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# DEVLOG
## 2026-09-25 - project start (tetra)
Context: prior research session (macbook, ab24103e) sized MCSR Ranked data: top-50 players' last 100 matches =
1,172 winning runs with the winner's VOD, 187 h. Plan was VPT-IDM pseudo-labels + BC + segment RL.
Data pipeline
- API: `date` in a match is the match END time; run start = date - result.time/1000. Verified on frames: countdown
at start-5 s, in-game timer 00:16 at start+15 s (~1 s slop). VOD offset = start - vod.startsAt.
- Index after ~1 h: 733 players (leaderboard + opponents >= 1500 elo), 21k candidate VOD runs (3.7k h, many gone).
~40% of the oldest VODs already deleted. 16% of downloaded VODs had no transcodes (1080p60 source): re-encoded.
- Replays: `replay.mcsrranked.com/{matches|archives}/{id}.rrf`, ~1.2 MB, ~3-day retention (replayExists=1).
17k ranked matches/day overall (avg elo 1152); we archive any-player >= 1500 elo, VOD-paired matches first.
CDN 429s above ~5/min; archiver adapts (Retry-After honored).
- Replay format (decompiled mod 5.8.26 with Vineflower): meta.symmetricKey = RSA(PKCS1 type 1) with the mod's
public key -> AES key; replay.rpd = [len][AES-ECB] chunks, Snappy, then per player uuid + TimeLinePackages
(int8 type, int32 tick, fixed layout). Rotations int16 centi-degrees. Decoding approved by Elliot (private use).
- Replay stats on one match: yaw change per tick p99 37-41 deg, max 180; OpenAI IDM camera bins cap at 10 deg.
- VOD<->replay alignment: phase correlation underestimates big turns (90th pct 1.5 px vs ~18 px expected); Farneback
median flow and frame-difference energy both lock (corr ~0.2-0.35, sharp single peak). Lag is constant within a
run to +-1-2 frames across dimensions; typical 25-60 frames; can be negative (VOD startsAt error) -> search -150..250.
OpenAI VPT IDM (4x_idm, 482M) as baseline labeler
- 22 fps on CPU, ~300-640 fps on one RTX PRO 6000 (fp32/TF32; bf16 autocast breaks its fp32 recurrent state).
- On a crafting/inventory sequence it predicts camera turns and sneak where the player is clicking in a GUI;
never predicts sprint (FOV effects off). Not good enough as a label source (Elliot's prior confirmed).
Training perf (179M model, T=256, batch 8 seq/GPU = 2048 frames/GPU/step)
- measured bf16 GEMM ceiling (8192^3 torch.matmul): 394-400 TFLOPS per RTX PRO 6000.
- eager 1 GPU: 5,016 fps (30.5% MFU). torch.compile: 7,031 fps (43%).
- profiler (compiled, 1 GPU): Triton elementwise/norm 50% of GPU time, GEMM 36%, FlashAttention-2 12.7%.
GEMMs are cuBLAS `cutlass_80_tensorop_bf16_s16816gemm` (mma.sync m16n8k16 - the right family on sm_120, which has
no wgmma/tcgen05); ncu: tensor pipe 70-88% on the big ones. Attention is pytorch_flash fwd/bwd (not math/efficient).
- ncu on the Triton norm/SwiGLU kernels: 83-92% of memory SOL at ~1.5 TB/s -> efficient kernels moving too many bytes.
Cause: under autocast the residual stream was fp32 (bf16 matmul outputs + fp32 pos params).
- bf16 residual: 7,692 fps (+9%), 44.8 GB. cuDNN SDPA = FA2 (7,610, noise). max-autotune: 7,640 (no gain, slow).
- 4 GPU DDP synthetic: 30,190 fps (98% scaling). Real data: 22-25k fps, loader-bound (prep ffmpeg ate ~64 cores);
renice daemons + 10 workers -> 27.9k; profile showed fp32 all-reduce (RING_LL, 720 MB/step over PCIe) and H2D on
the compute stream (12% compute idle). bf16_compress_hook + 64 MB buckets + side-stream prefetch -> 30,032 fps real.
- Decode: PyAV rgb24 conversion ~500 fps (sws) vs yuv420p planes 29k fps -> model eats packed yuv420p directly.
Incidents
- 16:23 OOM kill (4 ranks x 10 workers x prefetch 4 + co-tenant jobs on 60 GB) killed the login scope and every
tmux daemon. Daemons now run as systemd user services with MemoryMax; trainer prefetch 2.
## 2026-09-25 evening - IDM ground truth, baselines, overnight loop
- VPT IDM vs replay truth (6 pairs, 62,746 aligned frames; mcsr/eval_idm.py): yaw MAE 2.03 deg, pitch 1.35,
yaw sign acc 84% on turns > 2 deg, 7.2% of true turns exceed its +-10 deg range; key F1 forward 0.78, left 0.41,
right 0.45, jump 0.28, sprint 0.21, sneak 0.08, mine 0.31, place 0.07. Zero predictor: yaw 2.70, pitch 1.61.
So VPT is only 25% / 16% better than predicting no camera motion. (Key labels are motion-derived proxies, so key
F1 mixes model error with label-definition mismatch; camera MAE is the clean number.)
- Alignment verified by eye: for isolated +26/+30/+59 deg replay turns at frame f, frames f-1 and f match and the
rotation appears between f and f+1 (targets are "action during tick t -> t+1"). Exact +-90 deg single-tick snaps
on dark/menu screens are not mouse motion (0.013% of frames) and are masked in new pairs.
- Our-IDM labeler (idm_label_ours.py): np.stack of ~12k decoded frames took 19 s under memory pressure; decode into
a preallocated buffer, 4 decode workers per GPU, whole run pinned and sliced on the GPU -> ~2.2k fps/GPU
(inference alone is 16k fps/GPU eager bf16; the rest is decode and worker->main transfer; fine for now).
- mcsr/waves.py (systemd unit mcsr-waves): when train pairs grow 1.5x (first at 5 h) and >= 1 val pair exists and all
GPUs are free: 8-epoch IDM on 4 GPUs -> eval ours vs VPT on val pairs -> if ours has lower yaw MAE, relabel all
prepped VODs with ours and train the causal policy 3 epochs on "mixed" (replay truth + our IDM labels).
Results in logs/waves.jsonl. Held-out pairs: none among the first 55 paired matches (6% chance at 5%); waits.
- Re-render spike (M4): portablemc installed Fabric 1.16.1 (loader 0.19.5, Mojang Java 8) in data/mc (618 MB);
with mcsrranked-5.8.26.jar in data/mc/mods the client boots headless on Xvfb/llvmpipe (scripts/mc_headless.sh,
25 mods) and stops at the mod's Privacy Policy / Guidelines consent screen. Not accepted: that is Elliot's call.
Mod facts for this path: bundles Lithium + Fabric API modules + SpeedRunIGT; has file/mod hash verifiers
(anticheat/file/verifiers/ModVerifier); world gen differs from vanilla via seedseparation (per-dimension seeds),
standardrng (structure/loot RNG) and vanillafix mixins, so a faithful re-render should run their world gen.
- Wave 0 (per-frame encoder, 1037 steps, 14.8 h / 93 pairs) FAILED on held-out pairs: yaw MAE 3.04 (VPT 2.12),
yaw sign acc 4.7%, strafe/jump F1 ~0; val camera CE 1.758. It learned speed cues (sprint F1 0.42 vs VPT 0.15) but
not turning. Cause: each frame is squeezed to 4 readout tokens before any cross-frame mixing, so pixel motion
(the IDM's signal) is gone. VPT's IDM opens with a temporal 3D conv for this reason.
- Fix: tubelet patch embedding (Config.tubelet; IDM (-1,0,1), policy (-2,-1,0), past-only asserted). Same 1037
steps, same 5 val pairs (61,413 frames): yaw MAE 2.11 (VPT 2.12), pitch 1.29 (VPT 1.45), sign acc 62% (VPT 86%),
F1 forward 0.81 / sprint 0.65 / sneak 0.18 / jump 0.31 / mine 0.31 / strafe 0.03-0.04 (VPT strafe 0.40).
Val camera CE 1.372 vs train ~1.4: underfit, so waves now train 16 epochs.
- Loader contention: each systemd unit is its own cgroup, so nice 15 did not demote the prep encoders (60 cores)
against training (11 cores, load avg 277). Fix: CPUWeight 20 for prep/pairs/replay-arrays, 1000 for training.
PyAV auto threading (1 thread per core per worker) oversubscribes with 24+ workers; thread_count=2 per worker.
## 2026-09-25 18:00-18:40 - stopped idm-tub-long, profiled, resumed
- idm-tub-long (fresh 4000-step tubelet IDM) ran at ~570 ms/step vs ~280 synthetic; Elliot had it stopped at step
2280. It had no intermediate checkpoint (ckpt-every 4000), so progress was lost. Now: checkpoints every 500 steps
with optimizer state + global step; `--resume CKPT`.
- Profile findings (4 GPU, tubelet IDM): tubelet costs no GPU time (1-GPU synthetic 443.6 vs 440.3 ms/step kernel
time). Real vs synthetic kernels identical except +4 ms/step H2D. Real-data compute stream idle 21.4% with 62-67 ms
gaps vs 1.5% synthetic: rank processes were CPU-starved by their own 32 loader workers. Loader workers now run at
nice +10 (worker_init_fn): idle 2.4%, largest gap 6 ms. (Earlier profiler totals double counted Inductor launcher
ops; summary now uses self device time. Data wait is now reported for the slowest rank.)
- Resumed from idm-tub-ab/step1037.pt (weights only; fresh AdamW, warmup 100) as idm-tub-resume, 3000 steps.
It is loader-bound at ~16-17k fps: box has a co-tenant (nv2.slice, ~42 cores, ~9 GB), swap full, 21% sys time.
Standalone: one worker makes 1.9k fps (decode 3.2k), 8 workers with pinning 7.3k fps; in the 4-rank run ~4k/rank.
Background daemons capped at runtime (download 800%, prep 800%, pairs 400%, replay-arrays 200% CPUQuota).
- NVDEC via PyNvVideoCodec 2.2.3: bit-exact vs PyAV after NV12->planar, but 382 fps sequential and ~700 ms per
256-frame random window (per-frame overhead on tiny frames; measured while training used the GPU). Not adopted.
## 2026-09-25 19:00 - full kernel audit (one IDM training step, 822 kernels, ncu, base clocks)
scripts/kernel_audit.py prof/ncu/full_step_idm.ncu-rep (tubelet IDM, batch 8 x 256 frames, 1 GPU):
- GEMM 53.8% of step at 84.2% tensor-pipe (cuBLAS cutlass_80 s16816 bf16 = mma.sync m16n8k16, the only bf16 tensor
path on sm_120: no wgmma/tcgen05 on GB202). Recoverable at 85% target: 2.5% of step.
- Triton fused norm/SwiGLU/residual 27.1% at 86.1% memory SOL; recoverable 1.3%. Outlier: tubelet gather+cast
kernel 2.2 ms at 26% SOL (0.8% of step).
- Attention 17.2% at 30.1% tensor-pipe; FA2 backward dq_dk_dv 34%, plus dot_do_o (8.8 ms) and convert_dq (5.7 ms)
helper passes. Encoder sequence is 148 tokens (144 patches + 4 readouts), padded to 2x128-row tiles.
- Isolated attention fwd+bwd, [2048 frames x 8 heads x L x 64]: L=148 flash 7.86 / cudnn 7.08 / efficient 7.10 /
compiled bmm+softmax 9.68 ms; L=128 flash 6.26 / cudnn 6.09 / efficient 4.55 ms. Memory floor ~2.1 ms/layer, so all
library kernels are overhead-bound at this length. Whole step: flash 271.3, cudnn 275.2, efficient 277.6 ms/step
(non-contiguous q/k/v views erase the isolated gain) -> keep FA2.
- Levers, not yet taken: (1) encoder at exactly 128 tokens (e.g. 256x128 input with attention-pooled readouts) +
efficient kernel: ~42% less attention time, ~9% of step; do it for the policy (not trained yet) rather than
resetting the IDM. (2) FP8 GEMMs (sm_120 FP8 mma is 2x bf16) on the 54% GEMM share: experiment, quality risk.
## 2026-09-25 19:20-19:45 - NVFP4 training (NVIDIA arXiv 2509.25149v2) on sm_120
Paper recipe (12B Nemotron-H, 10T tokens, MMLU-Pro 62.58 vs FP8 62.62): NVFP4 = E2M1 values, 16-element blocks
with E4M3 decode scales, plus an FP32 per-tensor scale (s_enc = 6*448/amax). All linear-layer GEMMs (Fprop, Dgrad,
Wgrad) in NVFP4; ~15% of linears in BF16 (first 2 + last 8 blocks for 12B; the last blocks matter most);
attention (QK^T, softmax, SV), norms, embeddings, output head in BF16; master weights, grads, and Adam states FP32.
16x16 2D block scales for weights (same quantized W in fwd and bwd); 1x16 for activations/grads. 16x16 random
Hadamard transform on Wgrad inputs only (one fixed random sign vector). Stochastic rounding on gradients only
(Dgrad and Wgrad inputs); RNE elsewhere (SR on activations/weights diverges). Optional: switch the forward pass
to BF16 for the last ~18% (LR decay) to recover most of the ~1.5% loss gap. NVFP4 beat MXFP4 (which needed
36% more tokens to match).
What sm_120 (RTX PRO 6000) has, verified on tetra:
- NVFP4 GEMM via cuBLASLt (torch F.scaled_mm, BlockWise1x16 e4m3 + TensorWise fp32): correct (1.7e-3 vs
dequantized reference). 8192^3: bf16 375 TF/s, NVFP4 1242 TF/s (3.3x). Our encoder-layer GEMMs (K or N = 512):
2.0x GEMM-only; 512x512-output wgrad GEMMs are slower in FP4 (0.59x). (scripts/bench_nvfp4_gemm.py)
- ptxas (CUDA 13.3): cvt.rn...e2m1x2 OK on sm_120a; cvt.rs (hardware stochastic rounding) only sm_100a/103a.
- Transformer Engine 2.19 (transformer_engine_torch built from sdist for sm_120 in a scratch venv): check_nvfp4_support
True on 12.0, MXFP8 refused on 12.0+. SR uses a software fallback on sm_120; RHT+cast fusion is SM100-only
(eligibility requires sm 100-110), so sm_120 runs a separate Hadamard pass. Gotcha: TE caches quantizers per
module, so switching recipe objects on the same modules silently keeps the first recipe; build fresh modules.
- te.Linear x4 (one encoder layer: qkv/proj/up/down), fwd+bwd, 303,104 tokens, d=512: bf16 17.96 ms, FP8 current
20.80, NVFP4 paper recipe 26.13, NVFP4 no-SR 26.11, NVFP4 no-RHT 16.10. d=2048/HID 5504, 65,536 tokens: bf16 56.42,
FP8 39.11, NVFP4 paper 32.50, NVFP4 no-RHT 24.32. (scripts/bench_te_nvfp4.py, M/D/HID env vars)
- Verdict for the current 179M model: NVFP4 does not pay (thin d=512 GEMMs, memory-bound quantization, unfused RHT on
sm_120, GEMMs only ~54% of step, and training is loader-bound anyway). It pays at d>=2048 (1.7x with the full recipe).
- Incident: building TE with MAX_JOBS=8 on the 60 GB box triggered a global OOM kill of IDM wave 1 at 19:24
(lost <500 steps; resumed from step9537). Build nothing heavy on tetra while training runs.
## 2026-09-25 19:40-20:05 - NVFP4 GEMM ceiling on RTX PRO 6000 Workstation (600 W), cuBLAS vs Colfax CuTe DSL
- Sustained 10 s of 8192^3 NVFP4 GEMMs (cuBLAS 13.1): 1177 TF/s at 600 W, SM clock 1811 MHz mean, throttle
0x4 (SW power cap). Dense FP4 peak at that clock = 188 SMs x 4096 FLOP/clk x 1.81 GHz = 1394 TF/s, so cuBLAS
sustains 84% of the power-limited peak. The 2000 TF spec needs ~2.6 GHz, which dense FP4 cannot hold within
600 W. Short bursts run faster (clock not yet pulled down).
- Bursts, 8192^3 (TF/s): cuBLAS 13.1 (torch cu130 wheel) 1310 warm / 1313 cold-L2; cuBLAS 13.8.0.4 1180;
Colfax CuTe DSL (github ColfaxResearch/cfx-article-src sm120_nvfp4_gemms, cutlass-dsl 4.8.0) v1 1498, v7 1545,
CLC 1556 (cold L2). 16384^3: cuBLAS 1225 cold, Colfax v7 1539 / CLC 1555. Colfax is ~18-27% faster on big squares.
- Our encoder shapes (cold L2): Colfax is slower than cuBLAS on all but proj fprop (e.g. up fprop 412 vs 665,
qkv wgrad 352 vs 497). Weight-gradient GEMMs with a 512x512 output and K=303k reach only 117-168 TF/s (16
output tiles on 188 SMs): these need split-K / stream-K, which neither provides for NVFP4 on sm_120 here.
- Scratch envs (not project deps): kern-env (torch 2.14 + nvidia-cublas 13.8.0.4 + nvidia-cutlass-dsl 4.8.0),
te-env (TE 2.19). Gotcha: zsh does not word-split $VAR, so shell loops passing flag strings must run in bash.
## 2026-09-25 19:50 - encoder A/B setup; policy stage held
- Where the time goes: wave 1 real-data 4-GPU: 27.2k fps, 302 ms/step, slowest-rank data wait ~15 ms (~5%);
synthetic ceiling ~28.5-29.6k. GPU time: GEMM 54% (84% tensor-pipe), fused elementwise 27% (86% mem SOL),
attention 17% (30%). Per-frame encoder = ~96% of inference FLOPs; temporal core (1 token/frame) ~4%.
- Hypothesis: a conv encoder (no in-frame attention) is cheaper and at least as accurate in this data regime
(tens-hundreds of hours of correlated 20 Hz frames), and motion is naturally early-fused by stacking frames as
channels (VPT's IDM used a 3D conv + ResNet). Config.encoder="conv": stride-4 4x4 stem over [Y, U, V] x 3 frames,
4 stages (64,128,256,512) x 2 pre-GroupNorm residual 3x3 blocks, stride-2 between stages, flatten 8x5x512 -> d_t.
Measured (FlopCounterMode): conv 10.3 train GFLOP/frame vs ViT 23.5; encoder params 35.1M vs 27.7M.
- scripts/encoder_ab.sh (unit mcsr-encoder-ab): after wave 1's record lands, pause mcsr-waves, train both from
scratch at the same time on 2 GPUs each (3000 steps, batch 8 x 256, same data snapshot), score both on held-out
pairs, append to logs/encoder_ab.txt, restart mcsr-waves. data/HOLD_POLICY blocks the policy stage until decided.
- Second OOM (19:51): a 1-minute conv smoke test (torch + Inductor compile workers) while wave 1 held ~32 GB killed
the wave. Inductor spawns ~cpu_count compile workers per rank; launchers now set TORCHINDUCTOR_COMPILE_THREADS=4.
## 2026-09-25 20:45-21:10 - replay re-rendering on anvil (M4 spike)
- Elliot approved accepting the MCSR Ranked Privacy/Guidelines screen; accepted on anvil (headless client, XTEST).
- Blockers in the ranked client: (1) its menus (incl. replay viewer) require a signed-in Minecraft account
("Player authentication data couldn't be loaded"); (2) its anticheat refuses to start with any non-whitelisted
mod ("Incompatible mod set found"). Not bypassed: a whitelist bypass is exactly a cheating tool for ranked.
- Own renderer instead: anvil:~/dev/mcsr-render (Fabric 1.16.1 + our mod, no ranked mod at runtime). Toolchain is
user-local: tools/jdk25 (Loom 1.18.2 needs Java 25), tools/jdk21, tools/gradle-9.8.0; build `bash build.sh`
pattern (sources staged from tetra scratch). World: vanilla gen via MinecraftClient.method_29607 with MCSR-style
seed separation reimplemented: nether/end DimensionOptions from DimensionType.method_28517(netherSeed/endSeed),
ServerWorld constructor seed arg and getSeed() overridden per dimension (2 mixins). Ranked's standardrng mixins
(loot, drops, spawners, lava lakes, springs, fossils) are not replicated: terrain and structures match, some
decorations may not.
- Camera: spectator; per sample: server-side cross-dimension teleport, client refreshPositionAndAngles, capture
via ScreenshotUtils once WorldRenderer.isTerrainRenderComplete. [Corrected 2026-09-26 00:30: under Xvfb the
clients load libGLX_mesa + libgallium, i.e. llvmpipe software GL, not the RTX 3090; see that entry.]
- Validation, match 13599322 / bd276bdd, 6 ticks vs the streamer's VOD: village door at t793 (VOD: crafting in a
village house), same tree at t1521, and at t7660 the render earned "A Terrible Fortress" on arrival, so the nether
fortress sits where the replay says. Gaps: nether far darker (speedrunners use max gamma), chat/toasts on screen,
riding (boat) pose at t2248 looks straight at water. Whole 6-sample job: world in 6 s, 9 s total.
- Renderer v0.3 (continuous): one frame per replay tick, advanced per rendered frame, piped to ffmpeg as 256x144 @ 20
fps H.264 (same encode as prep), replay block edits applied (UPDATE_V2 = raw state id; BREAK/REMOVE = air;
PROGRESS = crack overlay), gamma 1.0, HUD/chat hidden, toasts cancelled, time of day = tick. Job maker:
mcsr/render_job.py. Match 13599322 / bd276bdd ticks 1400-2000: 601 frames in 15.7 s (38 fps, 1.9x real time,
one client, RTX 3090 GL). Side by side with the aligned VOD: same tree with the chopped logs missing, the
player's placed crafting table on the same riverbank, same river bend, mining cracks. Not reproducible from
replays: inventory/crafting screens (VOD shows the GUI, render shows the world); todo: swim/sneak eye height
(t1420 underwater in VOD), riding, HUD/hotbar/hand, mobs/items.
## 2026-09-25 21:50 - IDM wave 1 beats OpenAI VPT IDM on held-out real VODs
- Wave 1 (tubelet ViT IDM, warm-started chain ~25k steps total, 93.6 h / 577 train pairs): held-out camera CE 3.01
(train 0.03: overconfident), yet on 36 held-out pairs (414,070 frames, mcsr.eval_idm) vs VPT 4x IDM:
yaw MAE 1.60 vs 2.12 deg, pitch MAE 0.96 vs 1.48, yaw sign acc 90.6% vs 84.8%, F1 forward 0.90 vs 0.80,
sprint 0.83 vs 0.20, jump 0.76 vs 0.33, left 0.70 vs 0.40. CE is a poor model-selection metric here (confident
wrong bins); pick checkpoints by held-out yaw MAE. Trainer now has --val-every with best.pt (by camera CE).
- Rendering fleet on anvil (4 clients, queue mode, overnight-compute lease agent mcsr-render on gpu0): renderer
per-frame cost was the 120 fps window limiter (setting options.maxFps does not reach Window.setFramerateLimit);
real work ~0.54 ms/frame static. One client: 652 fps on a full 9.4-min run (33x real time); 4 clients sharing
anvil with a co-tenant: ~740-1220 fps combined. Tetra services mcsr-render-jobs / mcsr-render-sync push jobs and
pull videos + labels (data/renders/, table renders). ~2.8k player-runs queued.
## 2026-09-25 22:45 - encoder A/B, 1-GPU sweep queue, render FOV gap, first closed-loop policy
- Encoder A/B (IDM, 3000 steps, 2 GPUs each, same data): conv 27.3k fps vs ViT 13.3k, val camera CE 0.992 vs 1.217;
conv held-out yaw/pitch MAE 1.417/0.878 deg (wave-1 ViT 1.596/0.963, VPT 2.121/1.481). Conv is the encoder.
- Sweeps now run one experiment per GPU: scripts/sweep.py (spec logs/sweep_spec.json, re-read live; results
logs/sweep.jsonl; per-run logs/sweep/<name>.out + .eval.out). Every IDM run: --before snapshot (identical data),
--val-labels replay (checkpoint selection on real VOD pairs), then eval_idm on the fixed 37 held-out pairs with
cam_ce / act_bce over every valid frame (new; the scaling metric). Model sizes: model.SIZES xs/s/m/base/l =
5.4/27.5/76/187/532M. Data caps: --pair-hours (nested subsets), --render-hours, --min-fov.
- argparse gotcha: `--tubelet -2,-1,0,1,2` is parsed as a flag; use `--tubelet=-2,-1,0,1,2`.
- Round 1 held-out cam_ce (4000 steps, 1 GPU, 143 h pairs): xs 1.200, s 1.179, base 1.163; s on pairs+renders
(12 h, FOV 70) 1.110; s on renders only 1.849 (train loss 0.70: renders alone do not transfer to VOD pixels).
- Why: FOV. Zoom-matching render frames to the same ticks of the streamer's VOD (74 overlapping runs) peaks at
scale ~0.55 for 14/16 streamers (one at 0.78, one at 0.93); re-rendering bd276bdd at FOV 90/100/110 gives
0.825/0.975/1.2, so most streamers play at FOV ~100 vs our 70. Also: VODs carry HUD, hand, facecams, input
overlays, captions; some are brighter (gamma); one streamer plays in third person. Phase correlation on VODs is
useless (static overlays lock the peak at 0).
- Fix: job field "fov" (mod: options.fov), per run from render_job.job_fov: 75% N(100,4) clipped 90-110, 25%
U(70,95); renders.fov column (NULL/70 = old renders). Fleet restarted with the FOV jar at ~22:50; queued jobs
rewritten with fov (apply script also touched *.json.rendered files: harmless). Renders done before this are FOV 70.
- Closed loop: mod logs player state every 10 ticks to <out>.state.jsonl; mcsr/play_eval.py make (8 val-split
seeds, data/play_jobs) / score (path, net displacement, items, death, vs both humans' first 60 s on the same
seed); anvil ~/dev/mcsr-render/play_eval.sh TAG CKPT runs the episodes. Gotcha: a stale policy server on :5555
silently served the first run (random-init weights) - the driver now aborts unless its own server starts.
- 60 s episodes, 8 held-out seeds: random-init path 40.3 m / net 7.4 m; pol-shake (policy, prev-action input, base
size, 2000 steps = 4 min on 2 GPUs) path 86.7 / net 37.7, died 5/8 (drowning: walks into water, never swims up;
also long stretches staring at the sky); humans 131.3 / 48.7.
- 23:10 update. Encoder frame window (tubelet) is the biggest IDM lever so far: held-out cam_ce 1.179 (3 frames)
-> 1.124 (5) -> 1.052 (7), size s, 4000 steps. Model size barely matters at this budget (xs 1.200, s 1.179,
m 1.155, base 1.163, l 1.289: l is undertrained); all sizes' val curves are still falling when the cosine LR ends
(compute-bound, not capacity-bound). T=64 context with 4x batch: 1.147. Floors: label prior 1.935.
- Render speed on anvil collapsed from ~160-220 fps per client (22:39) to ~21-37 fps: not FOV (same segment at FOV 70
and 100 both 72 s) but CPU load (co-tenant test_snapshots ~14 cores, load 60-88 on 32 threads, plus two
closed-loop clients). Expect ~4-5 h of rendered footage per hour while that lasts.
- Closed loop at FOV 100 (8 held-out seeds, 60 s): random-init path 39.4 m / net 7.3 / died 2/8; pol-m-prev (76M,
prev-action input, 4000 steps 1 GPU) 104.1 / 35.7 / died 3/8; humans 131.3 / 48.7.
- VPT eval process grows to ~89 GB of GPU memory (allocator cache); give it its own GPU.
- 23:35 update. Seed noise is large: r1-P-s seed 0 held-out cam_ce 1.179, seed 1 1.079 (same config, 4000 steps,
batch 8 sequences). Single-run differences under ~0.1 are not significant; use >=3 seeds for claims. Tubelet trend
(3/5/7/11/15 frames: 1.179/1.124/1.052/1.058/1.035) is monotone enough to act on. Data grid at 4000 steps
saturates by 18-36 h of pairs (s: 9h 1.282, 18h 1.176, 36h 1.149; base: 9h 1.269, 18h 1.158): compute-bound.
- Policy closed loop (8 seeds, FOV 100): prev-action 104.1 m path / 35.7 net / died 3/8 beats frames-only
89.1 / 30.6 / 5/8. Look-back 7 frames vs 3: same val loss (1.1457 vs 1.1431). Pitch sign verified: frames-only
median pitch 35 deg down vs humans 32; prev-action random-walks pitch (14% of time > 45 deg up, sky staring).
- pol-final: base 187M, policy source (renders + pairs + IDM-labeled VODs; --refresh-every 2500 picks up new renders
and labels), prev-action, tubelet -2..0, 120k steps, GPUs 0,3 (21.4k fps), ckpt every 5000 -> mcsr.play_watch
plays each checkpoint on anvil (logs/play_curve.jsonl). idm-final: m, tubelet -7..7, pairs + all renders, 16k steps.
- scripts/sweep_release.sh frees a GPU from a single-GPU runner at a run boundary (re-queues a just-started run).
## 2026-09-26 00:30 - render fleet is CPU-bound llvmpipe; closed-loop notes
- Fleet clients under Xvfb render with Mesa llvmpipe (/proc/PID/maps: libGLX_mesa, libgallium; nvidia-smi lists no
java). The earlier "NVIDIA GL under Xvfb" note was wrong. llvmpipe spawns one raster thread per CPU per client, so 4
clients + a co-tenant on 32 threads collapsed to ~22 fps/client. Same 1501-frame segment: LP_NUM_THREADS 2 / 4 / 8
/ default = 39.0 / 41.6 / 51.4 / 72.5 s. Fleet restarted 00:32 with K=6, LP=2 (run_fleet.sh LP env; run_play.sh
uses LP=4). Hardware GL would need a real X server with the NVIDIA driver (root) or VirtualGL (not installed);
not using the desktop session's Xwayland.
- Render-data effect with error bars (IDM size s, 4000 steps, held-out cam_ce, 3 seeds): pairs only 1.179/1.079/1.140
(mean 1.133); pairs + 12 h FOV-70 renders 1.110/1.120/1.138 (mean 1.123). Off-FOV renders: no significant gain.
- Closed loop: HUD on vs off (pol-m-prev) 92.3 m / 3 deaths vs 104.1 / 3: no gain, keep HUD hidden. Deaths are
drowning (hp -2 per 10 ticks while y sinks to 38-46): speedrunners on these ocean-adjacent ranked seeds dive for
treasure/shipwrecks right after spawn (human renders show it), the policy imitates the dive but cannot see its air
(HUD hidden) and does not hold jump to resurface.
- Human first-60 s renders of the 8 held-out seeds (FOV 100): data/play/human-fov100 (scripts/versus.py pairs them
with a policy's episodes). 24-seed job set for final evals: data/play_jobs_24 (anvil play_jobs_24, JOBS= env).
- 00:45 idm-final (m, 15-frame window, pairs + all renders, 16k steps, 1 GPU, 64 min): held-out (fixed 37 pairs,
422,811 frames) cam_ce 0.889, yaw MAE 1.32 / pitch 0.79 deg (VPT 2.12 / 1.48), yaw sign 0.873 (VPT 0.848),
F1 forward 0.91 (0.79), sprint 0.85 (0.20), jump 0.77 (0.33), left 0.75 (0.40), right 0.74 (0.38), back 0.69
(0.39), sneak 0.72 (0.17), mine 0.55 (0.34), place 0.03 (0.09). Relabeling 1170 unpaired VODs (219 h) with it:
logs/relabel.log (GPUs 1,2 shared with sweeps, 1 decode worker/GPU: 2 workers/GPU pushed tetra to 5 GB free).
- train.py: --continue (with --resume: LR at the global step, stop at --steps total; before, a resume restarted
warmup + cosine) and --ema DECAY (rank-0 fp32 EMA saved as ck["ema"]; play_watch plays EMA weights). pol-final
restarted 00:48 from step25000 with --continue --ema 0.9995 (data now 294.7 h). Closed loop so far (non-EMA,
LR near peak): step5000 45.5 m / died 6-7 of 8, step10000 86.5 / 4, step15000 47.0 / 4.
- Pairs + 38 h FOV-70 renders, seed 0: 1.166 (vs 12 h 1.123 mean, pairs-only 1.133): more off-FOV renders do not help.
- 01:15 closed loop: pol-final step25000 (last non-EMA ckpt) 102.1 m path / 42.4 net / died 4/8 (humans 131.3 /
48.7). Copycat check: step20000 with argmax keys (+ camera T=0.7) never moves (0.0 m on all 8 seeds): it starts
with no keys, its previous-action input says idle, and it copies that. Sampling keys (T=1) breaks the symmetry;
keep sampling. play_eval.sh ARGMAX=1 exists for this test only.
- Relabel OOM: 2 GPU processes + 1 decode worker each exceeded an 8 GB cap in 22 s (whole decoded runs buffered).
--workers 0 (decode in the GPU process, one run in RAM per GPU) runs at 5.2 GB.
## 2026-09-26 01:20-01:45 - B300 box (verda-b300-1x-04, Finland) for overnight training
- Reserved for Elliot until Sat Sep 26 3:14 pm MT; task name mcsr: /mnt/data/mcsr (code, .venv, uvcache, data,
logs), tmux session mcsr on the box. Nothing under /root. Cleanup list = /mnt/data/mcsr + tmux session mcsr.
- Link from tetra: RTT 200 ms direct (Tailscale, no relay). Upload 2.8 MB/s per stream, 5.0 (4), 6.7 (8), 9.1 (16);
16 rsync streams sustained ~16 MB/s. Download from the box 0.8 MB/s per stream, 3.3 (8) while the push runs.
The box's own internet is fast (56 MB/s from GitHub): packages come from the internet, data comes from tetra.
- B300 SXM6 AC (sm_103; torch 2.14 cu130 runs its sm_100 kernels): torch.matmul bf16 8192^3 1719 TFLOPS (4.3x an
RTX PRO 6000). Synthetic policy training: base 187M 50.1k fps (b8) / 51.1k (b32), MFU 0.30-0.31; l 532M 24.2k
(b8) / 25.4k (b24), MFU 0.34-0.35. Decode (PyAV, 256-frame windows): 8/16/24 procs = 31.5k/60.7k/82.6k fps.
- Data: scripts/b300_push.sh (16 rsync streams, priority renders > pairs > IDM-labeled VODs, 56 GB), then
scripts/b300_sync.py every 30 min (new files + slim DB with paths rewritten to /mnt/data/mcsr/code/).
data.index now drops rows whose video/labels are not on disk (data still arriving).
- pol-l-b300 (01:45): 532M policy, batch 16 x 256, 120k steps (same frames as tetra's 187M pol-final), lr 2.5e-4,
EMA 0.9995, refresh every 2000 steps, ckpt every 10k: 25.5k fps, 160 ms/step, ETA ~07:00.
- Push bug: round-robin over a list that alternates video, label put every video in the even lists (16 streams ->
8 carrying video, 8 done in seconds). Rebalanced by bytes (greedy, priority order kept): 19 MB/s sustained.
- B300 checkpoints come home via scripts/b300_pull.py (export EMA weights as bf16 on the box, ~1 GB for 532M, pull
in 8 byte ranges) into data/ckpt/pol-l-b300/, then mcsr.play_watch pol-l-b300 --slots 2 plays them on anvil.
- IDM step scaling (s, 7-frame, pairs only): 4k steps 1.052 -> 8k 0.959 held-out cam_ce.
## 2026-09-26 02:25-03:15 - anvil GPU hang, move to tetra, closed-loop profile, lockstep
- anvil: at 02:25 a USB mouse was attached; at 02:29 steamwebhelper blocked in nvkms_close (nvidia_modeset) and the
NVIDIA resource-manager lock stayed held: nvidia-smi and every new CUDA context hang, killed policy servers stuck
as zombies in os_acquire_rwlock_write. Not caused by our jobs. Elliot then moved all our work to tetra: fleet and
play stopped, lease released, ~/dev/mcsr-render copied to tetra (6.1 GB, 11,165 files, rsync dry-run diff 0;
inst/ skipped), random_policy.pt -> data/ckpt/; deleted on anvil: ~/dev/mcsr-render, ~/dev/mcsr-play (its .venv and
ckpt re-exports), /tmp/{apply_fov.py,fix_fov.py,fov_map.json,mcsr-modsrc,restart_fleet*.sh}.
- Global OOM on tetra 02:47 killed pol-final rank 0: I had started extra policy servers (~3.4 GB each) without
checking headroom. Resumed 03:00 from step55000 (--continue, EMA restored, 5 workers/rank, MemoryMax 22G), data
now 498.5 h (IDM-labeled VODs landed). Budget rule: one Minecraft client + policy server (~7 GB) at a time while a
policy trains.
- Closed-loop profile (policy server timers; 532M policy, RTX PRO 6000): per 50 ms tick yuv 1.1 ms, encoder ~4,
temporal ~9-10 (full recompute over <=256 cached frames), sample ~2.5, then ~35 ms idle waiting for the game's next
20 Hz tick. Episode: JVM + launcher 6 s, resources 7 s, world gen + spawn 7 s, 1200 ticks >= 60 s, exit 2 s.
First 200 ticks of a fresh server ran at 9 ticks/s (kernel warm-up): server now runs 20 warm-up steps at start.
- Lockstep mod (mcsr-render-lockstep.jar, job "lockstep": true): RenderTickCounter returns one tick per frame;
MinecraftServer.tick waits for a permit released after each applied action; method_16208 deadline moved to now so
the server does not sleep 50 ms. Queue mode for control jobs: one client plays every seed (ControlLoop resets per
episode). 1200 ticks: 29-35 s (desert seed), 42-56 s (ocean seed) vs >= 60 s; the client frame (MC main-thread
render under llvmpipe, 10-35 ms) is now the bottleneck (LP_NUM_THREADS 16 vs 4: no change); the policy uses
~12 ms/tick. 8 seeds: ~6 min vs ~15 min. play_eval.sh LOCKSTEP=1; play_watch uses it.
- tetra display numbers :99-:106 belong to someone else: play slots use :120+k, fleet clients :130+i.
- 03:35 results. Render transfer with seeds (IDM s, 4000 steps, held-out cam_ce): pairs + 12 h FOV-matched renders
1.189/1.085/1.111 (mean 1.128; pairs only 1.133; + FOV-70 1.123); renders only FOV-matched 1.919/1.893, + stream
overlay augmentation (data.stream_overlay, --overlay-aug 0.8) 1.815/1.831 (prior 1.935). Neither FOV nor static
overlays close the gap. Remaining suspect: temporal aliasing (renders show exact per-tick camera deltas; stream
frames blend sub-tick mouse motion) plus HUD/hand/entities/lighting.
- Policy data A/B in closed loop (lockstep, 8 seeds, same 76M / 4000 steps / snapshot): mixed (renders + pairs +
IDM VODs, ~150 h) 117.0 m path / 47.6 net / died 2/8 vs renders only (12 h) 75.6 / 29.1 / 1/8; humans 131.3 /
48.7. VOD frames do help the policy (confounded with 12x more data). Same checkpoint real-time vs lockstep:
104.1 / 35.7 vs 117.0 / 47.6 (lockstep gives an action every tick, as in training).
## 2026-09-26 03:55-04:30 - B300 end-to-end profile of the 532M policy (batch 16 x 256, bf16, compiled)
- Stopped pol-l-b300 right after step50000 for an exclusive GPU. torch.profiler (4 steps, real loader vs synthetic):
data wait 0.7 vs 0.1 ms/step; GPU busy 99.0% of the window (largest gap 1.7 ms, one compute stream) -> not host-
or loader-bound. Kernel time: cuDNN convs 59%, Triton fused elementwise/GroupNorm 31%, cuBLAS GEMMs 4.6%, copies
2.6%, optimizer 2.0%, attention 0.4%. The conv encoder is ~87% of FLOPs; the transformer is a small part.
- ncu, one full step (890 kernels, 141.8 ms at the locked ~1.84 GHz; scripts/kernel_audit_sm100.py, report on the
box /mnt/data/mcsr/prof/step_l.ncu-rep): convs 59.8% at 74% tensor pipe (fprop/dgrad weight-stationary kernels 92%,
wgrad implicit-GEMM kernels for the high-resolution stages 40-61%); Triton GroupNorm 13.5% at 66% memory SOL;
Triton elementwise 12.8% at 59%; GEMMs (nvjet_sm103) 5.8% at 74%; cuDNN nhwcAddPadding of the 9-channel stem input
4.6%; optimizer 2.3% at 83%; attention 0.6% at 19%. Recoverable at 80% tensor / 85% memory targets: 19.9%.
- Ceilings (scratchpad ceilings.py): 148 SMs; bf16 GEMM 8192^3 sustained 10 s 1,094 TFLOPS at 1,519 MHz, ~1 kW
(power cap 1,100 W; bursts 1,719 TF; published dense 2.25 PF); model GEMMs 1.1-1.7 PF isolated; HBM copy 6.61 TB/s
(spec 8); causal SDPA [16,24,256,64] fwd+bwd cuDNN 99.8 us vs FA2 180 us; stem conv 9->96 4x4/4 only 29 TF (~13x
slower than its memory bound), stage 1-4 3x3 convs 451/746/1037/1276 TF fwd; eager channels_last GroupNorm
0.44-0.48 TB/s. Training itself runs at the power cap (1,069 W, SM 1,485 of 2,032 MHz).
- Synthetic A/B (ms/step): base 163.6; + cudnn.benchmark 147.8 (+10.7%); + cuDNN attention 147.5; + stem input
zero-padded to 16 channels (Config.conv_in_pad, --conv-in-pad) 141.5 (+15.6% total). No change from
TORCHINDUCTOR_FORCE_LAYOUT_OPT=1 (141.4) or cudnn benchmark_limit=0 (141.4); max-autotune not measured (stopped).
- pol-l-b300 resumed 04:25 from step50000 converted by scripts/pad_stem_ckpt.py (stem, EMA and AdamW moments
zero-padded, function unchanged) with --cudnn-benchmark --attn cudnn, --steps 100000: 28.6k fps, 143 ms/step, MFU
0.40 (was 0.345). New runs: add --cudnn-benchmark --attn cudnn --conv-in-pad.
- Research (subagent, sourced): TE 2.19 supports MXFP8 and NVFP4 training on sm_100/103 (published B300 speedups
1.4-2.0x on large-GEMM LLMs), but our linears are ~12% of FLOPs with small GEMMs: torchao MXFP8 estimated 1-4%.
Larger levers: fused NHWC GroupNorm+GELU(+residual) Triton kernel (est. 5-15%), better wgrad kernels for stage-1
shapes (CUTLASS example 76_blackwell_conv; days), or reducing stage-1 work in the model (stride-8 stem, fewer
stage-1 blocks, channel LayerNorm), which beats all kernel work.
## 2026-09-26 06:10-07:30 - final results, report
- pol-final (187M) finished 06:10 (100k steps, 410M frames, data 250 -> 500 h); pol-l-b300 (532M) finished 06:26
(100k steps, 410M frames, data 32 -> 570 h on the B300 as the copy arrived; loss dips to ~0.5 then rises when the
data nearly doubles in the last fifth: memorization of the small early set, so the size comparison is confounded).
- Final closed loop, 24 held-out seeds, lockstep, T=1 (scripts/final_eval.sh; data/play/final-*):
untrained 41.6 m path / 5.3 net / 2 deaths / heading -0.25 / 23% looking up; 76M 10-min policy 80.8 / 37.8 / 11 /
-0.08 / 13%; 187M 69.3 / 34.3 / 7 / +0.18 / 5%; 532M 38.5 / 19.0 / 7 / +0.03 / 2% (only one breaking blocks: dirt,
wheat, 5 seeds); speedrunners on the same seeds 148.5 / 49.5 / - / 1 / 5.4%. 24-seed learning curves
(logs/play_curve.jsonl) are flat within noise (19-35 m net). Distance in 60 s is too coarse a score; progress
needs GUI actions (crafting) and an RL objective.
- IDM compute scaling finished on the B300 (merged into logs/sweep.jsonl, host b300): s 7-frame 4k/8k/16k steps =
1.052/0.959/0.910 held-out cam_ce; base 16k 0.892; final IDM 0.889.
- Report (private artifact): https://claude.ai/artifact/XYPCaz9kY6Tv4pVXp2xFGd ; sources: scratchpad report/index.html,
charts scripts/plots.py -> data/report/*.png, videos scripts/make_videos.sh (montage + versus from final-187m).
## 2026-09-26 12:20-13:10 - GPU rendering without root, data inventory, download bump, B300 cleanup
- GPU OpenGL on tetra with no root and no X server on the GPU: VirtualGL 3.1.5 (unpacked from the release .deb into
~/dev/mcsr-render/tools/virtualgl) with VGL_DISPLAY=egl under Xvfb gives the client "NVIDIA RTX PRO 6000 ... 4.6.0
NVIDIA 615.71.09" (EGL device platform). zink under Xvfb fails (no swapchain); NVIDIA EGL on an Xvfb display falls
back to Mesa swrast. Per-GPU selection via VGL_DISPLAY=/dev/dri/cardN fails (init3D); egl = GPU 0, which is enough.
- Fixed the render gate that the GPU exposed: the terrain wait was counted in frames (40 small move / 2000 after a
teleport), ~1 s / ~40 s under llvmpipe but milliseconds on a GPU, so GPU renders captured empty sky after the nether
teleport and missing block edits. Now: wait for loaded chunks AND WorldRenderer.isTerrainRenderComplete, wall-clock
timeout 1 s / 60 s, and done.json counts "forced" (timeout) captures. Jar: mcsr-render-gpu.jar (lockstep + this).
- Same 1501-frame segment, idle box: GPU 5.9 s (254 fps, 0 forced), frames match llvmpipe's (same nether cave, lava);
llvmpipe 8 threads 65.4 s with the strict gate (27.5 s with the old lax gate). Real queued runs, 4 GPU clients:
261-283 fps each (a 21.8-min run in 95.6 s, 0 forced), ~1,080 fps = ~54 h of footage per hour vs ~5 h/h for the
llvmpipe fleet over the night. Limit is RAM: 8 JVMs = 32.4 GB RSS and left 2 GB available on the 60 GB box; GPU 0
at 28%. run_fleet.sh VGL=1 and play_eval.sh VGL=1 switch to it. Fleet not restarted (stopped on request earlier).
- Closed loop, lockstep, 187M, 2 seeds, under heavy CPU load (download/prep bump): GPU 20.1 ticks/s (policy ~26 ms =
yuv 3.4 + encode 8.2 + temporal 12.9 + sample 1.8; game wait 20.5 ms); llvmpipe 4.4 ticks/s (game wait 190-243 ms).
With GPU frames the policy server is the bottleneck: the temporal core recomputes all <=256 frames every tick.
- Data inventory (index.sqlite, 13:00): 170k ranked matches since 2026-08-30; 35k player-runs with a Twitch VOD
(792 streamers, 6,373 h): 789 h downloaded, 5,475 h pending, 110 h gone. Replays: 5,060 matches decoded (9,925
player-runs, 1,700 h), 3,425 pending. Pairs 3,413 runs / 596 h; IDM-labeled 1,129 runs / 204 h; renders 90 h done,
9,272 jobs / 1,587 h queued.
- Pending VODs are expiring: sample of 80 pending VODs checked with yt-dlp: age 0-7 d 24/24 live, 7-14 d 14/19, 14-21
d 7/19, 21-28 d 6/18; 77% of pending hours still live (~4,200 h). Downloader was ~30 h/h at 8 workers (source-only
VODs spend 300-430 s in the 1080p60 -> 360p re-encode); now 24 workers (and prep 24 procs): ~250 h/h in the first
15 min. At 0.35 GB/h raw + ~0.15 GB/h prepped, disk (1.1 TB free) reaches the downloader's 150 GB guard in ~10 h.
Only mcsr/label.py (VPT labeler) reads raw VODs after prep.
- speedrun.com (API, Any% Glitchless, verified): >= 13,934 random-seed 1.16.1 runs with video (6,697 h of run time,
5,618 runners, p10/p50/p90 12/23/50 min; 8.2k YouTube links in the newest 10k). The API stops at offset 10,000
from each end, so 2022 is missing: a lower bound. Unedited full runs (verification requires it), same version.
- Netherite (~/dev/netherite, netherite-v2) is not a render farm for this: v1 is 1.11.2, v2 is 1.7.10; neither
generates 1.16.1 worlds from these seeds or draws 1.16 blocks/textures. MacBook: M4 Max, 14 CPU / 32 GPU cores,
36 GB, on battery; 1.16.1 needs arm64 LWJGL (portablemc --lwjgl) or x86 Java 8 under Rosetta. Not set up.
- B300 cleanup done 12:50: pulled logs/b300/prof (step_l.ncu-rep sha256 20e60ea3... matches), logs/b300/{sweep,train};
killed tmux mcsr; removed /mnt/data/mcsr (222 GB; /mnt/data was 100% full, now 216 GB free), 12 /tmp/pymp-* dirs
from the profile run, /tmp/uv-6b3dcf65b122cddc.lock, one /root/.triton/cache entry. /mnt/w (tmpfs, not ours) left
mounted. GPU idle, no processes. Tetra units mcsr-b300-sync, mcsr-b300-pull, mcsr-play-watch-l stopped.
## 2026-09-26 13:10-14:15 - Twitch download from HLS segments at 160p; 160p vs 360p for the IDM; HF datasets
- What Twitch serves (yt-dlp -J + usher master playlist): per rendition a media playlist of 10 s segments on a
CloudFront host with no token (N.ts / N-muted.ts, or fMP4 N.mp4 + #EXT-X-MAP init on some newer VODs), so segment
N covers [10N, 10N+10) s. One 10 s segment (VOD 2863014991): 160p30 586 KB = video 269 (46%) + audio 210 (36%,
168 kbps AAC at every rendition, muxed, cannot be skipped) + TS overhead 18%; 360p30 1,000 KB; 480p30 1.7 MB;
720p60 5.0 MB; 1080p60 source 10.3 MB. GOP 2 s, B-frames on. Training needs 256x144 @ 20 fps, no audio.
- Pending live VODs (51 sampled): 16 source-only (no transcodes), 19% of run hours but ~70% of downloaded bytes
(3.4-3.7 GB per hour of gameplay vs 0.36 at 360p). Link: tetra's port is 1 Gb/s; the yt-dlp downloader at 24
workers used 78 MB/s. Parallel fetch (16 connections): 12 min of 160p in 2.0 s.
- 160p vs 360p for idm-final, 8 held-out pairs (1.21 h), 160p segments frame-matched to the existing 360p download
and prepped identically (scratchpad twitch/res_test.py): yaw MAE 1.131 -> 1.142 (+1.0%), pitch 0.726 -> 0.736
(+1.3%), cam_ce 0.842 -> 0.852, act_bce +0.001, F1 forward/sprint/jump/mine -0.2/-0.8/-0.2/+0.3%. The IDM never
saw 160p in training. 8 of 16 pairs did not align (no frame match within 25 s even with the reference 5 s into the old download;
cause not found); excluded.
- mcsr/download.py rewritten: yt-dlp only for the token + master playlist; lowest rendition >= 144 px; only the
segments covering the run, 16 at a time; cut at the keyframe before the run start (stream copy), video only.
Source-only VODs are marked vods.status='src' and re-encoded to 284x160@30 by --src-workers (8 of 24) so they do
not hold cheap workers. Runs past the end of a finished VOD (#EXT-X-ENDLIST) keep the part >= 60 s (yt-dlp did the
same); a VOD still streaming gets a 30 min cooldown. Per-VOD errors are caught (a playlist timeout killed threads
in the first deploy). NVDEC for the source re-encode was slower (131 s vs 28 s wall for 5 min of 1080p60: frames
copied back for the CPU scaler); CPU path costs ~1.1 core-hours per hour of 1080p60 gameplay.
- Result (first 13 min after 13:57): 160p lane 848 h of gameplay per hour (yt-dlp: ~30 h/h at 8 workers, ~250 at 24),
2-3 s per 10-min run, fetched 0.14 GB and kept 0.085 GB per hour of gameplay (was 0.35 kept); source lane 18 h/h.
Downloaded 1,355 h at 14:10 (789 h at 12:20). Prep (24 procs) now the slower stage at ~500-590 h/h.
- Hugging Face: no MCSR / Minecraft speedrun dataset (searches mcsr, speedrun, minecraft speedrun, rsg). Closest:
OpenAI VPT contractor data mirrors with true keyboard+mouse actions incl. GUI/crafting cursor, Minecraft 1.16:
open-world-agents/vpt-owamcap (5.1 TB, full release), reactor-team/minecraft-vpt-mp4 (1.08 TB ArrayRecord),
H1yori233/VPT_parquet (0.89 TB), Infatoshi/pan-2-vpt (1,625 episodes, 113.3 h, raw 640x360@20 mp4 + jsonl, 2.05
GB/h; the 64x64 episodes are on tetra at /data/legacy-9100-S7ZSNJ0Y304175T/vpt). At 2.05 GB/h the 5.1 TB mirror is
~2,500 h (estimate). Also GameWAM (Yunncheng/gamewam-minecraft, 492 GB, LeRobot, 22-D kb/mouse + GUI state),
JARVIS-VLA SFT (CraftJarvis/minecraft-vla-sft, 106 GB). None are speedruns.
## 2026-09-26 14:25-14:45 - CPU vs GPU for prep and for the source-only re-encode
- Short benchmark (scratchpad twitch/bench_prep.py; 6 x 60 s snippets, 1 and 6 concurrent streams, load ~200;
quality = PSNR/SSIM vs a lossless CPU fps+area reference; GPUs 0/2/3).
prep (160p raw -> 256x144@20): CPU as deployed 257 h of gameplay/h at 6 streams, 170 CPU s per hour of gameplay,
41.82 dB; NVDEC + CPU scale + x264 73 h/h, 251 CPU s (slower: per-frame driver/sync/PCIe cost exceeds a 284x160
CPU decode); CPU + NVENC (cq 20) 144 h/h, 125 CPU s, 38.33 dB at half the bytes; all-GPU 56 h/h and 74 CPU s on
one stream, failed at 6 streams ("Could not open encoder before EOF", not pursued). Prep stays on the CPU.
source (1080p60 -> 284x160@30): CPU 23 h/h, 5,361 CPU s/h, 30.75 dB; NVDEC + hwdownload of full frames + CPU scale
13 h/h; NVDEC + scale_cuda one bilinear step 71 h/h, 469 CPU s, 26.18 dB (aliasing); NVDEC + scale_cuda two exact
2x halvings + bilinear to 284x160 + x264 71 h/h, 515 CPU s, 30.05 dB.
- Deployed the last one in download.py (gpu_scale; MCSR_NVDEC_GPUS default 0,2,3; CPU fallback). First 4 min after
14:38: download service 53.5 -> 12 cores, prep 25 -> 50 cores (took the freed CPU), source lane 18 -> 49 h/h,
load 200 -> 132, NVDEC 7-9%, ~0.7-1.5 GB GPU memory per GPU. Prep now ~1,020 h/h, faster than downloads.
- Backlog 14:45: 1,806 h downloaded (1,661 prepped, 134 h waiting ~8 min), 1,736 h found expired. Pending: 1,297 h
from VODs 0-7 days old, 1,422 h 7-14 d, 146 h 14-21 d (121 source-only), 42 h older. With the age sample's live
rates (100/81/55/51%) ~2,500 h still to come: ~3-4 h at ~600-850 h/h (estimate), source lane ~2-3 h.
## 2026-09-26 14:45-15:05 - where prep time goes; GPU video-engine ceilings at 284x160
- perf, one 60 s 160p snippet, single-threaded prep: 0.98 CPU s (59 CPU s per hour of gameplay): libx264 61%,
libavcodec h264 decode 23%, swscale 5%, rest loader/alloc. Decode alone 0.35 s, decode+fps+scale 0.58 s.
- nsys, all-GPU ffmpeg (NVDEC + scale_cuda + NVENC) on the same snippet: CUDA kernels 5.9 ms total (Convert_PL2BL,
ConvertNV12BLtoNV12, Subsample_Bilinear) + 2.2 ms D2D copies per minute of video; host: cuCtxCreate 386 ms +
cuCtxDestroy 210 ms + module load/unload 99 ms + decoder/encoder create/destroy ~300 ms per process; per frame
cuvidDecodePicture 0.06 ms, cuvidMapVideoFrame 0.05 ms, nvEncEncodePicture 0.12 ms, 6,648 cuLaunchKernel and
1,786 cuEventSynchronize per minute. The arithmetic is ~0.01% of the job; the rest is codec engines + driver calls.
- NVDEC ceiling at 284x160 on GPU 0 (full 160p runs, 5.6 h): ffmpeg processes 1/8/32 streams 4.6k/15.0k/20.2k
frames/s (decoder 29/36/42%); long-lived PyNvVideoCodec process (scratchpad twitch/nvdec_pool.py), frames kept in
VRAM: 1 thread 9.2k fps, 8 threads 25.4k fps (decoder 41%, ~2.8 cores: GIL), 32 threads 17.5k; 4x4 and 8x2
processes 15.9k/17.3k, 8x2 with GPU fps-select + area resize 21.0k; 12-23 CPU s of host work per hour of gameplay.
CPU h264 decode of the same files: ~4,800 fps per core, 21 CPU s per hour. At this frame size driving the engine
costs about what decoding in software does; GPU decode would save at most part of the 23% decode share.
- prep.py now -threads 1 per file, --procs 48: 969 h/h at 37 cores, 138 CPU s per hour of gameplay under load ~131
(170 with 2+2 threads). Faster than downloads (~600-850 h/h), so it is not on the critical path.
## 2026-09-26 15:20 - summary: the data pipeline stage by stage on tetra (12:20 -> 15:20)
Hardware: 128 cores, 60 GB RAM (the binding limit for anything with a JVM or whole-run buffers), 4x RTX PRO 6000
96 GB (GPUs 1-3 in use by slippi-ai this afternoon; ours on GPU 0), NVMe, 1 Gb/s port (~117 MB/s usable).
Training consumes ~1,070 h of footage per hour (187M, 2 GPUs) to ~2,100 (4 GPUs), so supply was the bottleneck.
| stage | before | after | what fixed it | limit now |
|---|---|---|---|---|
| render replays | ~5 h/h (llvmpipe fleet) | ~54 h/h, 4 clients | VirtualGL EGL on GPU; wall-clock terrain wait | RAM (~4 GB/client) |
| download 160p lane | ~30 h/h (yt-dlp, 8 w) | ~600-950 h/h | HLS segments direct, 160p, video only, 16 conns | link 83/117 MB/s |
| download source-only | inside the above | 18 -> 49-61 h/h | own lane; NVDEC + scale_cuda halvings | link (3.4 GB/h) |
| prep to 256x144@20 | ~130-300 h/h | ~970 h/h | CPU freed by NVDEC; -threads 1, 48 procs | faster than download |
| IDM labels | ~950 fps/GPU | ~3,650 fps/GPU, 4 GPUs ~730 h/h | AUTO threads, decode into VRAM, overlapped | GPU (71-76% SM) |
| replays | ~4/min | same | Cloudflare rate limit, expire ~3 days | external |
| disk kept | 0.35 GB/h | 0.085 GB/h raw | 160p video only | 1 TB free, fine |
Lessons: a frame-count timeout is a wall-clock timeout only on the renderer it was tuned on; slice threading does
nothing on one-slice x264 files; at 284x160 driving NVDEC/NVENC through the driver costs about what software decode
does, so GPU video helps only where pixels are many (1080p60 sources) and frames stay on the GPU; the arithmetic in
ffmpeg's GPU path is 5.9 ms per minute of video, the codec engines and driver calls are the rest; measure 160p vs
360p on the downstream model (IDM +1% camera error) rather than on pixels.
State at 15:20: 2,067 h of ranked VODs downloaded (2,033 prepped), 2,477 h pending of which ~2,200 h expected live
(age sample), 1,912 h already expired; new ranked runs with VODs arrive at ~272 h/day. 651 h have exact replay labels
(3,732 pairs); 1,370 h wait for IDM labels (mcsr-label on GPU 0, resumable; ~9 h at ~3,000 fps on one GPU, ~2.5 h
on four). Renders 90 h done, 1,930 h of decoded replays renderable (fleet stopped). Not yet pulled: speedrun.com
verified 1.16.1 RSG runs (>= 6,700 h, YouTube); VPT contractor data (~2,500 h est., GUI actions, not speedruns).
Also fixed today in download.py: runs past the VOD end, still-streaming VODs (30 min cooldown), fMP4 init segments,
audio-only VODs (marked gone), per-VOD exceptions no longer kill worker threads.
## 2026-09-26 15:20-15:40 - IDM labeling on all 4 GPUs, decoded runs staged in VRAM
- slippi-ai freed GPUs 1-3. Host RAM was the limit for more labelers: one GPU worker held 4.74 GB (two whole-run
host buffers), and mcsr-download held 9.9 GB anon (each run's segments kept until the write; ~0.9 GB for a
15-min 1080p60 run x 8 source workers).
- idm_label_ours.prefetch now decodes straight into VRAM: two pinned 512-frame staging chunks on the host, chunk
copies on a side stream into one of two VRAM run slots, overlapped with decoding and the previous run's labeling.
Frames byte-identical to the old decode (2 runs checked). download.py writes each segment as its turn comes.
- Result: labeler 7.2 GB host for 4 GPUs (5.3 GB for 1 before), download anon 3.9 GB, available RAM 14 -> 20 GB.
4 GPUs: 14,600 labeled frames/s (~3,650 per GPU, ~730 h of gameplay per hour), SM 71-76% (rest: per-forward .cpu()
syncs and the per-run npz write). Service mcsr-label re-scans every 5 min (launch_data.sh: LABEL_GPUS=0,1,2,3).
Backlog at 15:36: 8,827 runs (~1,500 h), ~2 h; then it keeps up with downloads (~600-650 h/h).
## 2026-09-26 16:15-16:40 - B300 again (Vision reservation) vs tetra, measured on our training config
- Vision (vision.infinity.inc, procedure in ~/dev/infinity-relay/metarepo/.agents/skills/vision-hardware/SKILL.md):
verda-b300-1x-04 unreserved and idle (30 CPUs, 250 GB RAM, /mnt/data 232 GB free); also unreserved: verda-b300-1x-03
(850 GB free on /data) and verda-b300-8x (8 GPUs, 3.9 TB free; tetra has no ssh host key for it). 01/02/05 held
by colleagues. Reserved 04's GPU (resv_a80b1a23-523b-447d-8e82-ddb00c5f107f, dev_47a64129-ccc6-4342-8ea5-b78c90817b6e)
16:22 MT until 2026-09-27 04:22 MT. Task dir /mnt/data/mcsr (code + uv venv), tmux mcsr. Cleanup = release the
reservation + delete /mnt/data/mcsr + tmux mcsr.
- scripts/b300_stage.py: frozen, byte-capped snapshot (190 GB: renders 90 h, replay-truth pairs 659 h, IDM-labeled
536 h = 1,285 h), 32 byte-balanced rsync streams: 13.2 MB/s (16 streams did 19 MB/s last night), ETA ~20:25.
- Same config (policy, conv encoder, size l 532M, batch 16x256, T 256, cudnn benchmark, cuDNN attention, stem
padded, bf16, compiled), train GFLOP/frame 24.1:
B300: 28,209 fps real = 680 TFLOPS achieved (0.40 of its 1,710 measured matmul burst; power-capped ~1,094 sustained).
RTX PRO 6000 x1 (synthetic): 9,598 fps = 231 TFLOPS (0.57 of its 408 measured), 51.7 GB. B300 = 2.94x one PRO 6000.
RTX PRO 6000 x3 DDP (GPUs 0-2): 20,043 fps, 70% scaling (613 vs 427 ms/step): 532M params = 1.06 GB of bf16
gradients per step over PCIe through the host bridge (topology NODE, no NVLink), ~186 ms not hidden.
4 GPUs projected ~25-26k fps (~0.9x one B300) at that efficiency; gradient accumulation (one all-reduce per k
micro-batches) is the fix for scaling, not yet in train.py.
- mcsr-label crashed on "database is locked" (60 s timeout, shared index DB): insert now retries up to 5 min;
restarted 16:36 on GPUs 0-2 (nv2-lanes gpugen holds GPU 3 at 93% SM). Backlog 1,726 h, ~4 h on 3 GPUs.
## 2026-09-26 16:45-17:30 - sm_120 training profile, cuDNN vs CUTLASS implicit GEMM, clean DDP scaling
Config: 532M policy (conv encoder, size l), batch 16 x 256, cudnn.benchmark, cuDNN attention requested, stem padded,
bf16, compiled; one RTX PRO 6000 unless noted.
- GPU kernel time per step (torch.profiler, 4 steps, Triton rows de-duplicated: the table in train.py --profile lists
each Triton kernel twice): 419 ms = cuDNN convs 263.9 (63%), Triton GroupNorm 51.9 (12.4%), Triton elementwise
(GELU/add/cast/input prep) 50.6 (12.1%), GEMMs 35.5 (8.5%), optimizer 14.8, attention 1.5 (FA2 flash_fwd on
sm_120, not cuDNN).
- cuDNN 9.24 picks, on sm_120, Ampere-generation kernels for every conv: sm80_xmma fprop/dgrad/wgrad implicit GEMM
and CUTLASS 2.x (cutlass__5x_cudnn, s16816 = mma.sync m16n8k16). mma.sync is the full-rate bf16 tensor path on
sm_120 (no tcgen05); measured issue peak ~548 TFLOPS (cuda-build-blackwell notes); cuBLAS 8192^3 ~408.
- scripts/conv_shapes.py (cuDNN per shape, 4096 frames): stage1 (96 ch, 64x36) 239-270 TFLOPS; stage2 284-310;
stage3 351-372; stage4 359-408; stem 4x4/4 memory-bound 109-114 (input 4.8 GB/step after padding 9->16 ch).
Same-M/N/K dense cuBLAS GEMMs are slower than cuDNN on these tall-skinny shapes (not a ceiling).
- kernels/conv_bench.cu (CUTLASS 4.8, 2.x implicit GEMM, kOptimized iterators, Sm80 mma.sync, exact check vs host
reference, 4096 frames): best tile per shape beats cuDNN by 4.6-11.3% on 9 of 11 fprop/dgrad shapes (stage3 fprop
3.85 vs 4.34 ms, 128x128x64 s3; stage4 fprop 4.14 vs 4.65, 128x256x32), loses 2-5% on down2/down3; fprop+dgrad
164.9 -> 151.8 ms/step (13 ms). Best kernels top out at ~425 TFLOPS = 78% of mma.sync peak. 96-wide tiles
(128x96, 256x96) compile but give wrong results (MISMATCH) with the default smem iterators. wgrad not yet tested
(stage1 wgrad reduces over 9.4M with a 96x864 output: needs split-K).
- ncu (one step, 11 metrics) was OOM-killed at 293/~900 kernels: kernel replay backs up the 52 GB of device memory
in host RAM (60 GB box). Partial audit (forward + early backward, base clocks): sm80_xmma fprop 89.6% tensor-pipe,
cutlass__5x_cudnn 74.7%, Triton elementwise/norm 86% memory SOL; recoverable at 85%/90% targets ~5%.
Next capture: --replay-mode application or a smaller batch.
- DDP correction: the 16:30 3-GPU run (20,043 fps, 70% scaling, "186 ms all-reduce") shared GPU 0 with nv2-lanes
gpugen. Clean GPUs 0,2,3: 26,475 fps = 92% scaling (464 ms/step). Gradient accumulation with no_sync hits a DDP
internal assert under static_graph and "unused parameters" without it; reverted, not needed at 92%.
- 4 GPUs measured with co-tenants (GPU 1: cuda-song gen.py/score.py 23 GB; GPU 0: our download NVDEC ffmpegs at
87% SM): 532M 27,813 fps, 187M 68,057 fps (B300: 532M 28,209 real; 187M 50.1k synthetic before fixes). Clean 4-GPU
projection for 532M ~35k fps.
- Where the next per-GPU time is: GroupNorm + elementwise = 102 ms/step (24%), memory-bound at ~86% SOL; fusing
norm-apply + GELU into the conv operand load (CUTLASS mainloop fusion, cf. examples 25/26) and group stats into
the previous conv's epilogue removes whole activation passes (forward and backward) - the control cuDNN via torch
does not give. CUTLASS tile selection alone: ~5% of the step.
- Download backlog 17:26: 927 h pending, of which 674 h (3,515 runs) source-only 1080p60 at ~50-60 h/h (link-bound):
~11-14 h, and its NVDEC work holds GPU 0 at ~87% SM. Labels: 1,907 h waiting (labeler on GPUs 2,3).
- 17:30 CUTLASS wgrad (serial split-K, fp32 dW, exact vs host reference): stage1 6.33 ms (split 48) vs cuDNN 6.54;
stage2 6.01 vs 5.50 (cuDNN wins); stage3 4.27 vs 4.46; stage4 4.39 vs 4.85. Best-of CUTLASS/cuDNN per shape over
fprop+dgrad+wgrad saves ~16.5 ms of the 419 ms step (~4%). Kernel selection is not where the time is.
## 2026-09-26 17:40-19:25 - ConvBlock kernel campaign (flywheel + optimizer subagent)
- kernels/convblock/: BRIEF.md, locked harness/ (common.py contract, validate.py quick|full vs fp32 truth with a
2x-of-bf16-training-path tolerance on y and all 5 grads, benchmark.py quick|stride|full timing fwd+bwd at 4096
frames against the compiled training path in the same process and refusing a shared GPU, ncu_profile.py for
ncu --replay-mode application), experiments/ record (summary.md, LESSONS.md, profile.md, exp_N/), target/ = its
own git repo (pristine e5f7ec6 = the training path). harness_rev 701769a873bf.
- Pristine on GPU 1: quick 174.6 ms, full 490.8 ms per training step of ConvBlocks (fwd+bwd, 8 shapes x 2 blocks),
speedup 0.999 (noise ~0.5%). 532M (l) blocks: 325 ms/step vs ~182 ms of conv FLOPs at 425 TFLOPS; l/stage1 56.7
ms/block vs a 22.1 ms conv floor (norm/GELU/cast passes dominate at 96 ch, 36x64).
- Optimizer subagent (Opus 5.5) launched 19:25 on GPU 1 only, stop at full-tier 1.6x, 30 experiments, 6 h, or a
diagnosed plateau. Labeler on GPUs 2,3; download NVDEC on GPU 0.
- Harness gotchas fixed before locking: dynamo recompile limit (8) made later shapes' baseline eager; a harness file
named profile.py shadowed the stdlib module torch.compile imports.
- 19:37: cuda-song (gen.py + score.py, another project) took GPU 1 again; the campaign moved to GPU 3 (subagent told to
re-measure pristine there), the IDM labeler to GPU 2 only (1,748 h left, ~4,100 fps on one GPU).
## 2026-09-26 19:45-20:15 - IDM labeler 4x: padded stem, torch.compile, less window overlap, parallel decode
- Profile of labeling one run (eager, idle GPU 2, scratchpad idm_bench.py): GPU 99% busy but 82% of kernel time
elementwise/copy, convs 14%: cuDNN nhwcAddPaddingKernel alone 21% (the 15-frame tubelet makes a 45-channel stem
input; cuDNN pads it to 48 every forward), then the eager tubelet gather/cat, casts, add.
- 3 runs, 35,661 frames, idle GPU: current 6,977 fps; + cudnn.benchmark + inference_mode + no per-forward .cpu
6,894 (not the bottleneck); + torch.compile 9,320; compiled + stem weights zero-padded 45->48 (conv_in_pad,
pad fused into Inductor's input kernel) + 16 windows 18,661 (2.7x); + stride 3T/4 (keep the middle 192 of 256)
11,429 vs 9,320 at T/2 in the same compiled setup.
- Accuracy on 24 held-out pairs (302,198 frames, replay truth): current yaw/pitch MAE 1.2538/0.7378; compiled+padded
1.2541/0.7374; + stride 3T/4 1.2546/0.7389; + 7T/8 1.2570/0.7388; key F1s within +-0.004. Camera-bin agreement
with the current labels: compile 99.46% (bf16 rounding), 3T/4 97.7%.
- idm_label_ours.py: load_idm (pad stem, compile, cudnn.benchmark), label_video keep=192 bs=16 fixed-shape batches,
outputs on GPU until one copy per run, inference_mode; N decode producer threads per worker sharing the run list.
Live, one process, GPU 2: ~14,300 fps steady (was ~4,100); 6 decode threads 9,800 (GIL/CPU contention, GPU idle
between bursts); two processes on GPU 2 (--gpu-ids 2,2): 17,309 fps, GPU SM 57%: decode-bound. Next lever: NVDEC.
- Deployed 20:13: mcsr-label --gpu-ids 2,2 --decode-threads 3. Labels from earlier runs (old path) are kept.
## 2026-09-26 20:15-20:30 - the index DB was the labeler's (and every daemon's) bottleneck
- After the session restart the live labeler ran at ~4,600 fps (17,300 in the isolated test). Workers idle at ~35%
CPU, 319 Python threads in futex waits. Cause: SQLite write-lock waits of 5-52 s (`begin immediate; rollback;`
timed 5x). The /home NVMe was I/O-saturated (PSI io full avg60 27.5%, avg300 33.9%; 120-133 requests in flight)
and synchronous=FULL (default) made every commit of ~30 writers (download workers, prep, pairs, labeler) wait
for an fsync in that queue. /proc/locks: write locks held by prep and download in turn.
- Fix: mcsr/db.py connect() sets PRAGMA synchronous=NORMAL (WAL: no fsync per commit; safe against process
crashes, loses at most the last commits on power loss); idm_label_ours.py writes npz + batched index rows from a
writer thread (own connection, NORMAL) so the GPU loop never waits on the disk. Restarted download, prep, pairs,
replays, replay-arrays, scrape, label at 20:25.
- After: write-lock acquire 0-0.8 s; labeler 21,830 fps from two processes on GPU 2 (4.7x the stalled rate, 5.3x the
4,100 fps of this afternoon), GPU 2 SM 71%. Backlog 1,703 h -> ~1.6 h.
- ConvBlock campaign: the optimizer subagent stopped with the session after exp_3 (a551535: GELU, residual and GELU'
fused into CUTLASS conv epilogues; stride 296.740 ms, 1.092x; exp_1 Triton scaffold 1.019x, exp_2 CUTLASS
per-shape tiles incl. 96-wide fprop with a 1-element epilogue 1.029x). Not resumed.
## 2026-09-26 21:30-21:45 - B300 released; IDM next on tetra
- B300 IDM throughput before cleanup (synthetic, batch 16x256, 15-frame tubelet, stem padded, cudnn.benchmark, cuDNN
attention): m (76.5M, 6.1 GFLOP/frame) 61,319 fps, MFU 0.218; base (187M, 10.9) 50,797 fps, MFU 0.325. idm-final
(m, same window) trained at 10,260 fps on one RTX PRO 6000 without those flags (MFU 0.153).
- data.py decode_window: FRAME threading x2 instead of SLICE x2 (one slice per frame = one thread): ~4,700 fps per
loader process on busy tetra.
- Cleanup (Elliot needs the box): killed tmux mcsr, removed /mnt/data/mcsr (192 GB: code, venv, uv cache, 177 GB
staged snapshot), /tmp/uv-6b3dcf65b122cddc.lock, stale /tmp/tmux-0/default (no tmux server left). /mnt/w not
touched (not ours). Box after: / 26 GB free, /mnt/data 216 GB free, 81 GB RAM free, B300 idle, no processes.
Lease watchdog on tetra stopped; Vision reservation resv_a80b1a23 released 21:43 (allowed=false, no holds listed).
## 2026-09-26 21:45-22:10 - IDM on tetra: full profile (torch.profiler, nsys, ncu), FP8, delegation
IDM m (76.5M, 15-frame tubelet, 6.1 GFLOP/frame), one RTX PRO 6000, batch 16x256:
- Throughput, real data, 160 steps: old flags (idm-final: batch 8, no stem pad, no cudnn.benchmark) 10,048 fps,
MFU 0.151; new (batch 16, --conv-in-pad, --cudnn-benchmark, --attn cudnn) 22,700 fps (180 ms/step, data wait
<1 ms) for ~120 steps, then 11.7-12.3k fps with data wait 26-31 ms.
- torch.profiler (dedup): 226 ms GPU kernel time/step = cuDNN convs 139.8 (62%), Triton input prep + elementwise 42.2
(18.6%; the single biggest kernel 15.5 ms: uint8 -> 15-frame stack -> scale -> pad 48 -> bf16 channels_last,
~14.5 GB written), GroupNorm 26.0 (11.5%), H2D copies 8.0 (overlapped), GEMMs 6.6 (2.9%), optimizer 3.0,
attention 0.6. Data wait 7.8 ms/step during the profile.
- nsys (25 s capture after 120 s warmup, CPU sampling): data wait 206-222 ms of a 400-420 ms step; GPU busy 37.3% of
23.6 s, 102 idle gaps > 10 ms (61% of the window, median 32 ms, max 2.9 s). The nsight-systems skill's bundled
Python is missing on tetra; used nsys stats directly.
- Loader (CPU-only benchmark, trainer's exact DataLoader): 7 workers 9,161 fps (I/O pressure full ~30%) and 14,478
fps a minute later (7%); 14 workers 6,025. One worker: 202 ms per 256-frame window = decode ~118 ms, av.open ~30
ms (reopened per window), ~40 ms of file reads (labels/index re-read), per-frame hstack in to_ndarray; collate ~15
ms per window. The loader, not the GPU, bounds IDM training on this box.
- ncu, kernel replay at batch 4 (application replay fails: cudnn.benchmark picks differ per process; the report was
never written): 634 kernels; cuDNN CUTLASS 2.x conv kernels 66% tensor SOL time-weighted (some wgrad grids too
small at batch 4); input-prep kernel 80% of DRAM SOL (only removable, not tunable); GroupNorm 78-86% memory SOL.
- FP8 on sm_120 (exclusive GPU 1, torch._scaled_mm e4m3 vs bf16 matmul): 8192^3 784 vs 403 TFLOPS (1.94x);
16384x1536x1536 650 vs 339 (1.92x); 65536x768x3072 642 vs 363 (1.77x); 65536x3072x768 557 vs 320 (1.74x). A first
run on a GPU shared with two labeler processes gave 0.58x at 8192^3 (discarded). FP8 on the IDM's GEMMs (2.9% of
the step) is worth ~1.5%; the 2x would need FP8 implicit-GEMM convs (62% of the step), custom on sm_120.
- Delegated 22:07 (two Opus 5.5 subagents, campaign layout per the kernel-campaign skill): kernels/loader/ (target =
copy of mcsr/data.py, goal >= 40k fps delivered per process, bit-identical batches; CPU + GPU 2 for NVDEC
experiments) and kernels/convblock/ + new kernels/stem/ (IDM m shapes added to the ConvBlock harness, fused
15-frame uint8 stem fwd + weight grad; GPU 1). Labeler moved to GPU 0 (1 process, trickle of new runs).
## 2026-09-26 23:00-23:40 - fused kernels integrated: IDM step 1.52x (3.4x vs idm-final's config)
- Kernel subagent result (5 experiments, ~45 min of runs, 2 h 45 min wall): kernels/stem b066c81 (fused uint8
15-frame stem: fwd fp16 mma reading frames directly, chroma 2x2 weight folding, wgrad with an smem frame ring;
full tier 5.332 vs 88.443 ms = 16.59x; m 18.42x, base 15.12x; errors below the bf16 training path's) and
kernels/convblock c9d7f65 (harness rev adds the IDM m shapes; per-shape tile table, per-image fused GroupNorm
fwd/bwd in Triton, direct C=48 conv/wgrad kernels for m/stage1: m tier 86.663 vs 121.535 ms = 1.408x, 12 shapes
516.711 vs 621.198 = 1.202x). Did not pay: GroupNorm/GELU applied in the conv operand load (+0.6 ms per wgrad);
FP8 failed the tolerance.
- Vendored into mcsr/fused/{convblock,stem} at those commits (relative imports; extensions JIT-build under
.cache/torch_ext, ~70 s for both on first use with MAX_JOBS=4). Config.fused / train.py --fused: ConvBlock.forward
calls conv_block (autocast off, bf16 channels_last), VideoActionModel.encode runs the fused stem for the 15-frame
tubelet with 48/64 stem channels, then ConvFrameEncoder.after_stem.
- Numerics (idm-final weights, real 2x256 batch, vs fp32 truth): outputs 2.32e-3 (training path 2.87e-3); grads median
1.28e-2 (1.80e-2), worst 2.73e-2 (3.38e-2); per-parameter error ratio fused/training-path median 0.78, max 1.32,
0 of 97 above 2x. Camera/key argmax agree with the unfused model on 99.1/99.2% of frames.
- Speed, synthetic IDM m, batch 16x256, one RTX PRO 6000 (GPU 1 exclusive): new flags 22,681 fps (180.6 ms/step);
+ --fused 34,444 fps (118.9 ms/step) = 1.52x; idm-final's config was 10,048. MFU printed under --fused is wrong
(the FLOP counter does not see the custom kernels). torch.compile graph-breaks at each fused call (custom
autograd Functions); registering them via torch.library.custom_op is the known next step.
## 2026-09-26 23:45 - new loader integrated; IDM v2 training (base, fused, 2 GPUs)
- Loader subagent result (5 experiments, ~1 h): kernels/loader 4c3461d, same-session A/B 7 workers each: median
114,754 vs 19,228 fps (rounds 88.7k/114.8k/118.4k vs 20.8k/13.3k/19.2k), byte-identical batches (full validate: 296
windows, 7 configs incl. pairs, renders, rank 1, T=128 unpinned, overlay, EOF/missing-file faults). Steps: own mp4
sample-table parser + bare h264 context (no av.open/seek/to_ndarray); whole batches per worker, thread-pool decode
into a shared-memory batch; ring of batch buffers allocated before fork; catalog of every run's sample table +
labels loaded once (1.1 GB, 10-22 s first batch), one pread per window. 20-27 cores, 8.2-9.7 GB PSS per process.
Did not pay: more parallel IO (per-window latency 301 -> 978 ms); IO-stage split alone (0.71x).
- Integrated: mcsr/data.py = target 4c3461d (old API kept + make_loader/Batches/RingLoader/loader_worker_init);
train.py make_batches uses make_loader; train.py's duplicate loader_worker_init removed (same nice 10 + 1 thread).
- End to end, real data, IDM m, --fused, one GPU: 34,568-34,960 fps, data wait 0.8 ms flat over 400 steps
(idm-final's config 10,048; yesterday's flags loader-bound ~12k sustained).
- DDP + --fused crashed in Dynamo's DDPOptimizer ("'int' object has no attribute 'meta'" splitting graphs around the
custom autograd Functions): train.py sets torch._dynamo.config.optimize_ddp = False when ddp and fused. m on GPUs
1,2: 42.3-47.5k fps with data wait 75-104 ms (two 7-worker loaders compete for CPU/IO).
- base IDM (187M) fused, synthetic, one GPU: 22,317 fps. Two GPUs: GPU-bound, matched to the two loaders.
- 23:23 mcsr-train-idm2 (systemd, GPUs 1,2): base, 15-frame tubelet, replay+render (775.9 h, 4,481 runs), data
frozen --before 1790486597 (logs/idm2_before.txt), batch 16x256 per GPU, 40k steps, warmup 1000, val every 2000,
ckpt every 5000, fused + new loader. Step 700: 42,400 fps, 193 ms/step, data wait 2.4 ms; ETA ~01:35. RAM: 8 GB
available while training (OOMScoreAdjust -200 on the trainer). Next: eval_idm --before 1790395538 (fixed 37
held-out pairs; idm-final cam_ce 0.889, yaw MAE 1.32) and relabel if better.
- 23:35: IDM v2 slowed from 42.4k to ~34-36k fps after warming up: GPUs 1,2 at the 600 W software power cap (throttle
reason 0x4), 83 C, SM clocks 2227-2310 MHz. RAM fell to 2 GB available: the downloader (only source-only 1080p60
VODs left, all 24 workers on them, 19 NVDEC ffmpegs, 13.5 GB, GPU 0 at 92%) while the link was saturated (122 MB/s)
with 58 h left. Restarted it with 8 workers: 5.3 GB, 12 GB available, link ramping. ETA ~01:55.
- scripts/idm2_eval_watch.sh (unit mcsr-idm2-eval, GPU 0): scores step5000..40000 + best.pt on the fixed 37 held-out
pairs as they land -> logs/idm2_eval.log.
- 23:50 GPU allocation change (Elliot): this project gets GPUs 1, 2, 3; GPU 0 goes to the other project (nv2-lanes, which
moves most work to NvBuild). Moved download NVDEC (MCSR_NVDEC_GPUS=3, launch_data.sh default now 3), the IDM labeler
and the idm2 eval watcher to GPU 3 (nv2's s6batch still there until it moves). New fans near the box; at 23:45
GPU 1 was 89 C and GPU 2 84 C at the 600 W cap. IDM v2 step 5400 at 36.9k fps.
- 23:55 IDM v2 val (211 val runs, camera CE): step 2000 0.962, 4000 0.894, 6000 0.862. Elliot: switch to 3 GPUs with a
larger batch. GPU 3 still has nv2's s6batch (other project), which would gate DDP, so scripts/idm2_switch3.sh (unit
mcsr-idm2-switch) waits until GPU 3 has no other project's processes and the next checkpoint lands, then stops the
labeler and eval watcher, moves download decode to the CPU (MCSR_NVDEC_GPUS empty -> CPU fallback) and resumes on
GPUs 1,2,3 (--resume stepK --continue, global batch 48 sequences, 5 loader workers per rank for RAM, --steps
K + (328M - K*8192)/12288 to keep the planned frames). Log: logs/idm2_switch.log.
- 00:02 GPU 0 idle (0%, 2 MiB); the other project's s6_sweep.sh (CUDA_VISIBLE_DEVICES=3, ~233 recordings, 24 done in
24 min, projected ~3 h more) holds GPU 3. IDM v2 had ~1.8 h left on 2 GPUs, so waiting for GPU 3 would never pay:
idm2_switch3.sh now takes GPU 3 if it frees up or GPU 0 if idle first, profiles one fused step on that GPU while
waiting for the checkpoint, and keeps download NVDEC on GPU 3 when it took GPU 0.
- Fused base IDM step profile (GPU 0, one GPU, synthetic, torch profiler; logs/idm2_fused_profile.txt,
prof/prof-idm2-fused/trace.json): GPU busy 99.5% of the time on one stream (the graph breaks around the fused ops cost no GPU
idle time); ~178 ms of kernels per step (the trace holds ~5.5 steps, not 4: an earlier 243.8 ms/step divided by 4). Kernel split: convs 67.5%, the fused block's GroupNorm fwd/bwd Triton kernels 15.0%,
GEMMs 6.6%, other Triton 4.4%, optimizer 3.1%, stem 1.6%. (The profiler's "_ConvBlockBackward" row is a GPU
annotation spanning kernels, not a kernel.) 187M params -> 748 MB fp32 gradient allreduce per step over PCIe (no
NVLink, topology NODE); with optimize_ddp off it runs after backward with no overlap.
- 00:20 resumed step15000 on GPUs 0,1,2 (--steps 31666). Steps 60-100: 59.1-61.3k fps, 200-208 ms/step at 12,288
frames/step (2 GPUs: 37.9k). MFU (10.9 GFLOP/frame nominal): 656 TFLOPS, 219/GPU = 54.6% of measured cuBLAS peak.
Labeler and eval watcher stopped (RAM: 10 GB available); rerun evals after training. ETA ~01:20.
- 00:45 Elliot: hill-climb the conv kernels on GPU 0 with an agent, and a second agent on GroupNorm. Launched two Opus
agents: kernels/convblock phase 2 (BRIEF.md "Phase 2": base shapes first, exp_8+) and a new kernels/groupnorm
campaign (BRIEF.md; target = clone of convblock/target at c9d7f65, own extension cache). Harness revision
518aa31066d5 adds `benchmark.py --mode base` and base/stage1 + base/stage4 to quick validation. Both share GPU 0
through kernels/gpu0.sh (flock + waits for GPU 0 to be empty, so they start timing after IDM v2 ends ~01:20).
mcsr/fused/convblock/__init__.py: MCSR_CONVBLOCK_REPO=<tree> runs the model on a candidate tree (end-to-end A/B).
- 01:30 IDM v2 done (global step 31666, 328M frames). Val camera CE (211 val runs): best 0.7966 at step 19000
(best.pt), then 0.837 at 27000 and 0.8486 at the end (train loss 0.60): overfits after ~19k at batch 48. 3-GPU
throughput 62-65k fps for the first ~2,400 steps, 57k from ~00:29, falling to 50k from ~01:02 (data wait 0.5 ms
throughout; at 01:06 the GPUs drew 410-440 W at 2.54-2.66 GHz, i.e. not power-capped, so something outside the GPU
kernels stalled them; the kernel agents' nvcc builds started ~00:45, cause not isolated). Held-out eval so far:
step5000 cam_ce 0.898 / yaw MAE 1.319, step10000 0.856 / 1.26 (idm-final 0.889 / 1.32). Evals of best, 15000-31666
running on GPUs 1, 2.
- Audit of the two kernel agents at 01:04: harness untouched (rev 518aa31066d5), all GPU runs queued through
gpu0.sh, no identity caching / N-dependent paths / side streams. Closed two harness gaps in validate.py (benchmark
unchanged): full mode adds base shapes at N=4096 (the size the benchmark times; before, only N=8/256 were checked),
both modes add a reuse check (same tensors, values overwritten in place, called again). New rev 950b493e6ce8.
- 02:17 Hardened validator (rev 950b493e6ce8) passes on c9d7f65 in full mode, including base N=4096 and all 12 reuse
checks (errors 3-5e-3 vs limits 7-10e-3); both kernel agents told to use it.
- IDM v2 held-out eval (fixed 37 pairs, 422,811 frames), cam_ce / yaw MAE / pitch MAE deg: step5000 0.898 / 1.319 /
0.794, 10000 0.856 / 1.260 / 0.751, 15000 0.826 / 1.249 / 0.729, best.pt (step 19000) 0.804 / 1.182 / 0.702, 20000
0.821 / 1.216 / 0.730, 25000 0.863 / 1.235 / 0.730, 30000 0.863 / 1.226 / 0.725, 31666 0.861 / 1.228 / 0.727.
best.pt vs idm-final (0.889 / 1.32 / 0.79): F1 forward 0.933 (0.91), jump 0.815 (0.77), mine 0.725 (0.55), sneak
0.868 (0.72), place 0.139 (0.03), drop 0.373. Held-out agrees with val: best at ~19k, camera worse after while
action F1 keeps creeping up. Relabel checkpoint: best.pt.
- 02:18 mcsr-label restarted: idm_label_ours --ckpt data/ckpt/idm2-base/best.pt --gpu-ids 1,2 (19,770 runs, npz
overwritten in place). 02:22: ~13.7k fps per GPU cumulative and rising, ~100 runs per 42 s: ~2-2.5 h (projection).
GPU 3 left to the other project (GPU 0 is now our kernel agents').
## 2026-09-27 03:00- overnight autopilot (Elliot: flywheel overnight, profile what is slow, HTML demo on the MacBook)
- 03:00 kernel agents resumed after the session restart (conv: exp_9 conv64 -4.0%, exp_10 wgrad64 -2.9%, exp_11
wgradt -1.9% pending; GroupNorm: exp_2 register-resident GN -3.0%, exp_3 side stream discarded, exp_4 glue).
- Relabel profile: GPU SM use alternated 100% / 2% (dmon), CPU 89% idle, and 8 decode threads per process gave the
same 50 runs / 38 s as 3: each labeler process is capped by its GIL (per-frame Python in the PyAV loop: to_ndarray,
np.copyto, frame objects), not by decode cores. 3 processes per GPU (--gpu-ids 1,1,1,2,2,2): GPUs at ~100%, 154 ->
280 runs/min (1.8x). 03:33 Elliot: all 4 tetra GPUs are ours (the other agent moved to anvil) -> relabel on
1,1,1,2,2,2,3,3,3.
- Policy launch armed (scripts/pol2_after_relabel.sh, unit mcsr-pol2-after): pol2-base = 187M policy, GPUs 1-3,
batch 16/GPU, 48k steps (590M frames), EMA 0.9995, closed-loop watcher every 2nd checkpoint (llvmpipe client, policy
server on GPU 3). Synthetic single-GPU policy rate with --fused: 21.2k fps (GPU 3, 03:23).
- Closed loop with VirtualGL on GPU 0, lockstep, pol-final export: 69 ticks/s (policy ms/tick: yuv 0.9, encode 2.0,
temporal 4.2, sample 0.4, wait for frame 5.3), 1200-tick episode in 17.4 s. scripts/pol2_final.sh (unit
mcsr-pol2-final): after training, 24 seeds on 3 VGL clients, montage + versus videos, scripts/demo_page.py ->
data/demo/, rsync to macbook:~/Desktop/mcsr-demo/.
- Demo assets: data/demo/overlay_v1.mp4 / overlay_v2.mp4 (mcsr.overlay, held-out match 13605378 c06d492c, frames
6477-7376, the most action-dense 45 s).
- 03:49 relabel done: 19,842 runs labeled by idm2-base/best.pt (9 labeler processes on GPUs 1-3 from 03:33: all 3 GPUs
at 100% SM, ~360 runs/min, GPU-bound now). 03:50 pol2-base OOM-killed in 46 s by its own 36G cap: the loader
catalog (labels ~17 B/frame + mp4 sample tables ~8 B/frame) of all ~4.3k h per rank x 3 ranks, doubled during the
concatenate. train.py --shard-runs: each DDP rank samples its own items[rank::world] (catalog / world). 04:00
relaunched (rank 0 shard 7,795 runs, 1,423 h): 59.2k fps (19.7k/GPU = 93% of 3x the 21.2k single GPU), data wait
0.6 ms, GPUs at the 600 W cap (2.16-2.46 GHz). Cgroup: anon 22.0 GB + shmem (batch rings) 15.8 GB against 38.7 GB,
no reclaimable cache: raised live to MemoryMax=42G. ETA ~06:50.
- 04:10-04:15 both kernel agents stopped by their rule. conv 6c33a34 (+2588333 docs): base tier 1.355x vs compiled
path (c9d7f65 1.21x), e2e +10.6%; the hardened full validate caught a conv64 bug (staged epilogue overwrote the
halo's zero padding: wrong at base/stage1 once a CTA runs a 2nd tile, N > ~10; exp_9-16 affected, fixed in exp_18
at no cost). GroupNorm deaaab0: GN per step 26.5 -> 17.4 ms (at the bandwidth floor), e2e +7.2%; two optional mcsr
patches (head gn_gelu_flatten, stem eager) +1.2% more, not applied.
- Merged tree kernels/merged/target ddc47f7 (conv 2588333 + GN deaaab0, 2 docstring/bwd conflicts resolved): full
validate 40/40 (rev 950b493e6ce8), base tier 118.8 ms = 1.406x vs compiled path (167.1), e2e base IDM synthetic 1 GPU
interleaved: vendored 21,290 / 20,907 vs merged 24,269 / 24,054 fps = +14.5%. scripts/pol2_switch_kernels.sh (unit
mcsr-pol2-switch) resumes pol2-base from step15000 with MCSR_CONVBLOCK_REPO=kernels/merged/target (real-data check).
- pol2-base throughput 59.5k -> 56.3k fps within the first 1,500 steps: GPUs at the 600 W cap, 83-89 C, GPU 3 slowest
(2.18 GHz), DDP paced by it. The 62k -> 50k IDM slowdown and a 59.2k -> 55.6k dip during my nvcc build point at CPU
contention too (the step has Python-launched segments; data wait stays 0.6 ms).
- Closed-loop watcher moved to GPU 0 with VirtualGL (play_watch passes VGL from its environment; unit -E VGL=1,
--gpus 0, --every 1): 24 seeds in 8.5 min vs ~20 min on llvmpipe. pol2-base step5000 (61M frames) 21.8 m path /
17.1 net / 3 deaths; step10000 (123M frames) 65.7 / 36.8 / 10 deaths: already above pol-final's final (34.3 net at
410M frames; its step100000 36.5).
- 04:55 pol2-base resumed from step15000 on the merged kernels (MCSR_CONVBLOCK_REPO=kernels/merged/target): loss
continuous (0.96 before; 0.79-1.04 after, batch noise), steady 64.8k fps vs 55.7-56.2k before at the same power
cap and temperatures = +15.6% in real training (synthetic A/B +14.5%). ETA ~06:40.
- SigLIP2 so400m-patch14-384 (Elliot's backbone idea), measured on GPU 0 (bf16, SDPA, batch 64, forward only, sharing
GPU 0 with an eval client): vision tower 428M params; 384 px (729 tokens) 309 frames/s = ~193 TFLOPS; 224 px (256
tokens, interpolated pos-emb) 928 frames/s. Our IDM v2 labels ~30k frames/s per GPU (whole model). One labeling pass
over the 3.7k h (266M frames) at 224 px: ~20 h on 4 GPUs (60 h at 384); fine-tuning ~3x slower per frame. Weights
were cached under .cache/hf_siglip_tmp and deleted (HF_HOME=/data/hf is root-owned).
- Disk: /home 97% used, 138 GB free, falling ~1.3 GB/h (downloads + prep): ~100 h of headroom; data/ckpt holds 241 GB
(old checkpoints are the first thing to prune).
- pol2-base closed loop (24 seeds, net m / path m / deaths): step15000 37.8 / 84.1 / ?, step20000 36.0 / 77.1 / 11.
Val camera CE 0.934 (10k) -> 0.916 (15k) -> 0.902 (20k). Distance plateaus at ~36-38 m net like yesterday's flat
curve. Deaths: all 11 at step20000 (and all 7 of yesterday's final-187m) are gradual HP loss below sea level (y
30-61) = drowning after imitating the speedrunners' shipwreck dives without resurfacing; tonight's policy dives more.
- Closed loop vs val loss, pol2-base (net m / path m / deaths per 24 eps; val loss): 25k 44.5 / 92.0 / 10, 0.945;
30k 29.7 / 75.5 / 7, 0.936; 35k 22.3 / 60.4 / 6, 0.929; 40k 18.6 / 51.1 / 4, 0.925. Val loss falls monotonically
through the 04:55 kernel switch (kernels train fine); the game score peaks mid-run. Mechanism check from the state
logs: time to first move stays 2-4 s (not the copycat idle start), but time standing still (<0.2 m per 10 ticks)
rises 46% (20-25k) -> 61-63% (35-40k); yesterday's final 54%; humans on the same 24 seeds 34% (48 replays). The
policy learns when speedrunners stop (to craft / manage inventory) without having GUI actions, so the stops are
dead time: imitation loss is not the objective; GUI actions and RL next. Final eval now also plays step25000
(optimistic: picked on these seeds).
- 06:45 pol2-base done (48k steps, 590M frames; final val loss 0.9225, camera CE 0.871). Per-checkpoint closed loop
(1 VGL client, 24 eps): 45k 28.5 net / 4 deaths, 48k 30.4 / 3.
- scripts/pol2_final.sh (06:45-07:09): 3 VGL clients in parallel, 2 samples per seed: pol2 final 20.5 +- 4.2 net
(9 deaths / 48), yesterday's final re-run 27.3 +- 5.8 (16), pol2 step25000 34.9 +- 6.8 (15); montage/versus/page
copied to the MacBook 07:09. But the 3-parallel setup is biased: the same step48000 weights scored 18.0 / 23.0 net
in the parallel passes vs 30.4 (watcher) and 34.6 (single client, slot 0, 08:31) with similar path length (51-71 vs
64): 3 clients sharing GPU 0 lose 10-15 m of net displacement (suspect frame timing / stale frames under VGL with
several clients; not isolated). Final numbers are re-measured single-client only (y187-single, s25-single).
- A Minecraft client hung at world load ("Preparing spawn area: 87%") after 12 of 24 episodes (08:44); SIGTERM did not
stop the JVM, kill -9 did. play_eval.sh's client timeout is 1 h; a per-episode watchdog would bound this.
- Vendored the merged tree as mcsr/fused/convblock_next (relative imports, extensions renamed cb_conv_ext_m1 /
cb_gn_ext_m1 so they never collide with the old cb_conv_ext build): built in 39 s, harness full validation of the
vendored package on GPU 1: 40/40 (incl. base N=4096 and reuse). Swap into mcsr/fused/convblock after the evals.
- Single-client finals (1 VGL client, lockstep, T=1, 24 held-out seeds; mean net m +- 95% CI / path m / deaths):
tonight's final (EMA step48000; watcher run + 08:31 run, 48 eps) 32.5 +- 8.8 / 63.8 / 9; yesterday's final-187m
(y187-single, 24 eps) 29.1 +- 9.4 / 71.3 / 4; tonight's step25000 (s25-single, 24 eps; picked on these seeds)
33.2 +- 11.2 / 90.3 / 8. Per-episode sd ~30 m: no measurable difference in 60-s distance from 5x more labeled
footage, while val loss improved throughout. Demo videos regenerated from pol2-final-single.
- 09:15 merged kernels vendored as the default: mcsr/fused/convblock = kernels/merged/target ddc47f7 (relative imports,
cb_conv_ext_m1 + cb_gn_ext_m1). Smoke: base IDM synthetic, GPU 1, no MCSR_CONVBLOCK_REPO: 26.1k fps (c9d7f65 was
~21-22k). Demo: data/demo/ (scripts/demo_page.py) -> macbook:~/Desktop/mcsr-demo/index.html.
## 2026-09-27 13:40- macro actions (Elliot: "get the macro actions working"; no GUI actions in the policy)
- Fabric mod (~/dev/mcsr-render/mod, Macros.java): the policy reply's reserved 4th int is a macro code (Macros.NAMES:
loot, planks, crafting_table, stick, wooden/stone/iron_pickaxe, furnace, smelt); job.macros = off | policy | auto
(rule scheduler: loot anything within 4 blocks, then one craft/smelt per 5 ticks along logs -> planks -> table ->
sticks -> wooden -> stone -> furnace/smelt -> iron pickaxe); best tool for the targeted block is swapped into the
hand while attacking. Relaxations: 3x3 recipes/smelting need the table/furnace in the inventory or within 4 blocks;
smelting is instant with real fuel; looting needs no line of sight. Events -> <out>.macros.jsonl. Test hooks
job.testKit / job.testChest. play_eval.sh: MACROS=, TICKS=, TESTKIT=, TESTCHEST=, MINELOCK=1 (jar
mcsr-render-macros.jar). scripts/macro_report.py summarizes a run.
- Functional test (kit 4 oak logs + 3 iron ingots, shipwreck_treasure chest): looted the rolled chest, then planks,
table, sticks, wooden pickaxe, iron pickaxe by tick 35. (First try lost the log: a server task queued after the
episode's end reopened it; Macros.begin/end + an active flag fixed it.)
- No retraining, pol2-final, 24 seeds, auto macros: 60 s: 0 logs, 0 crafts, 1 chest (village: wheat, cactus, bread);
180 s: 0 logs, 1 chest looted at 27 s on seed 13616939 (buried treasure: 9 iron ingots, 7 gold, 2 diamonds, heart of
the sea) and no wood, so no pickaxe. The blocker is raw materials, not menus.
- Why no logs: the policy holds attack 5.8% of ticks in 3,403 streaks, median 1 tick, none >= 40 (a log by hand is
~60 consecutive ticks; releasing resets). Its own p(mine) stays > 0.3 for at most 11 consecutive ticks: better key
sampling alone cannot fix it. Mine lock v1 (aim only) was useless for the same reason (stopped). v2 (ControlLoop
job.mineLock): on any attack at a block breakable with what it holds (hardness <= 3.5, tool if required), the mod
aims, holds attack and holds position until it breaks (10 s cap).
- Mine lock v2 + auto macros, pol2-final, 24 seeds, 180 s: 1/24 got a log (crafting table + sticks at 142 s), 1 chest
looted (shipwreck supply: wheat, carrots, coal, leather armor, TNT), no pickaxe in any episode. The mechanics work;
the imitation policy rarely aims at a tree at all. Next: RL with item rewards on top of the macro action space
(macros + mine lock remove the menu and hold-to-mine barriers); a learned macro head adds little while the auto
scheduler already crafts whenever it can.
## 2026-09-27 15:00 - disk
- tetra storage ~6.8 TB: nvme4n1 3.6 TB /home (+ /mnt/crucial bind), /data LVM 1.8 TB (nvme0n1 + nvme1n1, 161 GB free),
/ 914 GB (734 GB free), nvme3n1 480 GB "optane-models" (ext4, ~390 GB used, unmounted since 2026-09-05: not free).
- /home was 98% full (102 GB free). This project was 1.6 TB of its 3.3 TB (data/vods 682 GB raw, data/train 572 GB
prepped, data/ckpt 261 GB); other projects ~1.7 TB (kernels/ 395 GB incl. DeepSeek-V4-Flash NVFP4 164 GB and demon
174 GB, nlanes 190 GB, dev/mariokart-wt 172 GB, dev/nw 80, luminite 73, melee 66, dsv4-engine 65, cuda-song 57,
netherite 87, ~/.local + .cache + .grok 140).
- Deleted 22,925 raw VODs of prepped train-split runs (693 GB; paths in logs/raw_vods_deleted.txt); kept the 1,270
val-split raws (the VPT baseline in eval_idm reads runs.path). The downloader only fetches status='pending' runs, so
nothing re-downloads. /home: 747 GB free (79%). prep.py now deletes a train-split raw right after its prep row
commits (mcsr-prep restarted). Prepped footage grows ~52 GB/day at ~400 new VOD hours/day.
- Deleted ~/kernels/DeepSeek-V4-Flash-0731-NVFP4 (164 GB of NVFP4 weights, 48 shards, unused, no other copy) on Elliot's request.
- Not done (needs Elliot's OK): pruning intermediate checkpoints (keep each run's best.pt + last step + tonight's
eval checkpoints) frees 204 GB (idm-wave-1 91, pol-final 53, pol2-base 24, idm2-base 13, ...).
## 2026-09-27 15:10-19:20 - speedrun.com footage + VOD pipeline restart (Elliot: "start downloading and converting")
- mcsr-download restarted with 16 workers and NVDEC on GPUs 1-3 (was 8 workers, CPU decode). Ranked VOD backlog: 319 h
pending, ~400 new VOD hours/day (205 -> 471 h/day over the last week); 2,274 h of indexed VODs expired before download.
- mcsr/src_scrape.py: speedrun.com /runs for Minecraft Java Any% Glitchless (mkeyl926), Random Seed (r8rg67rn =
21d4zvp1), 1.16.1 (jlzkwql2 = mln68v0q), verified, with a video: date/submitted/verify-date x asc/desc passes ->
14,243 runs, 6,849 h run time (YouTube 12,527 / 5,726 h; Twitch 1,445 / 988 h; other 272); 2022 unreachable by
offset (API caps at 10,000 per end), recovered by paging each verifier (--verifiers-only; 404 on some verifier
ids = empty page).
- mcsr/src_download.py (unit mcsr-src): yt-dlp itag 160 (256x144 H.264 30 fps, ~107 kbps) -> prep.encode (20 fps) ->
/srv/mcsr/src (created with sudo on the system drive, 734 GB free; spills to data/train/src under 40 GB), raw deleted,
prep row per run. yt-dlp 2026.07.04 got HTTP 403 on every stream; `yt-dlp -U` -> 2026.08.19 fixed most (1 of 3
test streams still 403, retried after 10 min). 16 workers: 196 runs / 88 h of footage in 6.4 min (~830 h/h);
24 workers from 19:10: ~1,370 h/h, no bot checks so far; failures ~10% (half gone/unavailable, half transient 403).
Video footage runs ~23% longer than the official run times (setup/post-run): ~8,900 h of footage pending -> ~6.5 h.
- mcsr-label restarted as a daemon (idm2-base/best.pt, GPUs 1,1,2,2, every 5 min) so new VODs and src runs get labels.
- Self-kill again: `kill $(pgrep -f mcsr.src_scrape)` inside a Bash call whose command line contained the pattern
killed the calling shell (exit 144) before the rest of the command ran. Use saved PIDs.
- 19:17-23:55 speedrun.com download stalled: one age-restricted video (ydpk0evy, "Sign in to confirm your age") matched
the bot-check pattern, so every retry froze all 24 workers for 15 min, and bot failures did not use up a try, so it
was reclaimed first after every pause (~40 runs/h instead of ~1,300 h/h). Fix: "confirm your age" / members-only ->
status 'login' (skipped; retry later only with cookies); only "not a bot" / 429 pause everything; every failure
uses a try. After the 23:56 restart: 158 runs / 63.9 h in 3 min, 0 pauses. State 23:59: 715 + runs done (~376 h),
~16.5k pending (7,913 h run time, ~9.7k h of footage incl. the 2022 runs the verifier pass added: 17,412 runs,
8,161 h total). Ranked VODs caught up: 4,886 h done, 1 pending, 2,347 h expired.
- 2026-09-28 00:40:49 global OOM (60 GB box): ~00:38 a kernels/demon job started on tetra (demon.rollout.loop, vLLM
EngineCore; 27.8 GB on GPU 0 at 00:50, plus host RAM) while mcsr-src (24 workers, 10 GB cap), mcsr-label (2 procs
on GPUs 1-2) and the data daemons ran. The kernel killed processes in mcsr-label and mcsr-src; both units were gone
(not restarted) until the 00:50 hourly check. Earlier (00:17-00:38) every labeler cycle died of CUDA OOM on GPU 1:
our own labeler process held 42.7 GB, because idm_label_ours decodes a whole run into VRAM and some speedrun.com
videos are stream archives (84 of 2,080 = 4% of videos, 151 h of video for 24 h of runs, up to 5.5 h each;
the rest are 1.13x their run time). Restarted 00:50: mcsr-src MemoryMax 12G, OOMPolicy=continue, OOMScoreAdjust=500
(dies before other projects' jobs); mcsr-label on GPUs 2,2,3,3 (GPU 0 = demon). Hourly watcher: cron job 236323e1
(:07 each hour, this Claude session only).
- 01:00-01:15 (Elliot: "you now have all four GPUs, keep them fed"). demon gone from GPU 0. The 00:40 global OOM had
also killed mcsr-download, prep, replays, pairs, replay-arrays, scrape (and a non-mcsr omp-auth-broker); none
restarted (transient units, OOMPolicy=stop). Relaunched them 01:13 smaller, OOMPolicy=continue, OOMScoreAdjust 400
(replays 0, scrape 100): download 8 workers NVDEC GPU 0, prep 8 procs, pairs/replay-arrays 4 procs.
- Labeler: every 2-procs-per-GPU cycle died of CUDA OOM on long src videos (a run is decoded whole into VRAM; stream
archives up to 5.5 h = ~22 GB per slot) and the fixed row order re-hit the same runs every cycle. Now 1 proc on
GPU 0, 2 decode threads (worst case ~3 slots x 22 GB), 2-min pause between cycles. TODO: chunk long runs.
- pol3-l (the pre-training run): 532M "l" policy on GPUs 1-3, --labels policy (renders + pairs + IDM-labeled VODs +
speedrun.com), --shard-runs, batch 16/GPU, 160k steps (1.97B frames, ~2 passes over the ~14k h corpus), lr 2.5e-4,
warmup 2000, EMA 0.9995, ckpt/val every 10k, merged kernels (default). First launch 01:00 (--workers 4,
--refresh-every 5000) sat at its 40G cap (anon 26.9 + shmem 12.9 GB) with an index refresh due at step 5000:
relaunched 01:12 with --workers 3 and no in-run refresh (anon 27.2 + shmem 9.8 GB, cap 42G); 29.1k fps, data wait
0.5 ms. It will be resumed from a checkpoint once the speedrun.com backlog is labeled, to pick up that data.
## 2026-09-28 01:25 - the mine label was a pulse, not a hold (fix + overnight retrain)
- Elliot asked whether scale (~3x pol2's data) would make the agent useful. Evidence says data is not the main
blocker: 500 -> 4,300 h lowered val loss 0.97 -> 0.92 with no closed-loop change, and the "mine" key was wrong.
replay_arrays "mining" = a BLOCK_PROGRESS event this tick, and the mod logs one only when a block's crack stage
changes (stages 1..8, then BLOCK_BREAK): 1-tick pulses ~6 ticks apart while the key is held for the whole ~60 ticks
a log takes. Truth labels: attack on 4.7% of ticks, 1,428 presses/h, median press 2 ticks, none >= 40; IDM v2
labels: 4.3%, 626/h, median 5, none >= 40. The policy learned to tap (median 1 tick) and cannot break a log.
- Fix: replay_arrays.mine_holds -> new array mine_hold (events carry block position and stage): a hold = consecutive
stage events on one block with non-decreasing stage (gap <= 40 ticks); starts (stage0 + 1) stage intervals before
its first event, ends at that block's break (or half an interval after the last event); single-block BLOCK_BREAKs
with no stages (instant blocks) are 1-tick holds; holds < 7 ticks apart are joined (5-tick break cooldown while the
key stays down). BLOCK_REMOVE is not counted on its own (40k of them in 30 replays, never with crack stages).
pairs.targets_for_ticks uses mine_hold when present. Truth now (400 replays): 13.6% of ticks, median hold 16, p90
78, 22.5% of holds >= 40 ticks holding 64% of attack time. Example: two logs mined back to back = one 128-tick hold.
- 01:39-01:43 `python -m mcsr.replay_arrays --backfill` rewrote all 11,380 replays' npz (atomic tmp+replace), then
`python -m mcsr.pairs --retarget` recomputed 6,382 pair/render target files from their stored frame->tick map.
replay-arrays and pairs daemons restarted on the new code.
- Overnight chain scripts/holdfix_pipeline.sh (unit mcsr-holdfix-pipeline, logs/holdfix_pipeline.log): pol3-l
stopped (old labels, no checkpoint yet); IDM v3 (idm3-hold) = idm2-base/best.pt fine-tuned on hold labels, GPUs 1-3,
8k steps (98M frames, lr 1.5e-4, 70k fps); held-out eval of v2 and v3; relabel pol2-base's run set (prep.updated <=
1790502600, new idm_label_ours --before/--after, data.index policy now applies --before to IDM-labeled VODs) on
GPUs 1-3; pol3-hold = pol2-base's recipe exactly (187M, 48k steps, EMA, same data snapshot), only the labels
differ; mcsr-label (v3) labels the newer runs on GPU 0. Milestone evals: scripts/eval180.sh (24 seeds, 180 s,
auto macros, no mine lock, one VGL client, flock-serialized), baselines pol2-final and pol2-s25 x 2 passes, then
pol3-hold checkpoints 10k-48k. Page: scripts/holdfix_page.py -> data/demo/holdfix -> macbook:~/Desktop/mcsr-mining-fix/.
- 02:35 hourly check: speedrun.com 4,932 runs / 2,461 h converted (726 h in the last hour), 12,217 pending (6,158 h
run time, ~7.5k h of footage, ETA ~1 pm), 258 gone, 2 login. /srv/mcsr/src holds 221 GB (~90 MB per footage hour):
/ has 470 GB free, so the rest (~675 GB) spills to data/train/src on /home (740 GB free) near the end. Fixes
(mcsr-src restarted 02:35): the bot pattern "429" matched a partial-download byte count ("5864295") and froze all
workers 15 min at 02:07 -> now "HTTP Error 429"; source-only Twitch VODs (21-23 GB raws, 1080p60) timed out in the
single-thread encode and their raws stayed on disk -> prep.encode(threads, timeout), raws > 2 GB encode with 8
threads / 4 h, a run's raw is deleted after its last try. Real YouTube bot checks ("Sign in to confirm you're not a
bot") at 02:30 and 02:35: watch the rate; fewer workers if they repeat. Labeling: IDM v3 on GPU 0 for runs prepped
after pol2's cut (60 src runs / 24 h so far; 351 src runs / 647 h > 1 h are skipped by --max-frames).
- 03:10 global OOM (pol3-hold had started 03:06: 41 GB incl. 15 GB batch-ring shmem, swap full) killed the eval's
Minecraft client: m180-pol2-final-b kept 23 complete episodes + 1 cut at 136 s (copied by hand; the page skips
episodes under 3,500 ticks), m180-pol2-s25-b never ran (rerun 03:15, unit mcsr-eval-base, OOMScoreAdjust -100).
Paused until the evals finish (scripts/resume_daemons.sh, unit mcsr-resume-daemons, restarts them on "final evals
done"): mcsr-download (ranked VODs caught up), pairs, replay-arrays, and the IDM v3 labeler on GPU 0. mcsr-src cut
to 12 workers, MemoryMax 8G, OOMScoreAdjust 700 (dies first). RAM with pol3-hold + an eval client: ~5 GB available.
- 03:14 hourly: speedrun.com 5,137 runs / 2,571 h converted, 11,974 pending; only 249 h in the last hour: YouTube bot
checks at 02:30, 02:35 (my restart re-triggered them) and 02:51, each a 15-min pause for all workers. mcsr-src now
skips videos over 1 h (yt-dlp --match-filter "duration <=? 3600" -> status 'toolong'): stream archives the labeler
skips anyway (zg1o28vz / z5nrjxez were 6.6 h / 8 h, 21-23 GB, for 7-14 min runs; raws deleted).
- IDM v3 (idm3-hold step27000) held-out, 37 pairs scored against the hold labels: mine F1 0.909 (v2 0.508); forward
0.935 (0.933), jump 0.817 (0.815), place 0.157 (0.139), cam_ce 0.814 (0.804), yaw MAE 1.19 (1.18). Its labels on
400 of pol2's runs: attack 12.3% of frames, 333 presses/h, median hold 13, p90 68, 19.6% >= 40 ticks, 63% of attack
time in holds >= 40 (truth 13.6% / 317 / 16 / 78 / 22.5% / 64%; v2 4.3% / 626 / 5 / 9 / 0 / 0).
- 03:06 relabel of pol2's run set done (19,685 runs / 3,635 h by v3; 113 h with old labels are runs paired after the
cut, excluded from both truth and IDM rows by --before). pol3-hold rank shard 7,740 runs / 1,414 h (pol2 7,795 /
1,423 h). 60k fps measured by step deltas (the logged fps is a running mean dragged by the slow start).
- Milestone baselines (180 s, auto macros, 24 seeds x 2): pol2 final 0/47 logs (one episode cut by the OOM),
pol2 step25k 0/48; 0.3 blocks mined per episode. pol3-hold step10000 (one pass): 0/24 logs, but the attack key
now behaves like the humans': on 13.4% of ticks (pol2 5.2-5.9%), 78 holds >= 40 ticks, longest 383 (pol2: none
above 10); 0.9 blocks mined per episode (sand, cactus, dirt). Deaths: 26/47 and 31/48 for pol2, 17/24 for pol3-hold
s10000, every one below y 62 (drowning after speedrunner-style dives to shipwrecks), median at 52-82 s: over half
the episodes end before 90 s, which caps every milestone for old and new policies alike.
- 04:11 hourly: speedrun.com 6,120 runs / 2,978 h converted, 10,866 pending (5,635 h run time), 83 skipped as over
1 h, 452 h in the last hour on 8 workers (1 bot pause); ETA ~7 pm at this rate (raise workers once the evals end
and RAM frees). No OOM kills since 03:24. Replays 2,702 pending (~150/h done, CDN 429s; 2 gone so far).
- 05:11 hourly: speedrun.com 6,467 runs / 3,112 h converted, 10,463 pending, 118 skipped as over 1 h, only 134 h in
the last hour: YouTube's bot check ("Sign in to confirm you're not a bot") fired on every wake-up of the 15-min
global pause (04:30, 04:45, 05:00). mcsr-src (restarted 05:12): only YouTube pauses, doubling 15 -> 120 min, reset
by a YouTube success; Twitch (1,401 pending) / bilibili / Drive keep downloading; a bot-blocked run gets its try back
(7 runs that had used all 3 tries on bot checks reset). If YouTube stays blocked for hours, the fix is cookies from
a logged-in browser (Elliot's call: it ties bulk downloads to an account).
- pol3-hold closed loop (one pass each; logs counted from planks crafts too, since the macro crafts a fresh log within
the 10-tick state sampling): step 20k 3/24 logs, 3/24 crafting tables, 1/24 wooden pickaxe (13609728: walks into a
birch forest, holds attack on the trunk until it breaks, table + sticks + pickaxe by 105 s; checked on video);
25k 1/24 log + table; 30k 2/24 tables. pol2: 0 of 95 episodes for any of these.
- 05:45 pol3-hold done (48k steps; final val loss 0.9165, camera 0.866 vs pol2 0.871). Closed loop per checkpoint
(one pass): 40k 1/24 log + table, 48k 1/24; blocks mined per episode 0.92 (10k) -> 1.9 (40-48k), deaths 17 -> 12-13
of 24. Steps 20k-48k together: 8/120 episodes with a log and a crafting table vs pol2 0/95 (Fisher p ~ 0.01).
- 05:45-06:08 scripts/after_holdfix.sh (edited while it waited, 05:15): v3 labeled the remaining 4,937 runs on GPUs
1-3 in 22 min (v3-labeled VODs now 6,357 h); 06:07 pol4-l (532M, pol3-l's recipe, --label-ckpt v3) on GPUs 1-3:
rank shard 10,581 runs / 2,376 h (~7.1k h total incl. truth), 28.3k fps -> 160k steps ~19 h (~1 am 09-29).
pol4-l cgroup 42.3 GB (anon 31 GB): with an eval client RAM is ~3.5 GB available; mcsr-src stopped 06:08 until the
last evals end (scripts/resume_daemons.sh restarts it at 16 workers and the GPU 0 labeler once pol4-l is up).
- 06:11 hourly: speedrun.com 6,564 runs / 3,156 h, 10,332 pending; 44 h in the last hour: YouTube bot-blocked
continuously since ~04:15 (pauses 15/30 min, one success in between), Twitch/others downloading. 05:34 a global OOM
killed mcsr-src (score 700, as designed).
- 06:42 final milestone evals (48 episodes each, 180 s, auto macros, no mine lock): pol2 final 0/47 logs, pol2 step25k
0/48; pol3-hold final 3/48 logs = 3/48 crafting tables, step25k 1/48 (+ one iron pickaxe looted from a ruined-portal
chest, not crafted). Pooled pol3-hold steps 20k-48k: 10/168 logs (every one became a crafting table via the macros,
one a wooden pickaxe at step 20k) vs 0/95, Fisher p = 0.015. Blocks mined per episode 1.57 vs 0.28 (any block:
50/96 vs 21/95 episodes); attack holds >= 40 ticks 274 vs 0. Deaths unchanged (59/96 vs 57/95, all drowning).
Net distance at 60 s mixed (20.7 / 37.0 vs 27.0 / 38.3 m). Verdict: the label fix changed the behavior it targeted
on the same data and recipe (unlike the 8.6x data step); absolute rates stay low because most episodes end drowned
at 50-80 s and the policy rarely heads for trees.
- Page: scripts/holdfix_page.py (notes in data/demo/holdfix/notes.json) -> data/demo/holdfix -> macbook:~/Desktop/
mcsr-mining-fix/index.html (06:45), with 6 clips of the new policy chopping (checked on contact sheets).
- 06:42 scripts/resume_daemons.sh restarted download, pairs, replay-arrays, mcsr-src (16 workers) and the v3 labeler on
GPU 0. 06:47 scripts/pol4_eval_watch.sh (unit mcsr-pol4-eval, GPU 0): eval180 of each pol4-l checkpoint (every 10k
steps, ~1.2 h) -> logs/pol4_eval_watch.log.
- 07:11 hourly: YouTube block eased: 844 runs / 363 h in the last hour on 16 workers (one 15-min YouTube pause at
07:00). speedrun.com 7,407 runs / 3,518 h converted, 9,253 pending (5,009 h run time), 237 skipped as over 1 h,
497 gone. Since the 06:42 restart mcsr-src logs to logs/src.log (resume_daemons.sh names logs after the unit).
v3 labeler on GPU 0 keeping up (74 h unlabeled). / 408 GB free (-39 GB/h while downloading), /home 691 GB.
- 07:21 pol4-l died at step 10000: its in-run validation (val loader workers fork the ranks' catalogs) pushed the
cgroup past its 42G cap (anon 31 GB + shmem 10 GB before val); the step-10000 checkpoint is saved after val, so
nothing was kept, and GPUs 1-3 sat idle until the 08:11 hourly check (missed: my eval watcher only logged "stopped").
08:12 relaunched from scratch: --val-every 0 (closed-loop evals are the metric), --ckpt-every 5000, MemoryMax 44G ->
48G live (anon 34.2 + shmem 9.8 GB at start: the index grew to rank shard 11,322 runs / 2,659 h, ~8k h total),
29.8k fps, done ~9:30 am 09-29. A global OOM now takes mcsr-src (700), labeler (600), data daemons (400) first.
- 08:11 hourly: speedrun.com 8,578 runs / 4,009 h converted (490 h in the last hour, one YouTube pause 07:28),
7,831 pending (4,462 h run time), 359 over 1 h skipped, 625 gone. Labeler caught up (22 h waiting). / 376 GB free.
- 08:14-09:06 global OOMs every 5-7 min (MemoryMax 48G let pol4-l grow to 46.8 GB: anon 35 + shmem 9.8), each killing
mcsr-src; under that pressure `systemctl is-active` timed out and pol4_eval_watch.sh exited (fixed: it now stops only
on an explicit inactive/failed ActiveState); pol4-l slowed to 24k fps. 09:12 pol4-l resumed from step5000
(--continue) with --workers 2 (shmem 9.8 -> 6.8 GB), MemoryMax 44G: 29k fps, data wait 0.4 ms, rank shard 11,689
runs / 2,817 h (~8.4k h), ETA ~03:40 09-29. Paused mcsr-download (ranked VODs keep 7-60 days), pairs,
replay-arrays until pol4-l ends (scripts/after_pol4.sh, unit mcsr-after-pol4); mcsr-src, replays, prep and the
GPU 0 labeler keep running.
- 09:11 hourly: speedrun.com 9,724 runs / 4,503 h converted (494 h in the last hour), 6,434 pending (3,842 h run
time), 477 over 1 h skipped, 757 gone. / 333 GB free, /home 677 GB. Replays 2,713 pending.
- 09:54 the pol4-l step10000 eval recorded 0 episodes: a global OOM killed mcsr-src and then the Minecraft client
(play_eval.sh sets the client and policy server to oom_score_adj 600, same as the labeler). pol4_eval_watch.sh now
stops mcsr-src and mcsr-label for each ~20 min pass and restarts them after (same unit settings as
resume_daemons.sh); step10000 rerun from 10:14. RAM during a pass: ~3 GB available.
- pol4-l checkpoints are 7.9 GB each every 5k steps (~250 GB by step 160k on /home, 665 GB free; the speedrun.com
spill needs ~150 GB more): fits, no pruning needed.
- 10:11 hourly: speedrun.com 10,591 runs / 4,892 h converted (389 h in the last hour, 0 YouTube pauses), 5,363
pending (3,349 h run time), 556 over 1 h skipped, 881 gone. Labeler caught up (45 h waiting). / 295 GB, /home
665 GB. Replays 2,744 pending. pol4-l step ~12.7k (resumed at 5k), 27-29k fps.
- 11:11 hourly: speedrun.com 11,160 runs / 5,157 h converted (265 h in the last hour incl. a 20-min eval pause, 0
YouTube pauses), 4,589 pending (2,883 h run time), 633 over 1 h skipped, 1,008 gone. Labeler 52 h behind. / 269 GB,
/home 647 GB. No OOM kills since 10:15. Replays 2,765 pending (arrivals ~= CDN-limited downloads; 4 gone). pol4-l
global step ~20.9k; step10000 eval 0/24 logs (pol3-hold was 0/24 at 10k too).
- Training data size (index 'policy', --label-ckpt v3, 11:00): train 36,359 runs, 9,002 h, 648M frames = 1,055 GB of
256x144 H.264 + 14.4 GB labels (72 TB as raw pixels); val 1,853 runs / 440 h / 53 GB. pol4-l's 09:12 snapshot
~8.4k h; its 160k steps = 1.97B frames ~ 3 passes. Proposed to Elliot 10:55: stop pol4-l (confounds data and
params, un-annealed until 3:45 am) for a 187M 48k-step run on the full 9k h; waiting on his go.
- 11:40 Elliot: go on stopping pol4-l. Its closed loop at matched frames was worse than pol3-hold (187M, 4.4k h) on
every count: step10k / step20k vs pol3-hold step20k: logs 0 / 0 vs 3 of 24, blocks mined per episode 0.71 / 0.25
vs 1.50, holds >= 40 ticks 28 / 11 vs 85, attack 4.6% / 2.4% vs 15.7% of ticks, standing still 85% / 88% vs 68%,
net distance at 60 s 12 m vs 31 m (deaths 10/24: it rarely reaches water). Suspect: speedrun.com footage (~40% of
its data) is 38.6% idle frames (no keys, no turn) vs 29.0% for ranked VODs (150 runs each), mine 9.4% vs 12.9%
(setup, post-run, loading screens). pol4-l stopped at global step ~25k (checkpoints kept: step5000-25000).
- 11:42 pol5-base = pol3-hold's recipe (187M, 48k steps, EMA) on all v3-labeled data (--label-ckpt, no --before):
rank shard 12,246 runs / 3,064 h (~9.2k h). First launch OOM'd at its 44G cap loading the catalog; relaunched
--workers 2, MemoryMax 50G with mcsr-src and the labeler stopped for startup: peak 50 GB, then anon 37.7 + shmem
6.3 GB; 65.7k fps, data wait 0.5 ms; ETA ~14:15. Evals: scripts/eval_watch.sh (generic replacement for
pol4_eval_watch.sh; unit mcsr-eval-pol5, RUN=pol5-base, steps 10k-48k + second passes of 48k and 25k) ->
logs/eval_watch_pol5-base.log. If pol5-base idles like pol4-l, the speedrun.com footage needs trimming.
- Throughput question (Elliot, 12:00: "what limits it to 65k fps; e2e under 1 h; fp8?"). The logged MFU was wrong:
FlopCounterMode cannot see the fused CUTLASS conv blocks, so train.py reported 2.1 GFLOP/frame; counted through
the unfused path the base policy is 10.4 GFLOP/frame train (forward 3.48, of which the conv encoder 3.18: 16 3x3
convs at ~0.17 GFLOP each, equal cost per stage). model.measured_flops_per_frame now counts them (new runs).
Real rate: 21.9k fps/GPU x 10.4 = 228 TFLOPS/GPU = 58% of the measured 396 TFLOPS bf16 GEMM peak, at the 600 W
power cap (2.15-2.44 GHz): compute-bound on bf16 tensor cores in the encoder (profile split, IDM base: convs 67.5%,
GroupNorm 15%, GEMMs 6.6%, other Triton 4.4%, optimizer 3.1%, stem 1.6%) plus ~10% unoverlapped PCIe allreduce.
Under 1 h: (1) 246M frames (20k steps; closed loop peaked there) on 4 GPUs ~50 min; (2) 1 conv block per stage
halves encoder FLOPs (~1.7x, needs a closed-loop A/B); (3) FP8 convs: 2x tensor peak on sm_120 but conv time only
67.5%, fwd/dgrad rewrite of the fused kernels + quality risk, ~1.25-1.35x realistic.
- 12:05 Elliot: stop training; go for all three levers with 3 Opus subagents in parallel: kernels on one GPU with the
fq CLI (Infinity's GPU job queue, macbook:~/dev/infinity/fq), training profile on a second, progress on the other
two at ~half speed. pol5-base stopped at step ~9k (step5000.pt kept). fq on tetra: ~/dev/fq (copy; patched: FQ_GPU
pins a daemon to one GPU (foreign-process check and CUDA_VISIBLE_DEVICES), ncu.sh exports PYTHONNOUSERSITE=1 (a
~/.local .pth crashed ncu's Python: "unknown encoding: utf-8-sig")). Lanes: units mcsr-fq-{daemon,reaper}-gpu{0,1},
CLI ~/dev/fq/fq-gpu N ..., state ~/dev/fq/state/gpuN. GPU 1 = kernel agent (FP8 convs), GPU 0 = training-profile
agent + closed-loop evals (both as fq jobs), GPUs 2,3 = progress agent (20k-step recipe, --conv-blocks 1 A/B).
New flag train.py --conv-blocks (default 2). mcsr-label paused (GPU 0 lane), mcsr-src 8 workers / 3G.
- 12:20 Elliot: GPU 0 needed for a KernelBench run -> this project on GPUs 1-3 only. fq lane 0 stopped (units
mcsr-fq-*-gpu0; its cancelled jobs: trainprof tp-ab-stem, progress eval-pol5-base-s5000-a). Training-profile agent
moved to lane 1, shared with the kernel agent. Progress agent evals run outside fq on GPU 3 next to its training:
play_eval.sh takes VGL_DEVICE=eglN (tested with glxgears: egl1/egl2/egl3 render on GPUs 1-3; /dev/dri/cardN fails:
not in the video group). Bug fixed: fq jobs run inside the daemon's systemd unit, which I had capped at 1 GB, so the
first evals and two profile jobs were OOM-killed (rc=daemon-restart); lane caps now 24 GB. GPU 0: no processes.
## 2026-09-28 1:40 pm MT - kernel agent (FP8 convs)
- Verdict: FP8 pays. Base policy training step, one GPU, synthetic, same-session interleaved A B C / C B A / A B C on
fq GPU 1: merged bf16 tree 23,173 fps (176.8 ms/step) -> FP8 tree 29,595 fps (138.4 ms/step) = 1.277x; real data
(training A/B) 22.9k -> 28.9k fps = 1.26x. Clocks 2.37-2.40 GHz at the 600 W cap in every arm. Training quality
intact: real-data A/B, one GPU, 2000 steps, seed 0: final held-out val loss bf16 1.2026 vs FP8 1.1930 (bf16 seed 1:
1.1977, so seed-to-seed 0.005); late 200-step train-loss windows FP8 - bf16 -0.008..-0.018, inside the +-0.04
seed-to-seed spread. One seed pair, 2000 steps: not a long-run guarantee.
- Hardware first (kernels/fp8conv/micro): mma.sync e4m3 m16n8k32 1082 TFLOPS vs bf16 m16n8k16 541 at 2.81 GHz, exactly
2x (fp16 accumulate and block-scaled mxf8f6f4 no faster); cuBLASLt fp8/bf16 at the encoder's im2col GEMM shapes
1.79-1.84x.
- Built (kernels/fp8conv/target, own git, head 3696418; extension csrc8/ + gn_csrc/ changes): convt8 = the persistent
TMA direct conv with e4m3 operands (a 64-byte smem row holds 64 fp8 channels, one m16n8k32 per 32-byte half row,
ldmatrix addressing unchanged), fused GELU/aux, residual and GELU' epilogues with fp8 outputs + amax; it replaces
conv64 at stage 1 too. wgradt8 = the TMA weight gradient in e4m3: K (pixels) transposed in registers by
ldmatrix.trans.b16 + prmt with the same pixel permutation in A and B. GroupNorm fwd writes xn in fp8; block 2's
GroupNorm bwd writes block 1's fp8 output gradient (no quantization pass); prep8.cu quantizes filters and updates
scales in one launch each. Scaling: filters per output channel (amax -> 448) each call; activations/gradients per
tensor, power-of-two delayed scales from the producing kernel's amax (headroom 8-16x); first call per block runs
bf16 to calibrate. All e4m3: 8x-stale gradient scales in either direction did not change the error, e5m2 not needed.
- Per conv, N=4096, ms fp8 vs bf16 merged tree, stages 1/2/3/4: fprop plain 1.50/1.15/1.06/1.10 vs 2.30/1.98/1.91/1.98;
residual epilogue 2.06/1.39/1.19/1.16 vs 2.42/2.12/1.83/1.86; GELU' epilogue 2.02/1.51/1.26/1.19 vs 2.71/2.25/2.04/2.08;
wgrad 1.18/1.14/1.35/1.31 vs 1.97/1.87/1.91/2.20. What moved them after the first cut: epilogue-source prefetch into
registers at stage 1 (residual 2.81 -> 2.06), batched source loads on the 255-register tiles (ncu: long_scoreboard;
stage 2 residual 1.72 -> 1.39), one-image stage-3 wgrad tiles with a half k-step (1.53 -> 1.35), and a compile-time
tile parity in wgradt8 (first build 11.6 ms: accumulators had gone to local memory).
- Numerics (kernels/fp8conv/validate_fp8.py, own criterion; the locked bf16 harness cannot pass FP8): each fp8 kernel is
3.75-3.79% rel L2 vs fp32 on random data and matches an fp32 conv of its dequantized operands to 1e-3 (conv) / 1e-6
(wgrad), so the error is the format's (e4m3 unit roundoff 2^-4), not the kernels'. Block outputs 4.0-6.7% (bf16 path
0.3-0.4%); accepted bound 0.08 = up to three e4m3 roundings; two chained blocks <= 8.9%, chained fp8 gradient
bit-identical to the quantization pass.
- Opt-in, measured but not training-tested: MCSR_FP8_H8=1 (GELU pre-activation in fp8) + MCSR_FP8_D8=1 (dxn in fp8 into
the GroupNorm backward): 29,957 fps = 1.293x (+1.2% over the default), block errors up to 7.6%.
- How to use: MCSR_CONVBLOCK_REPO=$PWD/kernels/fp8conv/target TORCH_EXTENSIONS_DIR=$PWD/kernels/fp8conv/cache/torch_ext
on any --fused run (DDP untested; eval/no-grad forwards use the bf16 kernels; checkpoints unchanged). Not vendored
into mcsr/fused. Record: kernels/fp8conv/experiments.txt and out/ (A/B logs, validation JSON, e2e runs, profiles).
- Where the FP8 step goes now (torch.profiler, prof/k-prof-fp8v6): fp8 block convs 64 ms (42%, ~61% of the
clock-adjusted e4m3 peak), Triton elementwise 25 ms (incl. ~8 ms uint8 -> bf16 input preprocessing), cuDNN stride-2
downsample convs + stem 19 ms (13%, model code, outside the tree), GroupNorm 17 ms (at the DRAM roofline), GEMMs 13 ms.
Next: FP8 strided downsample convs (needs mcsr/model.py), a longer / multi-seed quality check before vendoring.
- Gotchas: fq submit --env takes one flag with several K=V values; a repeated --env keeps only the last. Editing
train_ab.sh while an fq job ran it broke the job's post-run lines (training and logs were intact). I briefly set the
GPU 1 lane's MemoryMax to 8G before the coordinator's 24 GB fix.
## 2026-09-28 2:30 pm MT - training-profile agent
- Recommended fast recipe (today's model; nothing changes numerically beyond bf16 rounding): add `--stem triton
--ema-every 4 --clip-in-opt --compact-catalog --ring-direct --free-compile-workers --workers 3` to the policy launch
(`--shard-runs` on 4 GPUs; `--optimize-ddp` once a multi-GPU A/B confirms it). One GPU, synthetic, same session (fq
GPU 1, warm-up run + 2 interleaved rounds): 177.9 -> 164.6 ms/step = 23.0k -> 24.9k fps (1.081x). Real data, same
seed and batches: 300 steps 177.6 -> 164.8 ms (1.078x), data wait 5.0/3.5 -> 0.4 ms, mean loss of 15 log points
1.7481 (A) / 1.7500 (A again) / 1.7475 (fast); 1000 steps held-out val loss 1.0183 (A) vs 1.0153 (fast), inside the
~0.005 seed-to-seed spread. torchrun DDP, 1 rank on exactly one rank's shard of a 4-GPU full-data run
(--emulate-shard 4: 9,266 runs, 2,347 h): 25.0-25.5k fps, host RAM 6.3 GB steady (anon 4.3 + shmem 2.0), 8.3 GB
peak (final checkpoint + validation). Projected 4 GPUs (x0.9 scaling, not measured): ~90k fps = 246M frames in ~46
min, ~25 GB RAM for 4 ranks (today's flags: ~42 GB steady on the same data, which does not fit next to an eval).
Stacks with the kernel agent's FP8 ConvBlock tree (MCSR_CONVBLOCK_REPO=kernels/fp8conv/target), same session:
today's flags 175.2 ms (23.4k fps) | FP8 138.5 (1.265x) | fast 162.9 (1.075x) | fast + FP8 125.1 ms, 32.8k fps
(1.40x) | fast + --conv-blocks 1 102.3 (1.71x) | fast + cb1 + FP8 83.8 ms, 48.9k fps (2.09x). Projected 4 GPUs
(x0.9): fast + FP8 ~118k fps = 246M frames in ~35 min; with cb1 ~176k fps, ~23 min. All of it composes under
torchrun DDP (1 rank, real data, one 4-GPU rank shard, 3 workers): fast + FP8 33.0k fps, + cb1 48.6k fps, data wait
0.4-0.6 ms, RAM peak 7.9-8.1 GB.
- Profile (base policy, synthetic, torch.profiler; kernels/trainprof/trace_split.py splits kernels by launching op):
171 ms of kernels/step, GPU busy 99.7% (0.5 ms idle: the graph breaks at the fused blocks cost nothing, CUDA graphs
have nothing to win). ConvBlocks 116 ms (68%); stem path 13.9 ms (8%: uint8 tubelet gather 1.7 + convert/pad to a
4.8 GB bf16 16-ch image 4.6 + cuDNN stem fprop 3.8 + wgrad 3.7); stride-2 downsample convs 14 ms (8%: fprop 3.4,
dgrad 4.8 (down1 143 TFLOPS), wgrad 3.5, bias add 1.5 + bias grad 0.9); transformer GEMMs + attention ~13 ms; fused
AdamW 3.6; EMA lerp 1.5; grad clip 1.4 (its scale multiply 1.0); loss, heads, prev-action embedding < 0.1 ms.
With the fast flags + cb1 (101 ms): blocks 59%, downsample convs 14%, transformer 13%, optimizer 4%, stem 3%.
- DDP (1-rank torchrun traces, kernels/trainprof/ddp_timing.py): the "no overlap" in the 2026-09-27 00:20 entry was
wrong. With optimize_ddp off, 9 of 10 buckets (173M of 187M grads) launch right after the transformer backward, ~64
ms into a ~160 ms step, and the ~90 ms encoder backward hides them; only the last bucket (encoder convs, 28 MB
bf16) is exposed. 1-rank DDP costs 1.5% (reducer grad copies + bf16 hook casts). --optimize-ddp (new): Dynamo's
DDPOptimizer now works with the fused blocks (torch 2.14, 1 rank): buckets launch from 54.8 ms instead of 63.3 ms
(8.5 ms more overlap) at the same kernel time (159.8 vs 159.7 ms). P2P reads/writes are OK between all 4 GPUs.
- Changes (flags default off; model.stem_impl and Block.fp8 are not saved: a --stem triton checkpoint loads into
today's model and policy server):
- --stem gemm|triton (model.ConvFrameEncoder.stem_gemm / stem_triton): nearest 2x chroma upsampling + 4x4/4 conv =
2x2 conv on native chroma with block-summed weights, and tubelet stacking = patch concat, so the stem is one GEMM
on 72 inputs per pixel; triton = kernels/trainprof/stem_triton.py (custom ops: gathers the uint8 frames in the
GEMM operand load, recomputes them in the weight-gradient kernel, bias as a constant-1 K slot). Isolated stem
fwd+bwd 27.3 (conv) / 8.7 (gemm) / 3.8 ms (triton); rel err vs fp32 2.7e-3 (bf16 gemm 3.8e-3); fp64 CPU test of
the algebra exact. Step: gemm 1.043x, triton 1.072x.
- --ema-every K (lerp with 1 - d^K every K steps), --clip-in-opt (clip scale as the fused AdamW's grad_scale): +0.8%
together; CPU tests: params 2e-8 apart after 20 clipped steps; EMA-4 vs EMA-1 2.4e-5 vs the EMA's own lag 2.6e-2.
- --compact-catalog (data._Catalog compact): act/valid bit-packed (_Bits), sample sizes uint16, 8 load threads (32
thread arenas kept +0.2 GB/1000 h), malloc_trim: arrays 21.2 -> 6.4 B/frame, RSS 2.76 -> 0.45 GB per 1,000 h
(CPU, 600 / 1,174 / 2,347 h subsets); one 4-GPU rank shard ~6.5 GB (projected) -> 1.08 GB measured (build 17.8 s,
transient peak 2.6 GB). Batches byte-identical (kernels/trainprof/test_catalog.py, test_batches.py).
- --ring-direct (data._Ring.register): cudaHostRegister the shared-memory batch ring, S+1 slots per worker, and the
trainer waits for the H2D copy of a worker's previous batch before taking its next: no pinned copy per batch and
no pinned pool (shmem 1.87 -> 1.29 GB/rank at 2 workers). test_ring_direct.py: 24/24 batches identical with copies
delayed 0.1 s on the copy stream; control without the wait: 22/24 corrupted. Survives --refresh-every.
- --free-compile-workers (shut Inductor's compile pool after step 10), --optimize-ddp, --conv-widths, --fovea; for
measurements --emulate-shard N (one rank's --shard-runs share on one GPU) and --skip-final-val.
- --fp8-linear (kernels/trainprof/fp8_linear.py): the transformer's 48 linears as torch._scaled_mm e4m3 GEMMs (fwd,
dgrad, wgrad), per-tensor dynamic scales, 3.8% rel error per GEMM. 1.023x (cb2), 1.033x (cb1), but 1000-step val
loss 1.0315 vs 1.0153 (act 0.080 vs 0.069): not recommended as is (next try: rowwise scales or bf16 wgrad).
- Lever 2 (fast flags, synthetic, same session; train GFLOP/frame by FlopCounterMode): cb2 162.8 ms 25.2k fps (10.44)
| --conv-blocks 1 101.9 ms 40.2k, 1.60x (6.25) | --conv-widths 48,96,192,384 126.7 ms 32.3k, 1.28x (6.34) | widths
+ cb1 81.7 ms 50.2k, 1.99x (3.98) | --fovea 96 114.6 ms 35.8k, 1.42x (5.74) | --fovea 128x72 118.5 ms 34.6k, 1.37x
(6.00) | fovea 96 + cb1 74.7 ms 54.8k, 2.18x (3.59) | fovea 128x72 + cb1 77.4 ms 52.9k, 2.10x (3.74). Real data,
cb1: 2 workers 102.7 ms with 3.3 ms data wait, 3 workers 102.5 ms / 0.9 ms (the loader keeps up at 40k fps per
rank); DDP 1 rank, cb1, 4-GPU shard, 3 workers: 40.0k fps, data wait 0.4-0.6 ms, peak 8.1 GB.
- --fovea C|WxH (Config.fovea, ConvFrameEncoder.forward_fovea): full-resolution centre crop + the whole frame at half
resolution (luma 2x2 mean, chroma native), shared stem (GEMMs on 4x4 patches) and stages, per-view final
GroupNorm + GELU, maps concatenated into the d_t linear (96: 3x3 + 3x4 positions). The fused blocks run its 8 new
shapes correctly (fused-vs-unfused error equal to today's shapes) but at ~76% of the tuned per-FLOP rate (blocks
76.5 ms for ~0.5x the FLOPs of today's 117 ms): tile tuning for those shapes is kernel work if it wins in game.
- Batch per GPU (fast flags): 12 / 16 / 24 = 0.985 / 1 / 1.010 (cb2), 0.973 / 1 / 1.009 (cb1). Compile mode
max-autotune-no-cudagraphs 1.015x after a ~100 s one-time autotune (cached per shape); CUDNN_BENCHMARK_LIMIT=0
0.993x.
- Needs a multi-GPU A/B: --optimize-ddp; --compact-catalog --ring-direct under --shard-runs at 4 ranks (RAM, data
wait); batch 12 vs 16 at 4 GPUs; NCCL_MAX_NCHANNELS=4 (fewer SMs for NCCL during the overlapped all-reduce). If
--optimize-ddp holds, AGENTS.md's "--fused + DDP needs optimize_ddp = False" is outdated.
- Left: stride-2 downsample convs are 14% of the cb1 step (down1 dgrad 143 TFLOPS; the kernel agent's next item);
fovea shape tuning; rowwise FP8 linears. fq lane jobs ran inside the daemon's 1 GB unit (the coordinator raised
it); kernels/trainprof/job.sh puts each job in its own scope (12G cap, oom_score_adj 900, in-process compile).
Code, tests, results JSON: kernels/trainprof/.
- 13:30 orchestrator: kernel agent and training-profile agent finished (their entries above). Combined, one GPU: FP8
convs (MCSR_CONVBLOCK_REPO=kernels/fp8conv/target) + --stem triton --ema-every 4 --clip-in-opt 1.40x (32.8k fps);
+ --conv-blocks 1 2.09x (48.9k); --fovea 96 + --conv-blocks 1 2.18x before FP8. GPU 1 now runs a gate A/B through
fq: gate8k-A (today's math) vs gate8k-B (recipe flags + FP8), --before 1790502600 (4.2k h), 8,000 steps, seed 0,
val every 2,000 (logs/gate8k-{A,B}.out). The progress agent was told to use the flags (+FP8) for fast-C.
- 15:50 gate8k-A hit its 3,600 s fq timeout at step 6,600 of 8,000 (my timeout was too tight): ~24k fps between two
long stalls (steps ~20-800 and ~5,500; host RAM pressure from the progress agent's trainer + evals, not isolated).
Its val losses (seed 0, --before 1790502600) stand: step 2000 1.1145, 4000 1.0853, 6000 1.0679. gate8k-B (flags +
FP8, same seed/schedule) queued alone at 15:52 with a 7,200 s timeout; compare at 2k/4k/6k.
- Progress-agent evals so far (one pass unless noted): fast-A (20k steps, 2 GPUs = 164M frames, full ~9k h) s10000
0/24 logs, 0.79 mined/ep; s20000 1/13 episodes (passes a/b incomplete, rerun going). Control: pol3-hold s20000
re-evaluated on GPU 3 next to training: 2/24 logs, 0.50 mined/ep, 22 deaths vs 3/24, 1.50, 17 on GPU 0 earlier:
co-located evals may be biased (or noise); the progress agent owns this comparison.
- 16:12 gate8k-B (new flags + FP8 convs, seed 0, same snapshot) val loss 2000/4000/6000/8000: 1.1225 / 1.0880 /
1.0706 / 1.0644 vs gate8k-A (today's settings) 1.1145 / 1.0853 / 1.0679 / (cut off): +0.008 / +0.003 / +0.003,
inside the ~0.005 seed spread and narrowing. 34.1k vs ~24.5k fps (1.39x), 8,000 steps in 19 min, no stalls.
FP8 + flags pass the gate (one seed). 16:15 architecture agent (Opus, GPU 1 via fq): DINOv3 ConvNeXt-Tiny encoder
option, fine-tuned and frozen arms on the same gate8k benchmark, until ~19:30.
## 2026-09-28 17:30 MT - progress agent
- Question: do 20k-step training (246M frames, 2.4x fewer than pol3-hold's 590M) and 1 conv block per stage keep
closed-loop quality? All runs: 187M-family conv policy, v3 hold labels, batch 24/GPU x T256 on GPUs 2,3 (= pol3-hold's
global batch 48), 20k steps, warmup 1000, cosine to 20k, EMA 0.9995. (fast-A is 246M frames, not 164M: a first
launch at batch 16 was stopped at step 420.)
- fast-A: all v3-labeled data (rank shard 18,531 runs / 4,657 h, ~9.3k h), 2 blocks, bf16, 12:09-14:03. Resumed at
step 5000 with --compact-catalog --seed 1: trainer anon 33.5 -> 10.7 GB, so eval clients fit. 265-300 ms/step alone
(41-46k fps; GPU 3 at its 600 W cap, 2.34 GHz), 336 ms next to eval clients (36.5k fps).
- fast-Br: ranked only (--before 1790502600: 11,602 runs / 2,111 h per rank = pol3-hold's 4.2k h), --conv-blocks 1
(180.8M params, 6.3 vs 10.5 GFLOP/frame), bf16, 14:03-16:04, 215-222 ms/step next to evals (55-57k fps, 1.5x).
Died 15:25 at step ~10.8k: NCCL allreduce timeout (600 s) after a rank stalled in host-RAM thrash; resumed from
step10000 (--seed 1 --ring-direct). Val (pol3-hold's 1,279 val runs) 0.9689 / camera 0.9148; pol3-hold 0.9491 at
step 20k, 0.9165 final.
- fast-C: fast-Br + FP8 convs (MCSR_CONVBLOCK_REPO=kernels/fp8conv/target) + --compact-catalog --ring-direct --stem
triton --ema-every 4 --clip-in-opt --free-compile-workers, TORCH_NCCL_ASYNC_ERROR_HANDLING=0; 16:04-17:02 (58 min
incl. startup). ~173 ms/step (71k fps) next to evals, loader-bound (data wait 20-90 ms at 2 workers/rank). Val
0.9688 / 0.9146 = fast-Br (FP8 + flags neutral). 1 block and ranked data instead of the coordinator's "fast-A recipe"
(2 blocks, full data): fast-A's step 10k was weaker, and 2 blocks would not have trained + evaluated by 18:00.
- fast-C2 (running): fast-C with 2 blocks = the adopt candidate and the clean lever-2 control. 17:21, 187 ms/step
alone (65.6k fps, data wait 0.4 ms), ETA ~18:25; mcsr-fastwatch-fast-C2 then runs its final passes a+b by itself
(data/play/m180-fast-C2-s20000-{a,b}, ~18:50).
- Evals: fq jobs ran inside the GPU 0 daemon's 1 GB cgroup (a client OOM-killed the daemon twice); from 12:20 on GPUs
2/3 next to a training rank. scripts/eval_slot.sh = eval180 settings, slot 0 GPU 3 / slot 1 GPU 2, one client per GPU,
~110 s per 180 s episode (38 s alone), training ~10% slower; JOBS= reruns a seed subset. scripts/fast_watch.sh
(EMA export + pass units), scripts/fast_compare.py (table below). Controls next to a trainer: pol3-hold s20000 0.50
mined/ep, 22 deaths (unshared 1.50, 17); final 1.96, 11 (unshared 1.79, 25/48): no consistent bias, so the
reference is pol3-hold pooled, 96 episodes. Other jobs' RAM spikes OOM-killed 6 eval clients (12:21-16:33:
KernelBench nvcc builds of 10-14 GB and a 9 GB process on GPU 0, gate8k and kernels.arch.bench_dw on GPU 1); cut
passes were finished with seed-subset reruns (*rest, *r dirs; fast-A and fast-Br finals have 37 and 38 episodes).
- Closed loop, 180 s, 24 held-out seeds, auto macros (sh = next to a training rank):
policy eps log table mined/ep any-mined holds>=40 attack deaths still net60 m
pol2 final 47 0 0 0.30 11 0 4.8% 26 69.8% 27.0
pol3 s20k 24 3 3 1.50 11 85 15.7% 17 67.7% 31.0
pol3 final 48 3 3 1.79 28 135 11.9% 25 73.7% 20.7
pol3 sh 48 2 2 1.23 24 136 13.0% 33 73.7% 27.5
pol4-l s20k 24 0 0 0.25 2 11 2.4% 10 87.6% 12.4
pol5 s5k sh 14 0 0 0.00 0 2 0.4% 4 94.5% 7.9
fast-A s10k 24 0 0 0.79 9 44 6.8% 16 76.9% 16.9
fast-A s20k 37 1 1 1.16 13 94 9.9% 28 71.7% 31.4
fast-Br s10k 20 1 1 1.30 8 80 16.5% 14 69.5% 28.7
fast-Br s20k 38 1 1 0.84 15 185 20.0% 27 67.4% 28.9
fast-C s20k 48 3 3 1.29 21 234 21.1% 33 67.4% 25.9
vs pol3-hold pooled (96; permutation test on means, Fisher on counts): fast-C mined 1.29 vs 1.51 p=0.61, logs 3/48 vs
5/96 p=1.0, attack 21.1 vs 12.4% p<0.001, holds >= 40 per episode 4.9 vs 2.8 p<0.001, still 67 vs 74% p=0.03.
fast-Br + fast-C (86): mined 1.09 p=0.20, logs 4/86. fast-A: mined 1.16 p=0.43, attack 9.9% p=0.07, still 71.7%
p=0.52. pol2 on the same tests: p<0.001 on mined, attack and holds, so the tests can see a pol2-sized gap.
- Verdict. Lever 1 (20k steps): no measurable loss; fast-C matches pol3-hold's final on logs and crafting tables (3/48
each) with mined/ep inside the noise, trained in 58 min on 2 GPUs. Lever 2 (1 block): no closed-loop loss detected
(more attack holding, less standing still, mined/ep a non-significant 0.4 lower), but held-out loss is worse (0.969 vs
0.949 at the same 20k steps); fast-C2 is the same-settings A/B. Full data: fast-A did not idle (still 71.7% vs pol4-l's
87.6%) but attacked less (9.9%) and gained nothing over ranked-only; early full-data checkpoints do idle (fast-A
step 10k attack 6.8%, pol5-base step 5000 94.5% still) and annealing recovers them. Absolute rates stay low (final
checkpoints reach a log in <= 6% of episodes; 52-76% die, mostly drowning).
- Next: read fast-C2 (lever 2 at identical settings); train on ranked data (or trim idle speedrun.com frames) at 20k
steps with FP8 + flags and 3-4 loader workers per rank (fast-C was loader-bound; --compact-catalog frees the RAM);
spend the saved time on drowning (the cap on every milestone) and on evals that other jobs' RAM spikes cannot kill.
- 17:45 orchestrator: progress agent done (its entry above). Verified: fast-C (1 conv block + FP8 + new flags,
ranked-only 4.2k h, global batch 48, 20k steps = 246M frames) ran 58 min 13 s wall on GPUs 2,3 (unit start 16:04:21
to 17:02:33, 24.1 GB peak, data wait 24 ms at 2 workers: loader-bound) and matched pol3-hold in the game (3/48 logs
and tables). fast-C2 (2 blocks, same recipe) step ~5.9k at 62k fps, ETA ~18:30; its watcher starts both eval passes;
I watch it. Eval clients were OOM-killed 6 times this afternoon by other jobs' memory spikes (KernelBench compiles
10-14 GB on GPU 0, a 9-10 GB benchmark job on GPU 1).
- 18:00 Evals made resumable (Elliot: KernelBench memory spikes must not cost whole passes). scripts/eval_slot.sh now
loops up to MAX_ATTEMPTS (6): each attempt plays only seeds without <mid>.mp4.done.json (the mod claims queue jobs in
sorted order), waits for NEED_MB free RAM first, logs actions to actions.rK.jsonl with the seed order in
seeds.rK.txt; play_eval.sh takes ACTLOG=. A killed client now costs the episode in flight (~40 s alone, ~110 s next
to a trainer). Bug found: policy_server opens its action log with "w", so this afternoon's seed re-runs into the
same TAG truncated actions.jsonl: attack stats (holds >= 40, attack %) for the re-run passes (fast-A s20000,
fast-Br s20000) may be misaligned; milestones/mined/deaths come from state files and are fine.
scripts/holdfix_page.py episodes() maps actions.rK.jsonl to seeds via seeds.rK.txt (falls back to actions.jsonl).
- 18:46 fast-C2 (2 blocks, FP8 + flags, ranked 4.2k h, 20k steps; 67 min on GPUs 2,3, val 0.959 vs fast-C 0.9688):
48 eps (first resumable eval_slot passes, 0 kills): 1 log, 1.54 mined/ep, 181 holds >= 40, 34 deaths, still 69.6%,
net60 34.5 m vs fast-C (1 block) 3 / 1.29 / 234 / 33 / 67.4% / 25.9 and pol3-hold final 3 / 1.79 / 135 / 25 /
73.7% / 20.7. No detectable game difference between 1 and 2 blocks: adopt 1 block. Deaths 33-34 in all
shared-GPU evals vs 25 for pol3 on GPU 0 alone (pol3 shared 33): possible eval bias, unresolved.
- 18:45 fast-D = fast-C's recipe (1 block, FP8, flags, ranked data, global batch 48, 20k steps) with --workers 4,
seed 1, GPUs 2,3: 94.3k fps (47k/GPU), data wait 3.6 ms (fast-C: 71.9k at 2 workers, 24 ms) -> ~45 min for 246M
frames on 2 GPUs. Its watcher (unit mcsr-fastwatch-fast-D) starts both eval passes at step 20000.
## 2026-09-28 7:05 pm MT - architecture agent (DINOv3 encoder)
- Question (Elliot): pretrained vision encoder instead of our from-scratch conv encoder? Built `--encoder dinov3`
(DINOv3 ConvNeXt-Tiny, LVD-1689M) and ran it on the gate8k benchmark: one GPU (fq lane 1), seed 0 (same batch at
every step as A/B), --before 1790502600, the 8,000-step cosine schedule stopped at step 4,000 (--stop-at; at 3.1k fps
8,000 steps would take ~3 h). Verdict: at equal steps the fine-tuned DINOv3 encoder beats ours: val 1.0696 vs A
1.0853 / B 1.0880 at step 4,000 (-0.016/-0.018, ~3x seed noise; camera 1.004 vs 1.019, act equal), about where ours
is at step 6,000. But it costs 10.1x per frame (3.14k vs B's 31.7k fps), so per GPU hour ours wins by far. Frozen
(current frame only) trails and closes: +0.056 at step 2,000, +0.011 (vs B) at 4,000; 2.3x slower than B as is.
Val loss is not game performance; no closed-loop eval of these checkpoints.
- Held-out val loss total (camera / act); one-GPU fps = median of 20-step intervals, training only
(kernels/arch/collect.py -> kernels/arch/results.json):
run val@1000 val@2000 val@3000 val@4000 fps
A ours, today's flags - 1.1145 (1.0446/0.0700) - 1.0853 (1.0189/0.0664) 23.2k
B ours, flags + FP8 - 1.1225 (1.0515/0.0711) - 1.0880 (1.0214/0.0666) 31.7k
DINOv3 fine-tuned 1.1718 (1.0923/0.0795) 1.1135 (1.0427/0.0708) 1.0865 (1.0188/0.0676) 1.0696 (1.0037/0.0659) 3.14k
DINOv3 frozen 1.3772 (1.2391/0.1381) 1.1787 (1.0931/0.0856) 1.1294 (1.0565/0.0729) 1.0990 (1.0307/0.0683) 13.7k
DINOv3 ft, naive 1.2914 (1.1717/0.1196) cancelled at step 1,060 (no feat_scale, see below) 3.14k
B continues: 6000 1.0706, 8000 1.0644 (A 6000 1.0679); seed-to-seed noise ~0.005. Paired train loss (same batch per
step, window means of the logged steps; A vs B differ by 0.003-0.008), A / B / ft / frozen: steps 101-1000 1.449 /
1.502 / 1.359 / 1.589; 1001-2000 1.078 / 1.085 / 1.081 / 1.191; 2001-4000 1.015 / 1.019 / 1.007 / 1.047. So the
fine-tuned lead is early, gone by 1,000-2,000, and back by 2,000-4,000. First logged step with act loss < 0.1: A 580,
B 700, ft 580, naive ft 980, frozen 1380 (frozen has no motion in the encoder; ours sees the 3-frame tubelet).
- Speed: train GFLOP/frame 21.1 vs 10.5 (ConvNeXt-T at 256x144 is ~6.4 GFLOP forward vs our 3.2). Fine-tuned: 42 GB
GPU with activation checkpointing in every block (stages 3-4 without it: 80 GB and slower, 2.93k fps synthetic);
frozen: 15 GB. Where it goes (kernels/arch/bench_dw.py, 4096 frames, one compiled block fwd+bwd, no recompute):
123.7 / 80.9 / 45.7 / 38.6 ms per block at stages 1-4 x (3, 3, 9, 3) blocks = 1.14 s; the 7x7 depthwise conv is 12%
of it (channels_last cuDNN; NCHW 4-5x slower), the rest is the 4x inverted-bottleneck MLP + LayerNorm + GELU,
memory-bound at 64x36 (34 TFLOPS at stage 1, 120 at stage 4). No custom kernels; with 2x our FLOPs it stays >= 2x
slower even at our MFU.
- Build (model.DinoConvNeXtEncoder; flags default off): ConvNeXt with timm parameter names; weights in
data/models/dinov3/convnext_tiny.dinov3_lvd1689m (timm/convnext_tiny.dinov3_lvd1689m via `uvx --from huggingface_hub
hf download`; torch.load of its pytorch_model.bin, no new project dependency). BT.601 limited YUV -> RGB -> ImageNet
mean/std is affine, so it is folded into the stem weights (no clamp) and the stem runs on kernels/trainprof/
stem_triton (uint8 frames read in the GEMM). Tubelet (-2,-1,0): pretrained stem on frame 0, a separate
zero-initialised stem_prev (full LR) for frames -2,-1, so step 0 is exactly the pretrained per-frame model. Head
(keeps the layout: crosshair cell, hotbar row): stage 3's 9x16 map gets one zero row (ceil) -> 5x8x768, pretrained
final LayerNorm per position, x feat_scale, flattened into Linear(30720, 1024), as ours (5x8x512 -> 1024). Flags:
--encoder dinov3 --convnext tiny|small|base --pretrained PATH --enc-frozen (current frame only, backbone under
no_grad) --enc-lr-mult (fine-tuned arm 0.1: encoder peak LR 3e-5, new parameters 3e-4, wd 0.05 on matrices)
--enc-ckpt N (per-block activation checkpointing in the first N stages, default 4), --stop-at N (stop at step N of
the --steps schedule). Config.convnext / enc_frozen and the feat_scale buffer are in the checkpoint; the frozen
best.pt loads strictly through Config(**ck["config"]) as policy_server does (CPU forward checked, no closed loop).
- Checks (kernels/arch/test_dinov3.py): vs timm convnext_tiny with the same weights on explicitly converted RGB (fp32):
2.2e-6 rel L2; Triton stem vs fp32 conv 3.0e-3 (bf16); zero stem_prev: no leak from earlier frames; frozen =
unfrozen at init; gradients reach stem_prev and nothing in the frozen backbone.
- feat_scale: the pretrained final LayerNorm's affine has RMS 3.4 (max 13.6), so unscaled the flattened features are
~5x ours. The naive fine-tuned run (logs/arch-dino-ft-naive.out) kept per-100-step grad norms at 11-43 until ~step
800 (A/B 2-5) and its act drop came at 980. feat_scale = 0.65 / RMS(LayerNorm out) = 0.191 (0.65 = RMS of
GELU(N(0,1)), our features' scale); the rerun started at similar grad norms (37-47) but was at ~2 by step 500 and
dropped at 580. One run each, and A/B (same model) drop at 580/700, so the size of this effect is not pinned down.
- Ops: the first two launches of the fixed fine-tuned run were OOM-killed in their 14 GB scope while compiling from
scratch with the loader up (14-15 GB); the naive run likely hit the Inductor cache the synthetic smoke test had
filled. A 12-step --synthetic run first (same graph, no loader) fixed it: 8.8 GB at startup, 13.5 GB peak over the
run (close to the cap). Frozen run 8.9 GB. OOM logs kept as logs/arch-dino-ft2-oom{,2}.out.
- Next: (1) keep our encoder and get the prior by distillation: a 1x1 head on our final map regressing the frozen
DINOv3 5x8x768 features on a subsample of frames (e.g. 1 in 8: ~31 ms/step of teacher forward next to B's 124 ms,
projection); (2) if a pretrained encoder is wanted directly, DINOv3 ViT-S/16 (16x9 = 144 tokens at 256x144, dense
GEMMs + flash attention) should run much closer to peak than ConvNeXt's memory-bound MLPs; measure synthetic fps
before training; (3) cached frozen features need channel reduction (the bf16 map is 61 KB/frame = 18.7 TB for this
304M-frame snapshot; PCA to 64 channels in fp8 ~0.75 TB) and some motion input; (4) before any play decision, a
closed-loop eval of data/ckpt/arch-dino-ft2/step4000.pt against a B checkpoint at 4,000 steps (B saved none). A
larger DINOv3 (ConvNeXt-S doubles stage 3) is not worth it at this cost; action chunking and foveation are
orthogonal and cheaper per GPU hour.
- Files: mcsr/model.py (CONVNEXT, DinoConvNeXtEncoder, Config.convnext / enc_frozen), mcsr/train.py (flags above,
lr_mult param groups), kernels/arch/{test_dinov3,bench_dw,collect}.py + results.json, logs/arch-*.out, checkpoints
data/ckpt/arch-dino-{ft2,frozen2}/ (best.pt; step4000.pt with optimizer state for --resume --continue, which
restarts the loader at epoch 0, so steps 4001+ would not see A/B's batches).
- 19:05 architecture agent done (its entry above): DINOv3 ConvNeXt-Tiny fine-tuned beats our encoder at equal steps
(val @4000 1.0696 vs 1.0853/1.0880, camera only) at 3.1k vs 31.7k fps; frozen 1.0990 @4000 at 13.7k fps, closing.
Not worth it per GPU hour; distillation or ViT-S/16 are its suggested follow-ups.
- 19:10 fast-F on GPU 1 alone: fovea 96 + 1 block (bf16 merged kernels: the FP8 tree has no fovea shapes), batch 48
on one GPU (global batch 48 like fast-C/D), same flags/data/schedule, seed 0: 57.4k fps on ONE GPU (fast-D: 46k/GPU
with FP8, no fovea) -> ~71 min; watcher starts both eval passes at step 20000 (~20:25).
- 19:33 fast-D done: 46 min 5 s wall on GPUs 2,3 (18:46:56-19:33:01) for 246M frames; val 0.974 (fast-C 0.9688).
Evals 48/48, 0 kills (resumable eval_slot). fast-D 2/48 logs, 1.12 mined/ep, 38 deaths; pooled fast-C+D 5/96 logs
(5.2%), 1.21 mined/ep, 71/96 deaths vs pol3-hold final 3/48, 1.79, 25/48. GPUs 2,3 then idle 19:50-20:15 (missed).
- 20:15 fast-E = adopted recipe (1 block, FP8, flags, 4 workers) on all v3-labeled data (no --before: rank shard
4,657 h, ~9.3k h): data-scale retest on the fast recipe, 95k fps, ETA ~21:05, evals via its watcher.
- 20:25 Swim-up macro (drowning = the top cap on milestones): mod ControlLoop.surface, job flag "surface" (play_eval.sh
SURFACE=1): under water with < 40% air -> jump + sprint-swim forward with pitch easing to -60 until the head is
out, then jump held (afloat) until air >= 90%; events "surface start/end" in <out>.macros.jsonl; state logs now
carry "air". Built (BUILD_OK) and installed as mcsr-render-macros.jar (previous build kept as
mcsr-render-macros.prev.jar; identical behavior with SURFACE unset). First test: fast-D s20000 with SURFACE=1, one
pass on GPU 1 (VGL egl1, slot 2) -> data/play/m180-fast-D-s20000-surf-a (baseline without: 38/48 deaths).
- 20:41 Swim-up macro works: fast-D s20000 with SURFACE=1 (24 eps, GPU 1 alone): 0 deaths (without: 38/48), standing
still 35.0% (72.3%; humans 34%: most "idle" was time spent dead), 2.50 blocks mined/ep (1.12), logs 2/24 (2/48),
net60 39.3 m (25.7). 202 surface events (~8 per episode: it keeps diving). scripts/eval_gpu.sh (resumable serial
passes on one GPU/slot, env passes through): unit mcsr-eval-surf runs fast-D-surf-b, pol3-hold-final-surf-a/b,
fast-C-surf-a/b on GPU 1 slot 2 (~90 min).
- 21:20 fast-F (fovea 96 + 1 block, bf16, 1 GPU, 71 min; val 0.949) 48 eps without surface: 1/48 logs, 1.31 mined/ep,
33 deaths, still 68.2% vs fast-C+D 5/96, 1.21, 71/96: no detectable loss from foveation. With SURFACE=1: fast-D 48
eps 3/48 logs, 2.38 mined/ep, 0 deaths, still 34.2%, net60 35.9; pol3-hold final 24 eps 3/24, 2.88, 0 deaths.
fast-E (adopted recipe, full ~9.3k h, val 0.8632 on the full-data val set) evals running. Queued SURFACE=1 passes of
fast-E and fast-F on GPUs 2/3 (slots 3/4, after fast-E's plain evals); GPU 1 queue continues.
- 21:40 Why no iron (Elliot asked): (1) humans on the 24 eval seeds get iron from chests, not ore: story.smelt_iron at
median 22 s (47/48), diamonds from buried-treasure loot 26 s (15/48), 90% open a chest in the first 60 s (1.4 opens),
table 51 s, iron pickaxe 55 s, nether 116 s; the policies loot 3 chests in 48 episodes (iron 1/48 with SURFACE=1).
(2) What humans see and the policy does not: 20 random first-minute VOD frames: 6 GUI/menu screens (crafting, chest,
pause), 4 with the F3 debug text incl. the pie chart (used to find chests), chunk borders (F3+G, buried treasure is
at a fixed chunk offset), hitboxes, a held treasure map, HUD/hand/hotbar/chat/subtitles on nearly all, facecams;
eval frames are clean (hudHidden, no hand). (3) Data mix (400 replays, 70 h): overworld before the first nether
and <= 180 s = 19.5% of frames; nether 60.2%, end 6.6%, later overworld 13.7%. (4) Action space: no right-click
"use" (chests, maps), no hotbar slot choice, GUI time labeled as no-op. (5) 12.8 s context. Queued: fast-D s20000
with HUD=1 + SURFACE=1 (mcsr-eval-hud, GPU 1 after the surf queue).
- 21:55 Drowning mechanism (Elliot's boat hypothesis): humans on the eval seeds ride anything in 8% of runs (0.4% of
the first minute): boats are not the story. They do dive: 77% of runs spend > 5% of the first minute below sea
level (mean 23.5%), 69% go below y 55; 75 chests opened in the first 120 s on 23/24 seeds, 65% of them below sea
level (median y 54: shipwrecks, buried treasure under the sea floor), nearest one a median 35 blocks from the eval
spawn. The agent's 63 drownings (fast-D, pol3-hold finals, no surface macro) are a median 46 blocks from the nearest
human chest (17% within 16 blocks) and its heading from spawn is unrelated to the chest direction (cosine median
-0.11; > 0.7 in 37%, chance ~25%): it copies "dive" without the target. It also cannot see its air: the air bubbles
are HUD, hidden in evals (humans see them).
- 22:10 Elliot: run the next threads; a friend recommends GRPO/PPO. Three Opus agents until ~08:00 09-29, each
appending DEVLOG entries: interpretability (GPU 1 via fq lane 1, slots 13-14: linear probes on the policy's
residual stream -> SAE -> closed-loop ablation of dive features), goal-conditioning (GPU 2, slots 5-6: hindsight
"next chest" destination input, mod sends the nearest loot chest at play time behind a job flag; it alone edits the
Java mod), RL (GPU 3, slots 7-12: env throughput first, then GRPO with KL to the imitation policy, training seeds
only, held-out eval vs fast-D). GPU 0 stays off-limits (KernelBench / netherite reservation). netherite (anvil,
1.7.10 engine rebuild) is not usable for this 1.16.1 policy yet.
## 2026-09-28 10:35 pm MT - RL agent (stopped)
- Stopped at ~10:32 pm on the coordinator's instruction (Elliot defers RL until the netherite fast simulator is ready),
about 20 min after starting. Nothing was launched or written: no units, clients, policy servers or fq jobs; no
mcsr/rl/ or kernels/rl/; mcsr/policy_server.py and play_eval.sh untouched. GPU 3 empty, slots 7-12 unused.
- Env throughput, observed (not a controlled benchmark) on the orchestrator's eval m180-fast-D-s20000-hudsurf-a (GPU 1,
slot 2, one lockstep VirtualGL client alone, SURFACE=1, auto macros): 109-110 ticks/s. Per tick: policy server 5.2 ms
(yuv 0.8, encode 1.3, temporal 2.9, sample 0.2) + client 3.4 ms (the server's wait_for_frame); lockstep runs them in
series. A 3,600-tick episode took 30.1 s; the next world was connected 8 s later (~3 s of that is fixed mod waits: the
1 s queue poll and 40 start ticks, the rest world creation). RAM: client JVM RSS 5.26 GB (5.07 GB anon) at -Xmx3G,
policy server 2.06 GB, the eval unit 8.1 GB in total. Clients per GPU not measured.
- Sizing for a netherite comparison (projections from those numbers, not measured): a ~20 GB budget holds 2-3 clients
at today's heap. 60 s episodes would spend ~8 s creating the world per ~11 s of play (~40% overhead). With a
batched server, the ceiling is ~110 ticks/s per client, i.e. ~300 ticks/s from 3 clients. That is ~15 x 60 s
episodes per minute before world overhead, or ~2-3 min per GRPO iteration of 32 episodes.
- Design notes for whoever picks this up:
(1) The policy reruns the 12-layer temporal core over the whole 256-frame sliding window every tick. That costs 2.9
of the 5.2 ms. It also means per-tick contexts cannot be recomputed cheaply for PPO ratios. A block-aligned context
(the start moves in 128-tick steps, so 128-255 frames) makes the learner's recomputation exact with 2 chunk forwards
per 128 ticks (~64x fewer tokens than per-tick windows). It also allows a KV cache at rollout. RoPE is relative, so
those positions match training clips.
(2) Freeze the encoder and store per-tick embeddings (2 KB/tick in bf16) at rollout. The learner then trains only the
temporal core and heads, needs no frames, and a 32-episode iteration is ~74k tokens (seconds of GPU).
(3) Rewards can come from <out>.state.jsonl (every 10 ticks) and <out>.macros.jsonl. Auto macros craft a log into
planks within 5 ticks, so count logs as the log-count change plus planks-craft events. Mask ticks under the
surface macro, because it overrides the movement keys.
- 22:25 Elliot: RL and goal-conditioned play wait for netherite; interpretability continues. Goal and RL agents told
to stop cleanly (their DEVLOG entries follow). Policy inference, one GPU (fast-D, eager bf16): 51.5k frames/s on
full sequences (= per-tick rate with a KV cache); today's server step (encode + temporal over 256 cached frames)
1.8-2.3k env steps/s batched (B 64-1024). SPEC.md: new "Deferred until netherite" section with these numbers and
the 1.7.10 transfer risks.
## 2026-09-29 10:34 pm MT (Sep 28) - goal-conditioning agent (stopped)
- Stopped by the coordinator at 10:33 pm (play-time destination work deferred until the netherite fast simulator is
ready). Nothing launched: no units, no fq jobs, GPU 2 never used. Untouched: the Java mod, mcsr-render-macros.jar
(md5 1d0260cd...), play_eval.sh, model.py, train.py, policy_server.py.
- Built: hindsight chest labels. scripts/goal_labels.py -> data/goal/goal_H60.npz (245 MB, 74 s on 8 procs): for every
replay-backed run (525 renders + 6,208 VOD pairs incl. 'weak', 1,178 h), per video frame, the next chest the player
opens for the first time (CHEST_ANIMATION open=1 of that player; double-chest halves on one tick = one open) within
H = 60 s, only if the player stays in the chest's dimension until the open. Stored as int8 [N,3] = forward/right/up
blocks in the player's yaw frame (pairs.targets_for_ticks convention), signed log1p scale clipped at 512 blocks;
-128 in column 0 = no chest within H (also unaligned VOD frames). Keys: paths (targets npz path per run), offsets, q, H.
- Measured: 29,637 first chest opens (25.2 per hour of play); 17.6% of replay-backed frames carry a goal at H = 60
(H 15/30/45: 7.6/11.9/15.1%); goal distance median 18.3 blocks (p90 77.5); time to open median 18.5 s; distance when a
goal first appears (60 s ahead) median 32 blocks, p75 49, p90 142. Chest opens are 1.4-5 blocks from the player (spot
check). Replay-backed runs are ~20% of the --before 1790502600 policy data, so ~3.5% of training frames have a goal.
- mcsr/data.py (additive, unused by default paths): GOAL_* constants, goal_relative, goal_quantize, goal_state,
GoalStore(path).window(lpath, start, T) -> int8 [T,4] (state 0 unknown / 1 none / 2 goal, qf, qr, qu); runs not in
the store (IDM-labeled VODs) = unknown.
- Resume plan (not built): loader puts GoalStore windows in prev["goal"] (current frame, not shifted) when
--goal-input; model adds a zero-init MLP embedding of (state one-hot, q/126, unit direction, log distance) to each
frame token, with per-window dropout to "unknown" so that has-goal = 0 at play time is the unconditional policy, not
"no chest coming" (a plain has-goal bit would teach that); mod sends the nearest unopened loot chest (lootTableId !=
null via an accessor mixin, found on the server thread every ~10 ticks) as extra floats only with job "goal", else
the protocol is unchanged; policy server reads them behind a flag and logs them (heading agreement). Consider
up-weighting replay-backed runs: goal frames are only ~3.5% of the mix.
- 22:40 Both deferred agents stopped cleanly (their entries above): RL built nothing yet (measured from the HUD eval:
one lockstep client alone 109-110 ticks/s = 5.2 ms policy + 3.4 ms client per tick, 30 s per 3,600-tick episode,
+8 s per world; client 5.26 GB + server 2.06 GB); the goal agent left hindsight chest labels data/goal/goal_H60.npz
(6,733 replay-backed runs, 1,178 h; 17.6% of their frames carry a goal; median 18 blocks / 18.5 s ahead) and an
unused GoalStore in mcsr/data.py. GPUs 2-3 handed to the interpretability agent (RAM budget 20 GB).
- 22:45 All with SURFACE=1 (48 eps each unless noted; logs / blocks mined per ep / deaths / still / chests / iron):
pol3-hold final 5 / 2.54 / 1 / 54.4% / 3 / 0; fast-C 3 / 1.56 / 5 / 47.6% / 3 / 1; fast-D 3 / 2.38 / 0 / 34.2% /
3 / 1; fast-E (full ~9.3k h incl. speedrun.com) 1 / 1.15 / 1 / 46.9% / 2 / 0; fast-F (fovea) 4 / 1.73 / 2 / 36.7% /
1 / 0; fast-D + HUD (24 eps so far) 0 / 1.29 / 2 / 47.7% / 1 / 0, surface takeovers 174 vs 202 per 24 eps without
HUD. Without drowning every recipe lands at 1-5 logs per 48 episodes and ~1-3 chests; full data is the weakest
(trim speedrun.com idle frames before using it); showing the HUD does not help so far.
- 22:55 Elliot: stay on interpretability until he says netherite is ready. New GOAL.md holds the parked RL plan:
no privileged observations (the chest position as an input is cheating), privileged rewards allowed (progress toward
the nearest seed-reconstructed chest), GRPO from the imitation policy, and the throughput budget (policy ~50k
steps/s/GPU once KV-cached vs millions of sim ticks/s: the policy becomes the bottleneck).
## 2026-09-28 10:45 pm MT - interpretability agent
- Question (Elliot): what does the policy represent, and does its diving know where the loot is? Tools in mcsr/interp/
(extract, labels, probe, sae, sae_report, steer, fidelity), results in kernels/interp/, activations in data/interp/fastD.
- Activations: fast-D-s20000 teacher-forced on 4.92M frames in 266 s on GPU 3 (18.5k fps): 525 human renders (first
6,000 frames each; clean frames like the evals, frame i = replay tick i) + 504 closed-loop episodes (21 m180-* pass
dirs of fast-C/C2/D/E/F/pol3-hold on the 24 eval seeds, previous actions from their action logs). Windows of 256
advancing by 64 (>= 192 frames of context). Fidelity vs the server's own logged key probabilities
(kernels/interp/fidelity.json): mean abs diff 0.003-0.005 at frame offset 0 vs 0.015-0.025 at +-1 (aligned); exact
per-tick server emulation vs the windowed pass 0.0003-0.0004. Residual = mp4 recompression + the mine/hit,
place/throw bits the action log merges.
- Linear probes (ridge, 5-fold grouped by world seed, layers enc/in/L1-L12; kernels/interp/probes.txt): overworld,
head below sea level, swimming, submerged: AUROC 0.94-0.99 at every layer (18x32 pixel baseline 0.88-0.97). Depth
y R^2 0.78 human / 0.44 agent. Dive within 5 s: 0.92-0.94 (pixels 0.86-0.90: mostly visible water). Air while
submerged (agent, HUD hidden): R^2 0.56 at L2-L6 vs 0.25 at the frame encoder and 0.07 from pixels: the causal
core keeps a time-under-water state it cannot see (partly depth).
- Loot: nearest human-opened chest on the seed, bearing relative to view: agent rollouts R^2 -0.006..0.000 at every
layer, median angle error 84-88 deg (constant predictor 83), left/right AUROC 0.47-0.51; within 24 blocks of the
chest still R^2 <= 0, left/right 0.45; distance to it R^2 ~0. Human renders: next-chest bearing R^2 0.04-0.13, median
error 27-28 deg = the constant "straight ahead" predictor's 28.6 (63% of human frames face within 45 deg of the next
chest), nearest-chest R^2 0.07 (0.13 within 24 blocks): what is decodable follows where the human is heading
(future-position bearing R^2 0.17). The policy does not linearly represent where the loot is.
- What a dive is (1,421 agent dive onsets = air starts falling after >= 2 s without): the agent floats at the surface
(feet y 62.4-62.9), looks level (pitch -20 -> 0), holds forward (p 0.6), rarely jump (p_jump 0.044 while submerged
vs 0.065 elsewhere) and sinks ~0.5 blocks/s: passive sinking, not a steered dive. Under teacher forcing on human
frames its p_jump matches humans (0.140 vs 0.142 below sea level at y >= 50): the imitation is calibrated on human
states, and humans in water are mostly going down to loot.
- Running: SAE on L6 (top-k 32, 16k features, 60M tokens, GPU 3), fast-D baseline passes m180-interp-base-a/b
(SURFACE=1, GPU 1 slot 13) for the causal tests.
## 2026-09-28 11:00 pm MT - interpretability agent
- SAE on L6 (top-k 32, 16,384 features, 60M tokens = 14,648 steps of 4,096, 4.5 min on GPU 3, AuxK after 2M tokens
without firing): held-out FVU 0.084, 1 dead feature, 29 fire on > 10% of frames, median firing rate 3.5e-4; 574
features fire only on human renders, 79 only on agent rollouts (data/interp/fastD/sae_L6_16384_k32b.pt,
kernels/interp/sae_L6_16384_k32b_{features.json,dive.txt}; image grids kernels/interp/feat_*.png, frames -1 s/0/+1 s).
- Dive features, from event-triggered averages over 1,421 agent dives and 430 human ocean dives (swimming-pose onset
near the surface going >= 3 blocks down in 10 s; the pose alone also marks crawling in tunnels):
- agent, before its dives: 15093 looking straight up at the sky while floating (1.18 before agent dives, 0.001
before human dives), 13377 / 3929 view skimming the waterline in shallow water, 13260 / 14898 head half under
(sea floor through the surface, horizon at the top); under water 10751 deep open blue water.
- human, before its dives: 13480 looking straight down at the water from above (4.47 before human dives, 0.77
before agent dives), 445 looking down at the surface then dark deep water 1 s later (head-first dive), 1903 /
12374 (0.75 / 1.10 vs 0.003 / 0.04). Humans look down and sprint-swim down; the agent floats looking level or up
and sinks. Two different internal states.
- loot scenes exist as perception: 781 = desert-temple loot room (chests around the TNT pressure plate), fires 20x
more within 8 blocks of the chest a human opens next; on agent rollouts it fires in the agent's own sand pits
(a lookalike). 13223 = digging a pit in dark stone under water (buried-treasure dig). They fire when the scene is
on screen; nothing encodes where an unseen chest is (probes above).
- Open-loop screens (teacher-forced on 400 agent dive windows, 300 land windows, 228 human windows; kernels/interp/
screen{,2,3,4}.txt): zero-ablating the 10 agent pre-dive SAE features moves p(jump) before a dive by +0.002 and
p(forward) by -0.004 (random frequency-matched features: <= 0.001): the SAE features are readable but individually
not load-bearing. Directions (difference of means on the sparse rows): "water" (agent submerged vs above sea) and
"dive" (at sea level, dives in 5 s vs not; cos 0.73-0.80 with water, and mostly "hold forward": subtracting it
stops forward on land too). Mean-ablating the one water direction at L10: in water p(forward) -0.145, pitch +0.095
deg/tick (down), on land p(forward) -0.03, human training loss +0.009. A gated "swim-up" edit (add the direction
that separates human in-water frames with jump held from not, scaled by the model's own water reading, 0 at the
above-sea mean and 1 at the submerged mean) at L6: p(jump) 0.069 -> 0.295 before dives and 0.051 -> 0.535 under
water, land 0.069 -> 0.108, human loss +0.022. Random-direction ablation: no change (<= 0.003).
- Closed loop (SURFACE=1, fast-D, 24 seeds x 2 passes, mcsr.policy_server env MCSR_STEER=<spec>, off by default):
baseline m180-interp-base (GPU 1 slot 13) then gated swim-up m180-interp-gjump6, then SAE pre-dive ablation
m180-interp-sae10; GPU 2 slot 5: water ablation m180-interp-wabl10, water +2 at L10 m180-interp-wadd10, random-
direction ablation m180-interp-rabl10. Units mcsr-interp-{base,c1,q1,q2}; specs in data/interp/fastD/specs/.
## 2026-09-28 11:50 pm MT - interpretability agent
- Closed loop, fast-D + SURFACE=1, 24 eval seeds x 2 passes each, one client per GPU (GPU 1 slot 13 / GPU 2 slot 5),
vs the unedited baseline m180-interp-base (48); permutation p on episode means (mcsr.interp.closed_loop):
metric (per episode) base water-ablate L10 gated swim-up L6 (v1)
dives 6.08 6.33 (p=0.84) 1.46 (p<0.001)
time submerged 29.6% 32.4% (p=0.60) 9.1% (p<0.001)
surface-macro rescues 3.96 4.67 (p=0.37) 0.33 (p<0.001)
blocks mined 2.40 1.17 (p=0.09) 0.33 (p<0.001)
logs 0.125 0.062 0.000
net distance 60 / 180 s 44/64 23/33 (p<=0.001) 77/133 (p<0.001)
died 1/48 2/48 14/48 (p<0.001)
standing still 35.5% 57.9% (p<0.001) 31.0%
Water ablation: no change in diving; the agent walks less (the water direction also carries locomotion).
Swim-up edit: dives -76%, time under water -69%, but the agent now spends ~75% of its time floating at the surface
holding jump (78% of ticks) and forward (90%) at pitch ~72 (looking down), crosses 2x the distance, mines 7x less,
and 13 more episodes die (14/48 vs 1/48): 5 of the 6 deaths in pass a are sudden 26-30 block plunges from the surface to y 32-36
followed by 15 s of held jump at the same depth, whirlpool particles on screen (downward bubble columns over
magma, which the swim-up macro did not fire for). kernels/interp/traces_interp-gjump6.png (feet y over time).
Mechanism of the side effects: the edit direction (human in-water frames with jump held vs not) also carries
"look down" (+0.1-0.2 deg/tick open loop), and in closed loop a small pitch bias integrates to pitch ~70, while
the previous-action input locks jump on (teacher-forcing "jump held" alone lifts p(jump) to 0.52 at the surface,
0.72 under water, 0.37 on land).
- Running: pitch-neutral swim-up edit (jump direction stratified by pitch x forward, minus a camera-pitch direction
tuned so the open-loop pitch change under water is ~0; beta 1.5: p(jump) +0.34 at the surface / +0.62 under water,
land +0.065, forward -0.02) as m180-interp-pjump6 (SURFACE=1) then m180-interp-nspjump6 (no macro) on GPU 2; SAE
pre-dive ablation m180-interp-sae10 then no-macro baseline m180-interp-nsbase on GPU 1.
- Also measured: SAE splice at L6 keeps 99.8% of the human training loss (1.045 -> 1.050; mean-ablating L6 -> 3.997);
MLP probes (1024-256-2) for the chest bearing on agent frames R^2 -0.14/-0.12, left/right AUROC 0.50 (humans 0.06-
0.07); air while submerged R^2 0.56 from L6 vs 0.12 from depth alone (0.57 with both): a time-under-water state
that does not move behavior (p(jump) 0.037-0.049 at every air level); inventory (log2 item count R^2 <= 0.03) and
health (hurt AUROC 0.65 vs pixels 0.61) are not represented. Human ocean dives start within 16 blocks of a chest
30% of the time vs 16% for random human sea-level frames; agent dives 7.7% vs 6.1%.
## 2026-09-29 12:20 am MT - interpretability agent
- Closed loop (48 episodes each, SURFACE=1, vs m180-interp-base 48; base pass a vs pass b differ by nothing
significant: dives 6.5 vs 5.7 p=0.64, mined 2.2 vs 2.6):
metric base SAE pre-dive ablation pitch-neutral swim-up (beta 1.5)
dives 6.08 6.58 (p=0.65) 2.40 (p<0.001)
time submerged 29.6% 31.2% 4.9% (p<0.001)
rescues 3.96 4.13 0.33 (p<0.001)
blocks mined 2.40 1.65 (p=0.32) 0.23 (p<0.001)
net 180 s 64 m 68 m 38 m (p=0.003)
died 1/48 4/48 (p=0.36) 3/48 (p=0.62)
standing still 35.5% 39.0% 66.3% (p<0.001)
Zero-ablating the 10 SAE features that rise before the agent's dives (sky-while-floating, waterline, half-under)
changes nothing measurable, as the open-loop screen predicted (+0.002 p(jump)): the features describe the state
but the decision is carried redundantly. The pitch-neutral swim-up edit keeps the dive reduction without the
deep-water deaths of v1 (3/48 vs 14/48) but the agent now bobs in place at the surface (76% of its time floating,
jump 73%, forward 19% vs 65%, pitch still ~54 in closed loop) and stops doing anything useful: the edit fixes
sinking and exposes that the policy has no "swim back to land" behavior to fall into.
- Replication on another training run: the same extraction and probes on pol3-hold-final (2 conv blocks, 590M
frames; kernels/interp/probes_pol3.txt): water/submerged AUROC 0.94-0.99, dive-within-5 s 0.92-0.95, air R^2 0.58
(L2-L12), nearest-chest bearing on agent frames R^2 -0.007..0.000 at every layer, human next-chest bearing
0.05-0.14. Same picture.
- Queued: no-macro baseline and no-macro pitch-neutral edit (drownings as the metric), random-direction ablation
control, air-clock swim-up (the swim-up vector gated by the model's own time-under-water readout, only when it
reads air < ~0.7), and a gated write of the human dive features (13480 + 445) to test the opposite direction.
## 2026-09-29 12:55 am MT - interpretability agent
- Without the swim-up macro (SURFACE=0, 48 vs 48): unedited fast-D dies in 35/48 episodes (73%, drowning; time
submerged 39% of alive time); with the pitch-neutral swim-up edit 3/48 (6%, p<0.001), time submerged 4.7%, net
distance 30 -> 46 m; blocks mined 1.15 -> 0.31 (p=0.009). The edit does the macro's job from inside the network,
with the same bob-in-place cost.
- Why the policy never surfaces on its own (kernels/interp/jump_vs_time.png, jump_vs_time.json): on 500 human ocean
dives the humans' jump rate climbs 0.01 -> 0.13 over 12 s under water and the policy, teacher-forced on those
frames, reproduces it (0.002 -> 0.127). On its own 391 dives (no macro within 15 s) p(jump) peaks at 0.11 after
3-5 s and falls to 0.04-0.06; the agent hovers 1-3 blocks under the surface (feet y 61 -> 59) while humans are at
y 37 by 12 s. The learned surfacing is tied to the human dive context (looking down, deep, sprint-swimming); the
agent's passive sinking near the surface is a state humans are rarely in, so nothing the policy learned applies,
even though its time-under-water readout (R^2 0.56) is present in those frames too.
- pol3-hold-final gets the same edit built from its own activations (data/interp/pol3e, screens *_pol3e.txt: water
gate, stratified human jump direction, pitch compensation; open loop p(jump) +0.21 before / +0.32 under water, land
+0.09); closed-loop replication queued after the air-clock / human-dive-write / random-control runs.
- 01:15 Elliot: netherite needs tetra resources; this project restricts to GPUs 1-2 (GPUs 0, 3 for netherite), one
game client per GPU, careful with RAM. Interpretability agent told to finish only the random-direction control,
drop the air-clock / human-dive-write / pol3 closed-loop runs (next steps), write SUMMARY.txt + a DEVLOG entry, and
free its units by ~03:15.
## 2026-09-29 1:30 am MT - interpretability agent (final)
- Controls finished (SURFACE=1, 48 vs base 48): random-direction ablation at L10 dives 5.25 vs 6.08 (p=0.44), time
submerged 25.8% vs 29.6% (p=0.45), mined 1.96 vs 2.40 (p=0.58): no effect, so the swim-up edit's dive cut (pjump6:
submerged 4.9%, p<0.001) is not a generic perturbation effect. Air-clock swim-up (41 eps; pass b stopped at 17 when
the budget shrank): dives 5.88 (p=0.85), rescues 3.96 -> 1.44 (p<0.001), below sea 26% -> 16% (p=0.03), still 46%
(p=0.002): it shortens dives instead of preventing them.
- Verdict: the policy represents water, depth, dive onset and a hidden time-under-water clock; it does not represent
loot direction, inventory or health. Its dives are passive sinking at the waterline, a state humans rarely occupy, so
its learned human surfacing never fires. A gated swim-up direction at L6 stops the sinking (drownings without the macro
35/48 -> 3/48) but the agent then bobs in place (mined 2.4 -> 0.2). SAE-feature and water-direction ablations do not
change diving.
- Results: kernels/interp/SUMMARY.txt (probe table, SAE stats, all closed-loop tables with p-values). Dropped on the
coordinator's budget cut (next steps): pol3-hold-final closed-loop replication (specs in data/interp/pol3e/specs),
human-dive feature write, water +2 at L10, stronger air-clock. All interp units stopped; GPUs 0-3 hold none of my
processes. data/interp is 45 GB (fastD 31 GB + pol3e); delete when done with it.
## 2026-09-30 7:30 pm MT - netherite lane/rlbind: the policy in netherite, GRPO
What changed in this repository (netherite lane/rlbind; the C side is netherite's out/runtime/libnwrl.so; backups of
every rewritten file in data/rlbind_backup/):
- mcsr/kvstep.py: netherite lane/rlsplit's KV-cached batched step (block-aligned context T 256, S 128), the version
edit as an option (Stepper(..., edits=kvstep.EDITS) = data/interp/versionprior/best.pt through
mcsr/interp/vp_hook.py, a copy of versionprior's work/vp_hook.py), a per-step frame embedding (e_out) for the
learner, each Stepper's own capture stream (a second card's graph capture failed on torch's shared default).
Gate scripts/kvstep_check.py --mode graph --compile default [--edits version]: PASS (camera 99.57%, keys 99.92%).
scripts/kvstep_bench.py.
- mcsr/policy_server.py: Policy is the KV step at B = 1 (2.08 ms a tick, was 5.2); --sliding keeps the old per-tick
recompute (and MCSR_STEER); --edits version. Its context is block aligned (129..256 frames after the first 256).
- mcsr/nwrl.py (netherite's pipeline in this process: Env, structure_chests, seed_chests; import it before torch),
mcsr/nwrl_gate.py (the binding's gate, run by netherite's make -C native/runtime rl-gate).
- mcsr/rl/: actmap (policy keys and mu-law camera to netherite acts), macros (the render mod's auto macros as a
person's inputs: surface, loot through the chest screen, mine lock, crafting through the inventory and a placed
table), nav (a block path planner for tests), reward (engine-state reward: logs / loot / full), rollout (closed
loop over sim and policy cards), grpo (the learner).
- scripts/nw_eval.py (closed-loop eval in netherite), nw_grpo.py, nw_learner_bench.py, nw_macro_test.py, nw_curve.py.
- scripts/nw_values_test.py and mcsr/rl/reward.py's values(): item values derived from the 1.7.10 recipes (Elliot,
7:25 pm): 0 of 304 recipes lose value; a one-time bonus per milestone item (pickaxes, furnace, iron ingot, bucket,
flint and steel, obsidian, blaze rod and powder, ender pearl, eye of ender).
Results (data/nw_eval, data/nw_grpo; netherite DEVLOG 2026-09-30 lane/rlbind has the full account):
- Closed loop in netherite, fast-D, 128 x 180 s from seed 1's spawn: no edit 16.8 m net, 72.6% still, 2.66 logs,
62 blocks mined, 2 deaths; version edit 16.9 m, 70.1% still (p 0.011), 2.74 logs, 70.5 mined (p 0.009), 0 deaths.
Against this repo's real-client evals (fast-D SURFACE=1: 64 m, 34% still, 3 logs per 48 episodes) the agent moves
a quarter as far and stands still twice as much in netherite (a third of its steps under the mine lock; no 2D HUD
in netherite's frames yet), and gets far more logs (a forest spawn).
- GRPO logs2 (seed 1, 128 x 60 s an iteration, 100 iterations, 40 min): 1.68 -> 3.96 logs an episode, KL 0.047,
6,344 env-steps/s with learning; the trained policy (data/nw_grpo/logs2/policy.pt) at 180 s: 7.05 logs (2.74),
net 26.8 m (16.9). logs1 (token-level loss, mine-lock start masked) fell after rising: see netherite's DEVLOG.
- GRPO loot2 (seed 110, a village blacksmith 30 blocks from spawn; chests objective): chests opened 0.31% -> 1.38% of
episodes over 110 iterations; loot1 (item value in the reward) learned logs instead and stopped opening chests.
- Learner placement: an update of 128 x 1,200 steps is 1.80 s on an RTX PRO 6000 and 8.80 s on anvil's 3090 (plus
5.4 s over the 1 Gb/s link): the learner shares the first policy card.