通过错位异步推理,让大模型在实时环境中稳定响应。
Enabling Realtime Reinforcement Learning at Scale with Staggered Asynchronous Inference
- 用错位异步机制保证动作周期一致
- 推理时间长的模型也能用于实时环境
- 适合高延迟但需高精度的实时决策场景
实时环境在智能体执行动作推断与学习时持续变化,要求高频交互以最小化累计损失。然而,现代机器学习模型规模增大导致推理时间变长,挑战了实时系统的响应能力。本文分析了实时强化学习中的损失下界,发现传统串行交互范式难以最小化长期损失,但当存在足够异步计算资源时则可行。我们提出新的错位异步推理算法,确保动作在固定时间间隔发出,并证明:长推理时间模型的应用仅受限于环境在推理周期内的有效随机性,而非动作频率。分析显示,所需推理进程数随推理时间线性增长,在实时模拟《宝可梦》和《俄罗斯方块》游戏时,可使用比现有方法大多个数量级的模型。
原文摘要 · Abstract (English)
Realtime environments change even as agents perform action inference and learning, thus requiring high interaction frequencies to effectively minimize regret. However, recent advances in machine learning involve larger neural networks with longer inference times, raising questions about their applicability in realtime systems where reaction time is crucial. We present an analysis of lower bounds on regret in realtime reinforcement learning (RL) environments to show that minimizing long-term regret is generally impossible within the typical sequential interaction and learning paradigm, but often becomes possible when sufficient asynchronous compute is available. We propose novel algorithms for staggering asynchronous inference processes to ensure that actions are taken at consistent time intervals, and demonstrate that use of models with high action inference times is only constrained by the environment's effective stochasticity over the inference horizon, and not by action frequency. Our analysis shows that the number of inference processes needed scales linearly with increasing inference times while enabling use of models that are multiple orders of magnitude larger than existing approaches when learning from a realtime simulation of Game Boy games such as Pokémon and Tetris.
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