An Extensible, Data-Oriented Architecture for High-Performance, Many-World Simulation
Brennan Shacklett, Luc Guy Rosenzweig, Zhiqiang Xie, Bidipta Sarkar, Andrew Szot, Erik Wijmans, Vladlen Koltun, Dhruv Batra, Kayvon Fatahalian
摘要
Training AI agents to perform complex tasks in simulated worlds requires millions to billions of steps of experience. To achieve high performance, today's fastest simulators for training AI agents adopt the idea of batch simulation: using a single simulation engine to simultaneously step many environments in parallel. We introduce a framework for productively authoring novel training environments (including custom logic for environment generation, environment time stepping, and generating agent observations and rewards) that execute as high-performance, GPU-accelerated batched simulators. Our key observation is that the entity-component-system (ECS) design pattern, popular for expressing CPU-side game logic today, is also well-suited for providing the structure needed for high-performance batched simulators. We contribute the first fully-GPU accelerated ECS implementation that natively supports batch environment simulation. We demonstrate how ECS abstractions impose structure on a training environment's logic and state that allows the system to efficiently manage state, amortize work, and identify GPU-friendly coherent parallel computations within and across different environments. We implement several learning environments in this framework, and demonstrate GPU speedups of two to three orders of magnitude over open source CPU baselines and 5-33× over strong baselines running on a 32-thread CPU. An implementation of the OpenAI hide and seek 3D environment written in our framework, which performs rigid body physics and ray tracing in each simulator step, achieves over 1.9 million environment steps per second on a single GPU.
问问这篇 Paper
智能体会读完全文。
Lune 把这篇 Paper 索引到了每一个公式,引用它的顶会 Paper 也一样。你提问,回答直接引用原文。
引用它的顶会 Paper3
- Accelerating Design Space Exploration for LLM Training Systems with Multi-experiment Parallel SimulationFei Gui, Kaihui Gao, Li Chen, Dan Li 等NSDI 2025 · 被引用 27 次
- Diverse Conventions for Human-AI CollaborationBidipta Sarkar, Andy Shih, Dorsa SadighNeurIPS 2023 · 被引用 23 次
- Robust Autonomy Emerges from Self-PlayMarco Francis Cusumano-Towner, David Hafner, Alexander Hertzberg, Brody Huval 等ICML 2025
它引用的顶会 Paper9
- Habitat: A Platform for Embodied AI ResearchManolis Savva, Jitendra Malik, Devi Parikh, Dhruv Batra 等ICCV 2019 · 被引用 1,863 次
- Emergent Tool Use From Multi-Agent AutocurriculaBowen Baker, Ingmar Kanitscheider, Todor M. Markov, Yi Wu 等ICLR 2020 · 被引用 751 次
- Character controllers using motion VAEsHung Yu Ling, Fabio Zinno, George Cheng, Michiel van de PanneSIGGRAPH 2020 · 被引用 261 次
- ASE: large-scale reusable adversarial skill embeddings for physically simulated charactersXue Bin Peng, Yunrong Guo, Lina Halper, Sergey Levine 等SIGGRAPH 2022 · 被引用 217 次
- Sample Factory: Egocentric 3D Control from Pixels at 100000 FPS with Asynchronous Reinforcement LearningAleksei Petrenko, Zhehui Huang, Tushar Kumar, Gaurav S. Sukhatme 等ICML 2020 · 被引用 131 次
相关 Paper
- Large Batch Simulation for Deep Reinforcement LearningBrennan Shacklett, Erik Wijmans, Aleksei Petrenko, Manolis Savva 等ICLR 2021 · 被引用 29 次
- Megaverse: Simulating Embodied Agents at One Million Experiences per SecondAleksei Petrenko, Erik Wijmans, Brennan Shacklett, Vladlen KoltunICML 2021 · 被引用 26 次
- SRL: Scaling Distributed Reinforcement Learning to Over Ten Thousand CoresZhiyu Mei, Wei Fu, Jiaxuan Gao, Guangju Wang 等ICLR 2024 · 被引用 10 次
- SAGE: Scalable Agentic 3D Scene Generation for Embodied AIHongchi Xia, Xuan Li, Zhaoshuo Li, Qianli Ma 等CVPR 2026 · 被引用 50 次
- SimAI: Unifying Architecture Design and Performance Tuning for Large-Scale Large Language Model Training with Scalability and PrecisionXizheng Wang, Qingxu Li, Yichi Xu, Gang Lu 等NSDI 2025 · 被引用 82 次
