Response to reviewer dLhs
Thank you for recognizing the _significant speedup_ provided by our simulator and its potential to enable research in complex real-world scenarios. Below are our clarifications:
### Sim functionality and mixing agent behaviors
> _The paper claims compatibility with existing datasets but only demonstrates map loading, leaving other functionalities unclear. For example, the imitation learning experiment or mixing agent behaviors—some from datasets and others from RL agents during training._
We highlight that **GPUDrive fully supports mixing agent behaviors**; you can combine replay agents, scripted agents, pre-trained agents, and RL agents in a single rollout without sacrificing parallelism. $\color{green}{\text{We have added this and plans for future work in this regard to Section 5 of the paper.}}$
### Domain randomization
> _I believe one major advantage of parallel environments is that it allows you to do randomization across different environments (worlds). However, the paper lacks detail on whether GPUDrive supports this capability._
Domain randomization is certainly a valuable feature for any simulator. While it is already possible to implement some types of domain randomization, such as randomizing goals or initial positions, we believe the primary challenge of driving all agents to the observed goals remains unsolved for now. We plan to explore domain randomization in future work and appreciate the reviewer’s suggestion.
### Customization
> _While GPUDrive offers a Python interface, I am curious how easy it is to customize those key elements in the environment given that the observation, reward, and dynamic functions are written in C++._
Thank you for pointing this out. We believe GPUDrive is easy to extend despite being in C++ for two key reasons:
1. We offer **extensive Python bindings that cover most expected observations, reward functions, and dynamics**, allowing users to customize many components without having to touch the C++ code.
2. **C++ remains a popular language**, particularly in the robotics and autonomous vehicle communities, and many of our users have the necessary familiarity to extend the framework. Additionally, the framework handles parallelism, so even a basic understanding of C++ is sufficient for implementing new rewards or dynamics.
### Algorithms
> _Experiments only evaluate IPPO, despite the paper claims that it targets a mixed-motive setting._
The primary goal of the paper is to propose a fast multi-agent simulator, with the RL experiments and code included to help users get started. We note that **IPPO is a valid solver for mixed games and performs well empirically**. In many multi-agent problems, it has been observed that PPO is an effective solver (See e.g., MAPPO [1]).
If the reviewer is asking whether the "independent" aspect of IPPO is compatible with a general-sum game, the answer is yes—independence refers solely to decentralized training.
### Questions
> _In Figure 3, the speedup appears nearly linear. However, it would be helpful to examine scaling performance by adding more environments to identify saturation points and gain insights into system limitations._
We apologize for the confusion, please note that **this is a log-log plot**. The plot shows that as we increase the number of worlds (x) the throughput increases at the same rate (y).
> _In Figure 5, do you use the CPU-parallel version of Nocturne?_
Yes! For a fair comparison, we plot both the single-CPU (striped blue) and the parallelized Nocturne using PufferLib (dotted blue, 16 CPUs). Note that the PufferLib version has been carefully designed to outperform naive Python multiprocessing.
### Conclusion
Thank you for your valuable feedback! We hope we have addressed the reviewer's comments and are happy to further discuss any of these points. We kindly ask that if we have addressed the reviewer's concerns, they consider increasing their support for our paper.
### References
**[1]** Yu, C., Velu, A., Vinitsky, E., Gao, J., Wang, Y., Bayen, A., & Wu, Y. (2022). The surprising effectiveness of ppo in cooperative multi-agent games. Advances in Neural Information Processing Systems, 35, 24611-24624.