Thomas Hubert

LG
11papers
7,203citations
Novelty64%
AI Score55

11 Papers

AIMay 13Code
Formal Conjectures: An Open and Evolving Benchmark for Verified Discovery in Mathematics

Moritz Firsching, Paul Lezeau, Salvatore Mercuri et al.

As automated reasoning systems advance rapidly, there is a growing need for research-level formal mathematical problems to accurately evaluate their capabilities. To address this, we present Formal Conjectures, an evolving benchmark of currently 2615 mathematical problem statements formalized in Lean 4. Sourced from areas of active mathematical research, the dataset features 1029 open research conjectures providing a zero-contamination benchmark for mathematical proof discovery, and 836 solved problems for proof autoformalization. Notably, the repository provides a structured interface connecting mathematicians who formalize and clarify problems with the AI systems and humans attempting to solve them. Demonstrating its immediate utility, the benchmark has already been leveraged to make new mathematical discoveries, including the resolution of open research conjectures. We describe our approach to ensuring the correctness of these formalizations in a collaborative open-source project where contributions stem from an active community. In this framework, AI-generated proofs and disproofs serve as a valuable auditing mechanism to iteratively improve the fidelity of the benchmark. Finally, we provide a standardized evaluation setup and report baseline results on frozen evaluation subsets, demonstrating a climbable signal that measures the current frontier of automated reasoning on research-level mathematics.

AIMay 21
Advancing Mathematics Research with AI-Driven Formal Proof Search

George Tsoukalas, Anton Kovsharov, Sergey Shirobokov et al.

Large language models (LLMs) increasingly excel at mathematical reasoning, but their unreliability limits their utility in mathematics research. A mitigation is using LLMs to generate formal proofs in languages like Lean. We perform the first large-scale evaluation of this method's ability to solve open problems. Our most capable agent autonomously resolved 9 of 353 open Erdős problems at the per-problem cost of a few hundred dollars, proved 44/492 OEIS conjectures, and is being deployed in combinatorics, optimization, graph theory, algebraic geometry, and quantum optics research. A basic agent alternating LLM-based generation with Lean-based verification replicated the Erdős successes but proved costlier on the hardest problems. These findings demonstrate the power of AI-aided formal proof search and shed light on the agent designs that enable it.

IVFeb 14, 2022Code
MuZero with Self-competition for Rate Control in VP9 Video Compression

Amol Mandhane, Anton Zhernov, Maribeth Rauh et al.

Video streaming usage has seen a significant rise as entertainment, education, and business increasingly rely on online video. Optimizing video compression has the potential to increase access and quality of content to users, and reduce energy use and costs overall. In this paper, we present an application of the MuZero algorithm to the challenge of video compression. Specifically, we target the problem of learning a rate control policy to select the quantization parameters (QP) in the encoding process of libvpx, an open source VP9 video compression library widely used by popular video-on-demand (VOD) services. We treat this as a sequential decision making problem to maximize the video quality with an episodic constraint imposed by the target bitrate. Notably, we introduce a novel self-competition based reward mechanism to solve constrained RL with variable constraint satisfaction difficulty, which is challenging for existing constrained RL methods. We demonstrate that the MuZero-based rate control achieves an average 6.28% reduction in size of the compressed videos for the same delivered video quality level (measured as PSNR BD-rate) compared to libvpx's two-pass VBR rate control policy, while having better constraint satisfaction behavior.

PFMay 11, 2023
Optimizing Memory Mapping Using Deep Reinforcement Learning

Pengming Wang, Mikita Sazanovich, Berkin Ilbeyi et al.

Resource scheduling and allocation is a critical component of many high impact systems ranging from congestion control to cloud computing. Finding more optimal solutions to these problems often has significant impact on resource and time savings, reducing device wear-and-tear, and even potentially improving carbon emissions. In this paper, we focus on a specific instance of a scheduling problem, namely the memory mapping problem that occurs during compilation of machine learning programs: That is, mapping tensors to different memory layers to optimize execution time. We introduce an approach for solving the memory mapping problem using Reinforcement Learning. RL is a solution paradigm well-suited for sequential decision making problems that are amenable to planning, and combinatorial search spaces with high-dimensional data inputs. We formulate the problem as a single-player game, which we call the mallocGame, such that high-reward trajectories of the game correspond to efficient memory mappings on the target hardware. We also introduce a Reinforcement Learning agent, mallocMuZero, and show that it is capable of playing this game to discover new and improved memory mapping solutions that lead to faster execution times on real ML workloads on ML accelerators. We compare the performance of mallocMuZero to the default solver used by the Accelerated Linear Algebra (XLA) compiler on a benchmark of realistic ML workloads. In addition, we show that mallocMuZero is capable of improving the execution time of the recently published AlphaTensor matrix multiplication model.

PLFeb 8, 2022
Competition-Level Code Generation with AlphaCode

Yujia Li, David Choi, Junyoung Chung et al.

Programming is a powerful and ubiquitous problem-solving tool. Developing systems that can assist programmers or even generate programs independently could make programming more productive and accessible, yet so far incorporating innovations in AI has proven challenging. Recent large-scale language models have demonstrated an impressive ability to generate code, and are now able to complete simple programming tasks. However, these models still perform poorly when evaluated on more complex, unseen problems that require problem-solving skills beyond simply translating instructions into code. For example, competitive programming problems which require an understanding of algorithms and complex natural language remain extremely challenging. To address this gap, we introduce AlphaCode, a system for code generation that can create novel solutions to these problems that require deeper reasoning. In simulated evaluations on recent programming competitions on the Codeforces platform, AlphaCode achieved on average a ranking of top 54.3% in competitions with more than 5,000 participants. We found that three key components were critical to achieve good and reliable performance: (1) an extensive and clean competitive programming dataset for training and evaluation, (2) large and efficient-to-sample transformer-based architectures, and (3) large-scale model sampling to explore the search space, followed by filtering based on program behavior to a small set of submissions.

LGApr 13, 2021
Learning and Planning in Complex Action Spaces

Thomas Hubert, Julian Schrittwieser, Ioannis Antonoglou et al.

Many important real-world problems have action spaces that are high-dimensional, continuous or both, making full enumeration of all possible actions infeasible. Instead, only small subsets of actions can be sampled for the purpose of policy evaluation and improvement. In this paper, we propose a general framework to reason in a principled way about policy evaluation and improvement over such sampled action subsets. This sample-based policy iteration framework can in principle be applied to any reinforcement learning algorithm based upon policy iteration. Concretely, we propose Sampled MuZero, an extension of the MuZero algorithm that is able to learn in domains with arbitrarily complex action spaces by planning over sampled actions. We demonstrate this approach on the classical board game of Go and on two continuous control benchmark domains: DeepMind Control Suite and Real-World RL Suite.

LGApr 13, 2021
Online and Offline Reinforcement Learning by Planning with a Learned Model

Julian Schrittwieser, Thomas Hubert, Amol Mandhane et al.

Learning efficiently from small amounts of data has long been the focus of model-based reinforcement learning, both for the online case when interacting with the environment and the offline case when learning from a fixed dataset. However, to date no single unified algorithm could demonstrate state-of-the-art results in both settings. In this work, we describe the Reanalyse algorithm which uses model-based policy and value improvement operators to compute new improved training targets on existing data points, allowing efficient learning for data budgets varying by several orders of magnitude. We further show that Reanalyse can also be used to learn entirely from demonstrations without any environment interactions, as in the case of offline Reinforcement Learning (offline RL). Combining Reanalyse with the MuZero algorithm, we introduce MuZero Unplugged, a single unified algorithm for any data budget, including offline RL. In contrast to previous work, our algorithm does not require any special adaptations for the off-policy or offline RL settings. MuZero Unplugged sets new state-of-the-art results in the RL Unplugged offline RL benchmark as well as in the online RL benchmark of Atari in the standard 200 million frame setting.

LGJul 24, 2020
Monte-Carlo Tree Search as Regularized Policy Optimization

Jean-Bastien Grill, Florent Altché, Yunhao Tang et al.

The combination of Monte-Carlo tree search (MCTS) with deep reinforcement learning has led to significant advances in artificial intelligence. However, AlphaZero, the current state-of-the-art MCTS algorithm, still relies on handcrafted heuristics that are only partially understood. In this paper, we show that AlphaZero's search heuristics, along with other common ones such as UCT, are an approximation to the solution of a specific regularized policy optimization problem. With this insight, we propose a variant of AlphaZero which uses the exact solution to this policy optimization problem, and show experimentally that it reliably outperforms the original algorithm in multiple domains.

LGApr 20, 2020
Approximate exploitability: Learning a best response in large games

Finbarr Timbers, Nolan Bard, Edward Lockhart et al.

Researchers have demonstrated that neural networks are vulnerable to adversarial examples and subtle environment changes, both of which one can view as a form of distribution shift. To humans, the resulting errors can look like blunders, eroding trust in these agents. In prior games research, agent evaluation often focused on the in-practice game outcomes. While valuable, such evaluation typically fails to evaluate robustness to worst-case outcomes. Prior research in computer poker has examined how to assess such worst-case performance, both exactly and approximately. Unfortunately, exact computation is infeasible with larger domains, and existing approximations rely on poker-specific knowledge. We introduce ISMCTS-BR, a scalable search-based deep reinforcement learning algorithm for learning a best response to an agent, thereby approximating worst-case performance. We demonstrate the technique in several two-player zero-sum games against a variety of agents, including several AlphaZero-based agents.

LGNov 19, 2019
Mastering Atari, Go, Chess and Shogi by Planning with a Learned Model

Julian Schrittwieser, Ioannis Antonoglou, Thomas Hubert et al.

Constructing agents with planning capabilities has long been one of the main challenges in the pursuit of artificial intelligence. Tree-based planning methods have enjoyed huge success in challenging domains, such as chess and Go, where a perfect simulator is available. However, in real-world problems the dynamics governing the environment are often complex and unknown. In this work we present the MuZero algorithm which, by combining a tree-based search with a learned model, achieves superhuman performance in a range of challenging and visually complex domains, without any knowledge of their underlying dynamics. MuZero learns a model that, when applied iteratively, predicts the quantities most directly relevant to planning: the reward, the action-selection policy, and the value function. When evaluated on 57 different Atari games - the canonical video game environment for testing AI techniques, in which model-based planning approaches have historically struggled - our new algorithm achieved a new state of the art. When evaluated on Go, chess and shogi, without any knowledge of the game rules, MuZero matched the superhuman performance of the AlphaZero algorithm that was supplied with the game rules.

AIDec 5, 2017
Mastering Chess and Shogi by Self-Play with a General Reinforcement Learning Algorithm

David Silver, Thomas Hubert, Julian Schrittwieser et al.

The game of chess is the most widely-studied domain in the history of artificial intelligence. The strongest programs are based on a combination of sophisticated search techniques, domain-specific adaptations, and handcrafted evaluation functions that have been refined by human experts over several decades. In contrast, the AlphaGo Zero program recently achieved superhuman performance in the game of Go, by tabula rasa reinforcement learning from games of self-play. In this paper, we generalise this approach into a single AlphaZero algorithm that can achieve, tabula rasa, superhuman performance in many challenging domains. Starting from random play, and given no domain knowledge except the game rules, AlphaZero achieved within 24 hours a superhuman level of play in the games of chess and shogi (Japanese chess) as well as Go, and convincingly defeated a world-champion program in each case.