John Schulman

LG
h-index74
47papers
141,660citations
Novelty51%
AI Score54

47 Papers

CLOct 25, 2024
GPT-4o System Card

Aaron Hurst, Adam Lerer, Adam P. Goucher et al. · openai

GPT-4o is an autoregressive omni model that accepts as input any combination of text, audio, image, and video, and generates any combination of text, audio, and image outputs. It's trained end-to-end across text, vision, and audio, meaning all inputs and outputs are processed by the same neural network. GPT-4o can respond to audio inputs in as little as 232 milliseconds, with an average of 320 milliseconds, which is similar to human response time in conversation. It matches GPT-4 Turbo performance on text in English and code, with significant improvement on text in non-English languages, while also being much faster and 50\% cheaper in the API. GPT-4o is especially better at vision and audio understanding compared to existing models. In line with our commitment to building AI safely and consistent with our voluntary commitments to the White House, we are sharing the GPT-4o System Card, which includes our Preparedness Framework evaluations. In this System Card, we provide a detailed look at GPT-4o's capabilities, limitations, and safety evaluations across multiple categories, focusing on speech-to-speech while also evaluating text and image capabilities, and measures we've implemented to ensure the model is safe and aligned. We also include third-party assessments on dangerous capabilities, as well as discussion of potential societal impacts of GPT-4o's text and vision capabilities.

CLMar 15, 2023
GPT-4 Technical Report

Josh Achiam, Steven Adler, Sandhini Agarwal et al. · berkeley, deepmind

We report the development of GPT-4, a large-scale, multimodal model which can accept image and text inputs and produce text outputs. While less capable than humans in many real-world scenarios, GPT-4 exhibits human-level performance on various professional and academic benchmarks, including passing a simulated bar exam with a score around the top 10% of test takers. GPT-4 is a Transformer-based model pre-trained to predict the next token in a document. The post-training alignment process results in improved performance on measures of factuality and adherence to desired behavior. A core component of this project was developing infrastructure and optimization methods that behave predictably across a wide range of scales. This allowed us to accurately predict some aspects of GPT-4's performance based on models trained with no more than 1/1,000th the compute of GPT-4.

LGOct 20, 2018
High-Dimensional Continuous Control Using Generalized Advantage Estimation

John Schulman, Philipp Moritz, Sergey Levine et al.

Policy gradient methods are an appealing approach in reinforcement learning because they directly optimize the cumulative reward and can straightforwardly be used with nonlinear function approximators such as neural networks. The two main challenges are the large number of samples typically required, and the difficulty of obtaining stable and steady improvement despite the nonstationarity of the incoming data. We address the first challenge by using value functions to substantially reduce the variance of policy gradient estimates at the cost of some bias, with an exponentially-weighted estimator of the advantage function that is analogous to TD(lambda). We address the second challenge by using trust region optimization procedure for both the policy and the value function, which are represented by neural networks. Our approach yields strong empirical results on highly challenging 3D locomotion tasks, learning running gaits for bipedal and quadrupedal simulated robots, and learning a policy for getting the biped to stand up from starting out lying on the ground. In contrast to a body of prior work that uses hand-crafted policy representations, our neural network policies map directly from raw kinematics to joint torques. Our algorithm is fully model-free, and the amount of simulated experience required for the learning tasks on 3D bipeds corresponds to 1-2 weeks of real time.

CLMar 4, 2022
Training language models to follow instructions with human feedback

Long Ouyang, Jeff Wu, Xu Jiang et al.

Making language models bigger does not inherently make them better at following a user's intent. For example, large language models can generate outputs that are untruthful, toxic, or simply not helpful to the user. In other words, these models are not aligned with their users. In this paper, we show an avenue for aligning language models with user intent on a wide range of tasks by fine-tuning with human feedback. Starting with a set of labeler-written prompts and prompts submitted through the OpenAI API, we collect a dataset of labeler demonstrations of the desired model behavior, which we use to fine-tune GPT-3 using supervised learning. We then collect a dataset of rankings of model outputs, which we use to further fine-tune this supervised model using reinforcement learning from human feedback. We call the resulting models InstructGPT. In human evaluations on our prompt distribution, outputs from the 1.3B parameter InstructGPT model are preferred to outputs from the 175B GPT-3, despite having 100x fewer parameters. Moreover, InstructGPT models show improvements in truthfulness and reductions in toxic output generation while having minimal performance regressions on public NLP datasets. Even though InstructGPT still makes simple mistakes, our results show that fine-tuning with human feedback is a promising direction for aligning language models with human intent.

LGOct 19, 2022
Scaling Laws for Reward Model Overoptimization

Leo Gao, John Schulman, Jacob Hilton

In reinforcement learning from human feedback, it is common to optimize against a reward model trained to predict human preferences. Because the reward model is an imperfect proxy, optimizing its value too much can hinder ground truth performance, in accordance with Goodhart's law. This effect has been frequently observed, but not carefully measured due to the expense of collecting human preference data. In this work, we use a synthetic setup in which a fixed "gold-standard" reward model plays the role of humans, providing labels used to train a proxy reward model. We study how the gold reward model score changes as we optimize against the proxy reward model using either reinforcement learning or best-of-$n$ sampling. We find that this relationship follows a different functional form depending on the method of optimization, and that in both cases its coefficients scale smoothly with the number of reward model parameters. We also study the effect on this relationship of the size of the reward model dataset, the number of reward model and policy parameters, and the coefficient of the KL penalty added to the reward in the reinforcement learning setup. We explore the implications of these empirical results for theoretical considerations in AI alignment.

CLJul 28, 2022
Efficient Training of Language Models to Fill in the Middle

Mohammad Bavarian, Heewoo Jun, Nikolas Tezak et al.

We show that autoregressive language models can learn to infill text after we apply a straightforward transformation to the dataset, which simply moves a span of text from the middle of a document to its end. While this data augmentation has garnered much interest in recent years, we provide extensive evidence that training models with a large fraction of data transformed in this way does not harm the original left-to-right generative capability, as measured by perplexity and sampling evaluations across a wide range of scales. Given the usefulness, simplicity, and efficiency of training models to fill-in-the-middle (FIM), we suggest that future autoregressive language models be trained with FIM by default. To this end, we run a series of ablations on key hyperparameters, such as the data transformation frequency, the structure of the transformation, and the method of selecting the infill span. We use these ablations to prescribe strong default settings and best practices to train FIM models. We have released our best infilling model trained with best practices in our API, and release our infilling benchmarks to aid future research.

LGJan 31, 2023
Scaling laws for single-agent reinforcement learning

Jacob Hilton, Jie Tang, John Schulman

Recent work has shown that, in generative modeling, cross-entropy loss improves smoothly with model size and training compute, following a power law plus constant scaling law. One challenge in extending these results to reinforcement learning is that the main performance objective of interest, mean episode return, need not vary smoothly. To overcome this, we introduce *intrinsic performance*, a monotonic function of the return defined as the minimum compute required to achieve the given return across a family of models of different sizes. We find that, across a range of environments, intrinsic performance scales as a power law in model size and environment interactions. Consequently, as in generative modeling, the optimal model size scales as a power law in the training compute budget. Furthermore, we study how this relationship varies with the environment and with other properties of the training setup. In particular, using a toy MNIST-based environment, we show that varying the "horizon length" of the task mostly changes the coefficient but not the exponent of this relationship.

CLNov 7, 2024Code
Measuring short-form factuality in large language models

Jason Wei, Nguyen Karina, Hyung Won Chung et al.

We present SimpleQA, a benchmark that evaluates the ability of language models to answer short, fact-seeking questions. We prioritized two properties in designing this eval. First, SimpleQA is challenging, as it is adversarially collected against GPT-4 responses. Second, responses are easy to grade, because questions are created such that there exists only a single, indisputable answer. Each answer in SimpleQA is graded as either correct, incorrect, or not attempted. A model with ideal behavior would get as many questions correct as possible while not attempting the questions for which it is not confident it knows the correct answer. SimpleQA is a simple, targeted evaluation for whether models "know what they know," and our hope is that this benchmark will remain relevant for the next few generations of frontier models. SimpleQA can be found at https://github.com/openai/simple-evals.

CLMay 8, 2025
Reasoning Models Don't Always Say What They Think

Yanda Chen, Joe Benton, Ansh Radhakrishnan et al. · deepmind

Chain-of-thought (CoT) offers a potential boon for AI safety as it allows monitoring a model's CoT to try to understand its intentions and reasoning processes. However, the effectiveness of such monitoring hinges on CoTs faithfully representing models' actual reasoning processes. We evaluate CoT faithfulness of state-of-the-art reasoning models across 6 reasoning hints presented in the prompts and find: (1) for most settings and models tested, CoTs reveal their usage of hints in at least 1% of examples where they use the hint, but the reveal rate is often below 20%, (2) outcome-based reinforcement learning initially improves faithfulness but plateaus without saturating, and (3) when reinforcement learning increases how frequently hints are used (reward hacking), the propensity to verbalize them does not increase, even without training against a CoT monitor. These results suggest that CoT monitoring is a promising way of noticing undesired behaviors during training and evaluations, but that it is not sufficient to rule them out. They also suggest that in settings like ours where CoT reasoning is not necessary, test-time monitoring of CoTs is unlikely to reliably catch rare and catastrophic unexpected behaviors.

CROct 17, 2025Code
Detecting Adversarial Fine-tuning with Auditing Agents

Sarah Egler, John Schulman, Nicholas Carlini

Large Language Model (LLM) providers expose fine-tuning APIs that let end users fine-tune their frontier LLMs. Unfortunately, it has been shown that an adversary with fine-tuning access to an LLM can bypass safeguards. Particularly concerning, such attacks may avoid detection with datasets that are only implicitly harmful. Our work studies robust detection mechanisms for adversarial use of fine-tuning APIs. We introduce the concept of a fine-tuning auditing agent and show it can detect harmful fine-tuning prior to model deployment. We provide our auditing agent with access to the fine-tuning dataset, as well as the fine-tuned and pre-fine-tuned models, and request the agent assigns a risk score for the fine-tuning job. We evaluate our detection approach on a diverse set of eight strong fine-tuning attacks from the literature, along with five benign fine-tuned models, totaling over 1400 independent audits. These attacks are undetectable with basic content moderation on the dataset, highlighting the challenge of the task. With the best set of affordances, our auditing agent achieves a 56.2% detection rate of adversarial fine-tuning at a 1% false positive rate. Most promising, the auditor is able to detect covert cipher attacks that evade safety evaluations and content moderation of the dataset. While benign fine-tuning with unintentional subtle safety degradation remains a challenge, we establish a baseline configuration for further work in this area. We release our auditing agent at https://github.com/safety-research/finetuning-auditor.

LGApr 7, 2019Code
Policy Gradient Search: Online Planning and Expert Iteration without Search Trees

Thomas Anthony, Robert Nishihara, Philipp Moritz et al.

Monte Carlo Tree Search (MCTS) algorithms perform simulation-based search to improve policies online. During search, the simulation policy is adapted to explore the most promising lines of play. MCTS has been used by state-of-the-art programs for many problems, however a disadvantage to MCTS is that it estimates the values of states with Monte Carlo averages, stored in a search tree; this does not scale to games with very high branching factors. We propose an alternative simulation-based search method, Policy Gradient Search (PGS), which adapts a neural network simulation policy online via policy gradient updates, avoiding the need for a search tree. In Hex, PGS achieves comparable performance to MCTS, and an agent trained using Expert Iteration with PGS was able defeat MoHex 2.0, the strongest open-source Hex agent, in 9x9 Hex.

LGApr 22, 2016Code
Benchmarking Deep Reinforcement Learning for Continuous Control

Yan Duan, Xi Chen, Rein Houthooft et al.

Recently, researchers have made significant progress combining the advances in deep learning for learning feature representations with reinforcement learning. Some notable examples include training agents to play Atari games based on raw pixel data and to acquire advanced manipulation skills using raw sensory inputs. However, it has been difficult to quantify progress in the domain of continuous control due to the lack of a commonly adopted benchmark. In this work, we present a benchmark suite of continuous control tasks, including classic tasks like cart-pole swing-up, tasks with very high state and action dimensionality such as 3D humanoid locomotion, tasks with partial observations, and tasks with hierarchical structure. We report novel findings based on the systematic evaluation of a range of implemented reinforcement learning algorithms. Both the benchmark and reference implementations are released at https://github.com/rllab/rllab in order to facilitate experimental reproducibility and to encourage adoption by other researchers.

AINov 2, 2024
Rule Based Rewards for Language Model Safety

Tong Mu, Alec Helyar, Johannes Heidecke et al.

Reinforcement learning based fine-tuning of large language models (LLMs) on human preferences has been shown to enhance both their capabilities and safety behavior. However, in cases related to safety, without precise instructions to human annotators, the data collected may cause the model to become overly cautious, or to respond in an undesirable style, such as being judgmental. Additionally, as model capabilities and usage patterns evolve, there may be a costly need to add or relabel data to modify safety behavior. We propose a novel preference modeling approach that utilizes AI feedback and only requires a small amount of human data. Our method, Rule Based Rewards (RBR), uses a collection of rules for desired or undesired behaviors (e.g. refusals should not be judgmental) along with a LLM grader. In contrast to prior methods using AI feedback, our method uses fine-grained, composable, LLM-graded few-shot prompts as reward directly in RL training, resulting in greater control, accuracy and ease of updating. We show that RBRs are an effective training method, achieving an F1 score of 97.1, compared to a human-feedback baseline of 91.7, resulting in much higher safety-behavior accuracy through better balancing usefulness and safety.

CLOct 9, 2025
Stress-Testing Model Specs Reveals Character Differences among Language Models

Jifan Zhang, Henry Sleight, Andi Peng et al.

Large language models (LLMs) are increasingly trained from AI constitutions and model specifications that establish behavioral guidelines and ethical principles. However, these specifications face critical challenges, including internal conflicts between principles and insufficient coverage of nuanced scenarios. We present a systematic methodology for stress-testing model character specifications, automatically identifying numerous cases of principle contradictions and interpretive ambiguities in current model specs. We stress test current model specs by generating scenarios that force explicit tradeoffs between competing value-based principles. Using a comprehensive taxonomy we generate diverse value tradeoff scenarios where models must choose between pairs of legitimate principles that cannot be simultaneously satisfied. We evaluate responses from twelve frontier LLMs across major providers (Anthropic, OpenAI, Google, xAI) and measure behavioral disagreement through value classification scores. Among these scenarios, we identify over 70,000 cases exhibiting significant behavioral divergence. Empirically, we show this high divergence in model behavior strongly predicts underlying problems in model specifications. Through qualitative analysis, we provide numerous example issues in current model specs such as direct contradiction and interpretive ambiguities of several principles. Additionally, our generated dataset also reveals both clear misalignment cases and false-positive refusals across all of the frontier models we study. Lastly, we also provide value prioritization patterns and differences of these models.

LGFeb 5
Chunky Post-Training: Data Driven Failures of Generalization

Seoirse Murray, Allison Qi, Timothy Qian et al.

LLM post-training involves many diverse datasets, each targeting a specific behavior. But these datasets encode incidental patterns alongside intended ones: correlations between formatting and content, narrow phrasings across diverse problems, and implicit associations arising from the discrete data curation process. These patterns are often invisible to developers yet salient to models, producing behaviors that surprise their creators, such as rejecting true facts presented in a particular question format. We call this chunky post-training: the model learns spurious correlations as a result of distinct chunks of post-training data. We introduce SURF, a black-box pipeline which surfaces these unintended behaviors at run time, and TURF, a tool that traces these failures back to specific post-training data. Applying these tools to frontier models (Claude 4.5, GPT-5.1, Grok 4.1, Gemini 3) and open models (Tülu 3), we show that chunky post-training produces miscalibrated behaviors, which often result from imbalanced or underspecified chunks of post-training data.

LGMay 31, 2023
Let's Verify Step by Step

Hunter Lightman, Vineet Kosaraju, Yura Burda et al.

In recent years, large language models have greatly improved in their ability to perform complex multi-step reasoning. However, even state-of-the-art models still regularly produce logical mistakes. To train more reliable models, we can turn either to outcome supervision, which provides feedback for a final result, or process supervision, which provides feedback for each intermediate reasoning step. Given the importance of training reliable models, and given the high cost of human feedback, it is important to carefully compare the both methods. Recent work has already begun this comparison, but many questions still remain. We conduct our own investigation, finding that process supervision significantly outperforms outcome supervision for training models to solve problems from the challenging MATH dataset. Our process-supervised model solves 78% of problems from a representative subset of the MATH test set. Additionally, we show that active learning significantly improves the efficacy of process supervision. To support related research, we also release PRM800K, the complete dataset of 800,000 step-level human feedback labels used to train our best reward model.

CLDec 17, 2021
WebGPT: Browser-assisted question-answering with human feedback

Reiichiro Nakano, Jacob Hilton, Suchir Balaji et al.

We fine-tune GPT-3 to answer long-form questions using a text-based web-browsing environment, which allows the model to search and navigate the web. By setting up the task so that it can be performed by humans, we are able to train models on the task using imitation learning, and then optimize answer quality with human feedback. To make human evaluation of factual accuracy easier, models must collect references while browsing in support of their answers. We train and evaluate our models on ELI5, a dataset of questions asked by Reddit users. Our best model is obtained by fine-tuning GPT-3 using behavior cloning, and then performing rejection sampling against a reward model trained to predict human preferences. This model's answers are preferred by humans 56% of the time to those of our human demonstrators, and 69% of the time to the highest-voted answer from Reddit.

LGOct 27, 2021
Training Verifiers to Solve Math Word Problems

Karl Cobbe, Vineet Kosaraju, Mohammad Bavarian et al.

State-of-the-art language models can match human performance on many tasks, but they still struggle to robustly perform multi-step mathematical reasoning. To diagnose the failures of current models and support research, we introduce GSM8K, a dataset of 8.5K high quality linguistically diverse grade school math word problems. We find that even the largest transformer models fail to achieve high test performance, despite the conceptual simplicity of this problem distribution. To increase performance, we propose training verifiers to judge the correctness of model completions. At test time, we generate many candidate solutions and select the one ranked highest by the verifier. We demonstrate that verification significantly improves performance on GSM8K, and we provide strong empirical evidence that verification scales more effectively with increased data than a finetuning baseline.

LGOct 1, 2021
Batch size-invariance for policy optimization

Jacob Hilton, Karl Cobbe, John Schulman

We say an algorithm is batch size-invariant if changes to the batch size can largely be compensated for by changes to other hyperparameters. Stochastic gradient descent is well-known to have this property at small batch sizes, via the learning rate. However, some policy optimization algorithms (such as PPO) do not have this property, because of how they control the size of policy updates. In this work we show how to make these algorithms batch size-invariant. Our key insight is to decouple the proximal policy (used for controlling policy updates) from the behavior policy (used for off-policy corrections). Our experiments help explain why these algorithms work, and additionally show how they can make more efficient use of stale data.

LGSep 28, 2021
Unsolved Problems in ML Safety

Dan Hendrycks, Nicholas Carlini, John Schulman et al.

Machine learning (ML) systems are rapidly increasing in size, are acquiring new capabilities, and are increasingly deployed in high-stakes settings. As with other powerful technologies, safety for ML should be a leading research priority. In response to emerging safety challenges in ML, such as those introduced by recent large-scale models, we provide a new roadmap for ML Safety and refine the technical problems that the field needs to address. We present four problems ready for research, namely withstanding hazards ("Robustness"), identifying hazards ("Monitoring"), reducing inherent model hazards ("Alignment"), and reducing systemic hazards ("Systemic Safety"). Throughout, we clarify each problem's motivation and provide concrete research directions.

LGMar 29, 2021
Measuring Sample Efficiency and Generalization in Reinforcement Learning Benchmarks: NeurIPS 2020 Procgen Benchmark

Sharada Mohanty, Jyotish Poonganam, Adrien Gaidon et al.

The NeurIPS 2020 Procgen Competition was designed as a centralized benchmark with clearly defined tasks for measuring Sample Efficiency and Generalization in Reinforcement Learning. Generalization remains one of the most fundamental challenges in deep reinforcement learning, and yet we do not have enough benchmarks to measure the progress of the community on Generalization in Reinforcement Learning. We present the design of a centralized benchmark for Reinforcement Learning which can help measure Sample Efficiency and Generalization in Reinforcement Learning by doing end to end evaluation of the training and rollout phases of thousands of user submitted code bases in a scalable way. We designed the benchmark on top of the already existing Procgen Benchmark by defining clear tasks and standardizing the end to end evaluation setups. The design aims to maximize the flexibility available for researchers who wish to design future iterations of such benchmarks, and yet imposes necessary practical constraints to allow for a system like this to scale. This paper presents the competition setup and the details and analysis of the top solutions identified through this setup in context of 2020 iteration of the competition at NeurIPS.

LGJan 26, 2021
The MineRL 2020 Competition on Sample Efficient Reinforcement Learning using Human Priors

William H. Guss, Mario Ynocente Castro, Sam Devlin et al.

Although deep reinforcement learning has led to breakthroughs in many difficult domains, these successes have required an ever-increasing number of samples, affording only a shrinking segment of the AI community access to their development. Resolution of these limitations requires new, sample-efficient methods. To facilitate research in this direction, we propose this second iteration of the MineRL Competition. The primary goal of the competition is to foster the development of algorithms which can efficiently leverage human demonstrations to drastically reduce the number of samples needed to solve complex, hierarchical, and sparse environments. To that end, participants compete under a limited environment sample-complexity budget to develop systems which solve the MineRL ObtainDiamond task in Minecraft, a sequential decision making environment requiring long-term planning, hierarchical control, and efficient exploration methods. The competition is structured into two rounds in which competitors are provided several paired versions of the dataset and environment with different game textures and shaders. At the end of each round, competitors submit containerized versions of their learning algorithms to the AIcrowd platform where they are trained from scratch on a hold-out dataset-environment pair for a total of 4-days on a pre-specified hardware platform. In this follow-up iteration to the NeurIPS 2019 MineRL Competition, we implement new features to expand the scale and reach of the competition. In response to the feedback of the previous participants, we introduce a second minor track focusing on solutions without access to environment interactions of any kind except during test-time. Further we aim to prompt domain agnostic submissions by implementing several novel competition mechanics including action-space randomization and desemantization of observations and actions.

LGOct 28, 2020
Scaling Laws for Autoregressive Generative Modeling

Tom Henighan, Jared Kaplan, Mor Katz et al.

We identify empirical scaling laws for the cross-entropy loss in four domains: generative image modeling, video modeling, multimodal image$\leftrightarrow$text models, and mathematical problem solving. In all cases autoregressive Transformers smoothly improve in performance as model size and compute budgets increase, following a power-law plus constant scaling law. The optimal model size also depends on the compute budget through a power-law, with exponents that are nearly universal across all data domains. The cross-entropy loss has an information theoretic interpretation as $S($True$) + D_{\mathrm{KL}}($True$||$Model$)$, and the empirical scaling laws suggest a prediction for both the true data distribution's entropy and the KL divergence between the true and model distributions. With this interpretation, billion-parameter Transformers are nearly perfect models of the YFCC100M image distribution downsampled to an $8\times 8$ resolution, and we can forecast the model size needed to achieve any given reducible loss (ie $D_{\mathrm{KL}}$) in nats/image for other resolutions. We find a number of additional scaling laws in specific domains: (a) we identify a scaling relation for the mutual information between captions and images in multimodal models, and show how to answer the question "Is a picture worth a thousand words?"; (b) in the case of mathematical problem solving, we identify scaling laws for model performance when extrapolating beyond the training distribution; (c) we finetune generative image models for ImageNet classification and find smooth scaling of the classification loss and error rate, even as the generative loss levels off. Taken together, these results strengthen the case that scaling laws have important implications for neural network performance, including on downstream tasks.

LGSep 9, 2020
Phasic Policy Gradient

Karl Cobbe, Jacob Hilton, Oleg Klimov et al.

We introduce Phasic Policy Gradient (PPG), a reinforcement learning framework which modifies traditional on-policy actor-critic methods by separating policy and value function training into distinct phases. In prior methods, one must choose between using a shared network or separate networks to represent the policy and value function. Using separate networks avoids interference between objectives, while using a shared network allows useful features to be shared. PPG is able to achieve the best of both worlds by splitting optimization into two phases, one that advances training and one that distills features. PPG also enables the value function to be more aggressively optimized with a higher level of sample reuse. Compared to PPO, we find that PPG significantly improves sample efficiency on the challenging Procgen Benchmark.

LGDec 3, 2019
Leveraging Procedural Generation to Benchmark Reinforcement Learning

Karl Cobbe, Christopher Hesse, Jacob Hilton et al.

We introduce Procgen Benchmark, a suite of 16 procedurally generated game-like environments designed to benchmark both sample efficiency and generalization in reinforcement learning. We believe that the community will benefit from increased access to high quality training environments, and we provide detailed experimental protocols for using this benchmark. We empirically demonstrate that diverse environment distributions are essential to adequately train and evaluate RL agents, thereby motivating the extensive use of procedural content generation. We then use this benchmark to investigate the effects of scaling model size, finding that larger models significantly improve both sample efficiency and generalization.

LGFeb 6, 2019
Semi-Supervised Learning by Label Gradient Alignment

Jacob Jackson, John Schulman

We present label gradient alignment, a novel algorithm for semi-supervised learning which imputes labels for the unlabeled data and trains on the imputed labels. We define a semantically meaningful distance metric on the input space by mapping a point (x, y) to the gradient of the model at (x, y). We then formulate an optimization problem whose objective is to minimize the distance between the labeled and the unlabeled data in this space, and we solve it by gradient descent on the imputed labels. We evaluate label gradient alignment using the standardized architecture introduced by Oliver et al. (2018) and demonstrate state-of-the-art accuracy in semi-supervised CIFAR-10 classification.

LGDec 6, 2018
Quantifying Generalization in Reinforcement Learning

Karl Cobbe, Oleg Klimov, Chris Hesse et al.

In this paper, we investigate the problem of overfitting in deep reinforcement learning. Among the most common benchmarks in RL, it is customary to use the same environments for both training and testing. This practice offers relatively little insight into an agent's ability to generalize. We address this issue by using procedurally generated environments to construct distinct training and test sets. Most notably, we introduce a new environment called CoinRun, designed as a benchmark for generalization in RL. Using CoinRun, we find that agents overfit to surprisingly large training sets. We then show that deeper convolutional architectures improve generalization, as do methods traditionally found in supervised learning, including L2 regularization, dropout, data augmentation and batch normalization.

LGSep 14, 2018
Model-Based Reinforcement Learning via Meta-Policy Optimization

Ignasi Clavera, Jonas Rothfuss, John Schulman et al.

Model-based reinforcement learning approaches carry the promise of being data efficient. However, due to challenges in learning dynamics models that sufficiently match the real-world dynamics, they struggle to achieve the same asymptotic performance as model-free methods. We propose Model-Based Meta-Policy-Optimization (MB-MPO), an approach that foregoes the strong reliance on accurate learned dynamics models. Using an ensemble of learned dynamic models, MB-MPO meta-learns a policy that can quickly adapt to any model in the ensemble with one policy gradient step. This steers the meta-policy towards internalizing consistent dynamics predictions among the ensemble while shifting the burden of behaving optimally w.r.t. the model discrepancies towards the adaptation step. Our experiments show that MB-MPO is more robust to model imperfections than previous model-based approaches. Finally, we demonstrate that our approach is able to match the asymptotic performance of model-free methods while requiring significantly less experience.

LGApr 10, 2018
Gotta Learn Fast: A New Benchmark for Generalization in RL

Alex Nichol, Vicki Pfau, Christopher Hesse et al.

In this report, we present a new reinforcement learning (RL) benchmark based on the Sonic the Hedgehog (TM) video game franchise. This benchmark is intended to measure the performance of transfer learning and few-shot learning algorithms in the RL domain. We also present and evaluate some baseline algorithms on the new benchmark.

LGMar 8, 2018
On First-Order Meta-Learning Algorithms

Alex Nichol, Joshua Achiam, John Schulman

This paper considers meta-learning problems, where there is a distribution of tasks, and we would like to obtain an agent that performs well (i.e., learns quickly) when presented with a previously unseen task sampled from this distribution. We analyze a family of algorithms for learning a parameter initialization that can be fine-tuned quickly on a new task, using only first-order derivatives for the meta-learning updates. This family includes and generalizes first-order MAML, an approximation to MAML obtained by ignoring second-order derivatives. It also includes Reptile, a new algorithm that we introduce here, which works by repeatedly sampling a task, training on it, and moving the initialization towards the trained weights on that task. We expand on the results from Finn et al. showing that first-order meta-learning algorithms perform well on some well-established benchmarks for few-shot classification, and we provide theoretical analysis aimed at understanding why these algorithms work.

LGOct 26, 2017
Meta Learning Shared Hierarchies

Kevin Frans, Jonathan Ho, Xi Chen et al.

We develop a metalearning approach for learning hierarchically structured policies, improving sample efficiency on unseen tasks through the use of shared primitives---policies that are executed for large numbers of timesteps. Specifically, a set of primitives are shared within a distribution of tasks, and are switched between by task-specific policies. We provide a concrete metric for measuring the strength of such hierarchies, leading to an optimization problem for quickly reaching high reward on unseen tasks. We then present an algorithm to solve this problem end-to-end through the use of any off-the-shelf reinforcement learning method, by repeatedly sampling new tasks and resetting task-specific policies. We successfully discover meaningful motor primitives for the directional movement of four-legged robots, solely by interacting with distributions of mazes. We also demonstrate the transferability of primitives to solve long-timescale sparse-reward obstacle courses, and we enable 3D humanoid robots to robustly walk and crawl with the same policy.

LGSep 28, 2017
Learning Complex Dexterous Manipulation with Deep Reinforcement Learning and Demonstrations

Aravind Rajeswaran, Vikash Kumar, Abhishek Gupta et al.

Dexterous multi-fingered hands are extremely versatile and provide a generic way to perform a multitude of tasks in human-centric environments. However, effectively controlling them remains challenging due to their high dimensionality and large number of potential contacts. Deep reinforcement learning (DRL) provides a model-agnostic approach to control complex dynamical systems, but has not been shown to scale to high-dimensional dexterous manipulation. Furthermore, deployment of DRL on physical systems remains challenging due to sample inefficiency. Consequently, the success of DRL in robotics has thus far been limited to simpler manipulators and tasks. In this work, we show that model-free DRL can effectively scale up to complex manipulation tasks with a high-dimensional 24-DoF hand, and solve them from scratch in simulated experiments. Furthermore, with the use of a small number of human demonstrations, the sample complexity can be significantly reduced, which enables learning with sample sizes equivalent to a few hours of robot experience. The use of demonstrations result in policies that exhibit very natural movements and, surprisingly, are also substantially more robust.

LGJul 20, 2017
Proximal Policy Optimization Algorithms

John Schulman, Filip Wolski, Prafulla Dhariwal et al.

We propose a new family of policy gradient methods for reinforcement learning, which alternate between sampling data through interaction with the environment, and optimizing a "surrogate" objective function using stochastic gradient ascent. Whereas standard policy gradient methods perform one gradient update per data sample, we propose a novel objective function that enables multiple epochs of minibatch updates. The new methods, which we call proximal policy optimization (PPO), have some of the benefits of trust region policy optimization (TRPO), but they are much simpler to implement, more general, and have better sample complexity (empirically). Our experiments test PPO on a collection of benchmark tasks, including simulated robotic locomotion and Atari game playing, and we show that PPO outperforms other online policy gradient methods, and overall strikes a favorable balance between sample complexity, simplicity, and wall-time.

LGJul 1, 2017
Teacher-Student Curriculum Learning

Tambet Matiisen, Avital Oliver, Taco Cohen et al.

We propose Teacher-Student Curriculum Learning (TSCL), a framework for automatic curriculum learning, where the Student tries to learn a complex task and the Teacher automatically chooses subtasks from a given set for the Student to train on. We describe a family of Teacher algorithms that rely on the intuition that the Student should practice more those tasks on which it makes the fastest progress, i.e. where the slope of the learning curve is highest. In addition, the Teacher algorithms address the problem of forgetting by also choosing tasks where the Student's performance is getting worse. We demonstrate that TSCL matches or surpasses the results of carefully hand-crafted curricula in two tasks: addition of decimal numbers with LSTM and navigation in Minecraft. Using our automatically generated curriculum enabled to solve a Minecraft maze that could not be solved at all when training directly on solving the maze, and the learning was an order of magnitude faster than uniform sampling of subtasks.

LGJun 5, 2017
UCB Exploration via Q-Ensembles

Richard Y. Chen, Szymon Sidor, Pieter Abbeel et al.

We show how an ensemble of $Q^*$-functions can be leveraged for more effective exploration in deep reinforcement learning. We build on well established algorithms from the bandit setting, and adapt them to the $Q$-learning setting. We propose an exploration strategy based on upper-confidence bounds (UCB). Our experiments show significant gains on the Atari benchmark.

LGApr 21, 2017
Equivalence Between Policy Gradients and Soft Q-Learning

John Schulman, Xi Chen, Pieter Abbeel

Two of the leading approaches for model-free reinforcement learning are policy gradient methods and $Q$-learning methods. $Q$-learning methods can be effective and sample-efficient when they work, however, it is not well-understood why they work, since empirically, the $Q$-values they estimate are very inaccurate. A partial explanation may be that $Q$-learning methods are secretly implementing policy gradient updates: we show that there is a precise equivalence between $Q$-learning and policy gradient methods in the setting of entropy-regularized reinforcement learning, that "soft" (entropy-regularized) $Q$-learning is exactly equivalent to a policy gradient method. We also point out a connection between $Q$-learning methods and natural policy gradient methods. Experimentally, we explore the entropy-regularized versions of $Q$-learning and policy gradients, and we find them to perform as well as (or slightly better than) the standard variants on the Atari benchmark. We also show that the equivalence holds in practical settings by constructing a $Q$-learning method that closely matches the learning dynamics of A3C without using a target network or $ε$-greedy exploration schedule.

AINov 15, 2016
#Exploration: A Study of Count-Based Exploration for Deep Reinforcement Learning

Haoran Tang, Rein Houthooft, Davis Foote et al.

Count-based exploration algorithms are known to perform near-optimally when used in conjunction with tabular reinforcement learning (RL) methods for solving small discrete Markov decision processes (MDPs). It is generally thought that count-based methods cannot be applied in high-dimensional state spaces, since most states will only occur once. Recent deep RL exploration strategies are able to deal with high-dimensional continuous state spaces through complex heuristics, often relying on optimism in the face of uncertainty or intrinsic motivation. In this work, we describe a surprising finding: a simple generalization of the classic count-based approach can reach near state-of-the-art performance on various high-dimensional and/or continuous deep RL benchmarks. States are mapped to hash codes, which allows to count their occurrences with a hash table. These counts are then used to compute a reward bonus according to the classic count-based exploration theory. We find that simple hash functions can achieve surprisingly good results on many challenging tasks. Furthermore, we show that a domain-dependent learned hash code may further improve these results. Detailed analysis reveals important aspects of a good hash function: 1) having appropriate granularity and 2) encoding information relevant to solving the MDP. This exploration strategy achieves near state-of-the-art performance on both continuous control tasks and Atari 2600 games, hence providing a simple yet powerful baseline for solving MDPs that require considerable exploration.

AINov 9, 2016
RL$^2$: Fast Reinforcement Learning via Slow Reinforcement Learning

Yan Duan, John Schulman, Xi Chen et al.

Deep reinforcement learning (deep RL) has been successful in learning sophisticated behaviors automatically; however, the learning process requires a huge number of trials. In contrast, animals can learn new tasks in just a few trials, benefiting from their prior knowledge about the world. This paper seeks to bridge this gap. Rather than designing a "fast" reinforcement learning algorithm, we propose to represent it as a recurrent neural network (RNN) and learn it from data. In our proposed method, RL$^2$, the algorithm is encoded in the weights of the RNN, which are learned slowly through a general-purpose ("slow") RL algorithm. The RNN receives all information a typical RL algorithm would receive, including observations, actions, rewards, and termination flags; and it retains its state across episodes in a given Markov Decision Process (MDP). The activations of the RNN store the state of the "fast" RL algorithm on the current (previously unseen) MDP. We evaluate RL$^2$ experimentally on both small-scale and large-scale problems. On the small-scale side, we train it to solve randomly generated multi-arm bandit problems and finite MDPs. After RL$^2$ is trained, its performance on new MDPs is close to human-designed algorithms with optimality guarantees. On the large-scale side, we test RL$^2$ on a vision-based navigation task and show that it scales up to high-dimensional problems.

LGNov 8, 2016
Variational Lossy Autoencoder

Xi Chen, Diederik P. Kingma, Tim Salimans et al.

Representation learning seeks to expose certain aspects of observed data in a learned representation that's amenable to downstream tasks like classification. For instance, a good representation for 2D images might be one that describes only global structure and discards information about detailed texture. In this paper, we present a simple but principled method to learn such global representations by combining Variational Autoencoder (VAE) with neural autoregressive models such as RNN, MADE and PixelRNN/CNN. Our proposed VAE model allows us to have control over what the global latent code can learn and , by designing the architecture accordingly, we can force the global latent code to discard irrelevant information such as texture in 2D images, and hence the VAE only "autoencodes" data in a lossy fashion. In addition, by leveraging autoregressive models as both prior distribution $p(z)$ and decoding distribution $p(x|z)$, we can greatly improve generative modeling performance of VAEs, achieving new state-of-the-art results on MNIST, OMNIGLOT and Caltech-101 Silhouettes density estimation tasks.

AIJun 21, 2016
Concrete Problems in AI Safety

Dario Amodei, Chris Olah, Jacob Steinhardt et al.

Rapid progress in machine learning and artificial intelligence (AI) has brought increasing attention to the potential impacts of AI technologies on society. In this paper we discuss one such potential impact: the problem of accidents in machine learning systems, defined as unintended and harmful behavior that may emerge from poor design of real-world AI systems. We present a list of five practical research problems related to accident risk, categorized according to whether the problem originates from having the wrong objective function ("avoiding side effects" and "avoiding reward hacking"), an objective function that is too expensive to evaluate frequently ("scalable supervision"), or undesirable behavior during the learning process ("safe exploration" and "distributional shift"). We review previous work in these areas as well as suggesting research directions with a focus on relevance to cutting-edge AI systems. Finally, we consider the high-level question of how to think most productively about the safety of forward-looking applications of AI.

LGJun 12, 2016
InfoGAN: Interpretable Representation Learning by Information Maximizing Generative Adversarial Nets

Xi Chen, Yan Duan, Rein Houthooft et al.

This paper describes InfoGAN, an information-theoretic extension to the Generative Adversarial Network that is able to learn disentangled representations in a completely unsupervised manner. InfoGAN is a generative adversarial network that also maximizes the mutual information between a small subset of the latent variables and the observation. We derive a lower bound to the mutual information objective that can be optimized efficiently, and show that our training procedure can be interpreted as a variation of the Wake-Sleep algorithm. Specifically, InfoGAN successfully disentangles writing styles from digit shapes on the MNIST dataset, pose from lighting of 3D rendered images, and background digits from the central digit on the SVHN dataset. It also discovers visual concepts that include hair styles, presence/absence of eyeglasses, and emotions on the CelebA face dataset. Experiments show that InfoGAN learns interpretable representations that are competitive with representations learned by existing fully supervised methods.

LGJun 5, 2016
OpenAI Gym

Greg Brockman, Vicki Cheung, Ludwig Pettersson et al.

OpenAI Gym is a toolkit for reinforcement learning research. It includes a growing collection of benchmark problems that expose a common interface, and a website where people can share their results and compare the performance of algorithms. This whitepaper discusses the components of OpenAI Gym and the design decisions that went into the software.

LGMay 31, 2016
VIME: Variational Information Maximizing Exploration

Rein Houthooft, Xi Chen, Yan Duan et al.

Scalable and effective exploration remains a key challenge in reinforcement learning (RL). While there are methods with optimality guarantees in the setting of discrete state and action spaces, these methods cannot be applied in high-dimensional deep RL scenarios. As such, most contemporary RL relies on simple heuristics such as epsilon-greedy exploration or adding Gaussian noise to the controls. This paper introduces Variational Information Maximizing Exploration (VIME), an exploration strategy based on maximization of information gain about the agent's belief of environment dynamics. We propose a practical implementation, using variational inference in Bayesian neural networks which efficiently handles continuous state and action spaces. VIME modifies the MDP reward function, and can be applied with several different underlying RL algorithms. We demonstrate that VIME achieves significantly better performance compared to heuristic exploration methods across a variety of continuous control tasks and algorithms, including tasks with very sparse rewards.

SCMay 9, 2016
Theano: A Python framework for fast computation of mathematical expressions

The Theano Development Team, Rami Al-Rfou, Guillaume Alain et al.

Theano is a Python library that allows to define, optimize, and evaluate mathematical expressions involving multi-dimensional arrays efficiently. Since its introduction, it has been one of the most used CPU and GPU mathematical compilers - especially in the machine learning community - and has shown steady performance improvements. Theano is being actively and continuously developed since 2008, multiple frameworks have been built on top of it and it has been used to produce many state-of-the-art machine learning models. The present article is structured as follows. Section I provides an overview of the Theano software and its community. Section II presents the principal features of Theano and how to use them, and compares them with other similar projects. Section III focuses on recently-introduced functionalities and improvements. Section IV compares the performance of Theano against Torch7 and TensorFlow on several machine learning models. Section V discusses current limitations of Theano and potential ways of improving it.

LGJun 17, 2015
Gradient Estimation Using Stochastic Computation Graphs

John Schulman, Nicolas Heess, Theophane Weber et al.

In a variety of problems originating in supervised, unsupervised, and reinforcement learning, the loss function is defined by an expectation over a collection of random variables, which might be part of a probabilistic model or the external world. Estimating the gradient of this loss function, using samples, lies at the core of gradient-based learning algorithms for these problems. We introduce the formalism of stochastic computation graphs---directed acyclic graphs that include both deterministic functions and conditional probability distributions---and describe how to easily and automatically derive an unbiased estimator of the loss function's gradient. The resulting algorithm for computing the gradient estimator is a simple modification of the standard backpropagation algorithm. The generic scheme we propose unifies estimators derived in variety of prior work, along with variance-reduction techniques therein. It could assist researchers in developing intricate models involving a combination of stochastic and deterministic operations, enabling, for example, attention, memory, and control actions.

LGJun 8, 2015
High-Dimensional Continuous Control Using Generalized Advantage Estimation

John Schulman, Philipp Moritz, Sergey Levine et al.

Policy gradient methods are an appealing approach in reinforcement learning because they directly optimize the cumulative reward and can straightforwardly be used with nonlinear function approximators such as neural networks. The two main challenges are the large number of samples typically required, and the difficulty of obtaining stable and steady improvement despite the nonstationarity of the incoming data. We address the first challenge by using value functions to substantially reduce the variance of policy gradient estimates at the cost of some bias, with an exponentially-weighted estimator of the advantage function that is analogous to TD(lambda). We address the second challenge by using trust region optimization procedure for both the policy and the value function, which are represented by neural networks. Our approach yields strong empirical results on highly challenging 3D locomotion tasks, learning running gaits for bipedal and quadrupedal simulated robots, and learning a policy for getting the biped to stand up from starting out lying on the ground. In contrast to a body of prior work that uses hand-crafted policy representations, our neural network policies map directly from raw kinematics to joint torques. Our algorithm is fully model-free, and the amount of simulated experience required for the learning tasks on 3D bipeds corresponds to 1-2 weeks of real time.

LGFeb 19, 2015
Trust Region Policy Optimization

John Schulman, Sergey Levine, Philipp Moritz et al.

We describe an iterative procedure for optimizing policies, with guaranteed monotonic improvement. By making several approximations to the theoretically-justified procedure, we develop a practical algorithm, called Trust Region Policy Optimization (TRPO). This algorithm is similar to natural policy gradient methods and is effective for optimizing large nonlinear policies such as neural networks. Our experiments demonstrate its robust performance on a wide variety of tasks: learning simulated robotic swimming, hopping, and walking gaits; and playing Atari games using images of the screen as input. Despite its approximations that deviate from the theory, TRPO tends to give monotonic improvement, with little tuning of hyperparameters.