Alex Ray

LG
h-index7
5papers
17,106citations
Novelty56%
AI Score34

5 Papers

4.9CLOct 11, 2021
Unsupervised Neural Machine Translation with Generative Language Models Only

Jesse Michael Han, Igor Babuschkin, Harrison Edwards et al.

We show how to derive state-of-the-art unsupervised neural machine translation systems from generatively pre-trained language models. Our method consists of three steps: few-shot amplification, distillation, and backtranslation. We first use the zero-shot translation ability of large pre-trained language models to generate translations for a small set of unlabeled sentences. We then amplify these zero-shot translations by using them as few-shot demonstrations for sampling a larger synthetic dataset. This dataset is distilled by discarding the few-shot demonstrations and then fine-tuning. During backtranslation, we repeatedly generate translations for a set of inputs and then fine-tune a single language model on both directions of the translation task at once, ensuring cycle-consistency by swapping the roles of gold monotext and generated translations when fine-tuning. By using our method to leverage GPT-3's zero-shot translation capability, we achieve a new state-of-the-art in unsupervised translation on the WMT14 English-French benchmark, attaining a BLEU score of 42.1.

74.9LGJul 7, 2021Code
Evaluating Large Language Models Trained on Code

Mark Chen, Jerry Tworek, Heewoo Jun et al.

We introduce Codex, a GPT language model fine-tuned on publicly available code from GitHub, and study its Python code-writing capabilities. A distinct production version of Codex powers GitHub Copilot. On HumanEval, a new evaluation set we release to measure functional correctness for synthesizing programs from docstrings, our model solves 28.8% of the problems, while GPT-3 solves 0% and GPT-J solves 11.4%. Furthermore, we find that repeated sampling from the model is a surprisingly effective strategy for producing working solutions to difficult prompts. Using this method, we solve 70.2% of our problems with 100 samples per problem. Careful investigation of our model reveals its limitations, including difficulty with docstrings describing long chains of operations and with binding operations to variables. Finally, we discuss the potential broader impacts of deploying powerful code generation technologies, covering safety, security, and economics.

37.1LGFeb 26, 2018
Multi-Goal Reinforcement Learning: Challenging Robotics Environments and Request for Research

Matthias Plappert, Marcin Andrychowicz, Alex Ray et al.

The purpose of this technical report is two-fold. First of all, it introduces a suite of challenging continuous control tasks (integrated with OpenAI Gym) based on currently existing robotics hardware. The tasks include pushing, sliding and pick & place with a Fetch robotic arm as well as in-hand object manipulation with a Shadow Dexterous Hand. All tasks have sparse binary rewards and follow a Multi-Goal Reinforcement Learning (RL) framework in which an agent is told what to do using an additional input. The second part of the paper presents a set of concrete research ideas for improving RL algorithms, most of which are related to Multi-Goal RL and Hindsight Experience Replay.

51.4LGJul 5, 2017
Hindsight Experience Replay

Marcin Andrychowicz, Filip Wolski, Alex Ray et al.

Dealing with sparse rewards is one of the biggest challenges in Reinforcement Learning (RL). We present a novel technique called Hindsight Experience Replay which allows sample-efficient learning from rewards which are sparse and binary and therefore avoid the need for complicated reward engineering. It can be combined with an arbitrary off-policy RL algorithm and may be seen as a form of implicit curriculum. We demonstrate our approach on the task of manipulating objects with a robotic arm. In particular, we run experiments on three different tasks: pushing, sliding, and pick-and-place, in each case using only binary rewards indicating whether or not the task is completed. Our ablation studies show that Hindsight Experience Replay is a crucial ingredient which makes training possible in these challenging environments. We show that our policies trained on a physics simulation can be deployed on a physical robot and successfully complete the task.

59.6ROMar 20, 2017
Domain Randomization for Transferring Deep Neural Networks from Simulation to the Real World

Josh Tobin, Rachel Fong, Alex Ray et al.

Bridging the 'reality gap' that separates simulated robotics from experiments on hardware could accelerate robotic research through improved data availability. This paper explores domain randomization, a simple technique for training models on simulated images that transfer to real images by randomizing rendering in the simulator. With enough variability in the simulator, the real world may appear to the model as just another variation. We focus on the task of object localization, which is a stepping stone to general robotic manipulation skills. We find that it is possible to train a real-world object detector that is accurate to $1.5$cm and robust to distractors and partial occlusions using only data from a simulator with non-realistic random textures. To demonstrate the capabilities of our detectors, we show they can be used to perform grasping in a cluttered environment. To our knowledge, this is the first successful transfer of a deep neural network trained only on simulated RGB images (without pre-training on real images) to the real world for the purpose of robotic control.