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Collaborating Authors

 Petrov, Michael


GPT-4o System Card

arXiv.org Artificial Intelligence

GPT-4o is an autoregressive omni model that accepts as input any combination of text, audio, image, and video, and generates any combination of text, audio, and image outputs. It's trained end-to-end across text, vision, and audio, meaning all inputs and outputs are processed by the same neural network. GPT-4o can respond to audio inputs in as little as 232 milliseconds, with an average of 320 milliseconds, which is similar to human response time in conversation. It matches GPT-4 Turbo performance on text in English and code, with significant improvement on text in non-English languages, while also being much faster and 50\% cheaper in the API. GPT-4o is especially better at vision and audio understanding compared to existing models. In line with our commitment to building AI safely and consistent with our voluntary commitments to the White House, we are sharing the GPT-4o System Card, which includes our Preparedness Framework evaluations. In this System Card, we provide a detailed look at GPT-4o's capabilities, limitations, and safety evaluations across multiple categories, focusing on speech-to-speech while also evaluating text and image capabilities, and measures we've implemented to ensure the model is safe and aligned. We also include third-party assessments on dangerous capabilities, as well as discussion of potential societal impacts of GPT-4o's text and vision capabilities.


GPT-4 Technical Report

arXiv.org Artificial Intelligence

We report the development of GPT-4, a large-scale, multimodal model which can accept image and text inputs and produce text outputs. While less capable than humans in many real-world scenarios, GPT-4 exhibits human-level performance on various professional and academic benchmarks, including passing a simulated bar exam with a score around the top 10% of test takers. GPT-4 is a Transformer-based model pre-trained to predict the next token in a document. The post-training alignment process results in improved performance on measures of factuality and adherence to desired behavior. A core component of this project was developing infrastructure and optimization methods that behave predictably across a wide range of scales. This allowed us to accurately predict some aspects of GPT-4's performance based on models trained with no more than 1/1,000th the compute of GPT-4.


Dota 2 with Large Scale Deep Reinforcement Learning

arXiv.org Machine Learning

The long-term goal of artificial intelligence is to solve advanced real-world challenges. Games have served as stepping stones along this path for decades, from Backgammon (1992) to Chess (1997) to Atari (2013)[1-3]. In 2016, AlphaGo defeated the world champion at Go using deep reinforcement learning and Monte Carlo tree search[4]. In recent years, reinforcement learning (RL) models have tackled tasks as varied as robotic manipulation[5], text summarization [6], and video games such as Starcraft[7] and Minecraft[8]. Relative to previous AI milestones like Chess or Go, complex video games start to capture the complexity and continuous nature of the real world. Dota 2 is a multiplayer real-time strategy game produced by Valve Corporation in 2013, which averaged between 500,000 and 1,000,000 concurrent players between 2013 and 2019. The game is actively played by full time professionals; the prize pool for the 2019 international championship exceeded $35 million (the largest of any esports game in the world)[9, 10]. The game presents challenges for reinforcement learning due to long time horizons, partial observability, and high dimensionality of observation and action spaces.