Last active
February 7, 2025 21:39
-
-
Save awni/fde217c67e6be098e0773d3a7de93f02 to your computer and use it in GitHub Desktop.
Conway's Game of Life Accelerated with Custom Kernels in MLX
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
import numpy as np | |
import mlx.core as mx | |
import matplotlib.pyplot as plt | |
from matplotlib.animation import FuncAnimation | |
import tqdm | |
def conway(a: mx.array): | |
source = """ | |
uint i = thread_position_in_grid.x; | |
uint j = thread_position_in_grid.y; | |
uint n = threads_per_grid.x; | |
uint m = threads_per_grid.y; | |
uint down = (i == 0) ? n : (i - 1); | |
uint up = (i + 1) == n ? 0 : (i + 1); | |
uint left = (j == 0) ? m : (j - 1); | |
uint right = (j + 1) == m ? 0 : (j + 1); | |
size_t idx = i * m + j; | |
int count = grid[up * m + right] + grid[up * m + j] | |
+ grid[i * m + right] + grid[up * m + left] + grid[down * m + left] | |
+ grid[down * m + j] + grid[i * m + left] + grid[down * m + right]; | |
if ((grid[idx] && count == 2) || count == 3) { | |
out[idx] = true; | |
} else { | |
out[idx] = false; | |
} | |
""" | |
kernel = mx.fast.metal_kernel( | |
name="conway", | |
input_names=["grid"], | |
output_names=["out"], | |
source=source, | |
) | |
return kernel( | |
inputs=[a], | |
grid=(a.shape[0], a.shape[1], 1), | |
threadgroup=(2, 512, 1), | |
output_shapes=[a.shape], | |
output_dtypes=[a.dtype], | |
)[0] | |
def generator(grid, steps=1000): | |
for i in range(steps): | |
mx.eval(grid) | |
yield (~grid).astype(mx.uint8) * 255 | |
grid = conway(grid) | |
def animate(grid, steps=300, fps=30, save_as="out.mp4"): | |
fig, ax = plt.subplots(figsize=(8, 4)) | |
im = ax.imshow(mx.zeros_like(grid), cmap="gray", vmin=0, vmax=255) | |
progress_bar = tqdm.tqdm(total=steps, desc="Animating", ncols=100) | |
def update(frame): | |
im.set_data(frame) | |
progress_bar.update(1) | |
return [im] | |
ani = FuncAnimation( | |
fig, | |
update, | |
frames=generator(grid, steps=steps), | |
interval=steps // fps, | |
blit=True, | |
cache_frame_data=False, | |
) | |
fig.tight_layout() | |
try: | |
ani.save(save_as, writer="ffmpeg", fps=fps, dpi=300) | |
finally: | |
progress_bar.close() | |
plt.show() | |
if __name__ == "__main__": | |
grid_size = 2048 | |
grid = mx.random.bernoulli(p=0.3, shape=(grid_size, grid_size)) | |
animate(grid) |
There is a bug with this code in latest mlx 0.18.0
TypeError: metal_kernel(): incompatible function arguments. The following argument types are supported:
1. metal_kernel(name: str, input_names: collections.abc.Sequence[str], output_names: collections.abc.Sequence[str], source: str, header: str = '', ensure_row_contiguous: bool = True, atomic_outputs: bool = False) -> object
Invoked with types: kwargs = { name: str, source: str }
I updated it.
Cool!!!! Here a version with video in real time using pygame.
import numpy as np
import mlx.core as mx
import pygame
def conway(a: mx.array):
source = """
uint i = thread_position_in_grid.x;
uint j = thread_position_in_grid.y;
uint n = threads_per_grid.x;
uint m = threads_per_grid.y;
uint down = (i == 0) ? n : (i - 1);
uint up = (i + 1) == n ? 0 : (i + 1);
uint left = (j == 0) ? m : (j - 1);
uint right = (j + 1) == m ? 0 : (j + 1);
size_t idx = i * m + j;
int count = grid[up * m + right] + grid[up * m + j]
+ grid[i * m + right] + grid[up * m + left] + grid[down * m + left]
+ grid[down * m + j] + grid[i * m + left] + grid[down * m + right];
if ((grid[idx] && count == 2) || count == 3) {
out[idx] = true;
} else {
out[idx] = false;
}
"""
kernel = mx.fast.metal_kernel(
name="conway",
input_names=["grid"],
output_names=["out"],
source=source,
)
return kernel(
inputs=[a],
grid=(a.shape[0], a.shape[1], 1),
threadgroup=(2, 512, 1),
output_shapes=[a.shape],
output_dtypes=[a.dtype],
)[0]
def run_game(grid, fps=30):
pygame.init()
pygame.display.set_caption("Apple MLX Conway's Game of Life")
window_size = (800, 800)
screen = pygame.display.set_mode(window_size)
clock = pygame.time.Clock()
grid_height, grid_width = grid.shape
initial_zoom = min(window_size[0] / grid_width, window_size[1] / grid_height)
zoom = initial_zoom
dragging = False
drag_start = None
view_offset = [0, 0]
running = True
step = 0
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key in (pygame.K_PLUS, pygame.K_EQUALS):
zoom *= 1.1
elif event.key == pygame.K_MINUS:
zoom = max(initial_zoom, zoom / 1.1)
elif event.type == pygame.MOUSEWHEEL:
if event.y > 0:
zoom *= 1.1
elif event.y < 0:
zoom = max(initial_zoom, zoom / 1.1)
elif event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1: # Left mouse button
dragging = True
drag_start = event.pos
elif event.type == pygame.MOUSEBUTTONUP:
if event.button == 1:
dragging = False
elif event.type == pygame.MOUSEMOTION:
if dragging:
dx = event.pos[0] - drag_start[0]
dy = event.pos[1] - drag_start[1]
view_offset[0] -= dx
view_offset[1] -= dy
drag_start = event.pos
frame = (~grid).astype(mx.uint8) * 255
mx.eval(frame)
frame_np = np.array(frame)
frame_rgb = np.stack([frame_np] * 3, axis=-1)
surface = pygame.surfarray.make_surface(frame_rgb.swapaxes(0, 1))
scaled_width = int(grid_width * zoom)
scaled_height = int(grid_height * zoom)
scaled_surface = pygame.transform.scale(surface, (scaled_width, scaled_height))
if scaled_width < window_size[0] or scaled_height < window_size[1]:
screen.fill((0, 0, 0))
offset_x = (window_size[0] - scaled_width) // 2
offset_y = (window_size[1] - scaled_height) // 2
screen.blit(scaled_surface, (offset_x, offset_y))
else:
x = (scaled_width - window_size[0]) // 2 + view_offset[0]
y = (scaled_height - window_size[1]) // 2 + view_offset[1]
x = max(0, min(x, scaled_width - window_size[0]))
y = max(0, min(y, scaled_height - window_size[1]))
view_offset[0] = x - (scaled_width - window_size[0]) // 2
view_offset[1] = y - (scaled_height - window_size[1]) // 2
cropped = scaled_surface.subsurface((x, y, window_size[0], window_size[1]))
screen.blit(cropped, (0, 0))
pygame.display.flip()
grid = conway(grid)
step += 1
clock.tick(fps)
pygame.quit()
if __name__ == "__main__":
grid_size = 2048
grid = mx.random.bernoulli(p=0.3, shape=(grid_size, grid_size))
run_game(grid, fps=60)
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Awesome! Here are the changes to use
matplotlib
instead ofav
for rendering and withoutnumpy
: