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    Conway's Game of Life Accelerated with Custom Kernels in MLX
  
        
  
    
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  | 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) | 
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)
    
  
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There is a bug with this code in latest mlx 0.18.0