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Ankesh Anand

Publications and source records attributed to Ankesh Anand.

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Gemma 4 Technical Report

We introduce Gemma 4, a new generation of open-weight, natively multimodal language models in the Gemma model family. Designed to advance compute efficiency and reasoning, the Gemma 4 model suite features dense and Mixture-of-Experts architectures, ranging from 2.3B to 31B parameters. Alongside improved vision and audio encoders for all model sizes, we propose a unified, encoder-free architecture for our 12B model, which ingests raw audio and image patches. Furthermore, we integrate a thinking mode, enabling Gemma models to generate reasoning traces prior to responding. We improve inference speed, memory, and compute efficiency, as well as long-context abilities through critical design choices. Gemma 4 establishes a leap in performance across STEM, multimodal, and long-context benchmarks, and rivals larger, frontier open models in human-rated tasks.

cs.CL

Beyond Human Data: Scaling Self-Training for Problem-Solving with Language Models

Fine-tuning language models~(LMs) on human-generated data remains a prevalent practice. However, the performance of such models is often limited by the quantity and diversity of high-quality human data. In this paper, we explore whether we can go beyond human data on tasks where we have access to scalar feedback, for example, on math problems where one can verify correctness. To do so, we investigate a simple self-training method based on expectation-maximization, which we call ReST$^{EM}$, where we (1) generate samples from the model and filter them using binary feedback, (2) fine-tune the model on these samples, and (3) repeat this process a few times. Testing on advanced MATH reasoning and APPS coding benchmarks using PaLM-2 models, we find that ReST$^{EM}$ scales favorably with model size and significantly surpasses fine-tuning only on human data. Overall, our findings suggest self-training with feedback can substantially reduce dependence on human-generated data.

cs.LG

Many-Shot In-Context Learning

Large language models (LLMs) excel at few-shot in-context learning (ICL) -- learning from a few examples provided in context at inference, without any weight updates. Newly expanded context windows allow us to investigate ICL with hundreds or thousands of examples -- the many-shot regime. Going from few-shot to many-shot, we observe significant performance gains across a wide variety of generative and discriminative tasks. While promising, many-shot ICL can be bottlenecked by the available amount of human-generated examples. To mitigate this limitation, we explore two new settings: Reinforced and Unsupervised ICL. Reinforced ICL uses model-generated chain-of-thought rationales in place of human examples. Unsupervised ICL removes rationales from the prompt altogether, and prompts the model only with domain-specific questions. We find that both Reinforced and Unsupervised ICL can be quite effective in the many-shot regime, particularly on complex reasoning tasks. Finally, we demonstrate that, unlike few-shot learning, many-shot learning is effective at overriding pretraining biases, can learn high-dimensional functions with numerical inputs, and performs comparably to fine-tuning. We also find that inference cost increases linearly in the many-shot regime, and frontier LLMs benefit from many-shot ICL to varying degrees. Our analysis also reveals the limitations of next-token prediction loss as an indicator of downstream ICL performance.

cs.LG

Investigating the role of model-based learning in exploration and transfer

State of the art reinforcement learning has enabled training agents on tasks of ever increasing complexity. However, the current paradigm tends to favor training agents from scratch on every new task or on collections of tasks with a view towards generalizing to novel task configurations. The former suffers from poor data efficiency while the latter is difficult when test tasks are out-of-distribution. Agents that can effectively transfer their knowledge about the world pose a potential solution to these issues. In this paper, we investigate transfer learning in the context of model-based agents. Specifically, we aim to understand when exactly environment models have an advantage and why. We find that a model-based approach outperforms controlled model-free baselines for transfer learning. Through ablations, we show that both the policy and dynamics model learnt through exploration matter for successful transfer. We demonstrate our results across three domains which vary in their requirements for transfer: in-distribution procedural (Crafter), in-distribution identical (RoboDesk), and out-of-distribution (Meta-World). Our results show that intrinsic exploration combined with environment models present a viable direction towards agents that are self-supervised and able to generalize to novel reward functions.

cs.LG

Procedural Generalization by Planning with Self-Supervised World Models

One of the key promises of model-based reinforcement learning is the ability to generalize using an internal model of the world to make predictions in novel environments and tasks. However, the generalization ability of model-based agents is not well understood because existing work has focused on model-free agents when benchmarking generalization. Here, we explicitly measure the generalization ability of model-based agents in comparison to their model-free counterparts. We focus our analysis on MuZero (Schrittwieser et al., 2020), a powerful model-based agent, and evaluate its performance on both procedural and task generalization. We identify three factors of procedural generalization -- planning, self-supervised representation learning, and procedural data diversity -- and show that by combining these techniques, we achieve state-of-the art generalization performance and data efficiency on Procgen (Cobbe et al., 2019). However, we find that these factors do not always provide the same benefits for the task generalization benchmarks in Meta-World (Yu et al., 2019), indicating that transfer remains a challenge and may require different approaches than procedural generalization. Overall, we suggest that building generalizable agents requires moving beyond the single-task, model-free paradigm and towards self-supervised model-based agents that are trained in rich, procedural, multi-task environments.

cs.LG

Pretraining Representations for Data-Efficient Reinforcement Learning

Data efficiency is a key challenge for deep reinforcement learning. We address this problem by using unlabeled data to pretrain an encoder which is then finetuned on a small amount of task-specific data. To encourage learning representations which capture diverse aspects of the underlying MDP, we employ a combination of latent dynamics modelling and unsupervised goal-conditioned RL. When limited to 100k steps of interaction on Atari games (equivalent to two hours of human experience), our approach significantly surpasses prior work combining offline representation pretraining with task-specific finetuning, and compares favourably with other pretraining methods that require orders of magnitude more data. Our approach shows particular promise when combined with larger models as well as more diverse, task-aligned observational data -- approaching human-level performance and data-efficiency on Atari in our best setting. We provide code associated with this work at https://github.com/mila-iqia/SGI.

cs.LG

Data-Efficient Reinforcement Learning with Self-Predictive Representations

While deep reinforcement learning excels at solving tasks where large amounts of data can be collected through virtually unlimited interaction with the environment, learning from limited interaction remains a key challenge. We posit that an agent can learn more efficiently if we augment reward maximization with self-supervised objectives based on structure in its visual input and sequential interaction with the environment. Our method, Self-Predictive Representations(SPR), trains an agent to predict its own latent state representations multiple steps into the future. We compute target representations for future states using an encoder which is an exponential moving average of the agent's parameters and we make predictions using a learned transition model. On its own, this future prediction objective outperforms prior methods for sample-efficient deep RL from pixels. We further improve performance by adding data augmentation to the future prediction loss, which forces the agent's representations to be consistent across multiple views of an observation. Our full self-supervised objective, which combines future prediction and data augmentation, achieves a median human-normalized score of 0.415 on Atari in a setting limited to 100k steps of environment interaction, which represents a 55% relative improvement over the previous state-of-the-art. Notably, even in this limited data regime, SPR exceeds expert human scores on 7 out of 26 games. The code associated with this work is available at https://github.com/mila-iqia/spr

cs.LG

Unsupervised State Representation Learning in Atari

State representation learning, or the ability to capture latent generative factors of an environment, is crucial for building intelligent agents that can perform a wide variety of tasks. Learning such representations without supervision from rewards is a challenging open problem. We introduce a method that learns state representations by maximizing mutual information across spatially and temporally distinct features of a neural encoder of the observations. We also introduce a new benchmark based on Atari 2600 games where we evaluate representations based on how well they capture the ground truth state variables. We believe this new framework for evaluating representation learning models will be crucial for future representation learning research. Finally, we compare our technique with other state-of-the-art generative and contrastive representation learning methods. The code associated with this work is available at https://github.com/mila-iqia/atari-representation-learning

cs.LG

We used Neural Networks to Detect Clickbaits: You won't believe what happened Next!

Online content publishers often use catchy headlines for their articles in order to attract users to their websites. These headlines, popularly known as clickbaits, exploit a user's curiosity gap and lure them to click on links that often disappoint them. Existing methods for automatically detecting clickbaits rely on heavy feature engineering and domain knowledge. Here, we introduce a neural network architecture based on Recurrent Neural Networks for detecting clickbaits. Our model relies on distributed word representations learned from a large unannotated corpora, and character embeddings learned via Convolutional Neural Networks. Experimental results on a dataset of news headlines show that our model outperforms existing techniques for clickbait detection with an accuracy of 0.98 with F1-score of 0.98 and ROC-AUC of 0.99.

cs.CL

Blindfold Baselines for Embodied QA

We explore blindfold (question-only) baselines for Embodied Question Answering. The EmbodiedQA task requires an agent to answer a question by intelligently navigating in a simulated environment, gathering necessary visual information only through first-person vision before finally answering. Consequently, a blindfold baseline which ignores the environment and visual information is a degenerate solution, yet we show through our experiments on the EQAv1 dataset that a simple question-only baseline achieves state-of-the-art results on the EmbodiedQA task in all cases except when the agent is spawned extremely close to the object.

cs.CV

MMGAN: Manifold Matching Generative Adversarial Network

It is well-known that GANs are difficult to train, and several different techniques have been proposed in order to stabilize their training. In this paper, we propose a novel training method called manifold-matching, and a new GAN model called manifold-matching GAN (MMGAN). MMGAN finds two manifolds representing the vector representations of real and fake images. If these two manifolds match, it means that real and fake images are statistically identical. To assist the manifold-matching task, we also use i) kernel tricks to find better manifold structures, ii) moving-averaged manifolds across mini-batches, and iii) a regularizer based on correlation matrix to suppress mode collapse. We conduct in-depth experiments with three image datasets and compare with several state-of-the-art GAN models. 32.4% of images generated by the proposed MMGAN are recognized as fake images during our user study (16% enhancement compared to other state-of-the-art model). MMGAN achieved an unsupervised inception score of 7.8 for CIFAR-10.

cs.LG

HoME: a Household Multimodal Environment

We introduce HoME: a Household Multimodal Environment for artificial agents to learn from vision, audio, semantics, physics, and interaction with objects and other agents, all within a realistic context. HoME integrates over 45,000 diverse 3D house layouts based on the SUNCG dataset, a scale which may facilitate learning, generalization, and transfer. HoME is an open-source, OpenAI Gym-compatible platform extensible to tasks in reinforcement learning, language grounding, sound-based navigation, robotics, multi-agent learning, and more. We hope HoME better enables artificial agents to learn as humans do: in an interactive, multimodal, and richly contextualized setting.

cs.AI