Henderson, Sarah
AlphaStar Unplugged: Large-Scale Offline Reinforcement Learning
Mathieu, Michaël, Ozair, Sherjil, Srinivasan, Srivatsan, Gulcehre, Caglar, Zhang, Shangtong, Jiang, Ray, Paine, Tom Le, Powell, Richard, Żołna, Konrad, Schrittwieser, Julian, Choi, David, Georgiev, Petko, Toyama, Daniel, Huang, Aja, Ring, Roman, Babuschkin, Igor, Ewalds, Timo, Bordbar, Mahyar, Henderson, Sarah, Colmenarejo, Sergio Gómez, Oord, Aäron van den, Czarnecki, Wojciech Marian, de Freitas, Nando, Vinyals, Oriol
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.
Scaling Language Models: Methods, Analysis & Insights from Training Gopher
Rae, Jack W., Borgeaud, Sebastian, Cai, Trevor, Millican, Katie, Hoffmann, Jordan, Song, Francis, Aslanides, John, Henderson, Sarah, Ring, Roman, Young, Susannah, Rutherford, Eliza, Hennigan, Tom, Menick, Jacob, Cassirer, Albin, Powell, Richard, Driessche, George van den, Hendricks, Lisa Anne, Rauh, Maribeth, Huang, Po-Sen, Glaese, Amelia, Welbl, Johannes, Dathathri, Sumanth, Huang, Saffron, Uesato, Jonathan, Mellor, John, Higgins, Irina, Creswell, Antonia, McAleese, Nat, Wu, Amy, Elsen, Erich, Jayakumar, Siddhant, Buchatskaya, Elena, Budden, David, Sutherland, Esme, Simonyan, Karen, Paganini, Michela, Sifre, Laurent, Martens, Lena, Li, Xiang Lorraine, Kuncoro, Adhiguna, Nematzadeh, Aida, Gribovskaya, Elena, Donato, Domenic, Lazaridou, Angeliki, Mensch, Arthur, Lespiau, Jean-Baptiste, Tsimpoukelli, Maria, Grigorev, Nikolai, Fritz, Doug, Sottiaux, Thibault, Pajarskas, Mantas, Pohlen, Toby, Gong, Zhitao, Toyama, Daniel, d'Autume, Cyprien de Masson, Li, Yujia, Terzi, Tayfun, Mikulik, Vladimir, Babuschkin, Igor, Clark, Aidan, Casas, Diego de Las, Guy, Aurelia, Jones, Chris, Bradbury, James, Johnson, Matthew, Hechtman, Blake, Weidinger, Laura, Gabriel, Iason, Isaac, William, Lockhart, Ed, Osindero, Simon, Rimell, Laura, Dyer, Chris, Vinyals, Oriol, Ayoub, Kareem, Stanway, Jeff, Bennett, Lorrayne, Hassabis, Demis, Kavukcuoglu, Koray, Irving, Geoffrey
Natural language communication is core to intelligence, as it allows ideas to be efficiently shared between humans or artificially intelligent systems. The generality of language allows us to express many intelligence tasks as taking in natural language input and producing natural language output. Autoregressive language modelling -- predicting the future of a text sequence from its past -- provides a simple yet powerful objective that admits formulation of numerous cognitive tasks. At the same time, it opens the door to plentiful training data: the internet, books, articles, code, and other writing. However this training objective is only an approximation to any specific goal or application, since we predict everything in the sequence rather than only the aspects we care about. Yet if we treat the resulting models with appropriate caution, we believe they will be a powerful tool to capture some of the richness of human intelligence. Using language models as an ingredient towards intelligence contrasts with their original application: transferring text over a limited-bandwidth communication channel. Shannon's Mathematical Theory of Communication (Shannon, 1948) linked the statistical modelling of natural language with compression, showing that measuring the cross entropy of a language model is equivalent to measuring its compression rate.
Acme: A Research Framework for Distributed Reinforcement Learning
Hoffman, Matt, Shahriari, Bobak, Aslanides, John, Barth-Maron, Gabriel, Behbahani, Feryal, Norman, Tamara, Abdolmaleki, Abbas, Cassirer, Albin, Yang, Fan, Baumli, Kate, Henderson, Sarah, Novikov, Alex, Colmenarejo, Sergio Gómez, Cabi, Serkan, Gulcehre, Caglar, Paine, Tom Le, Cowie, Andrew, Wang, Ziyu, Piot, Bilal, de Freitas, Nando
Deep reinforcement learning has led to many recent-and groundbreaking-advancements. However, these advances have often come at the cost of both the scale and complexity of the underlying RL algorithms. Increases in complexity have in turn made it more difficult for researchers to reproduce published RL algorithms or rapidly prototype ideas. To address this, we introduce Acme, a tool to simplify the development of novel RL algorithms that is specifically designed to enable simple agent implementations that can be run at various scales of execution. Our aim is also to make the results of various RL algorithms developed in academia and industrial labs easier to reproduce and extend. To this end we are releasing baseline implementations of various algorithms, created using our framework. In this work we introduce the major design decisions behind Acme and show how these are used to construct these baselines. We also experiment with these agents at different scales of both complexity and computation-including distributed versions. Ultimately, we show that the design decisions behind Acme lead to agents that can be scaled both up and down and that, for the most part, greater levels of parallelization result in agents with equivalent performance, just faster.