AndroidWorld: A Dynamic Benchmarking Environment for Autonomous AgentsChristopher Rawles, Sarah Clinckemaillie, Yifan Chang et al. · meta-ai
Autonomous agents that execute human tasks by controlling computers can enhance human productivity and application accessibility. However, progress in this field will be driven by realistic and reproducible benchmarks. We present AndroidWorld, a fully functional Android environment that provides reward signals for 116 programmatic tasks across 20 real-world Android apps. Unlike existing interactive environments, which provide a static test set, AndroidWorld dynamically constructs tasks that are parameterized and expressed in natural language in unlimited ways, thus enabling testing on a much larger and more realistic suite of tasks. To ensure reproducibility, each task includes dedicated initialization, success-checking, and tear-down logic, which modifies and inspects the device's system state. We experiment with baseline agents to test AndroidWorld and provide initial results on the benchmark. Our best agent can complete 30.6% of AndroidWorld's tasks, leaving ample room for future work. Furthermore, we adapt a popular desktop web agent to work on Android, which we find to be less effective on mobile, suggesting future research is needed to achieve universal, cross-platform agents. Finally, we also conduct a robustness analysis, showing that task variations can significantly affect agent performance, demonstrating that without such testing, agent performance metrics may not fully reflect practical challenges. AndroidWorld and the experiments in this paper are available at github.com/google-research/android_world.
Mastering Diverse Domains through World ModelsDanijar Hafner, Jurgis Pasukonis, Jimmy Ba et al. · deepmind, utoronto
Developing a general algorithm that learns to solve tasks across a wide range of applications has been a fundamental challenge in artificial intelligence. Although current reinforcement learning algorithms can be readily applied to tasks similar to what they have been developed for, configuring them for new application domains requires significant human expertise and experimentation. We present DreamerV3, a general algorithm that outperforms specialized methods across over 150 diverse tasks, with a single configuration. Dreamer learns a model of the environment and improves its behavior by imagining future scenarios. Robustness techniques based on normalization, balancing, and transformations enable stable learning across domains. Applied out of the box, Dreamer is the first algorithm to collect diamonds in Minecraft from scratch without human data or curricula. This achievement has been posed as a significant challenge in artificial intelligence that requires exploring farsighted strategies from pixels and sparse rewards in an open world. Our work allows solving challenging control problems without extensive experimentation, making reinforcement learning broadly applicable.
33.8AIOct 15, 2022
Toward Next-Generation Artificial Intelligence: Catalyzing the NeuroAI RevolutionAnthony Zador, Sean Escola, Blake Richards et al. · stanford
Neuroscience has long been an essential driver of progress in artificial intelligence (AI). We propose that to accelerate progress in AI, we must invest in fundamental research in NeuroAI. A core component of this is the embodied Turing test, which challenges AI animal models to interact with the sensorimotor world at skill levels akin to their living counterparts. The embodied Turing test shifts the focus from those capabilities like game playing and language that are especially well-developed or uniquely human to those capabilities, inherited from over 500 million years of evolution, that are shared with all animals. Building models that can pass the embodied Turing test will provide a roadmap for the next generation of AI.
Android in the Wild: A Large-Scale Dataset for Android Device ControlChristopher Rawles, Alice Li, Daniel Rodriguez et al.
There is a growing interest in device-control systems that can interpret human natural language instructions and execute them on a digital device by directly controlling its user interface. We present a dataset for device-control research, Android in the Wild (AITW), which is orders of magnitude larger than current datasets. The dataset contains human demonstrations of device interactions, including the screens and actions, and corresponding natural language instructions. It consists of 715k episodes spanning 30k unique instructions, four versions of Android (v10-13),and eight device types (Pixel 2 XL to Pixel 6) with varying screen resolutions. It contains multi-step tasks that require semantic understanding of language and visual context. This dataset poses a new challenge: actions available through the user interface must be inferred from their visual appearance. And, instead of simple UI element-based actions, the action space consists of precise gestures (e.g., horizontal scrolls to operate carousel widgets). We organize our dataset to encourage robustness analysis of device-control systems, i.e., how well a system performs in the presence of new task descriptions, new applications, or new platform versions. We develop two agents and report performance across the dataset. The dataset is available at https://github.com/google-research/google-research/tree/master/android_in_the_wild.
Evaluating Long-Term Memory in 3D MazesJurgis Pasukonis, Timothy Lillicrap, Danijar Hafner · deepmind, utoronto
Intelligent agents need to remember salient information to reason in partially-observed environments. For example, agents with a first-person view should remember the positions of relevant objects even if they go out of view. Similarly, to effectively navigate through rooms agents need to remember the floor plan of how rooms are connected. However, most benchmark tasks in reinforcement learning do not test long-term memory in agents, slowing down progress in this important research direction. In this paper, we introduce the Memory Maze, a 3D domain of randomized mazes specifically designed for evaluating long-term memory in agents. Unlike existing benchmarks, Memory Maze measures long-term memory separate from confounding agent abilities and requires the agent to localize itself by integrating information over time. With Memory Maze, we propose an online reinforcement learning benchmark, a diverse offline dataset, and an offline probing evaluation. Recording a human player establishes a strong baseline and verifies the need to build up and retain memories, which is reflected in their gradually increasing rewards within each episode. We find that current algorithms benefit from training with truncated backpropagation through time and succeed on small mazes, but fall short of human performance on the large mazes, leaving room for future algorithmic designs to be evaluated on the Memory Maze.
20.2LGNov 21, 2022
Improving Multimodal Interactive Agents with Reinforcement Learning from Human FeedbackJosh Abramson, Arun Ahuja, Federico Carnevale et al.
An important goal in artificial intelligence is to create agents that can both interact naturally with humans and learn from their feedback. Here we demonstrate how to use reinforcement learning from human feedback (RLHF) to improve upon simulated, embodied agents trained to a base level of competency with imitation learning. First, we collected data of humans interacting with agents in a simulated 3D world. We then asked annotators to record moments where they believed that agents either progressed toward or regressed from their human-instructed goal. Using this annotation data we leveraged a novel method - which we call "Inter-temporal Bradley-Terry" (IBT) modelling - to build a reward model that captures human judgments. Agents trained to optimise rewards delivered from IBT reward models improved with respect to all of our metrics, including subsequent human judgment during live interactions with agents. Altogether our results demonstrate how one can successfully leverage human judgments to improve agent behaviour, allowing us to use reinforcement learning in complex, embodied domains without programmatic reward functions. Videos of agent behaviour may be found at https://youtu.be/v_Z9F2_eKk4.
19.2LGJun 10, 2022
Large-Scale Retrieval for Reinforcement LearningPeter C. Humphreys, Arthur Guez, Olivier Tieleman et al.
Effective decision making involves flexibly relating past experiences and relevant contextual information to a novel situation. In deep reinforcement learning (RL), the dominant paradigm is for an agent to amortise information that helps decision making into its network weights via gradient descent on training losses. Here, we pursue an alternative approach in which agents can utilise large-scale context sensitive database lookups to support their parametric computations. This allows agents to directly learn in an end-to-end manner to utilise relevant information to inform their outputs. In addition, new information can be attended to by the agent, without retraining, by simply augmenting the retrieval dataset. We study this approach for offline RL in 9x9 Go, a challenging game for which the vast combinatorial state space privileges generalisation over direct matching to past experiences. We leverage fast, approximate nearest neighbor techniques in order to retrieve relevant data from a set of tens of millions of expert demonstration states. Attending to this information provides a significant boost to prediction accuracy and game-play performance over simply using these demonstrations as training trajectories, providing a compelling demonstration of the value of large-scale retrieval in offline RL agents.
9.6LGJun 7, 2022
Intra-agent speech permits zero-shot task acquisitionChen Yan, Federico Carnevale, Petko Georgiev et al.
Human language learners are exposed to a trickle of informative, context-sensitive language, but a flood of raw sensory data. Through both social language use and internal processes of rehearsal and practice, language learners are able to build high-level, semantic representations that explain their perceptions. Here, we take inspiration from such processes of "inner speech" in humans (Vygotsky, 1934) to better understand the role of intra-agent speech in embodied behavior. First, we formally pose intra-agent speech as a semi-supervised problem and develop two algorithms that enable visually grounded captioning with little labeled language data. We then experimentally compute scaling curves over different amounts of labeled data and compare the data efficiency against a supervised learning baseline. Finally, we incorporate intra-agent speech into an embodied, mobile manipulator agent operating in a 3D virtual world, and show that with as few as 150 additional image captions, intra-agent speech endows the agent with the ability to manipulate and answer questions about a new object without any related task-directed experience (zero-shot). Taken together, our experiments suggest that modelling intra-agent speech is effective in enabling embodied agents to learn new tasks efficiently and without direct interaction experience.
8.7LGMay 26, 2022
Evaluating Multimodal Interactive AgentsJosh Abramson, Arun Ahuja, Federico Carnevale et al.
Creating agents that can interact naturally with humans is a common goal in artificial intelligence (AI) research. However, evaluating these interactions is challenging: collecting online human-agent interactions is slow and expensive, yet faster proxy metrics often do not correlate well with interactive evaluation. In this paper, we assess the merits of these existing evaluation metrics and present a novel approach to evaluation called the Standardised Test Suite (STS). The STS uses behavioural scenarios mined from real human interaction data. Agents see replayed scenario context, receive an instruction, and are then given control to complete the interaction offline. These agent continuations are recorded and sent to human annotators to mark as success or failure, and agents are ranked according to the proportion of continuations in which they succeed. The resulting STS is fast, controlled, interpretable, and representative of naturalistic interactions. Altogether, the STS consolidates much of what is desirable across many of our standard evaluation metrics, allowing us to accelerate research progress towards producing agents that can interact naturally with humans. A video may be found at https://youtu.be/YR1TngGORGQ.
Monte Carlo Tree Search Boosts Reasoning via Iterative Preference LearningYuxi Xie, Anirudh Goyal, Wenyue Zheng et al. · mila
We introduce an approach aimed at enhancing the reasoning capabilities of Large Language Models (LLMs) through an iterative preference learning process inspired by the successful strategy employed by AlphaZero. Our work leverages Monte Carlo Tree Search (MCTS) to iteratively collect preference data, utilizing its look-ahead ability to break down instance-level rewards into more granular step-level signals. To enhance consistency in intermediate steps, we combine outcome validation and stepwise self-evaluation, continually updating the quality assessment of newly generated data. The proposed algorithm employs Direct Preference Optimization (DPO) to update the LLM policy using this newly generated step-level preference data. Theoretical analysis reveals the importance of using on-policy sampled data for successful self-improving. Extensive evaluations on various arithmetic and commonsense reasoning tasks demonstrate remarkable performance improvements over existing models. For instance, our approach outperforms the Mistral-7B Supervised Fine-Tuning (SFT) baseline on GSM8K, MATH, and ARC-C, with substantial increases in accuracy to $81.8\%$ (+$5.9\%$), $34.7\%$ (+$5.8\%$), and $76.4\%$ (+$15.8\%$), respectively. Additionally, our research delves into the training and inference compute tradeoff, providing insights into how our method effectively maximizes performance gains. Our code is publicly available at https://github.com/YuxiXie/MCTS-DPO.
42.7LGApr 2, 2024
Mixture-of-Depths: Dynamically allocating compute in transformer-based language modelsDavid Raposo, Sam Ritter, Blake Richards et al.
Transformer-based language models spread FLOPs uniformly across input sequences. In this work we demonstrate that transformers can instead learn to dynamically allocate FLOPs (or compute) to specific positions in a sequence, optimising the allocation along the sequence for different layers across the model depth. Our method enforces a total compute budget by capping the number of tokens ($k$) that can participate in the self-attention and MLP computations at a given layer. The tokens to be processed are determined by the network using a top-$k$ routing mechanism. Since $k$ is defined a priori, this simple procedure uses a static computation graph with known tensor sizes, unlike other conditional computation techniques. Nevertheless, since the identities of the $k$ tokens are fluid, this method can expend FLOPs non-uniformly across the time and model depth dimensions. Thus, compute expenditure is entirely predictable in sum total, but dynamic and context-sensitive at the token-level. Not only do models trained in this way learn to dynamically allocate compute, they do so efficiently. These models match baseline performance for equivalent FLOPS and wall-clock times to train, but require a fraction of the FLOPs per forward pass, and can be upwards of 50\% faster to step during post-training sampling.
18.2LGDec 7, 2021
Creating Multimodal Interactive Agents with Imitation and Self-Supervised LearningDeepMind Interactive Agents Team, Josh Abramson, Arun Ahuja et al. · deepmind
A common vision from science fiction is that robots will one day inhabit our physical spaces, sense the world as we do, assist our physical labours, and communicate with us through natural language. Here we study how to design artificial agents that can interact naturally with humans using the simplification of a virtual environment. We show that imitation learning of human-human interactions in a simulated world, in conjunction with self-supervised learning, is sufficient to produce a multimodal interactive agent, which we call MIA, that successfully interacts with non-adversarial humans 75% of the time. We further identify architectural and algorithmic techniques that improve performance, such as hierarchical action selection. Altogether, our results demonstrate that imitation of multi-modal, real-time human behaviour may provide a straightforward and surprisingly effective means of imbuing agents with a rich behavioural prior from which agents might then be fine-tuned for specific purposes, thus laying a foundation for training capable agents for interactive robots or digital assistants. A video of MIA's behaviour may be found at https://youtu.be/ZFgRhviF7mY
dm_control: Software and Tasks for Continuous ControlYuval Tassa, Saran Tunyasuvunakool, Alistair Muldal et al.
The dm_control software package is a collection of Python libraries and task suites for reinforcement learning agents in an articulated-body simulation. A MuJoCo wrapper provides convenient bindings to functions and data structures. The PyMJCF and Composer libraries enable procedural model manipulation and task authoring. The Control Suite is a fixed set of tasks with standardised structure, intended to serve as performance benchmarks. The Locomotion framework provides high-level abstractions and examples of locomotion tasks. A set of configurable manipulation tasks with a robot arm and snap-together bricks is also included. dm_control is publicly available at https://www.github.com/deepmind/dm_control
DeepMind Control SuiteYuval Tassa, Yotam Doron, Alistair Muldal et al.
The DeepMind Control Suite is a set of continuous control tasks with a standardised structure and interpretable rewards, intended to serve as performance benchmarks for reinforcement learning agents. The tasks are written in Python and powered by the MuJoCo physics engine, making them easy to use and modify. We include benchmarks for several learning algorithms. The Control Suite is publicly available at https://www.github.com/deepmind/dm_control . A video summary of all tasks is available at http://youtu.be/rAai4QzcYbs .
StarCraft II: A New Challenge for Reinforcement LearningOriol Vinyals, Timo Ewalds, Sergey Bartunov et al.
This paper introduces SC2LE (StarCraft II Learning Environment), a reinforcement learning environment based on the StarCraft II game. This domain poses a new grand challenge for reinforcement learning, representing a more difficult class of problems than considered in most prior work. It is a multi-agent problem with multiple players interacting; there is imperfect information due to a partially observed map; it has a large action space involving the selection and control of hundreds of units; it has a large state space that must be observed solely from raw input feature planes; and it has delayed credit assignment requiring long-term strategies over thousands of steps. We describe the observation, action, and reward specification for the StarCraft II domain and provide an open source Python-based interface for communicating with the game engine. In addition to the main game maps, we provide a suite of mini-games focusing on different elements of StarCraft II gameplay. For the main game maps, we also provide an accompanying dataset of game replay data from human expert players. We give initial baseline results for neural networks trained from this data to predict game outcomes and player actions. Finally, we present initial baseline results for canonical deep reinforcement learning agents applied to the StarCraft II domain. On the mini-games, these agents learn to achieve a level of play that is comparable to a novice player. However, when trained on the main game, these agents are unable to make significant progress. Thus, SC2LE offers a new and challenging environment for exploring deep reinforcement learning algorithms and architectures.
32.4AIMay 20, 2024
Metacognitive Capabilities of LLMs: An Exploration in Mathematical Problem SolvingAniket Didolkar, Anirudh Goyal, Nan Rosemary Ke et al. · mila
Metacognitive knowledge refers to humans' intuitive knowledge of their own thinking and reasoning processes. Today's best LLMs clearly possess some reasoning processes. The paper gives evidence that they also have metacognitive knowledge, including ability to name skills and procedures to apply given a task. We explore this primarily in context of math reasoning, developing a prompt-guided interaction procedure to get a powerful LLM to assign sensible skill labels to math questions, followed by having it perform semantic clustering to obtain coarser families of skill labels. These coarse skill labels look interpretable to humans. To validate that these skill labels are meaningful and relevant to the LLM's reasoning processes we perform the following experiments. (a) We ask GPT-4 to assign skill labels to training questions in math datasets GSM8K and MATH. (b) When using an LLM to solve the test questions, we present it with the full list of skill labels and ask it to identify the skill needed. Then it is presented with randomly selected exemplar solved questions associated with that skill label. This improves accuracy on GSM8k and MATH for several strong LLMs, including code-assisted models. The methodology presented is domain-agnostic, even though this article applies it to math problems.
38.3AISep 29, 2025
Training Agents Inside of Scalable World ModelsDanijar Hafner, Wilson Yan, Timothy Lillicrap
World models learn general knowledge from videos and simulate experience for training behaviors in imagination, offering a path towards intelligent agents. However, previous world models have been unable to accurately predict object interactions in complex environments. We introduce Dreamer 4, a scalable agent that learns to solve control tasks by reinforcement learning inside of a fast and accurate world model. In the complex video game Minecraft, the world model accurately predicts object interactions and game mechanics, outperforming previous world models by a large margin. The world model achieves real-time interactive inference on a single GPU through a shortcut forcing objective and an efficient transformer architecture. Moreover, the world model learns general action conditioning from only a small amount of data, allowing it to extract the majority of its knowledge from diverse unlabeled videos. We propose the challenge of obtaining diamonds in Minecraft from only offline data, aligning with practical applications such as robotics where learning from environment interaction can be unsafe and slow. This task requires choosing sequences of over 20,000 mouse and keyboard actions from raw pixels. By learning behaviors in imagination, Dreamer 4 is the first agent to obtain diamonds in Minecraft purely from offline data, without environment interaction. Our work provides a scalable recipe for imagination training, marking a step towards intelligent agents.
13.4LGDec 9, 2024
Can foundation models actively gather information in interactive environments to test hypotheses?Danny P. Sawyer, Nan Rosemary Ke, Hubert Soyer et al. · deepmind
Foundation models excel at single-turn reasoning but struggle with multi-turn exploration in dynamic environments, a requirement for many real-world challenges. We evaluated these models on their ability to learn from experience, adapt, and gather information. First, in "Feature World," a simple setting for testing information gathering, models performed near-optimally. However, to test more complex, multi-trial learning, we implemented a text-based version of the "Alchemy" environment, a benchmark for meta-learning. Here, agents must deduce a latent causal structure by integrating information across many trials. In this setting, recent foundation models initially failed to improve their performance over time. Crucially, we found that prompting the models to summarize their observations at regular intervals enabled an emergent meta-learning process. This allowed them to improve across trials and even adaptively re-learn when the environment's rules changed unexpectedly. While most models handled the simple task, Alchemy revealed stark differences in robustness: Gemini 2.5 performed best, followed by Claude 3.7, while ChatGPT-4o and o4-mini struggled. This underscores Alchemy's value as a benchmark. Our findings demonstrate that the biggest challenge for foundation models is not selecting informative actions in the moment, but integrating knowledge through adaptive strategies over time. Encouragingly, there appears to be no intrinsic barrier to future models mastering these abilities.
5.9CYFeb 27, 2025
Societal Alignment Frameworks Can Improve LLM AlignmentKarolina Stańczak, Nicholas Meade, Mehar Bhatia et al. · eth-zurich
Recent progress in large language models (LLMs) has focused on producing responses that meet human expectations and align with shared values - a process coined alignment. However, aligning LLMs remains challenging due to the inherent disconnect between the complexity of human values and the narrow nature of the technological approaches designed to address them. Current alignment methods often lead to misspecified objectives, reflecting the broader issue of incomplete contracts, the impracticality of specifying a contract between a model developer, and the model that accounts for every scenario in LLM alignment. In this paper, we argue that improving LLM alignment requires incorporating insights from societal alignment frameworks, including social, economic, and contractual alignment, and discuss potential solutions drawn from these domains. Given the role of uncertainty within societal alignment frameworks, we then investigate how it manifests in LLM alignment. We end our discussion by offering an alternative view on LLM alignment, framing the underspecified nature of its objectives as an opportunity rather than perfect their specification. Beyond technical improvements in LLM alignment, we discuss the need for participatory alignment interface designs.
55.7CLDec 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.
6.9LGFeb 25, 2022
Equilibrium Aggregation: Encoding Sets via OptimizationSergey Bartunov, Fabian B. Fuchs, Timothy Lillicrap
Processing sets or other unordered, potentially variable-sized inputs in neural networks is usually handled by aggregating a number of input tensors into a single representation. While a number of aggregation methods already exist from simple sum pooling to multi-head attention, they are limited in their representational power both from theoretical and empirical perspectives. On the search of a principally more powerful aggregation strategy, we propose an optimization-based method called Equilibrium Aggregation. We show that many existing aggregation methods can be recovered as special cases of Equilibrium Aggregation and that it is provably more efficient in some important cases. Equilibrium Aggregation can be used as a drop-in replacement in many existing architectures and applications. We validate its efficiency on three different tasks: median estimation, class counting, and molecular property prediction. In all experiments, Equilibrium Aggregation achieves higher performance than the other aggregation techniques we test.
20.8LGFeb 17, 2022
Retrieval-Augmented Reinforcement LearningAnirudh Goyal, Abram L. Friesen, Andrea Banino et al.
Most deep reinforcement learning (RL) algorithms distill experience into parametric behavior policies or value functions via gradient updates. While effective, this approach has several disadvantages: (1) it is computationally expensive, (2) it can take many updates to integrate experiences into the parametric model, (3) experiences that are not fully integrated do not appropriately influence the agent's behavior, and (4) behavior is limited by the capacity of the model. In this paper we explore an alternative paradigm in which we train a network to map a dataset of past experiences to optimal behavior. Specifically, we augment an RL agent with a retrieval process (parameterized as a neural network) that has direct access to a dataset of experiences. This dataset can come from the agent's past experiences, expert demonstrations, or any other relevant source. The retrieval process is trained to retrieve information from the dataset that may be useful in the current context, to help the agent achieve its goal faster and more efficiently. he proposed method facilitates learning agents that at test-time can condition their behavior on the entire dataset and not only the current state, or current trajectory. We integrate our method into two different RL agents: an offline DQN agent and an online R2D2 agent. In offline multi-task problems, we show that the retrieval-augmented DQN agent avoids task interference and learns faster than the baseline DQN agent. On Atari, we show that retrieval-augmented R2D2 learns significantly faster than the baseline R2D2 agent and achieves higher scores. We run extensive ablations to measure the contributions of the components of our proposed method.
28.5LGFeb 16, 2022
A data-driven approach for learning to control computersPeter C Humphreys, David Raposo, Toby Pohlen et al.
It would be useful for machines to use computers as humans do so that they can aid us in everyday tasks. This is a setting in which there is also the potential to leverage large-scale expert demonstrations and human judgements of interactive behaviour, which are two ingredients that have driven much recent success in AI. Here we investigate the setting of computer control using keyboard and mouse, with goals specified via natural language. Instead of focusing on hand-designed curricula and specialized action spaces, we focus on developing a scalable method centered on reinforcement learning combined with behavioural priors informed by actual human-computer interactions. We achieve state-of-the-art and human-level mean performance across all tasks within the MiniWob++ benchmark, a challenging suite of computer control problems, and find strong evidence of cross-task transfer. These results demonstrate the usefulness of a unified human-agent interface when training machines to use computers. Altogether our results suggest a formula for achieving competency beyond MiniWob++ and towards controlling computers, in general, as a human would.
Towards Biologically Plausible Convolutional NetworksRoman Pogodin, Yash Mehta, Timothy P. Lillicrap et al.
Convolutional networks are ubiquitous in deep learning. They are particularly useful for images, as they reduce the number of parameters, reduce training time, and increase accuracy. However, as a model of the brain they are seriously problematic, since they require weight sharing - something real neurons simply cannot do. Consequently, while neurons in the brain can be locally connected (one of the features of convolutional networks), they cannot be convolutional. Locally connected but non-convolutional networks, however, significantly underperform convolutional ones. This is troublesome for studies that use convolutional networks to explain activity in the visual system. Here we study plausible alternatives to weight sharing that aim at the same regularization principle, which is to make each neuron within a pool react similarly to identical inputs. The most natural way to do that is by showing the network multiple translations of the same image, akin to saccades in animal vision. However, this approach requires many translations, and doesn't remove the performance gap. We propose instead to add lateral connectivity to a locally connected network, and allow learning via Hebbian plasticity. This requires the network to pause occasionally for a sleep-like phase of "weight sharing". This method enables locally connected networks to achieve nearly convolutional performance on ImageNet and improves their fit to the ventral stream data, thus supporting convolutional networks as a model of the visual stream.
21.1AIFeb 5, 2021
Symbolic Behaviour in Artificial IntelligenceAdam Santoro, Andrew Lampinen, Kory Mathewson et al.
The ability to use symbols is the pinnacle of human intelligence, but has yet to be fully replicated in machines. Here we argue that the path towards symbolically fluent artificial intelligence (AI) begins with a reinterpretation of what symbols are, how they come to exist, and how a system behaves when it uses them. We begin by offering an interpretation of symbols as entities whose meaning is established by convention. But crucially, something is a symbol only for those who demonstrably and actively participate in this convention. We then outline how this interpretation thematically unifies the behavioural traits humans exhibit when they use symbols. This motivates our proposal that the field place a greater emphasis on symbolic behaviour rather than particular computational mechanisms inspired by more restrictive interpretations of symbols. Finally, we suggest that AI research explore social and cultural engagement as a tool to develop the cognitive machinery necessary for symbolic behaviour to emerge. This approach will allow for AI to interpret something as symbolic on its own rather than simply manipulate things that are only symbols to human onlookers, and thus will ultimately lead to AI with more human-like symbolic fluency.
22.1LGDec 10, 2020
Imitating Interactive IntelligenceJosh Abramson, Arun Ahuja, Iain Barr et al.
A common vision from science fiction is that robots will one day inhabit our physical spaces, sense the world as we do, assist our physical labours, and communicate with us through natural language. Here we study how to design artificial agents that can interact naturally with humans using the simplification of a virtual environment. This setting nevertheless integrates a number of the central challenges of artificial intelligence (AI) research: complex visual perception and goal-directed physical control, grounded language comprehension and production, and multi-agent social interaction. To build agents that can robustly interact with humans, we would ideally train them while they interact with humans. However, this is presently impractical. Therefore, we approximate the role of the human with another learned agent, and use ideas from inverse reinforcement learning to reduce the disparities between human-human and agent-agent interactive behaviour. Rigorously evaluating our agents poses a great challenge, so we develop a variety of behavioural tests, including evaluation by humans who watch videos of agents or interact directly with them. These evaluations convincingly demonstrate that interactive training and auxiliary losses improve agent behaviour beyond what is achieved by supervised learning of actions alone. Further, we demonstrate that agent capabilities generalise beyond literal experiences in the dataset. Finally, we train evaluation models whose ratings of agents agree well with human judgement, thus permitting the evaluation of new agent models without additional effort. Taken together, our results in this virtual environment provide evidence that large-scale human behavioural imitation is a promising tool to create intelligent, interactive agents, and the challenge of reliably evaluating such agents is possible to surmount.
Training Generative Adversarial Networks by Solving Ordinary Differential EquationsChongli Qin, Yan Wu, Jost Tobias Springenberg et al.
The instability of Generative Adversarial Network (GAN) training has frequently been attributed to gradient descent. Consequently, recent methods have aimed to tailor the models and training procedures to stabilise the discrete updates. In contrast, we study the continuous-time dynamics induced by GAN training. Both theory and toy experiments suggest that these dynamics are in fact surprisingly stable. From this perspective, we hypothesise that instabilities in training GANs arise from the integration error in discretising the continuous dynamics. We experimentally verify that well-known ODE solvers (such as Runge-Kutta) can stabilise training - when combined with a regulariser that controls the integration error. Our approach represents a radical departure from previous methods which typically use adaptive optimisation and stabilisation techniques that constrain the functional space (e.g. Spectral Normalisation). Evaluation on CIFAR-10 and ImageNet shows that our method outperforms several strong baselines, demonstrating its efficacy.
Mastering Atari with Discrete World ModelsDanijar Hafner, Timothy Lillicrap, Mohammad Norouzi et al.
Intelligent agents need to generalize from past experience to achieve goals in complex environments. World models facilitate such generalization and allow learning behaviors from imagined outcomes to increase sample-efficiency. While learning world models from image inputs has recently become feasible for some tasks, modeling Atari games accurately enough to derive successful behaviors has remained an open challenge for many years. We introduce DreamerV2, a reinforcement learning agent that learns behaviors purely from predictions in the compact latent space of a powerful world model. The world model uses discrete representations and is trained separately from the policy. DreamerV2 constitutes the first agent that achieves human-level performance on the Atari benchmark of 55 tasks by learning behaviors inside a separately trained world model. With the same computational budget and wall-clock time, Dreamer V2 reaches 200M frames and surpasses the final performance of the top single-GPU agents IQN and Rainbow. DreamerV2 is also applicable to tasks with continuous actions, where it learns an accurate world model of a complex humanoid robot and solves stand-up and walking from only pixel inputs.
7.2LGOct 3, 2020
Beyond Tabula-Rasa: a Modular Reinforcement Learning Approach for Physically Embedded 3D SokobanPeter Karkus, Mehdi Mirza, Arthur Guez et al.
Intelligent robots need to achieve abstract objectives using concrete, spatiotemporally complex sensory information and motor control. Tabula rasa deep reinforcement learning (RL) has tackled demanding tasks in terms of either visual, abstract, or physical reasoning, but solving these jointly remains a formidable challenge. One recent, unsolved benchmark task that integrates these challenges is Mujoban, where a robot needs to arrange 3D warehouses generated from 2D Sokoban puzzles. We explore whether integrated tasks like Mujoban can be solved by composing RL modules together in a sense-plan-act hierarchy, where modules have well-defined roles similarly to classic robot architectures. Unlike classic architectures that are typically model-based, we use only model-free modules trained with RL or supervised learning. We find that our modular RL approach dramatically outperforms the state-of-the-art monolithic RL agent on Mujoban. Further, learned modules can be reused when, e.g., using a different robot platform to solve the same task. Together our results give strong evidence for the importance of research into modular RL designs. Project website: https://sites.google.com/view/modular-rl/
15.8AISep 11, 2020
Physically Embedded Planning Problems: New Challenges for Reinforcement LearningMehdi Mirza, Andrew Jaegle, Jonathan J. Hunt et al.
Recent work in deep reinforcement learning (RL) has produced algorithms capable of mastering challenging games such as Go, chess, or shogi. In these works the RL agent directly observes the natural state of the game and controls that state directly with its actions. However, when humans play such games, they do not just reason about the moves but also interact with their physical environment. They understand the state of the game by looking at the physical board in front of them and modify it by manipulating pieces using touch and fine-grained motor control. Mastering complicated physical systems with abstract goals is a central challenge for artificial intelligence, but it remains out of reach for existing RL algorithms. To encourage progress towards this goal we introduce a set of physically embedded planning problems and make them publicly available. We embed challenging symbolic tasks (Sokoban, tic-tac-toe, and Go) in a physics engine to produce a set of tasks that require perception, reasoning, and motor control over long time horizons. Although existing RL algorithms can tackle the symbolic versions of these tasks, we find that they struggle to master even the simplest of their physically embedded counterparts. As a first step towards characterizing the space of solution to these tasks, we introduce a strong baseline that uses a pre-trained expert game player to provide hints in the abstract space to an RL agent's policy while training it on the full sensorimotor control task. The resulting agent solves many of the tasks, underlining the need for methods that bridge the gap between abstract planning and embodied control. See illustrating video at https://youtu.be/RwHiHlym_1k.
Dream to Control: Learning Behaviors by Latent ImaginationDanijar Hafner, Timothy Lillicrap, Jimmy Ba et al.
Learned world models summarize an agent's experience to facilitate learning complex behaviors. While learning world models from high-dimensional sensory inputs is becoming feasible through deep learning, there are many potential ways for deriving behaviors from them. We present Dreamer, a reinforcement learning agent that solves long-horizon tasks from images purely by latent imagination. We efficiently learn behaviors by propagating analytic gradients of learned state values back through trajectories imagined in the compact state space of a learned world model. On 20 challenging visual control tasks, Dreamer exceeds existing approaches in data-efficiency, computation time, and final performance.
23.3LGDec 2, 2019
LOGAN: Latent Optimisation for Generative Adversarial NetworksYan Wu, Jeff Donahue, David Balduzzi et al.
Training generative adversarial networks requires balancing of delicate adversarial dynamics. Even with careful tuning, training may diverge or end up in a bad equilibrium with dropped modes. In this work, we improve CS-GAN with natural gradient-based latent optimisation and show that it improves adversarial dynamics by enhancing interactions between the discriminator and the generator. Our experiments demonstrate that latent optimisation can significantly improve GAN training, obtaining state-of-the-art performance for the ImageNet ($128 \times 128$) dataset. Our model achieves an Inception Score (IS) of $148$ and an Fréchet Inception Distance (FID) of $3.4$, an improvement of $17\%$ and $32\%$ in IS and FID respectively, compared with the baseline BigGAN-deep model with the same architecture and number of parameters.
44.1LGNov 13, 2019
Compressive Transformers for Long-Range Sequence ModellingJack W. Rae, Anna Potapenko, Siddhant M. Jayakumar et al.
We present the Compressive Transformer, an attentive sequence model which compresses past memories for long-range sequence learning. We find the Compressive Transformer obtains state-of-the-art language modelling results in the WikiText-103 and Enwik8 benchmarks, achieving 17.1 ppl and 0.97 bpc respectively. We also find it can model high-frequency speech effectively and can be used as a memory mechanism for RL, demonstrated on an object matching task. To promote the domain of long-range sequence learning, we propose a new open-vocabulary language modelling benchmark derived from books, PG-19.
18.1MLOct 7, 2019
Meta-Learning Deep Energy-Based Memory ModelsSergey Bartunov, Jack W Rae, Simon Osindero et al.
We study the problem of learning associative memory -- a system which is able to retrieve a remembered pattern based on its distorted or incomplete version. Attractor networks provide a sound model of associative memory: patterns are stored as attractors of the network dynamics and associative retrieval is performed by running the dynamics starting from a query pattern until it converges to an attractor. In such models the dynamics are often implemented as an optimization procedure that minimizes an energy function, such as in the classical Hopfield network. In general it is difficult to derive a writing rule for a given dynamics and energy that is both compressive and fast. Thus, most research in energy-based memory has been limited either to tractable energy models not expressive enough to handle complex high-dimensional objects such as natural images, or to models that do not offer fast writing. We present a novel meta-learning approach to energy-based memory models (EBMM) that allows one to use an arbitrary neural architecture as an energy model and quickly store patterns in its weights. We demonstrate experimentally that our EBMM approach can build compressed memories for synthetic and natural data, and is capable of associative retrieval that outperforms existing memory systems in terms of the reconstruction error and compression rate.
16.3LGSep 27, 2019
Automated curricula through setter-solver interactionsSebastien Racaniere, Andrew K. Lampinen, Adam Santoro et al.
Reinforcement learning algorithms use correlations between policies and rewards to improve agent performance. But in dynamic or sparsely rewarding environments these correlations are often too small, or rewarding events are too infrequent to make learning feasible. Human education instead relies on curricula--the breakdown of tasks into simpler, static challenges with dense rewards--to build up to complex behaviors. While curricula are also useful for artificial agents, hand-crafting them is time consuming. This has lead researchers to explore automatic curriculum generation. Here we explore automatic curriculum generation in rich, dynamic environments. Using a setter-solver paradigm we show the importance of considering goal validity, goal feasibility, and goal coverage to construct useful curricula. We demonstrate the success of our approach in rich but sparsely rewarding 2D and 3D environments, where an agent is tasked to achieve a single goal selected from a set of possible goals that varies between episodes, and identify challenges for future work. Finally, we demonstrate the value of a novel technique that guides agents towards a desired goal distribution. Altogether, these results represent a substantial step towards applying automatic task curricula to learn complex, otherwise unlearnable goals, and to our knowledge are the first to demonstrate automated curriculum generation for goal-conditioned agents in environments where the possible goals vary between episodes.
14.3LGJul 15, 2019
What does it mean to understand a neural network?Timothy P. Lillicrap, Konrad P. Kording
We can define a neural network that can learn to recognize objects in less than 100 lines of code. However, after training, it is characterized by millions of weights that contain the knowledge about many object types across visual scenes. Such networks are thus dramatically easier to understand in terms of the code that makes them than the resulting properties, such as tuning or connections. In analogy, we conjecture that rules for development and learning in brains may be far easier to understand than their resulting properties. The analogy suggests that neuroscience would benefit from a focus on learning and development.
10.3LGJun 10, 2019
Meta-Learning Neural Bloom FiltersJack W Rae, Sergey Bartunov, Timothy P Lillicrap
There has been a recent trend in training neural networks to replace data structures that have been crafted by hand, with an aim for faster execution, better accuracy, or greater compression. In this setting, a neural data structure is instantiated by training a network over many epochs of its inputs until convergence. In applications where inputs arrive at high throughput, or are ephemeral, training a network from scratch is not practical. This motivates the need for few-shot neural data structures. In this paper we explore the learning of approximate set membership over a set of data in one-shot via meta-learning. We propose a novel memory architecture, the Neural Bloom Filter, which is able to achieve significant compression gains over classical Bloom Filters and existing memory-augmented neural networks.
24.6LGMay 16, 2019
Deep Compressed SensingYan Wu, Mihaela Rosca, Timothy Lillicrap
Compressed sensing (CS) provides an elegant framework for recovering sparse signals from compressed measurements. For example, CS can exploit the structure of natural images and recover an image from only a few random measurements. CS is flexible and data efficient, but its application has been restricted by the strong assumption of sparsity and costly reconstruction process. A recent approach that combines CS with neural network generators has removed the constraint of sparsity, but reconstruction remains slow. Here we propose a novel framework that significantly improves both the performance and speed of signal recovery by jointly training a generator and the optimisation process for reconstruction via meta-learning. We explore training the measurements with different objectives, and derive a family of models based on minimising measurement errors. We show that Generative Adversarial Nets (GANs) can be viewed as a special case in this family of models. Borrowing insights from the CS perspective, we develop a novel way of improving GANs using gradient information from the discriminator.
2.3NCApr 18, 2019
Is coding a relevant metaphor for building AI? A commentary on "Is coding a relevant metaphor for the brain?", by Romain BretteAdam Santoro, Felix Hill, David Barrett et al.
Brette contends that the neural coding metaphor is an invalid basis for theories of what the brain does. Here, we argue that it is an insufficient guide for building an artificial intelligence that learns to accomplish short- and long-term goals in a complex, changing environment.
Deep Learning without Weight TransportMohamed Akrout, Collin Wilson, Peter C. Humphreys et al.
Current algorithms for deep learning probably cannot run in the brain because they rely on weight transport, where forward-path neurons transmit their synaptic weights to a feedback path, in a way that is likely impossible biologically. An algorithm called feedback alignment achieves deep learning without weight transport by using random feedback weights, but it performs poorly on hard visual-recognition tasks. Here we describe two mechanisms - a neural circuit called a weight mirror and a modification of an algorithm proposed by Kolen and Pollack in 1994 - both of which let the feedback path learn appropriate synaptic weights quickly and accurately even in large networks, without weight transport or complex wiring.Tested on the ImageNet visual-recognition task, these mechanisms outperform both feedback alignment and the newer sign-symmetry method, and nearly match backprop, the standard algorithm of deep learning, which uses weight transport.
Learning to Make Analogies by Contrasting Abstract Relational StructureFelix Hill, Adam Santoro, David G. T. Barrett et al.
Analogical reasoning has been a principal focus of various waves of AI research. Analogy is particularly challenging for machines because it requires relational structures to be represented such that they can be flexibly applied across diverse domains of experience. Here, we study how analogical reasoning can be induced in neural networks that learn to perceive and reason about raw visual data. We find that the critical factor for inducing such a capacity is not an elaborate architecture, but rather, careful attention to the choice of data and the manner in which it is presented to the model. The most robust capacity for analogical reasoning is induced when networks learn analogies by contrasting abstract relational structures in their input domains, a training method that uses only the input data to force models to learn about important abstract features. Using this technique we demonstrate capacities for complex, visual and symbolic analogy making and generalisation in even the simplest neural network architectures.
An investigation of model-free planningArthur Guez, Mehdi Mirza, Karol Gregor et al.
The field of reinforcement learning (RL) is facing increasingly challenging domains with combinatorial complexity. For an RL agent to address these challenges, it is essential that it can plan effectively. Prior work has typically utilized an explicit model of the environment, combined with a specific planning algorithm (such as tree search). More recently, a new family of methods have been proposed that learn how to plan, by providing the structure for planning via an inductive bias in the function approximator (such as a tree structured neural network), trained end-to-end by a model-free RL algorithm. In this paper, we go even further, and demonstrate empirically that an entirely model-free approach, without special structure beyond standard neural network components such as convolutional networks and LSTMs, can learn to exhibit many of the characteristics typically associated with a model-based planner. We measure our agent's effectiveness at planning in terms of its ability to generalize across a combinatorial and irreversible state space, its data efficiency, and its ability to utilize additional thinking time. We find that our agent has many of the characteristics that one might expect to find in a planning algorithm. Furthermore, it exceeds the state-of-the-art in challenging combinatorial domains such as Sokoban and outperforms other model-free approaches that utilize strong inductive biases toward planning.
12.2LGDec 5, 2018
Composing Entropic Policies using Divergence CorrectionJonathan J Hunt, Andre Barreto, Timothy P Lillicrap et al.
Composing previously mastered skills to solve novel tasks promises dramatic improvements in the data efficiency of reinforcement learning. Here, we analyze two recent works composing behaviors represented in the form of action-value functions and show that they perform poorly in some situations. As part of this analysis, we extend an important generalization of policy improvement to the maximum entropy framework and introduce an algorithm for the practical implementation of successor features in continuous action spaces. Then we propose a novel approach which addresses the failure cases of prior work and, in principle, recovers the optimal policy during transfer. This method works by explicitly learning the (discounted, future) divergence between base policies. We study this approach in the tabular case and on non-trivial continuous control problems with compositional structure and show that it outperforms or matches existing methods across all tasks considered.
46.6LGNov 28, 2018
Experience Replay for Continual LearningDavid Rolnick, Arun Ahuja, Jonathan Schwarz et al.
Continual learning is the problem of learning new tasks or knowledge while protecting old knowledge and ideally generalizing from old experience to learn new tasks faster. Neural networks trained by stochastic gradient descent often degrade on old tasks when trained successively on new tasks with different data distributions. This phenomenon, referred to as catastrophic forgetting, is considered a major hurdle to learning with non-stationary data or sequences of new tasks, and prevents networks from continually accumulating knowledge and skills. We examine this issue in the context of reinforcement learning, in a setting where an agent is exposed to tasks in a sequence. Unlike most other work, we do not provide an explicit indication to the model of task boundaries, which is the most general circumstance for a learning agent exposed to continuous experience. While various methods to counteract catastrophic forgetting have recently been proposed, we explore a straightforward, general, and seemingly overlooked solution - that of using experience replay buffers for all past events - with a mixture of on- and off-policy learning, leveraging behavioral cloning. We show that this strategy can still learn new tasks quickly yet can substantially reduce catastrophic forgetting in both Atari and DMLab domains, even matching the performance of methods that require task identities. When buffer storage is constrained, we confirm that a simple mechanism for randomly discarding data allows a limited size buffer to perform almost as well as an unbounded one.
Learning Attractor Dynamics for Generative MemoryYan Wu, Greg Wayne, Karol Gregor et al.
A central challenge faced by memory systems is the robust retrieval of a stored pattern in the presence of interference due to other stored patterns and noise. A theoretically well-founded solution to robust retrieval is given by attractor dynamics, which iteratively clean up patterns during recall. However, incorporating attractor dynamics into modern deep learning systems poses difficulties: attractor basins are characterised by vanishing gradients, which are known to make training neural networks difficult. In this work, we avoid the vanishing gradient problem by training a generative distributed memory without simulating the attractor dynamics. Based on the idea of memory writing as inference, as proposed in the Kanerva Machine, we show that a likelihood-based Lyapunov function emerges from maximising the variational lower-bound of a generative memory. Experiments shows it converges to correct patterns upon iterative retrieval and achieves competitive performance as both a memory model and a generative model.
Learning Latent Dynamics for Planning from PixelsDanijar Hafner, Timothy Lillicrap, Ian Fischer et al.
Planning has been very successful for control tasks with known environment dynamics. To leverage planning in unknown environments, the agent needs to learn the dynamics from interactions with the world. However, learning dynamics models that are accurate enough for planning has been a long-standing challenge, especially in image-based domains. We propose the Deep Planning Network (PlaNet), a purely model-based agent that learns the environment dynamics from images and chooses actions through fast online planning in latent space. To achieve high performance, the dynamics model must accurately predict the rewards ahead for multiple time steps. We approach this using a latent dynamics model with both deterministic and stochastic transition components. Moreover, we propose a multi-step variational inference objective that we name latent overshooting. Using only pixel observations, our agent solves continuous control tasks with contact dynamics, partial observability, and sparse rewards, which exceed the difficulty of tasks that were previously solved by planning with learned models. PlaNet uses substantially fewer episodes and reaches final performance close to and sometimes higher than strong model-free algorithms.
30.0AIOct 15, 2018
Optimizing Agent Behavior over Long Time Scales by Transporting ValueChia-Chun Hung, Timothy Lillicrap, Josh Abramson et al.
Humans spend a remarkable fraction of waking life engaged in acts of "mental time travel". We dwell on our actions in the past and experience satisfaction or regret. More than merely autobiographical storytelling, we use these event recollections to change how we will act in similar scenarios in the future. This process endows us with a computationally important ability to link actions and consequences across long spans of time, which figures prominently in addressing the problem of long-term temporal credit assignment; in artificial intelligence (AI) this is the question of how to evaluate the utility of the actions within a long-duration behavioral sequence leading to success or failure in a task. Existing approaches to shorter-term credit assignment in AI cannot solve tasks with long delays between actions and consequences. Here, we introduce a new paradigm for reinforcement learning where agents use recall of specific memories to credit actions from the past, allowing them to solve problems that are intractable for existing algorithms. This paradigm broadens the scope of problems that can be investigated in AI and offers a mechanistic account of behaviors that may inspire computational models in neuroscience, psychology, and behavioral economics.
Episodic Curiosity through ReachabilityNikolay Savinov, Anton Raichuk, Raphaël Marinier et al.
Rewards are sparse in the real world and most of today's reinforcement learning algorithms struggle with such sparsity. One solution to this problem is to allow the agent to create rewards for itself - thus making rewards dense and more suitable for learning. In particular, inspired by curious behaviour in animals, observing something novel could be rewarded with a bonus. Such bonus is summed up with the real task reward - making it possible for RL algorithms to learn from the combined reward. We propose a new curiosity method which uses episodic memory to form the novelty bonus. To determine the bonus, the current observation is compared with the observations in memory. Crucially, the comparison is done based on how many environment steps it takes to reach the current observation from those in memory - which incorporates rich information about environment dynamics. This allows us to overcome the known "couch-potato" issues of prior work - when the agent finds a way to instantly gratify itself by exploiting actions which lead to hardly predictable consequences. We test our approach in visually rich 3D environments in ViZDoom, DMLab and MuJoCo. In navigational tasks from ViZDoom and DMLab, our agent outperforms the state-of-the-art curiosity method ICM. In MuJoCo, an ant equipped with our curiosity module learns locomotion out of the first-person-view curiosity only.
Noise Contrastive Priors for Functional UncertaintyDanijar Hafner, Dustin Tran, Timothy Lillicrap et al.
Obtaining reliable uncertainty estimates of neural network predictions is a long standing challenge. Bayesian neural networks have been proposed as a solution, but it remains open how to specify their prior. In particular, the common practice of an independent normal prior in weight space imposes relatively weak constraints on the function posterior, allowing it to generalize in unforeseen ways on inputs outside of the training distribution. We propose noise contrastive priors (NCPs) to obtain reliable uncertainty estimates. The key idea is to train the model to output high uncertainty for data points outside of the training distribution. NCPs do so using an input prior, which adds noise to the inputs of the current mini batch, and an output prior, which is a wide distribution given these inputs. NCPs are compatible with any model that can output uncertainty estimates, are easy to scale, and yield reliable uncertainty estimates throughout training. Empirically, we show that NCPs prevent overfitting outside of the training distribution and result in uncertainty estimates that are useful for active learning. We demonstrate the scalability of our method on the flight delays data set, where we significantly improve upon previously published results.
26.4LGJul 12, 2018
Assessing the Scalability of Biologically-Motivated Deep Learning Algorithms and ArchitecturesSergey Bartunov, Adam Santoro, Blake A. Richards et al.
The backpropagation of error algorithm (BP) is impossible to implement in a real brain. The recent success of deep networks in machine learning and AI, however, has inspired proposals for understanding how the brain might learn across multiple layers, and hence how it might approximate BP. As of yet, none of these proposals have been rigorously evaluated on tasks where BP-guided deep learning has proved critical, or in architectures more structured than simple fully-connected networks. Here we present results on scaling up biologically motivated models of deep learning on datasets which need deep networks with appropriate architectures to achieve good performance. We present results on the MNIST, CIFAR-10, and ImageNet datasets and explore variants of target-propagation (TP) and feedback alignment (FA) algorithms, and explore performance in both fully- and locally-connected architectures. We also introduce weight-transport-free variants of difference target propagation (DTP) modified to remove backpropagation from the penultimate layer. Many of these algorithms perform well for MNIST, but for CIFAR and ImageNet we find that TP and FA variants perform significantly worse than BP, especially for networks composed of locally connected units, opening questions about whether new architectures and algorithms are required to scale these approaches. Our results and implementation details help establish baselines for biologically motivated deep learning schemes going forward.