We’re releasing CoinRun, a training environment which provides a metric for an agent’s ability to transfer its experience to novel situations and has already helped clarify a longstanding puzzle in reinforcement learning. CoinRun strikes a desirable balance in complexity: the environment is simpler than traditional platformer games like Sonic the Hedgehog but still poses a worthy generalization challenge for state of the art algorithms.
We’ve developed an energy-based model that can quickly learn to identify and generate instances of concepts, such as near, above, between, closest, and furthest, expressed as sets of 2d points. Our model learns these concepts after only five demonstrations. We also show cross-domain transfer: we use concepts learned in a 2d particle environment to solve tasks on a 3-dimensional physics-based robot.
AI 速览 提出“在线规划、离线学习”框架,通过基于模型的控制实现高效学习与探索。
We’ve developed Random Network Distillation (RND), a prediction-based method for encouraging reinforcement learning agents to explore their environments through curiosity, which for the first time exceeds average human performance on Montezuma’s Revenge.
We’re proposing an AI safety technique called iterated amplification that lets us specify complicated behaviors and goals that are beyond human scale, by demonstrating how to decompose a task into simpler sub-tasks, rather than by providing labeled data or a reward function. Although this idea is in its very early stages and we have only completed experiments on simple toy algorithmic domains, we’ve decided to present it in its preliminary state because we think it could prove to be a scalable approach to AI safety
AI 速览 FFJORD提出一种自由形式连续动力学方法,用于构建可扩展的可逆生成模型。
We introduce Glow, a reversible generative model which uses invertible 1x1 convolutions. It extends previous work on reversible generative models and simplifies the architecture. Our model can generate realistic high resolution images, supports efficient sampling, and discovers features that can be used to manipulate attributes of data. We’re releasing code for the model and an online visualization tool so people can explore and build on these results.
We’ve trained an agent to achieve a high score of 74,500 on Montezuma’s Revenge from a single human demonstration, better than any previously published result. Our algorithm is simple: the agent plays a sequence of games starting from carefully chosen states from the demonstration, and learns from them by optimizing the game score using PPO, the same reinforcement learning algorithm that underpins OpenAI Five.
AI 速览 提出一种在多智能体系统中学习策略表示的方法。
We’re now accepting applications for the next cohort of OpenAI Fellows, a program which offers a compensated 6-month apprenticeship in AI research at OpenAI.
We’re releasing an analysis showing that since 2012, the amount of compute used in the largest AI training runs has been increasing exponentially with a 3.4-month doubling time (by comparison, Moore’s Law had a 2-year doubling period)[^footnote-correction]. Since 2012, this metric has grown by more than 300,000x (a 2-year doubling period would yield only a 7x increase). Improvements in compute have been a key component of AI progress, so as long as this trend continues, it’s worth preparing for the implications of
We’re proposing an AI safety technique which trains agents to debate topics with one another, using a human to judge who wins.
We’re releasing an experimental metalearning approach called Evolved Policy Gradients, a method that evolves the loss function of learning agents, which can enable fast training on novel tasks. Agents trained with EPG can succeed at basic tasks at test time that were outside their training regime, like learning to navigate to an object on a different side of the room from where it was placed during training.
On March 3rd, we hosted our first hackathon with 100 members of the artificial intelligence community.
We’re releasing eight simulated robotics environments and a Baselines implementation of Hindsight Experience Replay, all developed for our research over the past year. We’ve used these environments to train models which work on physical robots. We’re also releasing a set of requests for robotics research.
We’ve co-authored a paper that forecasts how malicious actors could misuse AI technology, and potential ways we can prevent and mitigate these threats. This paper is the outcome of almost a year of sustained work with our colleagues at the Future of Humanity Institute, the Centre for the Study of Existential Risk, the Center for a New American Security, the Electronic Frontier Foundation, and others.
We’re releasing highly-optimized GPU kernels for an underexplored class of neural network architectures: networks with block-sparse weights. Depending on the chosen sparsity, these kernels can run orders of magnitude faster than cuBLAS or cuSPARSE. We’ve used them to attain state-of-the-art results in text sentiment analysis and generative modeling of text and images.
We’ve developed a hierarchical reinforcement learning algorithm that learns high-level actions useful for solving a range of tasks, allowing fast solving of tasks requiring thousands of timesteps. Our algorithm, when applied to a set of navigation problems, discovers a set of high-level actions for walking and crawling in different directions, which enables the agent to master new navigation tasks quickly.
AI 速览 通过域随机化与生成模型提升机器人抓取性能。
We show that for the task of simulated robot wrestling, a meta-learning agent can learn to quickly defeat a stronger non-meta-learning agent, and also show that the meta-learning agent can adapt to physical malfunction.
We’ve found that self-play allows simulated AIs to discover physical skills like tackling, ducking, faking, kicking, catching, and diving for the ball, without explicitly designing an environment with these skills in mind. Self-play ensures that the environment is always the right difficulty for an AI to improve. Taken alongside our Dota 2 self-play results, we have increasing confidence that self-play will be a core part of powerful AI systems in the future.
We’re releasing an algorithm which accounts for the fact that other agents are learning too, and discovers self-interested yet collaborative strategies like tit-for-tat in the iterated prisoner’s dilemma. This algorithm, Learning with Opponent-Learning Awareness (LOLA), is a small step towards agents that model other minds.
Our Dota 2 result shows that self-play can catapult the performance of machine learning systems from far below human level to superhuman, given sufficient compute. In the span of a month, our system went from barely matching a high-ranked player to beating the top pros and has continued to improve since then. Supervised deep learning systems can only be as good as their training datasets, but in self-play systems, the available data improves automatically as the agent gets better.
We’ve created a bot which beats the world’s top professionals at 1v1 matches of Dota 2 under standard tournament rules. The bot learned the game from scratch by self-play, and does not use imitation learning or tree search. This is a step towards building AI systems which accomplish well-defined goals in messy, complicated situations involving real humans.
RL-Teacher is an open-source implementation of our interface to train AIs via occasional human feedback rather than hand-crafted reward functions. The underlying technique was developed as a step towards safe AI systems, but also applies to reinforcement learning problems with rewards that are hard to specify.
One step towards building safe AI systems is to remove the need for humans to write goal functions, since using a simple proxy for a complex goal, or getting the complex goal a bit wrong, can lead to undesirable and even dangerous behavior. In collaboration with DeepMind’s safety team, we’ve developed an algorithm which can infer what humans want by being told which of two proposed behaviors is better.
Multiagent environments where agents compete for resources are stepping stones on the path to AGI. Multiagent environments have two useful properties: first, there is a natural curriculum—the difficulty of the environment is determined by the skill of your competitors (and if you’re competing against clones of yourself, the environment exactly matches your skill level). Second, a multiagent environment has no stable equilibrium: no matter how smart an agent is, there’s always pressure to get smarter. These environm
We’ve created the world’s first Spam-detecting AI trained entirely in simulation and deployed on a physical robot.
In this post we’ll outline new OpenAI research in which agents develop their own language.
AI 速览 多智能体群体中自发涌现出具有基础语义的组合式语言。