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[Bugfix] torchrun compatibility #14899
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Signed-off-by: hiyouga <[email protected]>
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Signed-off-by: youkaichao <[email protected]>
Signed-off-by: youkaichao <[email protected]>
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thanks for the investigation!
Signed-off-by: hiyouga <[email protected]> Signed-off-by: youkaichao <[email protected]> Co-authored-by: youkaichao <[email protected]>
Signed-off-by: hiyouga <[email protected]> Signed-off-by: youkaichao <[email protected]> Co-authored-by: youkaichao <[email protected]> Signed-off-by: Louis Ulmer <[email protected]>
Signed-off-by: hiyouga <[email protected]> Signed-off-by: youkaichao <[email protected]> Co-authored-by: youkaichao <[email protected]>
Signed-off-by: hiyouga <[email protected]> Signed-off-by: youkaichao <[email protected]> Co-authored-by: youkaichao <[email protected]> Signed-off-by: Mu Huai <[email protected]>
This PR fixes the vllm's offline inference when using torchrun as the external launcher in veRL broken after #13591
When we launch vllm using torchrun with
tp = 2
on 8 GPUs, the layout of the distributed world should be (DP = 4 * PP = 1 * TP = 2). However, we find settingVLLM_DP_SIZE
to 4 causes the process to hang after generation. So, we use theparallel_config
to determine how to compute the dp size. (actually we don't know why, maybe #13591 is not fully compatible with external launchers)This modification is also the same as https://verl.readthedocs.io/en/latest/README_vllm0.7.html#use-vllm-v1-engine described
Regarding the
get_pp_indices
function, we take the modulus of the pp rank by the pp size to ensure that the pp rank is always smaller than the pp size.This PR has been validated using the latest veRL on the GSM8K task.
I'm a newbie in vLLM. Please feel free to let me know if there are any problems.
cc @youkaichao