The quality of foundation models depends heavily on their training data. Consequently, great efforts have been put into dataset curation. Yet most approaches rely on manual tuning of coarse-grained mixtures of large buckets of data, or filtering by hand-crafted heuristics. An approach that is ultimately more scalable (let alone more satisfying) is to \emph{learn} which data is actually valuable for training. This type of meta-learning could allow more sophisticated, fine-grained, and effective curation. Our proposed \emph{DataRater} is an instance of this idea. It estimates the value of training on any particular data point. This is done by meta-learning using `meta-gradients', with the objective of improving training efficiency on held out data. In extensive experiments across a range of model scales and datasets, we find that using our DataRater to filter data is highly effective, resulting in significantly improved compute efficiency.
Humans and other animals use powerful reinforcement learning (RL) mechanisms that have been discovered by evolution over many generations of trial and error. By contrast, artificial agents typically learn using handcrafted learning rules. Despite decades of interest, the goal of autonomously discovering powerful RL algorithms has proven to be elusive1-6. Here we show that it is possible for machines to discover a state-of-the-art RL rule that outperforms manually designed rules. This was achieved by meta-learning from the cumulative experiences of a population of agents across a large number of complex environments. Specifically, our method discovers the RL rule by which the agent's policy and predictions are updated. In our large-scale experiments, the discovered rule surpassed all existing rules on the well-established Atari benchmark and outperformed a number of state-of-the-art RL algorithms on challenging benchmarks that it had not seen during discovery. Our findings suggest that the RL algorithms required for advanced artificial intelligence may soon be automatically discovered from the experiences of agents, rather than manually designed.
A long-standing goal of artificial intelligence (AI) is to build systems capable of complex reasoning in vast domains, a task epitomized by mathematics with its boundless concepts and demand for rigorous proof. Recent AI systems, often reliant on human data, typically lack the formal verification necessary to guarantee correctness. By contrast, formal languages such as Lean1 offer an interactive environment that grounds reasoning, and reinforcement learning (RL) provides a mechanism for learning in such environments. Here we present AlphaProof, an AlphaZero-inspired2 agent that learns to find formal proofs through RL by training on millions of auto-formalized problems. For the most difficult problems, it uses test-time RL, a method of generating and learning from millions of related problem variants at inference time to enable deep, problem-specific adaptation. AlphaProof substantially improves state-of-the-art results on historical mathematics competition problems. At the 2024 International Mathematical Olympiad competition, our AI system, with AlphaProof as its core reasoning engine, solved three out of the five non-geometry problems, including the competition's most difficult problem. Combined with AlphaGeometry 23, this performance, achieved with multi-day computation, resulted in reaching a score equivalent to that of a silver medallist, marking the first time an AI system achieved any medal-level performance, to our knowledge. Our work demonstrates that learning at scale from grounded experience produces agents with complex mathematical reasoning strategies, paving the way for a reliable AI tool in complex mathematical problem solving.
In this report, we introduce the Gemini 1.5 family of models, representing the next generation of highly compute-efficient multimodal models capable of recalling and reasoning over fine-grained information from millions of tokens of context, including multiple long documents and hours of video and audio. The family includes two new models: (1) an updated Gemini 1.5 Pro, which exceeds the February version on the great majority of capabilities and benchmarks; (2) Gemini 1.5 Flash, a more lightweight variant designed for efficiency with minimal regression in quality. Gemini 1.5 models achieve near-perfect recall on long-context retrieval tasks across modalities, improve the state-of-the-art in long-document QA, long-video QA and long-context ASR, and match or surpass Gemini 1.0 Ultra's state-of-the-art performance across a broad set of benchmarks. Studying the limits of Gemini 1.5's long-context ability, we find continued improvement in next-token prediction and near-perfect retrieval (>99 as Claude 3.0 (200k) and GPT-4 Turbo (128k). Finally, we highlight real-world use cases, such as Gemini 1.5 collaborating with professionals on completing their tasks achieving 26 to 75 categories, as well as surprising new capabilities of large language models at the frontier; when given a grammar manual for Kalamang, a language with fewer than 200 speakers worldwide, the model learns to translate English to Kalamang at a similar level to a person who learned from the same content.
Fundamental algorithms such as sorting or hashing are used trillions of times on any given day1. As demand for computation grows, it has become critical for these algorithms to be as performant as possible. Whereas remarkable progress has been achieved in the past2, making further improvements on the efficiency of these routines has proved challenging for both human scientists and computational approaches. Here we show how artificial intelligence can go beyond the current state of the art by discovering hitherto unknown routines. To realize this, we formulated the task of finding a better sorting routine as a single-player game. We then trained a new deep reinforcement learning agent, AlphaDev, to play this game. AlphaDev discovered small sorting algorithms from scratch that outperformed previously known human benchmarks. These algorithms have been integrated into the LLVM standard C++ sort library3. This change to this part of the sort library represents the replacement of a component with an algorithm that has been automatically discovered using reinforcement learning. We also present results in extra domains, showcasing the generality of the approach.
Planning is one of the oldest and most important problems in artificial intelligence. Simulation-based search algorithms, such as AlphaZero, have achieved superhuman performance in chess and Go and are used widely in real-world applications of planning. In this paper we provide a unified framework for simulation-based search. Algorithms in this framework interleave operators for policy evaluation (better estimating the value function of the current policy) and policy improvement (using the value function to form a better policy). These operators are applied to states and actions that are sampled in sequential trajectories, and that may branch recursively into other sampled trajectories. The value function and policy may also be represented by a function approximator. Our framework includes a broad family of search algorithms that includes Monte-Carlo tree search, sparse sampling, nested Monte-Carlo search, classification-based policy iteration, and AlphaZero.
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.
We introduce DeepNash, an autonomous agent that plays the imperfect information game Stratego at a human expert level. Stratego is one of the few iconic board games that artificial intelligence (AI) has not yet mastered. It is a game characterized by a twin challenge: It requires long-term strategic thinking as in chess, but it also requires dealing with imperfect information as in poker. The technique underpinning DeepNash uses a game-theoretic, model-free deep reinforcement learning method, without search, that learns to master Stratego through self-play from scratch. DeepNash beat existing state-of-the-art AI methods in Stratego and achieved a year-to-date (2022) and all-time top-three ranking on the Gravon games platform, competing with human expert players.
How should state be constructed from a sequence of observations, so as to best achieve some objective? Most deep learning methods update the parameters of the state representation by gradient descent. However, no prior method for computing the gradient is fully satisfactory, for example consuming too much memory, introducing too much variance, or adding too much bias. In this work, we propose a new learning algorithm that addresses these limitations. The basic idea is to update the parameters of the representation by using the directional derivative along a candidate direction, a quantity that may be computed online with the same computational cost as the representation itself. We consider several different choices of candidate direction, including random selection and approximations to the true gradient, and investigate their performance on several synthetic tasks.
AlphaZero is a powerful reinforcement learning algorithm based on approximate policy iteration and tree search. However, AlphaZero can fail to improve its policy network, if not visiting all actions at the root of a search tree. To address this issue, we propose a policy improvement algorithm based on sampling actions without replacement. Furthermore, we use the idea of policy improvement to replace the more heuristic mechanisms by which AlphaZero selects and uses actions, both at root nodes and at non-root nodes. Our new algorithms, Gumbel AlphaZero and Gumbel MuZero, respectively without and with model-learning, match the state of the art on Go, chess, and Atari, and significantly improve prior performance when planning with few simulations.
Improving the efficiency of algorithms for fundamental computations can have a widespread impact, as it can affect the overall speed of a large amount of computations. Matrix multiplication is one such primitive task, occurring in many systems—from neural networks to scientific computing routines. The automatic discovery of algorithms using machine learning offers the prospect of reaching beyond human intuition and outperforming the current best human-designed algorithms. However, automating the algorithm discovery procedure is intricate, as the space of possible algorithms is enormous. Here we report a deep reinforcement learning approach based on AlphaZero 1 for discovering efficient and provably correct algorithms for the multiplication of arbitrary matrices. Our agent, AlphaTensor, is trained to play a single-player game where the objective is finding tensor decompositions within a finite factor space. AlphaTensor discovered algorithms that outperform the state-of-the-art complexity for many matrix sizes. Particularly relevant is the case of 4 × 4 matrices in a finite field, where AlphaTensor’s algorithm improves on Strassen’s two-level algorithm for the first time, to our knowledge, since its discovery 50 years ago 2 . We further showcase the flexibility of AlphaTensor through different use-cases: algorithms with state-of-the-art complexity for structured matrix multiplication and improved practical efficiency by optimizing matrix multiplication for runtime on specific hardware. Our results highlight AlphaTensor’s ability to accelerate the process of algorithmic discovery on a range of problems, and to optimize for different criteria.
Meta-learning empowers artificial intelligence to increase its efficiency by learning how to learn. Unlocking this potential involves overcoming a challenging meta-optimisation problem. We propose an algorithm that tackles this problem by letting the meta-learner teach itself. The algorithm first bootstraps a target from the meta-learner, then optimises the meta-learner by minimising the distance to that target under a chosen (pseudo-)metric. Focusing on meta-learning with gradients, we establish conditions that guarantee performance improvements and show that the metric can control meta-optimisation. Meanwhile, the bootstrapping mechanism can extend the effective meta-learning horizon without requiring backpropagation through all updates. We achieve a new state-of-the art for model-free agents on the Atari ALE benchmark and demonstrate that it yields both performance and efficiency gains in multi-task meta-learning. Finally, we explore how bootstrapping opens up new possibilities and find that it can meta-learn efficient exploration in an epsilon-greedy Q-learning agent, without backpropagating through the update rule.
Model-based reinforcement learning has proven highly successful. However, learning a model in isolation from its use during planning is problematic in complex environments. To date, the most effective techniques have instead combined value-equivalent model learning with powerful tree-search methods. This approach is exemplified by MuZero, which has achieved state-of-the-art performance in a wide range of domains, from board games to visually rich environments, with discrete and continuous action spaces, in online and offline settings. However, previous instantiations of this approach were limited to the use of deterministic models. This limits their performance in environments that are inherently stochastic, partially observed, or so large and complex that they appear stochastic to a finite agent. In this paper we extend this approach to learn and plan with stochastic models. Specifically, we introduce a new algorithm, Stochastic MuZero, that learns a stochastic model incorporating afterstates, and uses this model to perform a stochastic tree search. Stochastic MuZero matched or exceeded the state of the art in a set of canonical single and multi-agent environments, including 2048 and backgammon, while maintaining the same performance as standard MuZero in the game of Go.
Model-based reinforcement learning has proven highly successful. However, learning a model in isolation from its use during planning is problematic in complex environments. To date, the most effective techniques have instead combined value-equivalent model learning with powerful tree-search methods. This approach is exemplified by MuZero , which has achieved state-of-the-art performance in a wide range of domains, from board games to visually rich environments, with discrete and continuous action spaces, in online and offline settings. However, previous instantiations of this approach were limited to the use of deterministic models. This limits their performance in environments that are inherently stochastic, partially observed, or so large and complex that they appear stochastic to a finite agent. In this paper we extend this approach to learn and plan with stochastic models. Specif-ically, we introduce a new algorithm, Stochastic MuZero , that learns a stochastic model incorporating afterstates, and uses this model to perform a stochastic tree search. Stochastic MuZero matched or exceeded the state of the art in a set of canonical single and multi-agent environments, including 2048 and backgammon, while maintaining the superhuman performance of standard MuZero in the game of Go. h t , s t and action a t . The stochastic states s t are modeled as multidimensional multinomial variables. The learned model is then used to generate synthetic data which are used to train an actor-critic model-free agent. The authors show that their approach outperforms pure model-free methods but it fails to achieve the performance of MuZero which combines its learned model with planning.
Deep learning (DL) and reinforcement learning (RL) methods seem to be a part of indispensable factors to achieve human-level or super-human AI systems. On the other hand, both DL and RL have strong connections with our brain functions and with neuroscientific findings. In this review, we summarize talks and discussions in the "Deep Learning and Reinforcement Learning" session of the symposium, International Symposium on Artificial Intelligence and Brain Science. In this session, we discussed whether we can achieve comprehensive understanding of human intelligence based on the recent advances of deep learning and reinforcement learning algorithms. Speakers contributed to provide talks about their recent studies that can be key technologies to achieve human-level intelligence.
One of the main challenges in model-based reinforcement learning (RL) is to decide which aspects of the environment should be modeled. The value-equivalence (VE) principle proposes a simple answer to this question: a model should capture the aspects of the environment that are relevant for value-based planning. Technically, VE distinguishes models based on a set of policies and a set of functions: a model is said to be VE to the environment if the Bellman operators it induces for the policies yield the correct result when applied to the functions. As the number of policies and functions increase, the set of VE models shrinks, eventually collapsing to a single point corresponding to a perfect model. A fundamental question underlying the VE principle is thus how to select the smallest sets of policies and functions that are sufficient for planning. In this paper we take an important step towards answering this question. We start by generalizing the concept of VE to order-$k$ counterparts defined with respect to $k$ applications of the Bellman operator. This leads to a family of VE classes that increase in size as $k \rightarrow \infty$. In the limit, all functions become value functions, and we have a special instantiation of VE which we call proper VE or simply PVE. Unlike VE, the PVE class may contain multiple models even in the limit when all value functions are used. Crucially, all these models are sufficient for planning, meaning that they will yield an optimal policy despite the fact that they may ignore many aspects of the environment. We construct a loss function for learning PVE models and argue that popular algorithms such as MuZero can be understood as minimizing an upper bound for this loss. We leverage this connection to propose a modification to MuZero and show that it can lead to improved performance in practice.
We describe the operation and improvement of AlphaFold, the system that was entered by the team AlphaFold2 to the "human" category in the 14th Critical Assessment of Protein Structure Prediction (CASP14). The AlphaFold system entered in CASP14 is entirely different to the one entered in CASP13. It used a novel end-to-end deep neural network trained to produce protein structures from amino acid sequence, multiple sequence alignments, and homologous proteins. In the assessors' ranking by summed z scores (>2.0), AlphaFold scored 244.0 compared to 90.8 by the next best group. The predictions made by AlphaFold had a median domain GDT_TS of 92.4; this is the first time that this level of average accuracy has been achieved during CASP, especially on the more difficult Free Modeling targets, and represents a significant improvement in the state of the art in protein structure prediction. We reported how AlphaFold was run as a human team during CASP14 and improved such that it now achieves an equivalent level of performance without intervention, opening the door to highly accurate large-scale structure prediction.
The question of how to determine which states and actions are responsible for a certain outcome is known as the credit assignment problem and remains a central research question in reinforcement learning and artificial intelligence. Eligibility traces enable efficient credit assignment to the recent sequence of states and actions experienced by the agent, but not to counterfactual sequences that could also have led to the current state. In this work, we introduce expected eligibility traces. Expected traces allow, with a single update, to update states and actions that could have preceded the current state, even if they did not do so on this occasion. We discuss when expected traces provide benefits over classic (instantaneous) traces in temporal-difference learning, and show that some- times substantial improvements can be attained. We provide a way to smoothly interpolate between instantaneous and expected traces by a mechanism similar to bootstrapping, which ensures that the resulting algorithm is a strict generalisation of TD(λ). Finally, we discuss possible extensions and connections to related ideas, such as successor features.
Learned models of the environment provide reinforcement learning (RL) agents with flexible ways of making predictions about the environment. In particular, models enable planning, i.e. using more computation to improve value functions or policies, without requiring additional environment interactions. In this work, we investigate a way of augmenting model-based RL, by additionally encouraging a learned model and value function to be jointly \emph{self-consistent}. Our approach differs from classic planning methods such as Dyna, which only update values to be consistent with the model. We propose multiple self-consistency updates, evaluate these in both tabular and function approximation settings, and find that, with appropriate choices, self-consistency helps both policy evaluation and control.
Proteins are essential to life, and understanding their structure can facilitate a mechanistic understanding of their function. Through an enormous experimental effort 1–4 , the structures of around 100,000 unique proteins have been determined 5 , but this represents a small fraction of the billions of known protein sequences 6,7 . Structural coverage is bottlenecked by the months to years of painstaking effort required to determine a single protein structure. Accurate computational approaches are needed to address this gap and to enable large-scale structural bioinformatics. Predicting the three-dimensional structure that a protein will adopt based solely on its amino acid sequence—the structure prediction component of the ‘protein folding problem’ 8 —has been an important open research problem for more than 50 years 9 . Despite recent progress 10–14 , existing methods fall far short of atomic accuracy, especially when no homologous structure is available. Here we provide the first computational method that can regularly predict protein structures with atomic accuracy even in cases in which no similar structure is known. We validated an entirely redesigned version of our neural network-based model, AlphaFold, in the challenging 14th Critical Assessment of protein Structure Prediction (CASP14) 15 , demonstrating accuracy competitive with experimental structures in a majority of cases and greatly outperforming other methods. Underpinning the latest version of AlphaFold is a novel machine learning approach that incorporates physical and biological knowledge about protein structure, leveraging multi-sequence alignments, into the design of the deep learning algorithm.