18.2AIMay 26Code
Laguna M.1/XS.2 Technical ReportJulien Abadji, Marah Abdin, Connor Adams et al.
We present Laguna M.1 and Laguna XS.2, two Mixture-of-Experts foundation models built for long-horizon, agentic coding: M.1 has $225.8$B total parameters ($23.4$B activated per token) and XS.2 has $33.4$B total ($3$B activated). Both models were trained from scratch end-to-end inside the same internal system that we refer to as our Model Factory: a tightly-integrated stack of versioned data, training, evaluation, and inference components that turn model development into an industrial process. We describe the principles and design choices of the Model Factory and also detail the end-to-end training process of our models, throughout pre-training data and architecture, post-training stages, evaluation, and quantization. On agentic software engineering and terminal benchmarks (SWE-bench Verified, SWE-bench Multilingual, SWE-Bench Pro, and Terminal-Bench 2.0) M.1 and XS.2 are competitive with state-of-the-art open models in their respective weight classes. Laguna XS.2 weights are released under Apache~2.0 at https://huggingface.co/collections/poolside/laguna-xs2.
7.7AIAug 3, 2022
Supervised and Reinforcement Learning from Observations in Reconnaissance Blind ChessTimo Bertram, Johannes Fürnkranz, Martin Müller
In this work, we adapt a training approach inspired by the original AlphaGo system to play the imperfect information game of Reconnaissance Blind Chess. Using only the observations instead of a full description of the game state, we first train a supervised agent on publicly available game records. Next, we increase the performance of the agent through self-play with the on-policy reinforcement learning algorithm Proximal Policy Optimization. We do not use any search to avoid problems caused by the partial observability of game states and only use the policy network to generate moves when playing. With this approach, we achieve an ELO of 1330 on the RBC leaderboard, which places our agent at position 27 at the time of this writing. We see that self-play significantly improves performance and that the agent plays acceptably well without search and without making assumptions about the true game state.
1.8LGApr 20, 2022
Quantity vs Quality: Investigating the Trade-Off between Sample Size and Label ReliabilityTimo Bertram, Johannes Fürnkranz, Martin Müller
In this paper, we study learning in probabilistic domains where the learner may receive incorrect labels but can improve the reliability of labels by repeatedly sampling them. In such a setting, one faces the problem of whether the fixed budget for obtaining training examples should rather be used for obtaining all different examples or for improving the label quality of a smaller number of examples by re-sampling their labels. We motivate this problem in an application to compare the strength of poker hands where the training signal depends on the hidden community cards, and then study it in depth in an artificial setting where we insert controlled noise levels into the MNIST database. Our results show that with increasing levels of noise, resampling previous examples becomes increasingly more important than obtaining new examples, as classifier performance deteriorates when the number of incorrect labels is too high. In addition, we propose two different validation strategies; switching from lower to higher validations over the course of training and using chi-square statistics to approximate the confidence in obtained labels.
Cedille: A large autoregressive French language modelMartin Müller, Florian Laurent
Scaling up the size and training of autoregressive language models has enabled novel ways of solving Natural Language Processing tasks using zero-shot and few-shot learning. While extreme-scale language models such as GPT-3 offer multilingual capabilities, zero-shot learning for languages other than English remain largely unexplored. Here, we introduce Cedille, a large open source auto-regressive language model, specifically trained for the French language. Our results show that Cedille outperforms existing French language models and is competitive with GPT-3 on a range of French zero-shot benchmarks. Furthermore, we provide an in-depth comparison of the toxicity exhibited by these models, showing that Cedille marks an improvement in language model safety thanks to dataset filtering.
10.7AIJul 8, 2024
Contrastive Learning of Preferences with a Contextual InfoNCE LossTimo Bertram, Johannes Fürnkranz, Martin Müller
A common problem in contextual preference ranking is that a single preferred action is compared against several choices, thereby blowing up the complexity and skewing the preference distribution. In this work, we show how one can solve this problem via a suitable adaptation of the CLIP framework.This adaptation is not entirely straight-forward, because although the InfoNCE loss used by CLIP has achieved great success in computer vision and multi-modal domains, its batch-construction technique requires the ability to compare arbitrary items, and is not well-defined if one item has multiple positive associations in the same batch. We empirically demonstrate the utility of our adapted version of the InfoNCE loss in the domain of collectable card games, where we aim to learn an embedding space that captures the associations between single cards and whole card pools based on human selections. Such selection data only exists for restricted choices, thus generating concrete preferences of one item over a set of other items rather than a perfect fit between the card and the pool. Our results show that vanilla CLIP does not perform well due to the aforementioned intuitive issues. However, by adapting CLIP to the problem, we receive a model outperforming previous work trained with the triplet loss, while also alleviating problems associated with mining triplets.
Predicting Human Card Selection in Magic: The Gathering with Contextual Preference RankingTimo Bertram, Johannes Fürnkranz, Martin Müller
Drafting, i.e., the selection of a subset of items from a larger candidate set, is a key element of many games and related problems. It encompasses team formation in sports or e-sports, as well as deck selection in many modern card games. The key difficulty of drafting is that it is typically not sufficient to simply evaluate each item in a vacuum and to select the best items. The evaluation of an item depends on the context of the set of items that were already selected earlier, as the value of a set is not just the sum of the values of its members - it must include a notion of how well items go together. In this paper, we study drafting in the context of the card game Magic: The Gathering. We propose the use of a contextual preference network, which learns to compare two possible extensions of a given deck of cards. We demonstrate that the resulting network is better able to evaluate card decks in this game than previous attempts.