Project Description
With the desire for Rancher Manager to scale to managing 1000s of clusters (10,000 i hear you say) we could try and have 1 instance of Rancher Manager doing it all. But could we have a Manager of Managers? How could we support multi-tenancy where each Rancher Manager has different versions etc?
One project that could be interesting to realizing this vision is KCP. It’s taking the ideas of "virtual clusters" (and projects like vcluster) and looking at providing a more lightweight solution where you don't need a full virtual cluster within another cluster whilst still supporting multi-tenancy, hierarchical workspaces, cross workspace operators and various other features.
Goal for this Hackweek
The purpose of this project is to practically research the following:
- Is the KCP project usable (when I originally looked at 1 year ago it was very hard to grok and get working)
- Have KCP managing the workloads for multiple clusters (we can use k3d for this)
- (Stretch goal) Can we get Rancher Manager (or cluster agent) working against KCP
At the end of the week, we should know if KCP is a project that would be helpful to the future of Rancher Manager. And whether it's worth us getting involved with the project.
KCP could also be useful to Fleet, but this will be out of scope for hack week.
Resources
Looking for hackers with the skills:
This project is part of:
Hack Week 22
Activity
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To install this project, perform the following steps:
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Project Description
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A CLI for Harvester by mohamed.belgaied
[comment]: # Harvester does not officially come with a CLI tool, the user is supposed to interact with Harvester mostly through the UI [comment]: # Though it is theoretically possible to use kubectl to interact with Harvester, the manipulation of Kubevirt YAML objects is absolutely not user friendly. [comment]: # Inspired by tools like multipass from Canonical to easily and rapidly create one of multiple VMs, I began the development of Harvester CLI. Currently, it works but Harvester CLI needs some love to be up-to-date with Harvester v1.0.2 and needs some bug fixes and improvements as well.
Project Description
Harvester CLI is a command line interface tool written in Go, designed to simplify interfacing with a Harvester cluster as a user. It is especially useful for testing purposes as you can easily and rapidly create VMs in Harvester by providing a simple command such as:
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to my-vm-05
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Github Repo for Harvester CLI: https://github.com/belgaied2/harvester-cli
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The project is written in Go, and using client-go
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- Go programming language
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Resources
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SUSE AI Meets the Game Board by moio
Use tabletopgames.ai’s open source TAG and PyTAG frameworks to apply Statistical Forward Planning and Deep Reinforcement Learning to two board games of our own design. On an all-green, all-open source, all-AWS stack!
Results: Infrastructure Achievements
We successfully built and automated a containerized stack to support our AI experiments. This included:
- a Fully-Automated, One-Command, GPU-accelerated Kubernetes setup: we created an OpenTofu based script, tofu-tag, to deploy SUSE's RKE2 Kubernetes running on CUDA-enabled nodes in AWS, powered by openSUSE with GPU drivers and gpu-operator
- Containerization of the TAG and PyTAG frameworks: TAG (Tabletop AI Games) and PyTAG were patched for seamless deployment in containerized environments. We automated the container image creation process with GitHub Actions. Our forks (PRs upstream upcoming):
./deploy.sh
and voilà - Kubernetes running PyTAG (k9s
, above) with GPU acceleration (nvtop
, below)
Results: Game Design Insights
Our project focused on modeling and analyzing two card games of our own design within the TAG framework:
- Game Modeling: We implemented models for Dario's "Bamboo" and Silvio's "Totoro" and "R3" games, enabling AI agents to play thousands of games ...in minutes!
- AI-driven optimization: By analyzing statistical data on moves, strategies, and outcomes, we iteratively tweaked the game mechanics and rules to achieve better balance and player engagement.
- Advanced analytics: Leveraging AI agents with Monte Carlo Tree Search (MCTS) and random action selection, we compared performance metrics to identify optimal strategies and uncover opportunities for game refinement .
- more about Bamboo on Dario's site
- more about R3 on Silvio's site (italian, translation coming)
- more about Totoro on Silvio's site
A family picture of our card games in progress. From the top: Bamboo, Totoro, R3
Results: Learning, Collaboration, and Innovation
Beyond technical accomplishments, the project showcased innovative approaches to coding, learning, and teamwork:
- "Trio programming" with AI assistance: Our "trio programming" approach—two developers and GitHub Copilot—was a standout success, especially in handling slightly-repetitive but not-quite-exactly-copypaste tasks. Java as a language tends to be verbose and we found it to be fitting particularly well.
- AI tools for reporting and documentation: We extensively used AI chatbots to streamline writing and reporting. (Including writing this report! ...but this note was added manually during edit!)
- GPU compute expertise: Overcoming challenges with CUDA drivers and cloud infrastructure deepened our understanding of GPU-accelerated workloads in the open-source ecosystem.
- Game design as a learning platform: By blending AI techniques with creative game design, we learned not only about AI strategies but also about making games fun, engaging, and balanced.
Last but not least we had a lot of fun! ...and this was definitely not a chatbot generated line!
The Context: AI + Board Games