AIDec 4, 2025
SIMA 2: A Generalist Embodied Agent for Virtual WorldsSIMA team, Adrian Bolton, Alexander Lerchner et al.
We introduce SIMA 2, a generalist embodied agent that understands and acts in a wide variety of 3D virtual worlds. Built upon a Gemini foundation model, SIMA 2 represents a significant step toward active, goal-directed interaction within an embodied environment. Unlike prior work (e.g., SIMA 1) limited to simple language commands, SIMA 2 acts as an interactive partner, capable of reasoning about high-level goals, conversing with the user, and handling complex instructions given through language and images. Across a diverse portfolio of games, SIMA 2 substantially closes the gap with human performance and demonstrates robust generalization to previously unseen environments, all while retaining the base model's core reasoning capabilities. Furthermore, we demonstrate a capacity for open-ended self-improvement: by leveraging Gemini to generate tasks and provide rewards, SIMA 2 can autonomously learn new skills from scratch in a new environment. This work validates a path toward creating versatile and continuously learning agents for both virtual and, eventually, physical worlds.
AIDec 2, 2024Code
LMAct: A Benchmark for In-Context Imitation Learning with Long Multimodal DemonstrationsAnian Ruoss, Fabio Pardo, Harris Chan et al.
In this paper, we present a benchmark to pressure-test today's frontier models' multimodal decision-making capabilities in the very long-context regime (up to one million tokens) and investigate whether these models can learn from large numbers of expert demonstrations in their context. We evaluate the performance of Claude 3.5 Sonnet, Gemini 1.5 Flash, Gemini 1.5 Pro, Gemini 2.0 Flash Experimental, GPT-4o, o1-mini, o1-preview, and o1 as policies across a battery of simple interactive decision-making tasks: playing tic-tac-toe, chess, and Atari, navigating grid worlds, solving crosswords, and controlling a simulated cheetah. We study increasing amounts of expert demonstrations in the context $\unicode{x2013}$ from no demonstrations to 512 full episodes. Across our tasks, models rarely manage to fully reach expert performance, and often, presenting more demonstrations has little effect. Some models steadily improve with more demonstrations on a few tasks. We investigate the effect of encoding observations as text or images and the impact of chain-of-thought prompting. To help quantify the impact of other approaches and future innovations, we open source our benchmark that covers the zero-, few-, and many-shot regimes in a unified evaluation.
CLMar 8, 2024
Gemini 1.5: Unlocking multimodal understanding across millions of tokens of contextGemini Team, Petko Georgiev, Ving Ian Lei et al. · deepmind, mila
In this report, we introduce the Gemini 1.5 family of models, representing the next generation of highly compute-efficient multimodal models capable of recalling and reasoning over fine-grained information from millions of tokens of context, including multiple long documents and hours of video and audio. The family includes two new models: (1) an updated Gemini 1.5 Pro, which exceeds the February version on the great majority of capabilities and benchmarks; (2) Gemini 1.5 Flash, a more lightweight variant designed for efficiency with minimal regression in quality. Gemini 1.5 models achieve near-perfect recall on long-context retrieval tasks across modalities, improve the state-of-the-art in long-document QA, long-video QA and long-context ASR, and match or surpass Gemini 1.0 Ultra's state-of-the-art performance across a broad set of benchmarks. Studying the limits of Gemini 1.5's long-context ability, we find continued improvement in next-token prediction and near-perfect retrieval (>99%) up to at least 10M tokens, a generational leap over existing models such as Claude 3.0 (200k) and GPT-4 Turbo (128k). Finally, we highlight real-world use cases, such as Gemini 1.5 collaborating with professionals on completing their tasks achieving 26 to 75% time savings across 10 different job categories, as well as surprising new capabilities of large language models at the frontier; when given a grammar manual for Kalamang, a language with fewer than 200 speakers worldwide, the model learns to translate English to Kalamang at a similar level to a person who learned from the same content.
CLJul 7, 2025
Gemini 2.5: Pushing the Frontier with Advanced Reasoning, Multimodality, Long Context, and Next Generation Agentic CapabilitiesGheorghe Comanici, Eric Bieber, Mike Schaekermann et al. · amazon-science, baidu
In this report, we introduce the Gemini 2.X model family: Gemini 2.5 Pro and Gemini 2.5 Flash, as well as our earlier Gemini 2.0 Flash and Flash-Lite models. Gemini 2.5 Pro is our most capable model yet, achieving SoTA performance on frontier coding and reasoning benchmarks. In addition to its incredible coding and reasoning skills, Gemini 2.5 Pro is a thinking model that excels at multimodal understanding and it is now able to process up to 3 hours of video content. Its unique combination of long context, multimodal and reasoning capabilities can be combined to unlock new agentic workflows. Gemini 2.5 Flash provides excellent reasoning abilities at a fraction of the compute and latency requirements and Gemini 2.0 Flash and Flash-Lite provide high performance at low latency and cost. Taken together, the Gemini 2.X model generation spans the full Pareto frontier of model capability vs cost, allowing users to explore the boundaries of what is possible with complex agentic problem solving.
LGNov 15, 2020Code
Tonic: A Deep Reinforcement Learning Library for Fast Prototyping and BenchmarkingFabio Pardo
Deep reinforcement learning has been one of the fastest growing fields of machine learning over the past years and numerous libraries have been open sourced to support research. However, most codebases have a steep learning curve or limited flexibility that do not satisfy a need for fast prototyping in fundamental research. This paper introduces Tonic, a Python library allowing researchers to quickly implement new ideas and measure their importance by providing: 1) general-purpose configurable modules 2) several baseline agents: A2C, TRPO, PPO, MPO, DDPG, D4PG, TD3 and SAC built with these modules 3) support for TensorFlow 2 and PyTorch 4) support for continuous-control environments from OpenAI Gym, DeepMind Control Suite and PyBullet 5) scripts to experiment in a reproducible way, plot results, and play with trained agents 6) a benchmark of the provided agents on 70 continuous-control tasks. Evaluation is performed in fair conditions with identical seeds, training and testing loops, while sharing general improvements such as non-terminal timeouts and observation normalization. Finally, to demonstrate how Tonic simplifies experimentation, a novel agent called TD4 is implemented and evaluated.
LGDec 14, 2023
Vision-Language Models as a Source of RewardsKate Baumli, Satinder Baveja, Feryal Behbahani et al. · oxford
Building generalist agents that can accomplish many goals in rich open-ended environments is one of the research frontiers for reinforcement learning. A key limiting factor for building generalist agents with RL has been the need for a large number of reward functions for achieving different goals. We investigate the feasibility of using off-the-shelf vision-language models, or VLMs, as sources of rewards for reinforcement learning agents. We show how rewards for visual achievement of a variety of language goals can be derived from the CLIP family of models, and used to train RL agents that can achieve a variety of language goals. We showcase this approach in two distinct visual domains and present a scaling trend showing how larger VLMs lead to more accurate rewards for visual goal achievement, which in turn produces more capable RL agents.
CLDec 19, 2023
Gemini: A Family of Highly Capable Multimodal ModelsGemini Team, Rohan Anil, Sebastian Borgeaud et al.
This report introduces a new family of multimodal models, Gemini, that exhibit remarkable capabilities across image, audio, video, and text understanding. The Gemini family consists of Ultra, Pro, and Nano sizes, suitable for applications ranging from complex reasoning tasks to on-device memory-constrained use-cases. Evaluation on a broad range of benchmarks shows that our most-capable Gemini Ultra model advances the state of the art in 30 of 32 of these benchmarks - notably being the first model to achieve human-expert performance on the well-studied exam benchmark MMLU, and improving the state of the art in every one of the 20 multimodal benchmarks we examined. We believe that the new capabilities of the Gemini family in cross-modal reasoning and language understanding will enable a wide variety of use cases. We discuss our approach toward post-training and deploying Gemini models responsibly to users through services including Gemini, Gemini Advanced, Google AI Studio, and Cloud Vertex AI.
RODec 11, 2021
OstrichRL: A Musculoskeletal Ostrich Simulation to Study Bio-mechanical LocomotionVittorio La Barbera, Fabio Pardo, Yuval Tassa et al.
Muscle-actuated control is a research topic that spans multiple domains, including biomechanics, neuroscience, reinforcement learning, robotics, and graphics. This type of control is particularly challenging as bodies are often overactuated and dynamics are delayed and non-linear. It is however a very well tested and tuned actuation mechanism that has undergone millions of years of evolution with interesting properties exploiting passive forces and efficient energy storage of muscle-tendon units. To facilitate research on muscle-actuated simulation, we release a 3D musculoskeletal simulation of an ostrich based on the MuJoCo physics engine. The ostrich is one of the fastest bipeds on earth and therefore makes an excellent model for studying muscle-actuated bipedal locomotion. The model is based on CT scans and dissections used to collect actual muscle data, such as insertion sites, lengths, and pennation angles. Along with this model, we also provide a set of reinforcement learning tasks, including reference motion tracking, running, and neck control, used to infer muscle actuation patterns. The reference motion data is based on motion capture clips of various behaviors that we preprocessed and adapted to our model. This paper describes how the model was built and iteratively improved using the tasks. We also evaluate the accuracy of the muscle actuation patterns by comparing them to experimentally collected electromyographic data from locomoting birds. The results demonstrate the need for rich reward signals or regularization techniques to constrain muscle excitations and produce realistic movements. Overall, we believe that this work can provide a useful bridge between fields of research interested in muscle actuation.
LGFeb 4, 2021
Ivy: Templated Deep Learning for Inter-Framework PortabilityDaniel Lenton, Fabio Pardo, Fabian Falck et al.
We introduce Ivy, a templated Deep Learning (DL) framework which abstracts existing DL frameworks. Ivy unifies the core functions of these frameworks to exhibit consistent call signatures, syntax and input-output behaviour. New high-level framework-agnostic functions and classes, which are usable alongside framework-specific code, can then be implemented as compositions of the unified low-level Ivy functions. Ivy currently supports TensorFlow, PyTorch, MXNet, Jax and NumPy. We also release four pure-Ivy libraries for mechanics, 3D vision, robotics, and differentiable environments. Through our evaluations, we show that Ivy can significantly reduce lines of code with a runtime overhead of less than 1% in most cases. We welcome developers to join the Ivy community by writing their own functions, layers and libraries in Ivy, maximizing their audience and helping to accelerate DL research through inter-framework codebases. More information can be found at https://ivy-dl.org.
LGOct 6, 2018
Scaling All-Goals Updates in Reinforcement Learning Using Convolutional Neural NetworksFabio Pardo, Vitaly Levdik, Petar Kormushev
Being able to reach any desired location in the environment can be a valuable asset for an agent. Learning a policy to navigate between all pairs of states individually is often not feasible. An all-goals updating algorithm uses each transition to learn Q-values towards all goals simultaneously and off-policy. However the expensive numerous updates in parallel limited the approach to small tabular cases so far. To tackle this problem we propose to use convolutional network architectures to generate Q-values and updates for a large number of goals at once. We demonstrate the accuracy and generalization qualities of the proposed method on randomly generated mazes and Sokoban puzzles. In the case of on-screen goal coordinates the resulting mapping from frames to distance-maps directly informs the agent about which places are reachable and in how many steps. As an example of application we show that replacing the random actions in epsilon-greedy exploration by several actions towards feasible goals generates better exploratory trajectories on Montezuma's Revenge and Super Mario All-Stars games.
LGJul 5, 2018
Goal-oriented Trajectories for Efficient ExplorationFabio Pardo, Vitaly Levdik, Petar Kormushev
Exploration is a difficult challenge in reinforcement learning and even recent state-of-the art curiosity-based methods rely on the simple epsilon-greedy strategy to generate novelty. We argue that pure random walks do not succeed to properly expand the exploration area in most environments and propose to replace single random action choices by random goals selection followed by several steps in their direction. This approach is compatible with any curiosity-based exploration and off-policy reinforcement learning agents and generates longer and safer trajectories than individual random actions. To illustrate this, we present a task-independent agent that learns to reach coordinates in screen frames and demonstrate its ability to explore with the game Super Mario Bros. improving significantly the score of a baseline DQN agent.
LGDec 1, 2017
Time Limits in Reinforcement LearningFabio Pardo, Arash Tavakoli, Vitaly Levdik et al.
In reinforcement learning, it is common to let an agent interact for a fixed amount of time with its environment before resetting it and repeating the process in a series of episodes. The task that the agent has to learn can either be to maximize its performance over (i) that fixed period, or (ii) an indefinite period where time limits are only used during training to diversify experience. In this paper, we provide a formal account for how time limits could effectively be handled in each of the two cases and explain why not doing so can cause state aliasing and invalidation of experience replay, leading to suboptimal policies and training instability. In case (i), we argue that the terminations due to time limits are in fact part of the environment, and thus a notion of the remaining time should be included as part of the agent's input to avoid violation of the Markov property. In case (ii), the time limits are not part of the environment and are only used to facilitate learning. We argue that this insight should be incorporated by bootstrapping from the value of the state at the end of each partial episode. For both cases, we illustrate empirically the significance of our considerations in improving the performance and stability of existing reinforcement learning algorithms, showing state-of-the-art results on several control tasks.
LGNov 24, 2017
Action Branching Architectures for Deep Reinforcement LearningArash Tavakoli, Fabio Pardo, Petar Kormushev
Discrete-action algorithms have been central to numerous recent successes of deep reinforcement learning. However, applying these algorithms to high-dimensional action tasks requires tackling the combinatorial increase of the number of possible actions with the number of action dimensions. This problem is further exacerbated for continuous-action tasks that require fine control of actions via discretization. In this paper, we propose a novel neural architecture featuring a shared decision module followed by several network branches, one for each action dimension. This approach achieves a linear increase of the number of network outputs with the number of degrees of freedom by allowing a level of independence for each individual action dimension. To illustrate the approach, we present a novel agent, called Branching Dueling Q-Network (BDQ), as a branching variant of the Dueling Double Deep Q-Network (Dueling DDQN). We evaluate the performance of our agent on a set of challenging continuous control tasks. The empirical results show that the proposed agent scales gracefully to environments with increasing action dimensionality and indicate the significance of the shared decision module in coordination of the distributed action branches. Furthermore, we show that the proposed agent performs competitively against a state-of-the-art continuous control algorithm, Deep Deterministic Policy Gradient (DDPG).