Comments (6)
At a minimum, i'd like a way for workers to backoff/go to sleep if there's enough games for the given model, and a way for the trainer to wait for there to be enough new games before training. Literally anything would be an improvement on the current method.
from minigo.
two problems:
- trainer dies; workers generate obscene number of games for just one generation
- workers get pre-empted; trainer continues training on the same data repeatedly, potentially overfitting.
solutions
- (for trainer dying): cap number of games per generation. (Q: you would want to know the sum of #games played and #games currently being played for a given generation; this is not easy to do. how can we prevent overshooting # of games? does this even matter? If number of workers << number of games desired, then there's only so much we can overshoot by.)
- (for workers dying): only initiate training if there are sufficiently many new games.
from minigo.
Another thought: if we have 1000 workers, each completing a game every 5 +/- 3 minutes, then why not just output checkpoints every 5 minutes. After all, if a worker is gonna start a new game, why not just grab the latest weights? So having 10,000 games in a generation seems unnecessarily stale. In a regime where each worker only plays 1 game per generation on average, the above solutions may work less well.
from minigo.
Partially addressed by #75 , which prevents the workers from going crazy if the training job falls down. (still waiting to see if that actually works in the real world)
For training proportional to some targetted amount of new data, i'm ok punting on this until we have TPU training running.
from minigo.
I'm ok targeting 10k games/generation for this one, not worrying about getting fewer, and putting a hard cap of 15k per. @brilee, any further thoughts?
from minigo.
we have some crude backoff mechanisms now.
from minigo.
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from minigo.