Weather forecasts are fundamentally uncertain, so predicting the range of probable weather scenarios is crucial for important decisions, from warning the public about hazardous weather to planning renewable energy use. Traditionally, weather forecasts have been based on numerical weather prediction (NWP)1, which relies on physics-based simulations of the atmosphere. Recent advances in machine learning (ML)-based weather prediction (MLWP) have produced ML-based models with less forecast error than single NWP simulations2,3. However, these advances have focused primarily on single, deterministic forecasts that fail to represent uncertainty and estimate risk. Overall, MLWP has remained less accurate and reliable than state-of-the-art NWP ensemble forecasts. Here we introduce GenCast, a probabilistic weather model with greater skill and speed than the top operational medium-range weather forecast in the world, ENS, the ensemble forecast of the European Centre for Medium-Range Weather Forecasts4. GenCast is an ML weather prediction method, trained on decades of reanalysis data. GenCast generates an ensemble of stochastic 15-day global forecasts, at 12-h steps and 0.25 degrees latitude-longitude resolution, for more than 80 surface and atmospheric variables, in 8 min. It has greater skill than ENS on 97.2% of 1,320 targets we evaluated and better predicts extreme weather, tropical cyclone tracks and wind power production. This work helps open the next chapter in operational weather forecasting, in which crucial weather-dependent decisions are made more accurately and efficiently.
Reinforcement learning (RL) has shown promising results for real-time control systems, including the domain of plasma magnetic control. However, there are still significant drawbacks compared to traditional feedback control approaches for magnetic confinement. In this work, we address key drawbacks of the RL method; achieving higher control accuracy for desired plasma properties, reducing the steady-state error, and decreasing the required time to learn new tasks. We build on top of Degrave et al. (2022), and present algorithmic improvements to the agent architecture and training procedure. We present simulation results that show up to 65% improvement in shape accuracy, achieve substantial reduction in the long-term bias of the plasma current, and additionally reduce the training time required to learn new tasks by a factor of 3 or more. We present new experiments using the upgraded RL-based controllers on the TCV tokamak, which validate the simulation results achieved, and point the way towards routinely achieving accurate discharges using the RL approach.
Weather forecasts are fundamentally uncertain, so predicting the range of probable weather scenarios is crucial for important decisions, from warning the public about hazardous weather, to planning renewable energy use. Here, we introduce GenCast, a probabilistic weather model with greater skill and speed than the top operational medium-range weather forecast in the world, the European Centre for Medium-Range Forecasts (ECMWF)'s ensemble forecast, ENS. Unlike traditional approaches, which are based on numerical weather prediction (NWP), GenCast is a machine learning weather prediction (MLWP) method, trained on decades of reanalysis data. GenCast generates an ensemble of stochastic 15-day global forecasts, at 12-hour steps and 0.25 degree latitude-longitude resolution, for over 80 surface and atmospheric variables, in 8 minutes. It has greater skill than ENS on 97.4 predicts extreme weather, tropical cyclones, and wind power production. This work helps open the next chapter in operational weather forecasting, where critical weather-dependent decisions are made with greater accuracy and efficiency.
Global medium-range weather forecasting is critical to decision-making across many social and economic domains. Traditional numerical weather prediction uses increased compute resources to improve forecast accuracy, but cannot directly use historical weather data to improve the underlying model. We introduce a machine learning-based method called "GraphCast", which can be trained directly from reanalysis data. It predicts hundreds of weather variables, over 10 days at 0.25 degree resolution globally, in under one minute. We show that GraphCast significantly outperforms the most accurate operational deterministic systems on 90% of 1380 verification targets, and its forecasts support better severe event prediction, including tropical cyclones, atmospheric rivers, and extreme temperatures. GraphCast is a key advance in accurate and efficient weather forecasting, and helps realize the promise of machine learning for modeling complex dynamical systems.
StarCraft II is one of the most challenging simulated reinforcement learning environments; it is partially observable, stochastic, multi-agent, and mastering StarCraft II requires strategic planning over long time horizons with real-time low-level execution. It also has an active professional competitive scene. StarCraft II is uniquely suited for advancing offline RL algorithms, both because of its challenging nature and because Blizzard has released a massive dataset of millions of StarCraft II games played by human players. This paper leverages that and establishes a benchmark, called AlphaStar Unplugged, introducing unprecedented challenges for offline reinforcement learning. We define a dataset (a subset of Blizzard's release), tools standardizing an API for machine learning methods, and an evaluation protocol. We also present baseline agents, including behavior cloning, offline variants of actor-critic and MuZero. We improve the state of the art of agents using only offline data, and we achieve 90% win rate against previously published AlphaStar behavior cloning agent.
Nuclear fusion using magnetic confinement, in particular in the tokamak configuration, is a promising path towards sustainable energy. A core challenge is to shape and maintain a high-temperature plasma within the tokamak vessel. This requires high-dimensional, high-frequency, closed-loop control using magnetic actuator coils, further complicated by the diverse requirements across a wide range of plasma configurations. In this work, we introduce a previously undescribed architecture for tokamak magnetic controller design that autonomously learns to command the full set of control coils. This architecture meets control objectives specified at a high level, at the same time satisfying physical and operational constraints. This approach has unprecedented flexibility and generality in problem specification and yields a notable reduction in design effort to produce new plasma configurations. We successfully produce and control a diverse set of plasma configurations on the Tokamak à Configuration Variable1,2, including elongated, conventional shapes, as well as advanced configurations, such as negative triangularity and 'snowflake' configurations. Our approach achieves accurate tracking of the location, current and shape for these configurations. We also demonstrate sustained 'droplets' on TCV, in which two separate plasmas are maintained simultaneously within the vessel. This represents a notable advance for tokamak feedback control, showing the potential of reinforcement learning to accelerate research in the fusion domain, and is one of the most challenging real-world systems to which reinforcement learning has been applied.
We present Sparrow, an information-seeking dialogue agent trained to be more helpful, correct, and harmless compared to prompted language model baselines. We use reinforcement learning from human feedback to train our models with two new additions to help human raters judge agent behaviour. First, to make our agent more helpful and harmless, we break down the requirements for good dialogue into natural language rules the agent should follow, and ask raters about each rule separately. We demonstrate that this breakdown enables us to collect more targeted human judgements of agent behaviour and allows for more efficient rule-conditional reward models. Second, our agent provides evidence from sources supporting factual claims when collecting preference judgements over model statements. For factual questions, evidence provided by Sparrow supports the sampled response 78% of the time. Sparrow is preferred more often than baselines while being more resilient to adversarial probing by humans, violating our rules only 8% of the time when probed. Finally, we conduct extensive analyses showing that though our model learns to follow our rules it can exhibit distributional biases.
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.
This paper introduces SC2LE (StarCraft II Learning Environment), a reinforcement learning environment based on the StarCraft II game. This domain poses a new grand challenge for reinforcement learning, representing a more difficult class of problems than considered in most prior work. It is a multi-agent problem with multiple players interacting; there is imperfect information due to a partially observed map; it has a large action space involving the selection and control of hundreds of units; it has a large state space that must be observed solely from raw input feature planes; and it has delayed credit assignment requiring long-term strategies over thousands of steps. We describe the observation, action, and reward specification for the StarCraft II domain and provide an open source Python-based interface for communicating with the game engine. In addition to the main game maps, we provide a suite of mini-games focusing on different elements of StarCraft II gameplay. For the main game maps, we also provide an accompanying dataset of game replay data from human expert players. We give initial baseline results for neural networks trained from this data to predict game outcomes and player actions. Finally, we present initial baseline results for canonical deep reinforcement learning agents applied to the StarCraft II domain. On the mini-games, these agents learn to achieve a level of play that is comparable to a novice player. However, when trained on the main game, these agents are unable to make significant progress. Thus, SC2LE offers a new and challenging environment for exploring deep reinforcement learning algorithms and architectures.
We have used a simple analytic model of iterative wave reconstruction from HRTEM focal series to derive reconstruction guidelines. We find that the reconstruction must be padded and that samples with varying thicknesses over the field of view can require a very large number of iterations to correctly converge. We also consider the effect of a detector modulation transfer function, noise and an incorrect estimate on focal plane spacing on iterative wave reconstruction. We have used multislice simulations in 1D and 2D and developed a high-speed, parallelized implementation of exit wave reconstruction to validate our analytic model and demonstrate why convergence is required for quantitative sample thickness measurements.
We investigate, via both experiment and simulation, the effects of self-shadowing on the growth of faceted polycrystalline thin films. Faceted aluminum thin films were sputtered and the anomalous scaling behaviour of their surfaces was characterized. To understand the causes of this anomalous behavior, growth of faceted thin films was simulated by coupling a level set construction to a ballistic deposition model. The angular distribution function of deposition flux was varied to control the degree of self-shadowing. We show how differing degrees of self-shadowing strongly modify film surface morphologies and compare these results with experimental findings.