We introduce RecurrentGemma, a family of open language models which uses Google's novel Griffin architecture. Griffin combines linear recurrences with local attention to achieve excellent performance on language. It has a fixed-sized state, which reduces memory use and enables efficient inference on long sequences. We provide two sizes of models, containing 2B and 9B parameters, and provide pre-trained and instruction tuned variants for both. Our models achieve comparable performance to similarly-sized Gemma baselines despite being trained on fewer tokens.
The majority of language model training builds on imitation learning. It covers pretraining, supervised fine-tuning, and affects the starting conditions for reinforcement learning from human feedback (RLHF). The simplicity and scalability of maximum likelihood estimation (MLE) for next token prediction led to its role as predominant paradigm. However, the broader field of imitation learning can more effectively utilize the sequential structure underlying autoregressive generation. We focus on investigating the inverse reinforcement learning (IRL) perspective to imitation, extracting rewards and directly optimizing sequences instead of individual token likelihoods and evaluate its benefits for fine-tuning large language models. We provide a new angle, reformulating inverse soft-Q-learning as a temporal difference regularized extension of MLE. This creates a principled connection between MLE and IRL and allows trading off added complexity with increased performance and diversity of generations in the supervised fine-tuning (SFT) setting. We find clear advantages for IRL-based imitation, in particular for retaining diversity while maximizing task performance, rendering IRL a strong alternative on fixed SFT datasets even without online data generation. Our analysis of IRL-extracted reward functions further indicates benefits for more robust reward functions via tighter integration of supervised and preference-based LLM post-training.
Recurrent neural networks (RNNs) have fast inference and scale efficiently on long sequences, but they are difficult to train and hard to scale. We propose Hawk, an RNN with gated linear recurrences, and Griffin, a hybrid model that mixes gated linear recurrences with local attention. Hawk exceeds the reported performance of Mamba on downstream tasks, while Griffin matches the performance of Llama-2 despite being trained on over 6 times fewer tokens. We also show that Griffin can extrapolate on sequences significantly longer than those seen during training. Our models match the hardware efficiency of Transformers during training, and during inference they have lower latency and significantly higher throughput. We scale Griffin up to 14B parameters, and explain how to shard our models for efficient distributed training.
We study diverse skill discovery in reward-free environments, aiming to discover all possible skills in simple grid-world environments where prior methods have struggled to succeed. This problem is formulated as mutual training of skills using an intrinsic reward and a discriminator trained to predict a skill given its trajectory. Our initial solution replaces the standard one-vs-all (softmax) discriminator with a one-vs-one (all pairs) discriminator and combines it with a novel intrinsic reward function and a dropout regularization technique. The combined approach is named APART: Diverse Skill Discovery using All Pairs with Ascending Reward and Dropout. We demonstrate that APART discovers all the possible skills in grid worlds with remarkably fewer samples than previous works. Motivated by the empirical success of APART, we further investigate an even simpler algorithm that achieves maximum skills by altering VIC, rescaling its intrinsic reward, and tuning the temperature of its softmax discriminator. We believe our findings shed light on the crucial factors underlying success of skill discovery algorithms in reinforcement learning.
Continual learning is a promising alternative 001 to the current pretrain-and-finetune paradigm: 002 It aims to learn a model on a sequence of tasks 003 without forgetting knowledge from preceding 004 tasks. We investigate continual learning for Vi-005 sual Question Answering and show that perfor-006 mance highly depends on task design, order, 007 and similarity – where tasks may be formu-008 lated according to either modality. Our results 009 suggest that incremental learning of language 010 reasoning skills (such as questions about color, 011 count etc.) is more difficult than incrementally 012 learning visual categories. We show that this 013 difficulty is related to task similarity, where 014 heterogeneous tasks lead to more severe for-015 getting. We also demonstrate that naive fine-016 tuning of pretrained models is insufficient, and 017 recent continual learning approaches can re-018 duce forgetting by more than 20%. We pro-019 pose a simple yet effective P SEUDO -R EPLAY 020 algorithm, which improves results while using 021 less memory compared to standard replay. Fi-022 nally, to measure gradual forgetting we intro-023 duce a new metric that takes into account the 024 semantic similarity of predicted answers. 025
As we deploy reinforcement learning agents to solve increasingly challenging problems, methods that allow us to inject prior knowledge about the structure of the world and effective solution strategies becomes increasingly important. In this work we consider how information and architectural constraints can be combined with ideas from the probabilistic modeling literature to learn behavior priors that capture the common movement and interaction patterns that are shared across a set of related tasks or contexts. For example the day-to day behavior of humans comprises distinctive locomotion and manipulation patterns that recur across many different situations and goals. We discuss how such behavior patterns can be captured using probabilistic trajectory models and how these can be integrated effectively into reinforcement learning schemes, e.g. to facilitate multi-task and transfer learning. We then extend these ideas to latent variable models and consider a formulation to learn hierarchical priors that capture different aspects of the behavior in reusable modules. We discuss how such latent variable formulations connect to related work on hierarchical reinforcement learning (HRL) and mutual information and curiosity based objectives, thereby offering an alternative perspective on existing ideas. We demonstrate the effectiveness of our framework by applying it to a range of simulated continuous control domains.
Using an extended and formalized version of the Q/C map analysis of Poole et al. (2016), along with Neural Tangent Kernel theory, we identify the main pathologies present in deep networks that prevent them from training fast and generalizing to unseen data, and show how these can be avoided by carefully controlling the"shape"of the network's initialization-time kernel function. We then develop a method called Deep Kernel Shaping (DKS), which accomplishes this using a combination of precise parameter initialization, activation function transformations, and small architectural tweaks, all of which preserve the model class. In our experiments we show that DKS enables SGD training of residual networks without normalization layers on Imagenet and CIFAR-10 classification tasks at speeds comparable to standard ResNetV2 and Wide-ResNet models, with only a small decrease in generalization performance. And when using K-FAC as the optimizer, we achieve similar results for networks without skip connections. Our results apply for a large variety of activation functions, including those which traditionally perform very badly, such as the logistic sigmoid. In addition to DKS, we contribute a detailed analysis of skip connections, normalization layers, special activation functions like RELU and SELU, and various initialization schemes, explaining their effectiveness as alternative (and ultimately incomplete) ways of"shaping"the network's initialization-time kernel.
Maximising a cumulative reward function that is Markov and stationary, i.e., defined over state-action pairs and independent of time, is sufficient to capture many kinds of goals in a Markov decision process (MDP). However, not all goals can be captured in this manner. In this paper we study convex MDPs in which goals are expressed as convex functions of the stationary distribution and show that they cannot be formulated using stationary reward functions. Convex MDPs generalize the standard reinforcement learning (RL) problem formulation to a larger framework that includes many supervised and unsupervised RL problems, such as apprenticeship learning, constrained MDPs, and so-called pure exploration'. Our approach is to reformulate the convex MDP problem as a min-max game involving policy and cost (negative reward)players', using Fenchel duality. We propose a meta-algorithm for solving this problem and show that it unifies many existing algorithms in the literature.
An agent might be said, informally, to have mastery of its environment when it has maximised the effective number of states it can reliably reach. In practice, this often means maximizing the number of latent codes that can be discriminated from future states under some short time horizon (e.g. \cite{eysenbach2018diversity}). By situating these latent codes in a globally consistent coordinate system, we show that agents can reliably reach more states in the long term while still optimizing a local objective. A simple instantiation of this idea, \textbf{E}ntropic \textbf{D}esired \textbf{D}ynamics for \textbf{I}ntrinsic \textbf{C}on\textbf{T}rol (EDDICT), assumes fixed additive latent dynamics, which results in tractable learning and an interpretable latent space. Compared to prior methods, EDDICT's globally consistent codes allow it to be far more exploratory, as demonstrated by improved state coverage and increased unsupervised performance on hard exploration games such as Montezuma's Revenge.
The ability to exploit prior experience to solve novel problems rapidly is a hallmark of biological learning systems and of great practical importance for artificial ones. In the meta reinforcement learning literature much recent work has focused on the problem of optimizing the learning process itself. In this paper we study a complementary approach which is conceptually simple, general, modular and built on top of recent improvements in off-policy learning. The framework is inspired by ideas from the probabilistic inference literature and combines robust off-policy learning with a behavior prior, or default behavior that constrains the space of solutions and serves as a bias for exploration; as well as a representation for the value function, both of which are easily learned from a number of training tasks in a multi-task scenario. Our approach achieves competitive adaptation performance on hold-out tasks compared to meta reinforcement learning baselines and can scale to complex sparse-reward scenarios.
While recent continual learning methods largely alleviate the catastrophic problem on toy-size datasets, there are issues that remain to be tackled in order to apply them to real-world problem domains. First, a continual learning model should effectively handle catastrophic forgetting and be efficient to train even with large number of tasks. Secondly, it needs to tackle the problem of order-sensitivity, where the performance of the tasks largely vary based on the order of the task arrival sequence, as it may cause serious problems where fairness plays a critical role (e.g. medical diagnosis). To tackle these practical challenges, we propose a novel continual learning method that is scalable as well as order-robust, which instead of learning a completely shared set of weights, represents the parameter for each task as a sum of task-shared and sparse task-adaptive parameters. With our hierarchically decomposed networks (HDN), the task-adaptive parameters for earlier tasks remain mostly unaffected, where we update them only to reflect the changes made to the task-shared parameters. This decomposition of parameters effectively prevents catastrophic forgetting and order-sensitivity, while being computation- and memory-efficient. Further, with hierarchical knowledge consolidation which clusters the task-adaptive parameters to obtain hierarchically shared parameters, HDN becomes highly scalable. We validate HDN on multiple benchmark datasets against state-of-the-art continual learning methods, which it largely outperforms in accuracy, efficiency, scalability, and order-robustness.
Many real world tasks exhibit rich structure that is repeated across different parts of the state space or in time. In this work we study the possibility of leveraging such repeated structure to speed up and regularize learning. We start from the KL regularized expected reward objective which introduces an additional component, a default policy. Instead of relying on a fixed default policy, we learn it from data. But crucially, we restrict the amount of information the default policy receives, forcing it to learn reusable behaviors that help the policy learn faster. We formalize this strategy and discuss connections to information bottleneck approaches and to the variational EM algorithm. We present empirical results in both discrete and continuous action domains and demonstrate that, for certain tasks, learning a default policy alongside the policy can significantly speed up and improve learning.
We present new intuitions and theoretical assessments of the emergence of disentangled representation in variational autoencoders. Taking a rate-distortion theory perspective, we show the circumstances under which representations aligned with the underlying generative factors of variation of data emerge when optimising the modified ELBO bound in β-VAE, as training progresses. From these insights, we propose a modification to the training regime of β-VAE, that progressively increases the information capacity of the latent code during training. This modification facilitates the robust learning of disentangled representations in β-VAE, without the previous trade-off in reconstruction accuracy.
In our recent work on elastic weight consolidation (EWC) (1) we show that forgetting in neural networks can be alleviated by using a quadratic penalty whose derivation was inspired by Bayesian evidence accumulation. In his letter (2), Dr. Huszar provides an alternative form for this penalty by following the standard work on expectation propagation using the Laplace approximation (3). He correctly argues that in cases when more than two tasks are undertaken the two forms of the penalty are different. Dr. Huszar also shows that for a toy linear regression problem his expression appears to be better. We would like to thank Dr. Huszar for pointing out … [↵][1]1To whom correspondence should be addressed. Email: kirkpatrick@google.com. [1]: #xref-corresp-1-1
The ability to learn tasks in a sequential fashion is crucial to the development of artificial intelligence. Neural networks are not, in general, capable of this and it has been widely thought that catastrophic forgetting is an inevitable feature of connectionist models. We show that it is possible to overcome this limitation and train networks that can maintain expertise on tasks which they have not experienced for a long time. Our approach remembers old tasks by selectively slowing down learning on the weights important for those tasks. We demonstrate our approach is scalable and effective by solving a set of classification tasks based on the MNIST hand written digit dataset and by learning several Atari 2600 games sequentially.
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.
Learning to solve complex sequences of tasks--while both leveraging transfer and avoiding catastrophic forgetting--remains a key obstacle to achieving human-level intelligence. The progressive networks approach represents a step forward in this direction: they are immune to forgetting and can leverage prior knowledge via lateral connections to previously learned features. We evaluate this architecture extensively on a wide variety of reinforcement learning tasks (Atari and 3D maze games), and show that it outperforms common baselines based on pretraining and finetuning. Using a novel sensitivity measure, we demonstrate that transfer occurs at both low-level sensory and high-level control layers of the learned policy.
Policies for complex visual tasks have been successfully learned with deep reinforcement learning, using an approach called deep Q-networks (DQN), but relatively large (task-specific) networks and extensive training are needed to achieve good performance. In this work, we present a novel method called policy distillation that can be used to extract the policy of a reinforcement learning agent and train a new network that performs at the expert level while being dramatically smaller and more efficient. Furthermore, the same method can be used to consolidate multiple task-specific policies into a single policy. We demonstrate these claims using the Atari domain and show that the multi-task distilled agent outperforms the single-task teachers as well as a jointly-trained DQN agent.
This paper describes a new information-theoretic policy evaluation technique for reinforcement learning. This technique converts any compression or density model into a corresponding estimate of value. Under appropriate stationarity and ergodicity conditions, we show that the use of a sufficiently powerful model gives rise to a consistent value function estimator. We also study the behavior of this technique when applied to various Atari 2600 video games, where the use of suboptimal modeling techniques is unavoidable. We consider three fundamentally different models, all too limited to perfectly model the dynamics of the system. Remarkably, we find that our technique provides sufficiently accurate value estimates for effective on-policy control. We conclude with a suggestive study highlighting the potential of our technique to scale to large problems.