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 Osindero, Simon


A theory of appropriateness with applications to generative artificial intelligence

arXiv.org Artificial Intelligence

What is appropriateness? Humans navigate a multi-scale mosaic of interlocking notions of what is appropriate for different situations. We act one way with our friends, another with our family, and yet another in the office. Likewise for AI, appropriate behavior for a comedy-writing assistant is not the same as appropriate behavior for a customer-service representative. What determines which actions are appropriate in which contexts? And what causes these standards to change over time? Since all judgments of AI appropriateness are ultimately made by humans, we need to understand how appropriateness guides human decision making in order to properly evaluate AI decision making and improve it. This paper presents a theory of appropriateness: how it functions in human society, how it may be implemented in the brain, and what it means for responsible deployment of generative AI technology.


TRecViT: A Recurrent Video Transformer

arXiv.org Artificial Intelligence

We propose a novel block for video modelling. It relies on a time-space-channel factorisation with dedicated blocks for each dimension: gated linear recurrent units (LRUs) perform information mixing over time, self-attention layers perform mixing over space, and MLPs over channels. The resulting architecture TRecViT performs well on sparse and dense tasks, trained in supervised or self-supervised regimes. Notably, our model is causal and outperforms or is on par with a pure attention model ViViT-L on large scale video datasets (SSv2, Kinetics400), while having $3\times$ less parameters, $12\times$ smaller memory footprint, and $5\times$ lower FLOPs count. Code and checkpoints will be made available online at https://github.com/google-deepmind/trecvit.


Neural Compression of Atmospheric States

arXiv.org Artificial Intelligence

This paper presents a family of neural network compression methods of simulated atmospheric states, with the aim of reducing the currently immense storage requirements of such data from cloud scale (petabytes) to desktop scale (terabytes). This need for compression has come about over past 50 years, characterized by a steady push to increase the resolution of atmospheric simulations, increasing the size and storage demands of the resulting datasets (e.g., Neumann et al. (2019), Schneider et al. (2023), Stevens et al. (2024)), while atmospheric simulation has come to play an increasingly critical role in scientific, industrial and policy-level pursuits. Higher spatial resolutions unlock the ability of simulators to deliver more accurate predictions and resolve ever more atmospheric phenomena. For example, while current models often operate at 25 - 50 km resolution, resolving storms requires 1 km resolution (Stevens et al., 2020), while resolving the motion of (and radiative effects due to) low clouds require 100 m resolution (Satoh et al., 2019; Schneider et al., 2017). Machine learning models for weather prediction also face opportunities and challenges with higher resolution: while additional granularity may afford better modeling opportunities, even the present size of atmospheric states poses a significant bottleneck for loading training data and serving model outputs (Chantry et al., 2021). To put the data storage problem in perspective, storing 40 years of reanalysis data from the ECMWF Reanalysis v5 dataset (ERA5, Hersbach et al. (2020)) at full spatial and temporal resolution (i.e.


Genie: Generative Interactive Environments

arXiv.org Artificial Intelligence

We introduce Genie, the first generative interactive environment trained in an unsupervised manner from unlabelled Internet videos. The model can be prompted to generate an endless variety of action-controllable virtual worlds described through text, synthetic images, photographs, and even sketches. At 11B parameters, Genie can be considered a foundation world model. It is comprised of a spatiotemporal video tokenizer, an autoregressive dynamics model, and a simple and scalable latent action model. Genie enables users to act in the generated environments on a frame-by-frame basis despite training without any ground-truth action labels or other domain-specific requirements typically found in the world model literature. Further the resulting learned latent action space facilitates training agents to imitate behaviors from unseen videos, opening the path for training generalist agents of the future.


Generative agent-based modeling with actions grounded in physical, social, or digital space using Concordia

arXiv.org Artificial Intelligence

Agent-based modeling has been around for decades, and applied widely across the social and natural sciences. The scope of this research method is now poised to grow dramatically as it absorbs the new affordances provided by Large Language Models (LLM)s. Generative Agent-Based Models (GABM) are not just classic Agent-Based Models (ABM)s where the agents talk to one another. Rather, GABMs are constructed using an LLM to apply common sense to situations, act "reasonably", recall common semantic knowledge, produce API calls to control digital technologies like apps, and communicate both within the simulation and to researchers viewing it from the outside. Here we present Concordia, a library to facilitate constructing and working with GABMs. Concordia makes it easy to construct language-mediated simulations of physically- or digitally-grounded environments. Concordia agents produce their behavior using a flexible component system which mediates between two fundamental operations: LLM calls and associative memory retrieval. A special agent called the Game Master (GM), which was inspired by tabletop role-playing games, is responsible for simulating the environment where the agents interact. Agents take actions by describing what they want to do in natural language. The GM then translates their actions into appropriate implementations. In a simulated physical world, the GM checks the physical plausibility of agent actions and describes their effects. In digital environments simulating technologies such as apps and services, the GM may handle API calls to integrate with external tools such as general AI assistants (e.g., Bard, ChatGPT), and digital apps (e.g., Calendar, Email, Search, etc.). Concordia was designed to support a wide array of applications both in scientific research and for evaluating performance of real digital services by simulating users and/or generating synthetic data.


Solving MaxSAT with Matrix Multiplication

arXiv.org Artificial Intelligence

We propose an incomplete algorithm for Maximum Satisfiability (MaxSAT) specifically designed to run on neural network accelerators such as GPUs and TPUs. Given a MaxSAT problem instance in conjunctive normal form, our procedure constructs a Restricted Boltzmann Machine (RBM) with an equilibrium distribution wherein the probability of a Boolean assignment is exponential in the number of clauses it satisfies. Block Gibbs sampling is used to stochastically search the space of assignments with parallel Markov chains. Since matrix multiplication is the main computational primitive for block Gibbs sampling in an RBM, our approach leads to an elegantly simple algorithm (40 lines of JAX) well-suited for neural network accelerators. Theoretical results about RBMs guarantee that the required number of visible and hidden units of the RBM scale only linearly with the number of variables and constant-sized clauses in the MaxSAT instance, ensuring that the computational cost of a Gibbs step scales reasonably with the instance size. Search throughput can be increased by batching parallel chains within a single accelerator as well as by distributing them across multiple accelerators. As a further enhancement, a heuristic based on unit propagation running on CPU is periodically applied to the sampled assignments. Our approach, which we term RbmSAT, is a new design point in the algorithm-hardware co-design space for MaxSAT. We present timed results on a subset of problem instances from the annual MaxSAT Evaluation's Incomplete Unweighted Track for the years 2018 to 2021. When allotted the same running time and CPU compute budget (but no TPUs), RbmSAT outperforms other participating solvers on problems drawn from three out of the four years' competitions. Given the same running time on a TPU cluster for which RbmSAT is uniquely designed, it outperforms all solvers on problems drawn from all four years.


Perception Test: A Diagnostic Benchmark for Multimodal Video Models

arXiv.org Artificial Intelligence

We propose a novel multimodal video benchmark - the Perception Test - to evaluate the perception and reasoning skills of pre-trained multimodal models (e.g. Flamingo, SeViLA, or GPT-4). Compared to existing benchmarks that focus on computational tasks (e.g. classification, detection or tracking), the Perception Test focuses on skills (Memory, Abstraction, Physics, Semantics) and types of reasoning (descriptive, explanatory, predictive, counterfactual) across video, audio, and text modalities, to provide a comprehensive and efficient evaluation tool. The benchmark probes pre-trained models for their transfer capabilities, in a zero-shot / few-shot or limited finetuning regime. For these purposes, the Perception Test introduces 11.6k real-world videos, 23s average length, designed to show perceptually interesting situations, filmed by around 100 participants worldwide. The videos are densely annotated with six types of labels (multiple-choice and grounded video question-answers, object and point tracks, temporal action and sound segments), enabling both language and non-language evaluations. The fine-tuning and validation splits of the benchmark are publicly available (CC-BY license), in addition to a challenge server with a held-out test split. Human baseline results compared to state-of-the-art video QA models show a substantial gap in performance (91.4% vs 46.2%), suggesting that there is significant room for improvement in multimodal video understanding. Dataset, baseline code, and challenge server are available at https://github.com/deepmind/perception_test


Promptbreeder: Self-Referential Self-Improvement Via Prompt Evolution

arXiv.org Artificial Intelligence

Popular prompt strategies like Chain-of-Thought Prompting can dramatically improve the reasoning abilities of Large Language Models (LLMs) in various domains. However, such hand-crafted prompt-strategies are often sub-optimal. In this paper, we present Promptbreeder, a general-purpose self-referential self-improvement mechanism that evolves and adapts prompts for a given domain. Driven by an LLM, Promptbreeder mutates a population of task-prompts, and subsequently evaluates them for fitness on a training set. Crucially, the mutation of these task-prompts is governed by mutation-prompts that the LLM generates and improves throughout evolution in a self-referential way. That is, Promptbreeder is not just improving task-prompts, but it is also improving the mutationprompts that improve these task-prompts. Promptbreeder outperforms state-of-the-art prompt strategies such as Chain-of-Thought and Plan-and-Solve Prompting on commonly used arithmetic and commonsense reasoning benchmarks. Furthermore, Promptbreeder is able to evolve intricate task-prompts for the challenging problem of hate speech classification.


Training Compute-Optimal Large Language Models

arXiv.org Artificial Intelligence

We investigate the optimal model size and number of tokens for training a transformer language model under a given compute budget. We find that current large language models are significantly undertrained, a consequence of the recent focus on scaling language models whilst keeping the amount of training data constant. By training over 400 language models ranging from 70 million to over 16 billion parameters on 5 to 500 billion tokens, we find that for compute-optimal training, the model size and the number of training tokens should be scaled equally: for every doubling of model size the number of training tokens should also be doubled. We test this hypothesis by training a predicted compute-optimal model, Chinchilla, that uses the same compute budget as Gopher but with 70B parameters and 4$\times$ more more data. Chinchilla uniformly and significantly outperforms Gopher (280B), GPT-3 (175B), Jurassic-1 (178B), and Megatron-Turing NLG (530B) on a large range of downstream evaluation tasks. This also means that Chinchilla uses substantially less compute for fine-tuning and inference, greatly facilitating downstream usage. As a highlight, Chinchilla reaches a state-of-the-art average accuracy of 67.5% on the MMLU benchmark, greater than a 7% improvement over Gopher.


Model-Value Inconsistency as a Signal for Epistemic Uncertainty

arXiv.org Artificial Intelligence

Using a model of the environment and a value function, an agent can construct many estimates of a state's value, by unrolling the model for different lengths and bootstrapping with its value function. Our key insight is that one can treat this set of value estimates as a type of ensemble, which we call an \emph{implicit value ensemble} (IVE). Consequently, the discrepancy between these estimates can be used as a proxy for the agent's epistemic uncertainty; we term this signal \emph{model-value inconsistency} or \emph{self-inconsistency} for short. Unlike prior work which estimates uncertainty by training an ensemble of many models and/or value functions, this approach requires only the single model and value function which are already being learned in most model-based reinforcement learning algorithms. We provide empirical evidence in both tabular and function approximation settings from pixels that self-inconsistency is useful (i) as a signal for exploration, (ii) for acting safely under distribution shifts, and (iii) for robustifying value-based planning with a model.