prefix-sum + binary search (proportional) or radix sort
//! (rank-based) — all on GPU with zero CPU involvement.
use candle_core::{Device, Tensor, DType};
use crate::MLError;
/// Configuration for GPU replay buffer
#[derive(Debug, Clone)]
pub struct GpuReplayBufferConfig {
pub capacity: usize,
pub state_dim: usize,
pub alpha: f32,
pub beta_start: f32,
pub beta_max: f32,
pub beta_annealing_steps: usize,
pub epsilon: f32, // Small constant added to priorities
}
/// GPU-resident ring buffer for experience replay
pub struct GpuReplayBuffer {
config: GpuReplayBufferConfig,
device: Device,
// GPU tensor storage (pre-allocated, ring buffer)
states: Tensor, // [capacity, state_dim] f32
next_states: Tensor, // [capacity, state_dim] f32
actions: Tensor, // [capacity] u32
rewards: Tensor, // [capacity] f32
dones: Tensor, // [capacity] f32
priorities: Tensor, // [capacity] f32
// Ring buffer state (CPU-side, just indices)
write_cursor: usize,
size: usize,
max_priority: f32,
// Beta annealing
current_step: usize,
}
Implement new(), len(), capacity(), is_empty(), can_sample().
The new() method pre-allocates zero tensors for all storage on the given device.
Step 3: Run test
Run: SQLX_OFFLINE=true cargo test -p ml --lib gpu_replay_buffer::tests::test_gpu_replay_buffer_creation
Expected: PASS
Step 4: Commit
git add crates/ml/src/cuda_pipeline/gpu_replay_buffer.rs crates/ml/src/cuda_pipeline/mod.rs
git commit -m "feat(ml): GpuReplayBuffer core struct with ring buffer storage"
Task 3: Experience insertion (GPU→GPU ring buffer)
Files:
- Modify:
crates/ml/src/cuda_pipeline/gpu_replay_buffer.rs
Step 1: Write the failing test
#[test]
fn test_gpu_replay_buffer_insert_and_len() {
let config = GpuReplayBufferConfig {
capacity: 100, state_dim: 4, alpha: 0.6,
beta_start: 0.4, beta_max: 1.0, beta_annealing_steps: 1000, epsilon: 1e-6,
};
let device = Device::Cpu;
let mut buf = GpuReplayBuffer::new(config, &device).unwrap();
// Insert a batch of 10 experiences
let states = Tensor::zeros(&[10, 4], DType::F32, &device).unwrap();
let next_states = Tensor::zeros(&[10, 4], DType::F32, &device).unwrap();
let actions = Tensor::zeros(&[10], DType::U32, &device).unwrap();
let rewards = Tensor::ones(&[10], DType::F32, &device).unwrap();
let dones = Tensor::zeros(&[10], DType::F32, &device).unwrap();
buf.insert_batch(&states, &next_states, &actions, &rewards, &dones).unwrap();
assert_eq!(buf.len(), 10);
// Insert more, verify ring buffer wrapping
for _ in 0..15 {
buf.insert_batch(&states, &next_states, &actions, &rewards, &dones).unwrap();
}
assert_eq!(buf.len(), 100); // Capped at capacity
}
Step 2: Implement insert_batch()
Method copies incoming tensors into the ring buffer using Tensor::narrow() + Tensor::copy_() (or slice assignment). New experiences get max_priority. Write cursor wraps at capacity.
Key: When batch wraps around end of ring buffer, split into two copies (end segment + start segment).
Step 3: Run test, verify pass
Step 4: Commit
git commit -am "feat(ml): GpuReplayBuffer::insert_batch with ring buffer wrapping"
Task 4: Proportional sampling kernel (prefix-sum + binary search)
Files:
- Modify:
crates/ml/src/cuda_pipeline/gpu_replay_buffer.rs
Step 1: Write the failing test
#[test]
fn test_gpu_replay_buffer_proportional_sample() {
let config = GpuReplayBufferConfig {
capacity: 100, state_dim: 4, alpha: 0.6,
beta_start: 0.4, beta_max: 1.0, beta_annealing_steps: 1000, epsilon: 1e-6,
};
let device = Device::Cpu;
let mut buf = GpuReplayBuffer::new(config, &device).unwrap();
// Fill with 50 experiences (varying rewards for priority diversity)
let states = Tensor::randn(0.0_f32, 1.0, &[50, 4], &device).unwrap();
let next_states = Tensor::randn(0.0_f32, 1.0, &[50, 4], &device).unwrap();
let actions = Tensor::zeros(&[50], DType::U32, &device).unwrap();
let rewards = Tensor::randn(0.0_f32, 1.0, &[50], &device).unwrap();
let dones = Tensor::zeros(&[50], DType::F32, &device).unwrap();
buf.insert_batch(&states, &next_states, &actions, &rewards, &dones).unwrap();
// Sample batch of 16
let batch = buf.sample_proportional(16).unwrap();
assert_eq!(batch.states.dim(0).unwrap(), 16);
assert_eq!(batch.states.dim(1).unwrap(), 4);
assert_eq!(batch.weights.dim(0).unwrap(), 16);
assert_eq!(batch.indices.dim(0).unwrap(), 16);
}
Step 2: Implement sample_proportional()
For CPU device (test fallback): Use Candle tensor ops — cumsum, random uniform tensor, searchsorted equivalent via manual binary search in Rust.
For CUDA device: Compile NVRTC kernel that does:
- Generate random values via simple LCG (or use curand if available)
- Compute cumulative sum of priorities (or maintain incrementally)
- Binary search per thread: each of B threads finds its index
- Gather experiences into output tensors
- Compute IS weights:
w_i = (N * p_i / sum)^(-beta) / max_weight
Return GpuBatch with all tensors on GPU.
Step 3: Run test, verify pass
Step 4: Commit
git commit -am "feat(ml): proportional PER sampling on GPU with prefix-sum"
Task 5: Rank-based sampling kernel
Files:
- Modify:
crates/ml/src/cuda_pipeline/gpu_replay_buffer.rs
Step 1: Write the failing test
#[test]
fn test_gpu_replay_buffer_rank_sample() {
// Same setup as proportional test
let config = GpuReplayBufferConfig {
capacity: 100, state_dim: 4, alpha: 0.6,
beta_start: 0.4, beta_max: 1.0, beta_annealing_steps: 1000, epsilon: 1e-6,
};
let device = Device::Cpu;
let mut buf = GpuReplayBuffer::new(config, &device).unwrap();
let states = Tensor::randn(0.0_f32, 1.0, &[50, 4], &device).unwrap();
let next_states = Tensor::randn(0.0_f32, 1.0, &[50, 4], &device).unwrap();
let actions = Tensor::zeros(&[50], DType::U32, &device).unwrap();
let rewards = Tensor::randn(0.0_f32, 1.0, &[50], &device).unwrap();
let dones = Tensor::zeros(&[50], DType::F32, &device).unwrap();
buf.insert_batch(&states, &next_states, &actions, &rewards, &dones).unwrap();
let batch = buf.sample_rank_based(16).unwrap();
assert_eq!(batch.states.dim(0).unwrap(), 16);
assert_eq!(batch.weights.dim(0).unwrap(), 16);
}
Step 2: Implement sample_rank_based()
For CPU device: Sort priorities descending, compute rank probabilities 1/rank^alpha, normalize, cumulative sum, sample.
For CUDA device: Use Tensor::sort() (candle wraps cub sort) → rank probability kernel → sample.
Step 3: Run test, verify pass
Step 4: Commit
git commit -am "feat(ml): rank-based PER sampling on GPU with radix sort"
Task 6: GPU-side priority update (no to_vec1)
Files:
- Modify:
crates/ml/src/cuda_pipeline/gpu_replay_buffer.rs
Step 1: Write the failing test
#[test]
fn test_gpu_replay_buffer_priority_update() {
let config = GpuReplayBufferConfig {
capacity: 100, state_dim: 4, alpha: 0.6,
beta_start: 0.4, beta_max: 1.0, beta_annealing_steps: 1000, epsilon: 1e-6,
};
let device = Device::Cpu;
let mut buf = GpuReplayBuffer::new(config, &device).unwrap();
let states = Tensor::randn(0.0_f32, 1.0, &[50, 4], &device).unwrap();
let next_states = Tensor::randn(0.0_f32, 1.0, &[50, 4], &device).unwrap();
let actions = Tensor::zeros(&[50], DType::U32, &device).unwrap();
let rewards = Tensor::randn(0.0_f32, 1.0, &[50], &device).unwrap();
let dones = Tensor::zeros(&[50], DType::F32, &device).unwrap();
buf.insert_batch(&states, &next_states, &actions, &rewards, &dones).unwrap();
// Sample, then update priorities with fake TD errors
let batch = buf.sample_proportional(16).unwrap();
let td_errors = Tensor::randn(0.0_f32, 1.0, &[16], &device).unwrap();
buf.update_priorities_gpu(&batch.indices, &td_errors).unwrap();
// Priorities should have changed — sample again and verify different weights
let batch2 = buf.sample_proportional(16).unwrap();
// Just verify it doesn't crash — statistical tests are in integration tests
assert_eq!(batch2.weights.dim(0).unwrap(), 16);
}
Step 2: Implement update_priorities_gpu()
Takes indices: &Tensor (u32 on GPU) and td_errors: &Tensor (f32 on GPU).
Computes new_priority = |td_error|^alpha + epsilon via Candle ops (.abs(), .powf(), .add()).
Scatter-writes into self.priorities at given indices.
Updates max_priority (via .max() on the new priorities).
Key: This is ALL tensor ops — no to_vec1(), no CPU involvement.
Step 3: Run test, verify pass
Step 4: Commit
git commit -am "feat(ml): GPU-side priority scatter update from TD errors"
Task 7: ReplayBufferType::GpuPrioritized variant
Files:
- Modify:
crates/ml/src/dqn/replay_buffer_type.rs:36-41
Step 1: Add the enum variant
Add to ReplayBufferType enum (after line 40):
#[cfg(feature = "cuda")]
GpuPrioritized(Arc<parking_lot::Mutex<crate::cuda_pipeline::gpu_replay_buffer::GpuReplayBuffer>>),
Step 2: Implement sample/update/add dispatch for the new variant
In sample() (line 84): Add GpuPrioritized match arm that calls gpu_buf.lock().sample_proportional(batch_size) and wraps in BatchSample with gpu_batch: Some(...).
In update_priorities() (line 145): Add arm that calls gpu_buf.lock().update_priorities_gpu() — but needs Tensor inputs. Add a new method update_priorities_gpu() on ReplayBufferType that takes tensors directly.
In add() / add_batch(): For now, these are no-ops for GpuPrioritized — experiences are inserted via insert_batch() from the GPU experience collector directly.
Step 3: Update Debug impl and all match arms across the file
Step 4: Verify build
Run: SQLX_OFFLINE=true cargo check -p ml --lib
Step 5: Commit
git commit -am "feat(ml): ReplayBufferType::GpuPrioritized variant with dispatch"
Task 8: Wire GpuReplayBuffer into DQN trainer
Files:
- Modify:
crates/ml/src/trainers/dqn/trainer.rs
Step 1: Buffer creation
Find where ReplayBufferType::Prioritized or ReplayBufferType::Uniform is created during trainer init. Add #[cfg(feature = "cuda")] block that creates GpuPrioritized when device is CUDA and use_per is true.
Step 2: Experience insertion
Find where GPU experience collector inserts experiences (search for store_experience or add_batch near the collector code). Change to call gpu_buffer.insert_batch() with the GPU tensors directly when GpuPrioritized.
Step 3: compute_gradients() — use GpuBatch
In crates/ml/src/dqn/dqn.rs:2039 (compute_gradients), which calls compute_loss_internal():
- Check if
batch.gpu_batch.is_some() - If yes: use GPU tensors directly for states, actions, rewards, next_states, dones, weights
- Skip the CPU→GPU tensor construction code (the
Tensor::from_veccalls) - Skip
diff.detach().to_vec1()(line 1961) — TD errors stay on GPU - Return
GradientResultwithtd_errors: Vec::new()and add a new fieldtd_errors_gpu: Option<Tensor>
Step 4: Priority update wiring
In train_step_with_accumulation() (trainer.rs ~line 3478), when GpuPrioritized:
- Collect
td_errors_gputensors fromGradientResultinstead ofVec<f32> - Call
buffer.update_priorities_gpu(&indices_tensor, &td_errors_tensor)instead of CPUupdate_priorities()
Step 5: Verify build
Run: SQLX_OFFLINE=true cargo check -p ml --lib
Step 6: Commit
git commit -am "feat(ml): wire GpuReplayBuffer into DQN trainer hot path"
Task 9: Async loss readback
Files:
- Modify:
crates/ml/src/dqn/dqn.rs(around line 1945-1948) - Modify:
crates/ml/src/trainers/dqn/trainer.rs(epoch logging)
Step 1: Defer loss.to_scalar()
In compute_loss_internal() (dqn.rs line 1945-1948), instead of:
let loss_value = loss_tensor.to_scalar::<f32>()?;
Return loss_value: None and keep loss_tensor alive. The caller accumulates loss tensors on GPU.
Step 2: Batch loss readback at accumulation boundary
In train_step_with_accumulation(), after the accumulation loop:
- Sum all loss tensors on GPU:
loss_sum = accumulated_losses.sum()? - Single
loss_sum.to_scalar::<f32>()for logging - This is 1 sync per accumulation group instead of N
Step 3: Test existing training tests still pass
Run: SQLX_OFFLINE=true cargo test -p ml --lib -- dqn_trainer
Expected: All pass (CPU fallback path unchanged)
Step 4: Commit
git commit -am "perf(ml): batch loss readback — 1 GPU sync per accumulation instead of N"
Task 10: Integration test — full GPU PER training loop
Files:
- Create:
crates/ml/tests/gpu_per_integration_test.rs
Step 1: Write integration test
//! Integration test: GPU-resident PER training loop
//! Verifies that GpuReplayBuffer produces equivalent training dynamics
//! to the CPU PrioritizedReplayBuffer.
#[tokio::test]
async fn test_gpu_per_training_loop() {
// Create DQN trainer with GpuReplayBuffer
// Run 3 epochs on synthetic data
// Verify: loss decreases, priorities update, no panics
// Compare: GPU PER loss trajectory vs CPU PER (within 10% tolerance)
}
Step 2: Write KS distribution test
#[test]
fn test_gpu_per_sampling_distribution_matches_cpu() {
// Sample 10K indices from GPU PER and CPU PER with same priorities
// KS test: distributions should not differ significantly (p > 0.01)
}
Step 3: Run tests
Run: SQLX_OFFLINE=true cargo test -p ml --test gpu_per_integration_test
Step 4: Commit
git commit -am "test(ml): GPU PER integration tests — training loop + distribution correctness"
Task 11: Fallback and OOM handling
Files:
- Modify:
crates/ml/src/cuda_pipeline/gpu_replay_buffer.rs - Modify:
crates/ml/src/trainers/dqn/trainer.rs
Step 1: OOM fallback in GpuReplayBuffer::new()
Wrap tensor allocations in a match that catches CUDA OOM. If allocation fails:
- Log warning: "GPU replay buffer allocation failed, falling back to CPU PER"
- Return
Err(MLError::GpuMemoryError(...))
Step 2: Trainer fallback
In trainer init, wrap GpuReplayBuffer::new() in:
match GpuReplayBuffer::new(config, device) {
Ok(buf) => ReplayBufferType::GpuPrioritized(Arc::new(Mutex::new(buf))),
Err(e) => {
warn!("GPU PER failed ({}), falling back to CPU PER", e);
ReplayBufferType::Prioritized(...)
}
}
Step 3: Test fallback
Write test that forces OOM (absurd capacity) and verifies CPU fallback.
Step 4: Commit
git commit -am "feat(ml): GPU PER graceful fallback to CPU on OOM"
Task 12: Clippy, warnings, final verification
Files: All modified files
Step 1: Full workspace check
SQLX_OFFLINE=true cargo check --workspace
SQLX_OFFLINE=true cargo clippy --workspace -- -D warnings
Step 2: Run all ml tests
SQLX_OFFLINE=true cargo test -p ml --lib
Expected: 2390+ tests pass, 0 warnings
Step 3: Commit any fixes
git commit -am "fix(ml): clippy and warning cleanup for GPU PER"
Task 13: Update memory and backlog
Files:
- Modify:
/home/jgrusewski/.claude/projects/-home-jgrusewski-Work-foxhunt/memory/gpu-saturation-backlog.md - Modify:
/home/jgrusewski/.claude/projects/-home-jgrusewski-Work-foxhunt/memory/MEMORY.md
Step 1: Mark "DQN PER CPU sum-tree" as resolved in the backlog.
Step 2: Update MEMORY.md with GPU PER details.
Step 3: Push and trigger pipeline
git push origin main
Trigger train-validate-rl job to verify epoch time improvement (target: 31s → ~26s on L40S).