Pappu, Aneesh
Measuring memorization in RLHF for code completion
Pappu, Aneesh, Porter, Billy, Shumailov, Ilia, Hayes, Jamie
Reinforcement learning with human feedback (RLHF) has become the dominant method to align large models to user preferences. Unlike fine-tuning, for which there are many studies regarding training data memorization, it is not clear how memorization is affected by or introduced in the RLHF alignment process. Understanding this relationship is important as real user data may be collected and used to align large models; if user data is memorized during RLHF and later regurgitated, this could raise privacy concerns. In this work, we analyze how training data memorization can surface and propagate through each phase of RLHF. We focus our study on code completion models, as code completion is one of the most popular use cases for large language models. We find that RLHF significantly decreases the chance that data used for reward modeling and reinforcement learning is memorized, in comparison to aligning via directly fine-tuning on this data, but that examples already memorized during the fine-tuning stage of RLHF, will, in the majority of cases, remain memorized after RLHF.
Scaling Instructable Agents Across Many Simulated Worlds
SIMA Team, null, Raad, Maria Abi, Ahuja, Arun, Barros, Catarina, Besse, Frederic, Bolt, Andrew, Bolton, Adrian, Brownfield, Bethanie, Buttimore, Gavin, Cant, Max, Chakera, Sarah, Chan, Stephanie C. Y., Clune, Jeff, Collister, Adrian, Copeman, Vikki, Cullum, Alex, Dasgupta, Ishita, de Cesare, Dario, Di Trapani, Julia, Donchev, Yani, Dunleavy, Emma, Engelcke, Martin, Faulkner, Ryan, Garcia, Frankie, Gbadamosi, Charles, Gong, Zhitao, Gonzales, Lucy, Gupta, Kshitij, Gregor, Karol, Hallingstad, Arne Olav, Harley, Tim, Haves, Sam, Hill, Felix, Hirst, Ed, Hudson, Drew A., Hudson, Jony, Hughes-Fitt, Steph, Rezende, Danilo J., Jasarevic, Mimi, Kampis, Laura, Ke, Rosemary, Keck, Thomas, Kim, Junkyung, Knagg, Oscar, Kopparapu, Kavya, Lampinen, Andrew, Legg, Shane, Lerchner, Alexander, Limont, Marjorie, Liu, Yulan, Loks-Thompson, Maria, Marino, Joseph, Cussons, Kathryn Martin, Matthey, Loic, Mcloughlin, Siobhan, Mendolicchio, Piermaria, Merzic, Hamza, Mitenkova, Anna, Moufarek, Alexandre, Oliveira, Valeria, Oliveira, Yanko, Openshaw, Hannah, Pan, Renke, Pappu, Aneesh, Platonov, Alex, Purkiss, Ollie, Reichert, David, Reid, John, Richemond, Pierre Harvey, Roberts, Tyson, Ruscoe, Giles, Elias, Jaume Sanchez, Sandars, Tasha, Sawyer, Daniel P., Scholtes, Tim, Simmons, Guy, Slater, Daniel, Soyer, Hubert, Strathmann, Heiko, Stys, Peter, Tam, Allison C., Teplyashin, Denis, Terzi, Tayfun, Vercelli, Davide, Vujatovic, Bojan, Wainwright, Marcus, Wang, Jane X., Wang, Zhengdong, Wierstra, Daan, Williams, Duncan, Wong, Nathaniel, York, Sarah, Young, Nick
Building embodied AI systems that can follow arbitrary language instructions in any 3D environment is a key challenge for creating general AI. Accomplishing this goal requires learning to ground language in perception and embodied actions, in order to accomplish complex tasks. The Scalable, Instructable, Multiworld Agent (SIMA) project tackles this by training agents to follow free-form instructions across a diverse range of virtual 3D environments, including curated research environments as well as open-ended, commercial video games. Our goal is to develop an instructable agent that can accomplish anything a human can do in any simulated 3D environment. Our approach focuses on language-driven generality while imposing minimal assumptions. Our agents interact with environments in real-time using a generic, human-like interface: the inputs are image observations and language instructions and the outputs are keyboard-and-mouse actions. This general approach is challenging, but it allows agents to ground language across many visually complex and semantically rich environments while also allowing us to readily run agents in new environments. In this paper we describe our motivation and goal, the initial progress we have made, and promising preliminary results on several diverse research environments and a variety of commercial video games.
Making Graph Neural Networks Worth It for Low-Data Molecular Machine Learning
Pappu, Aneesh, Paige, Brooks
Graph neural networks have become very popular for machine learning on molecules due to the expressive power of their learnt representations. However, molecular machine learning is a classically low-data regime and it isn't clear that graph neural networks can avoid overfitting in low-resource settings. In contrast, fingerprint methods are the traditional standard for low-data environments due to their reduced number of parameters and manually engineered features. In this work, we investigate whether graph neural networks are competitive in small data settings compared to the parametrically 'cheaper' alternative of fingerprint methods. When we find that they are not, we explore pretraining and the meta-learning method MAML (and variants FO-MAML and ANIL) for improving graph neural network performance by transfer learning from related tasks. We find that MAML and FO-MAML do enable the graph neural network to outperform models based on fingerprints, providing a path to using graph neural networks even in settings with severely restricted data availability. In contrast to previous work, we find ANIL performs worse that other meta-learning approaches in this molecule setting. Our results suggest two reasons: molecular machine learning tasks may require significant task-specific adaptation, and distribution shifts in test tasks relative to train tasks may contribute to worse ANIL performance.
Do Massively Pretrained Language Models Make Better Storytellers?
See, Abigail, Pappu, Aneesh, Saxena, Rohun, Yerukola, Akhila, Manning, Christopher D.
Large neural language models trained on massive amounts of text have emerged as a formidable strategy for Natural Language Understanding tasks. However, the strength of these models as Natural Language Generators is less clear. Though anecdotal evidence suggests that these models generate better quality text, there has been no detailed study characterizing their generation abilities. In this work, we compare the performance of an extensively pretrained model, OpenAI GPT2-117 (Radford et al., 2019), to a state-of-the-art neural story generation model (Fan et al., 2018). By evaluating the generated text across a wide variety of automatic metrics, we characterize the ways in which pretrained models do, and do not, make better storytellers. We find that although GPT2-117 conditions more strongly on context, is more sensitive to ordering of events, and uses more unusual words, it is just as likely to produce repetitive and under-diverse text when using likelihood-maximizing decoding algorithms.