Bekrachtigingsleren van Gemma4-2B

Train het Gemma4-2B (unsloth/gemma-4-E2B-it) grote taalmodel (LLM) verder af met bekrachtigingsleren op AI Runtime (serverless GPU). Dit voorbeeld gebruikt Group Relative Policy Optimization (GRPO) om het model te leren Sudoku-puzzels op te lossen: het model schrijft een oplosser strategie en beloningsfuncties scoren het voor het produceren van geldige, niet-valsspelende oplossingen. Het draait end-to-end op één enkele H100 GPU en laat zien hoe je:

  • Laad Gemma4-2B met Low-Rank Adaptation (LoRA)-adapters met Unsloth voor geheugenefficiënt versterkend leren
  • Definieer een reinforcement learning-omgeving en beloon functies die de door het model gegenereerde strategieën scoren
  • Train het beleid met de GRPO-trainer (gebaseerd op Transformer Reinforcement Learning (TRL))
  • Voer inferentie uit met het getrainde model en sla de LoRA-adapters op

Sleutelbegrippen:

  • GRPO: Een reinforcement learning-algoritme dat een beleid optimaliseert op basis van groepsrelatieve beloningen, zonder een apart waardemodel te trainen
  • LoRA: Hierbij wordt een kleine set adaptergewichten getraind in plaats van het volledige model, om het geheugengebruik te verminderen
  • Unsloth: Een bibliotheek voor geheugenefficiënte LLM-finetuning en versterkend leren

Note

Dit voorbeeld vereist de AI Runtime-omgeving versie 6 of hoger.

Verbinding maken met serverloze GPU-rekenkracht

Voor dit notebook is serverloze GPU-rekenkracht vereist. Verbinding maken:

  1. Klik op de rekenkiezer van het notebook in de rechterbovenhoek en selecteer serverloze GPU.
  2. Klik aan de rechterkant op de knop Omgeving.
  3. Selecteer H100 als versneller.
  4. Kies AI v6 uit de basisomgeving.
  5. Klik op Toepassen.

Taak: los Sudoku op met versterkend leren

Het doel is om Gemma4-2B te laten leren Sudoku-puzzels op te lossen met behulp van GRPO. Het model bedenkt een strategie om lege cellen in te vullen, en de beloningsfuncties geven punten voor correcte plaatsingen en het oplossen van geldige puzzels.

Bibliotheken installeren

Dit voorbeeld gebruikt Unsloth voor geheugenefficiënt reinforcement learning op Gemma4-2B. De volgende cel installeert het samen met de bijbehorende afhankelijkheden.

%pip install unsloth==2026.9.4
%%capture
!pip install --no-deps --upgrade timm # For Gemma 4 vision/audio

Laad Gemma4-2B met Unsloth

from unsloth import FastVisionModel
import torch
max_seq_length = 4096 # Can increase for longer reasoning traces
lora_rank = 32 # Larger rank = smarter, but slower

gemma4_models = [
    # Gemma-4 instruct models:
    "unsloth/gemma-4-E2B-it",
    "unsloth/gemma-4-E4B-it",
    "unsloth/gemma-4-31B-it",
    "unsloth/gemma-4-26B-A4B-it",
    # Gemma-4 base models:
    "unsloth/gemma-4-E2B",
    "unsloth/gemma-4-E4B",
    "unsloth/gemma-4-31B",
    "unsloth/gemma-4-26B-A4B",
] # More models at https://huggingface.co/unsloth

model, tokenizer = FastVisionModel.from_pretrained(
    model_name = "unsloth/gemma-4-E2B-it",
    max_seq_length = max_seq_length,
    load_in_4bit = False, # False for LoRA 16bit
    fast_inference = False, # Enable vllm fast inference
)

Voor efficiënt reinforcement learning gebruikt dit voorbeeld LoRA om adaptergewichten te trainen in plaats van het volledige model, wat het geheugengebruik vermindert.

model = FastVisionModel.get_peft_model(
    model,
    r = lora_rank, # Suggested values: 8, 16, 32, 64, or 128
    target_modules = [
        "q_proj", "k_proj", "v_proj", "o_proj",
        "gate_proj", "up_proj", "down_proj",
    ],
    lora_alpha = lora_rank*2, # *2 speeds up training
    use_gradient_checkpointing = "unsloth", # Reduces memory usage
    random_state = 3407,
)

Implementeer het Sudoku-spel

De Sudoku-omgeving accepteert een strategie die voor elke zet een (row, column, value) tuple teruggeeft.

from dataclasses import dataclass, field
from typing import List, Tuple, Optional
import random
import copy

def _is_valid_placement(board: List[List[int]], row: int, col: int, num: int) -> bool:
    """Check if placing num at (row, col) is valid."""
    # Check row
    if num in board[row]:
        return False

    # Check column
    if num in [board[r][col] for r in range(9)]:
        return False

    # Check 3x3 box
    box_row, box_col = 3 * (row // 3), 3 * (col // 3)
    for r in range(box_row, box_row + 3):
        for c in range(box_col, box_col + 3):
            if board[r][c] == num:
                return False

    return True

def _solve_sudoku(board: List[List[int]]) -> bool:
    """Solve sudoku using backtracking (for puzzle generation)."""
    for row in range(9):
        for col in range(9):
            if board[row][col] == 0:
                for num in range(1, 10):
                    if _is_valid_placement(board, row, col, num):
                        board[row][col] = num
                        if _solve_sudoku(board):
                            return True
                        board[row][col] = 0
                return False
    return True

def _generate_complete_board(rng: random.Random) -> List[List[int]]:
    """Generate a complete valid Sudoku board."""
    board = [[0 for _ in range(9)] for _ in range(9)]

    # Fill diagonal 3x3 boxes first (they don't affect each other)
    for box in range(3):
        nums = list(range(1, 10))
        rng.shuffle(nums)
        for i in range(3):
            for j in range(3):
                board[box * 3 + i][box * 3 + j] = nums[i * 3 + j]

    # Solve the rest
    _solve_sudoku(board)
    return board

@dataclass
class SudokuGame:
    difficulty: int = 40  # Number of cells to remove (20 = easy, 40 = medium, 50 = hard)
    seed: Optional[int] = None
    _rng: random.Random = field(init = False, repr = False)
    _board: List[List[int]] = field(init = False, repr = False)
    _solution: List[List[int]] = field(init = False, repr = False)
    _initial_board: List[List[int]] = field(init = False, repr = False)
    _moves: int = field(default = 0, init = False, repr = False)
    _state: str = field(default = "ongoing", init = False, repr = False)

    def __post_init__(self):
        self._rng = random.Random(self.seed)

        # Generate complete board
        complete_board = _generate_complete_board(self._rng)
        self._solution = copy.deepcopy(complete_board)

        # Remove cells to create puzzle
        self._board = copy.deepcopy(complete_board)
        cells = [(r, c) for r in range(9) for c in range(9)]
        self._rng.shuffle(cells)

        for r, c in cells[:self.difficulty]:
            self._board[r][c] = 0

        self._initial_board = copy.deepcopy(self._board)
        self._update_state()

    def board(self) -> List[List[int]]:
        """Return current board state."""
        return [row[:] for row in self._board]

    def initial_board(self) -> List[List[int]]:
        """Return initial puzzle state."""
        return [row[:] for row in self._initial_board]

    def state(self) -> str:
        """Return game state: 'ongoing', 'success', or 'failed'."""
        return self._state

    def moves(self) -> int:
        """Return number of moves made."""
        return self._moves

    def place_number(self, row: int, col: int, num: int) -> bool:
        """Place a number on the board. Returns True if valid move."""
        # Validate input
        if not (0 <= row < 9 and 0 <= col < 9):
            self._state = "failed"
            return False

        if not (1 <= num <= 9):
            self._state = "failed"
            return False

        # Can't modify initial cells
        if self._initial_board[row][col] != 0:
            self._state = "failed"
            return False
        if self._board[row][col] != 0:
            self._state = "failed"
            return False
        # Check if placement is valid
        if not _is_valid_placement(self._board, row, col, num):
            self._state = "failed"
            return False

        # Place number
        self._board[row][col] = num
        self._moves += 1
        self._update_state()
        return True

    def _update_state(self) -> None:
        """Update game state based on current board."""
        # Check if puzzle is complete
        if all(self._board[r][c] != 0 for r in range(9) for c in range(9)):
            # Verify solution is correct
            if self._board == self._solution:
                self._state = "success"
            else:
                self._state = "failed"
        else:
            self._state = "ongoing"

    def pretty(self, colors: bool = True) -> str:
        """Pretty print the Sudoku board."""
        RESET = "\x1b[0m"
        INITIAL = "\x1b[38;5;45m"   # Cyan for initial numbers
        PLACED = "\x1b[38;5;226m"    # Yellow for placed numbers
        EMPTY = "\x1b[38;5;239m"     # Gray for empty cells

        lines = []
        lines.append("┌───────┬───────┬───────┐")

        for row in range(9):
            row_str = "│ "
            for col in range(9):
                num = self._board[row][col]

                if colors:
                    if num == 0:
                        row_str += f"{EMPTY}.{RESET}"
                    elif self._initial_board[row][col] != 0:
                        row_str += f"{INITIAL}{num}{RESET}"
                    else:
                        row_str += f"{PLACED}{num}{RESET}"
                else:
                    row_str += str(num) if num != 0 else "."

                if col % 3 == 2:
                    row_str += " │ "
                else:
                    row_str += " "

            lines.append(row_str.rstrip())

            if row == 8:
                lines.append("└───────┴───────┴───────┘")
            elif row % 3 == 2:
                lines.append("├───────┼───────┼───────┤")

        return "\n".join(lines)

Test de Sudoku-omgeving:

# Create an easy puzzle
game = SudokuGame(difficulty = 30, seed = 42)
print("Initial puzzle:")
print(game.pretty())
print(f"\nState: {game.state()}, Moves: {game.moves()}")
game

Probeer wat stappen te zetten:

# Make a valid move
game.place_number(0, 1, 7)
print("\nAfter placing 7 at (1,0):")
print(game.pretty())
print(f"State: {game.state()}, Moves: {game.moves()}")

Een actie buiten het toegestane actieveld zorgt ervoor dat het spel in de failed toestand komt. Het spel wijst vervolgens volgende acties af.

Stel de reinforcement learning-omgeving op

Voer strategieën uit met tijdslimieten om oneindige lussen te voorkomen.

from typing import Callable
from unsloth import execute_with_time_limit

def _execute_strategy(strategy: Callable, game: SudokuGame):
    """Execute a strategy function on a Sudoku game."""
    assert callable(strategy)

    max_moves = 100
    valid_moves = 0  # Track successful moves

    while game.state() == "ongoing" and valid_moves < max_moves:
        try:
            board = game.board()
            initial = game.initial_board()
            result = strategy(board, initial)

            # Validate result format
            if not isinstance(result, (tuple, list)) or len(result) != 3:
                # Invalid format = immediate fail, but return valid moves made
                return valid_moves, "failed"

            row, col, num = result

            # Validate types
            if not all(isinstance(x, int) for x in [row, col, num]):
                return valid_moves, "failed"

            # Try to place number
            success = game.place_number(row, col, num)

            if success:
                valid_moves += 1  # Count this valid move
            else:
                # Invalid move = game fails, but return valid_moves made so far
                return valid_moves, "failed"

        except Exception:
            return valid_moves, "failed"

    if valid_moves >= max_moves and game.state() == "ongoing":
        return valid_moves, "failed"

    return valid_moves, game.state()

Pas een time-out van 10 seconden toe om langere strategieën mogelijk te maken en oneindige lussen te voorkomen.

@execute_with_time_limit(10)
def execute_strategy(strategy: Callable, game: SudokuGame):
    """Execute strategy with 10 second time limit."""
    return _execute_strategy(strategy, game)

Test met een eenvoudige strategie:

def simple_strategy(board, initial):
    """Simple strategy: fill first empty cell with 1."""
    for r in range(9):
        for c in range(9):
            if board[r][c] == 0 and initial[r][c] == 0:
                return (r, c, 7)
    return (0, 0, 7)

game = SudokuGame(difficulty = 30, seed = 42)
try:
    moves, state = execute_strategy(simple_strategy, game)
    print(f"Moves: {moves}, State: {state}")
except TimeoutError as e:
    print(f"Timed out: {e}")
print(game.pretty())

Voer gegenereerde code uit

Controleer voordat je een gegenereerde Python-functie uitvoert of deze geen toegang heeft tot niet-toegestane globale variabelen of externe modules. Deze controle helpt te voorkomen dat beloningen worden gemanipuleerd.

De volgende code wordt doorgevoerd check_python_modules omdat deze geen externe modules importeert:

from unsloth import check_python_modules, create_locked_down_function

# Test safe code
sample = """
def strategy(board, initial):
    for r in range(9):
        for c in range(9):
            if board[r][c] == 0:
                return (r, c, 1)
    return (0, 0, 1)
"""

ok, info = check_python_modules(sample)
print("Safe Python code?", ok)
print(info)

De volgende code importeert numpy, dus check_python_modules weigert het:

sample = """
def strategy(board, initial):
    import numpy as np
    return (0, 0, 1)
"""

ok, info = check_python_modules(sample)
print("Safe Python code?", ok)
print(info)

Stel de gegevens en de taak voor versterkend leren in

Maak een prompt die het model instrueert een Sudoku-oplossingsstrategie te genereren. Je kunt deze prompt aanpassen voor andere reinforcement learning-taken.

prompt = """
Create a Sudoku solving strategy using only native Python built-in functions without any import statements.
You are given two lists of lists (9x9 grids):
- board: current state (0 means empty)
- initial: starting puzzle (0 means was empty, numbers are fixed)

Return a tuple (row, col, number) for the next move.
- row: 0-8 (row index)
- col: 0-8 (column index)
- number: 1-9 (digit to place)

Only place numbers in cells that are BOTH empty in initial AND empty in board (initial[row][col] == 0 AND board[row][col] == 0)
Use Sudoku rules: no duplicates in rows, columns, or 3x3 boxes.
Enclose the function in a Python Markdown code block.
All helper functions must be inside def strategy. Output only the function.
""".strip()

print(prompt)

Genereer een basisreactie vóór reinforcement learning:

text = tokenizer.apply_chat_template(
    [{"role": "user", "content": prompt.strip()}],
    tokenize = False,
    add_generation_prompt = True,
)

from transformers import TextStreamer
print("=" * 50)
print("BASE MODEL OUTPUT (before RL training):")
print("=" * 50)

inputs = tokenizer(
    text = text,
    add_special_tokens = False,
    return_tensors = "pt",
).to("cuda")

text_streamer = TextStreamer(tokenizer, skip_prompt = True)
result = model.generate(**inputs, streamer = text_streamer, max_new_tokens = 128,
                        use_cache = True, temperature = 1.0, top_p = 0.95, top_k = 64)

Definieer beloningsfuncties

Definieer extract_function om een functie uit een Markdown-codeblok te halen.

Definieer dan drie beloningsfuncties:

  1. function_worksbeloont het model wanneer de strategie een geldige Python-functie is.
  2. no_cheating bestraft functies die externe modules importeren.
  3. strategy_succeeds beloont gegenereerde strategieën voor het maken van geldige zetten en het oplossen van de Sudoku-puzzel.
def extract_function(text):
    """Extract Python function from markdown code blocks."""
    if text.count("```") >= 2:
        first = text.find("```") + 3
        second = text.find("```", first)
        fx = text[first:second].strip()
        fx = fx.removeprefix("python\n")
        fx = fx[fx.find("def"):]
        if fx.startswith("def strategy(board, initial):"):
            return fx
    return None

Beloning 1: Valideer de functie

Controleert of de gegenereerde code geldig is in Python en succesvol draait.

def function_works(completions, **kwargs):
    """Reward for generating valid executable Python code."""
    scores = []
    for completion in completions:
        score = 0
        response = completion[0]["content"]
        function = extract_function(response)

        if function is not None:
            ok, info = check_python_modules(function)

        if function is None or "error" in info:
            score = -2.0  # Invalid function
        else:
            try:
                new_strategy = create_locked_down_function(function)
                score = 1.0  # Valid function
            except:
                score = -1.0  # Function has errors

        scores.append(score)
    return scores

Beloning 2: Voorkom valsspelen

Ze bestraffen functies die externe bibliotheken importeren.

def no_cheating(completions, **kwargs):
    """Penalize use of external imports."""
    scores = []
    for completion in completions:
        response = completion[0]["content"]
        function = extract_function(response)

        if function is not None:
            ok, info = check_python_modules(function)
            scores.append(1.0 if ok else -20.0)  # Heavy penalty for cheating
        else:
            scores.append(-1.0)  # Failed to create function

    return scores

Beloning 3: Beloon succesvolle strategieën

Beloont strategieën die Sudoku-puzzels succesvol oplossen.

import numpy as np

global PRINTER
PRINTER = 0

def strategy_succeeds(completions, **kwargs):
    """Reward valid moves even if strategy eventually fails."""
    global PRINTER
    scores = []

    seed = np.random.randint(10000)
    difficulty = 40
    for completion in completions:
        printed = False
        response = completion[0]["content"]
        function = extract_function(response)

        if PRINTER % 5 == 0:
            printed = True
            print("\n" + "=" * 60)
            print(function)
            print("=" * 60)
        PRINTER += 1

        if function is not None:
            ok, info = check_python_modules(function)

        if function is None or "error" in info:
            scores.append(0)
            continue

        try:
            new_strategy = create_locked_down_function(function)
        except:
            scores.append(0)
            continue

        try:
            game = SudokuGame(difficulty = difficulty, seed = seed)
            valid_moves, game_state = execute_strategy(new_strategy, game)
            if valid_moves == difficulty:
                game_state = "success"

            print(f"\n Valid moves: {valid_moves}, Final state: {game_state}")

            if not printed:
                print("Strategy:")
                print(function[:200] + "..." if len(function) > 200 else function)

            print("\nFinal board:")
            print(game.pretty())

            if game_state == "success":
                scores.append(30.0)  # Solved the puzzle
            elif valid_moves > 0:
                # Reward based on valid moves made before failure
                # Each valid move is worth 0.2 points
                reward = valid_moves * 0.2
                scores.append(reward)
            else:
                scores.append(-2.0)  # Failed immediately with no valid moves

        except TimeoutError:
            print("Timeout")
            scores.append(-1.0)
        except Exception as e:
            print(f"Exception: {str(e)[:100]}")
            scores.append(-3.0)

    return scores

De gegevensset voorbereiden

Maak de trainingsdataset aan.

from datasets import Dataset

dataset = Dataset.from_list([
    {
        "prompt": [{"role": "user", "content": prompt.strip()}],
        "answer": 0,
    }
] * 1000)

maximum_length = len(tokenizer.apply_chat_template(
    [{"role": "user", "content": prompt.strip()}],
    add_generation_prompt = True
))

print(f"Maximum prompt length: {maximum_length}")
print("\nDataset sample:")
print(dataset[0])

Het model trainen

Configureer de GRPO-trainer. Voor andere ondersteunde algoritmen en configuratieopties, zie de Unsloth reinforcement learning-documentatie.

# Leave room for the prompt (plus 1 token safety margin)
max_completion_length = max_seq_length - (maximum_length + 1)

from trl import GRPOConfig, GRPOTrainer
training_args = GRPOConfig(
    temperature = 1.0,
    learning_rate = 5e-5,
    weight_decay = 0.001,
    warmup_ratio = 0.1,
    lr_scheduler_type = "linear",
    optim = "adamw_8bit",
    logging_steps = 1,
    per_device_train_batch_size = 1,
    gradient_accumulation_steps = 2, # Increase to 4 for smoother training
    num_generations = 2, # Decrease if out of memory
    max_completion_length = max_completion_length,
    # num_train_epochs = 1, # Set to 1 for a full training run
    max_steps = 60,
    save_steps = 100,
    report_to = "none", # Can use Weights & Biases, TrackIO
    output_dir = "outputs",
    epsilon = 0.2,
    epsilon_high = 0.28, # one sided
    delta = 1.5, # two sided
    loss_type = 'bnpo',
    mask_truncated_completions = True
    # For optional training + evaluation
    # fp16_full_eval = True,
    # per_device_eval_batch_size = 4,
    # eval_accumulation_steps = 1,
    # eval_strategy = "steps",
    # eval_steps = 1,
)

Loop de trainer en houd de reward kolom in de gaten. De geconfigureerde 60-stappenrun is een korte demonstratie, waardoor beloningswaarden laag kunnen blijven of fluctueren tijdens de training.

Step Trainingsverlies belonen reward_std aanvullingslengte Kl
1 0.000000 0.125000 0.000000 200.000000 0.000000
2 0.000000 0.072375 0.248112 200.000000 0.000000
3 0.000000 -0.079000 0.163776 182.500000 0.000005
# For optional training + evaluation
# new_dataset = dataset.train_test_split(test_size = 0.01)

trainer = GRPOTrainer(
    model = model,
    processing_class = tokenizer,
    reward_funcs = [
        function_works,
        no_cheating,
        strategy_succeeds,
    ],
    args = training_args,
    train_dataset = dataset,

    # For optional training + evaluation
    # train_dataset = new_dataset["train"],
    # eval_dataset = new_dataset["test"],
)

Begin met de 60-stappentraining:

trainer.train()

Bewaar de getrainde LoRA-adapters:

model.save_pretrained("gemma_4_lora")  # Local saving
tokenizer.save_pretrained("gemma_4_lora")

Controleer of de gewichten van de LoRA-adapter niet nul zijn:

from safetensors import safe_open

tensors = {}
with safe_open("gemma_4_lora/adapter_model.safetensors", framework = "pt") as f:
    # Verify both A and B are non zero
    for key in f.keys():
        tensor = f.get_tensor(key)
        n_zeros = (tensor == 0).sum() / tensor.numel()
        assert(n_zeros.item() != tensor.numel())

Deductie uitvoeren

Genereer een antwoord met het getrainde model:

text = tokenizer.apply_chat_template(
    [{"role": "user", "content": prompt.strip()}],
    tokenize = False,
    add_generation_prompt = True,
)

from transformers import TextStreamer

_ = model.generate(
    **tokenizer(images = None,text = text, return_tensors = "pt").to("cuda"),
    temperature = 1.0,
    max_new_tokens = 512,
    streamer = TextStreamer(tokenizer, skip_prompt = False),
)

Volgende stappen 

Nu je Gemma4-2B verder hebt getraind met GRPO, kun je:

Voorbeeld van notebook

Bekrachtigingsleren van Gemma4-2B

Notebook krijgen