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.
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.
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.
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.
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.
We propose a novel policy update that combines regularized policy optimization with model learning as an auxiliary loss. The update (henceforth Muesli) matches MuZero's state-of-the-art performance on Atari. Notably, Muesli does so without using deep search: it acts directly with a policy network and has computation speed comparable to model-free baselines. The Atari results are complemented by extensive ablations, and by additional results on continuous control and 9x9 Go.
In reinforcement learning, we can learn a model of future observations and rewards, and use it to plan the agent's next actions. However, jointly modeling future observations can be computationally expensive or even intractable if the observations are high-dimensional (e.g. images). For this reason, previous works have considered partial models, which model only part of the observation. In this paper, we show that partial models can be causally incorrect: they are confounded by the observations they don't model, and can therefore lead to incorrect planning. To address this, we introduce a general family of partial models that are provably causally correct, yet remain fast because they do not need to fully model future observations.
The role of automatic electrocardiogram (ECG) analysis in clinical practiceis limited by the accuracy of existing models. Deep Neural Networks (DNNs) aremodels composed of stacked transformations that learn tasks by examples. Thistechnology has recently achieved striking success in a variety of task andthere are great expectations on how it might improve clinical practice. Here wepresent a DNN model trained in a dataset with more than 2 million labeled examsanalyzed by the Telehealth Network of Minas Gerais and collected under thescope of the CODE (Clinical Outcomes in Digital Electrocardiology) study. TheDNN outperform cardiology resident medical doctors in recognizing 6 types ofabnormalities in 12-lead ECG recordings, with F1 scores above 80% andspecificity over 99%. These results indicate ECG analysis based on DNNs, previously studied in a single-lead setup, generalizes well to 12-lead exams, taking the technology closer to the standard clinical practice.
OpenSpiel is a collection of environments and algorithms for research in general reinforcement learning and search/planning in games. OpenSpiel supports n-player (single- and multi- agent) zero-sum, cooperative and general-sum, one-shot and sequential, strictly turn-taking and simultaneous-move, perfect and imperfect information games, as well as traditional multiagent environments such as (partially- and fully- observable) grid worlds and social dilemmas. OpenSpiel also includes tools to analyze learning dynamics and other common evaluation metrics. This document serves both as an overview of the code base and an introduction to the terminology, core concepts, and algorithms across the fields of reinforcement learning, computational game theory, and search.
Many real-world applications require artificial agents to compete and coordinate with other agents in complex environments. As a stepping stone to this goal, the domain of StarCraft has emerged as an important challenge for artificial intelligence research, owing to its iconic and enduring status among the most difficult professional esports and its relevance to the real world in terms of its raw complexity and multi-agent challenges. Over the course of a decade and numerous competitions(1-3), the strongest agents have simplified important aspects of the game, utilized superhuman capabilities, or employed hand-crafted sub-systems(4). Despite these advantages, no previous agent has come close to matching the overall skill of top StarCraft players. We chose to address the challenge of StarCraft using general-purpose learning methods that are in principle applicable to other complex domains: a multi-agent reinforcement learning algorithm that uses data from both human and agent games within a diverse league of continually adapting strategies and counter-strategies, each represented by deep neural networks(5,6). We evaluated our agent, AlphaStar, in the full game of StarCraft II, through a series of online games against human players. AlphaStar was rated at Grandmaster level for all three StarCraft races and above 99.8% of officially ranked human players.
The Wasserstein probability metric has received much attention from the machine learning community. Unlike the Kullback-Leibler divergence, which strictly measures change in probability, the Wasserstein metric reflects the underlying geometry between outcomes. The value of being sensitive to this geometry has been demonstrated, among others, in ordinal regression and generative modelling. In this paper we describe three natural properties of probability divergences that reflect requirements from machine learning: sum invariance, scale sensitivity, and unbiased sample gradients. The Wasserstein metric possesses the first two properties but, unlike the Kullback-Leibler divergence, does not possess the third. We provide empirical evidence suggesting that this is a serious issue in practice. Leveraging insights from probabilistic forecasting we propose an alternative to the Wasserstein metric, the Cramér distance. We show that the Cramér distance possesses all three desired properties, combining the best of the Wasserstein and Kullback-Leibler divergences. To illustrate the relevance of the Cramér distance in practice we design a new algorithm, the Cramér Generative Adversarial Network (GAN), and show that it performs significantly better than the related Wasserstein GAN.
Scene representation-the process of converting visual sensory data into concise descriptions-is a requirement for intelligent behavior. Recent work has shown that neural networks excel at this task when provided with large, labeled datasets. However, removing the reliance on human labeling remains an important open problem. To this end, we introduce the Generative Query Network (GQN), a framework within which machines learn to represent scenes using only their own sensors. The GQN takes as input images of a scene taken from different viewpoints, constructs an internal representation, and uses this representation to predict the appearance of that scene from previously unobserved viewpoints. The GQN demonstrates representation learning without human labels or domain knowledge, paving the way toward machines that autonomously learn to understand the world around them.
We train a generator by maximum likelihood and we also train the same generator architecture by Wasserstein GAN. We then compare the generated samples, exact log-probability densities and approximate Wasserstein distances. We show that an independent critic trained to approximate Wasserstein distance between the validation set and the generator distribution helps detect overfitting. Finally, we use ideas from the one-shot learning literature to develop a novel fast learning critic.
We propose a probabilistic video model, the Video Pixel Network (VPN), that estimates the discrete joint distribution of the raw pixel values in a video. The model and the neural architecture reflect the time, space and color structure of video tensors and encode it as a four-dimensional dependency chain. The VPN approaches the best possible performance on the Moving MNIST benchmark, a leap over the previous state of the art, and the generated videos show only minor deviations from the ground truth. The VPN also produces detailed samples on the action-conditional Robotic Pushing benchmark and generalizes to the motion of novel objects.
Humans have an impressive ability to reason about new concepts and experiences from just a single example. In particular, humans have an ability for one-shot generalization: an ability to encounter a new concept, understand its structure, and then be able to generate compelling alternative variations of the concept. We develop machine learning systems with this important capacity by developing new deep generative models, models that combine the representational power of deep learning with the inferential power of Bayesian reasoning. We develop a class of sequential generative models that are built on the principles of feedback and attention. These two characteristics lead to generative models that are among the state-of-the art in density estimation and image generation. We demonstrate the one-shot generalization ability of our models using three tasks: unconditional sampling, generating new exemplars of a given concept, and generating new exemplars of a family of concepts. In all cases our models are able to generate compelling and diverse samples-- having seen new examples just once--providing an important class of general-purpose models for one-shot machine learning.
We propose a novel approach to reduce memory consumption of the backpropagation through time (BPTT) algorithm when training recurrent neural networks (RNNs). Our approach uses dynamic programming to balance a trade-off between caching of intermediate results and recomputation. The algorithm is capable of tightly fitting within almost any user-set memory budget while finding an optimal execution policy minimizing the computational cost. Computational devices have limited memory capacity and maximizing a computational performance given a fixed memory budget is a practical use-case. We provide asymptotic computational upper bounds for various regimes. The algorithm is particularly effective for long sequences. For sequences of length 1000, our algorithm saves 95\% of memory usage while using only one third more time per iteration than the standard BPTT.