SearcharxivSearch

arXiv subjects

Dominik Schmidt

Publications and source records attributed to Dominik Schmidt.

7 recordsLinked to original sources

AIDE: AI-Driven Exploration in the Space of Code

Machine learning, the foundation of modern artificial intelligence, has driven innovations that have fundamentally transformed the world. Yet, behind advancements lies a complex and often tedious process requiring labor and compute intensive iteration and experimentation. Engineers and scientists developing machine learning models spend much of their time on trial-and-error tasks instead of conceptualizing innovative solutions or research hypotheses. To address this challenge, we introduce AI-Driven Exploration (AIDE), a machine learning engineering agent powered by large language models (LLMs). AIDE frames machine learning engineering as a code optimization problem, and formulates trial-and-error as a tree search in the space of potential solutions. By strategically reusing and refining promising solutions, AIDE effectively trades computational resources for enhanced performance, achieving state-of-the-art results on multiple machine learning engineering benchmarks, including our Kaggle evaluations, OpenAI MLE-Bench and METRs RE-Bench.

cs.AI

Towards Generalist Robot Learning from Internet Video: A Survey

Scaling deep learning to massive and diverse internet data has driven remarkable breakthroughs in domains such as video generation and natural language processing. Robot learning, however, has thus far failed to replicate this success and remains constrained by a scarcity of available data. Learning from videos (LfV) methods aim to address this data bottleneck by augmenting traditional robot data with large-scale internet video. This video data provides foundational information regarding physical dynamics, behaviours, and tasks, and can be highly informative for general-purpose robots. This survey systematically examines the emerging field of LfV. We first outline essential concepts, including detailing fundamental LfV challenges such as distribution shift and missing action labels in video data. Next, we comprehensively review current methods for extracting knowledge from large-scale internet video, overcoming LfV challenges, and improving robot learning through video-informed training. The survey concludes with a critical discussion of future opportunities. Here, we emphasize the need for scalable foundation model approaches that can leverage the full range of available internet video and enhance the learning of robot policies and dynamics models. Overall, the survey aims to inform and catalyse future LfV research, driving progress towards general-purpose robots.

cs.RO

Learning to Act without Actions

Pre-training large models on vast amounts of web data has proven to be an effective approach for obtaining powerful, general models in domains such as language and vision. However, this paradigm has not yet taken hold in reinforcement learning. This is because videos, the most abundant form of embodied behavioral data on the web, lack the action labels required by existing methods for imitating behavior from demonstrations. We introduce Latent Action Policies (LAPO), a method for recovering latent action information, and thereby latent-action policies, world models, and inverse dynamics models, purely from videos. LAPO is the first method able to recover the structure of the true action space just from observed dynamics, even in challenging procedurally-generated environments. LAPO enables training latent-action policies that can be rapidly fine-tuned into expert-level policies, either offline using a small action-labeled dataset, or online with rewards. LAPO takes a first step towards pre-training powerful, generalist policies and world models on the vast amounts of videos readily available on the web.

cs.LG

Fast and Data-Efficient Training of Rainbow: an Experimental Study on Atari

Across the Arcade Learning Environment, Rainbow achieves a level of performance competitive with humans and modern RL algorithms. However, attaining this level of performance requires large amounts of data and hardware resources, making research in this area computationally expensive and use in practical applications often infeasible. This paper's contribution is threefold: We (1) propose an improved version of Rainbow, seeking to drastically reduce Rainbow's data, training time, and compute requirements while maintaining its competitive performance; (2) we empirically demonstrate the effectiveness of our approach through experiments on the Arcade Learning Environment, and (3) we conduct a number of ablation studies to investigate the effect of the individual proposed modifications. Our improved version of Rainbow reaches a median human normalized score close to classic Rainbow's, while using 20 times less data and requiring only 7.5 hours of training time on a single GPU. We also provide our full implementation including pre-trained models.

cs.LG

Identifying nonlinear dynamical systems with multiple time scales and long-range dependencies

A main theoretical interest in biology and physics is to identify the nonlinear dynamical system (DS) that generated observed time series. Recurrent Neural Networks (RNNs) are, in principle, powerful enough to approximate any underlying DS, but in their vanilla form suffer from the exploding vs. vanishing gradients problem. Previous attempts to alleviate this problem resulted either in more complicated, mathematically less tractable RNN architectures, or strongly limited the dynamical expressiveness of the RNN. Here we address this issue by suggesting a simple regularization scheme for vanilla RNNs with ReLU activation which enables them to solve long-range dependency problems and express slow time scales, while retaining a simple mathematical structure which makes their DS properties partly analytically accessible. We prove two theorems that establish a tight connection between the regularized RNN dynamics and its gradients, illustrate on DS benchmarks that our regularization approach strongly eases the reconstruction of DS which harbor widely differing time scales, and show that our method is also en par with other long-range architectures like LSTMs on several tasks.

cs.LG

An extended model of wine fermentation including aromas and acids

The art of viticulture and the quest for making wines has a long tradition and it just started recently that mathematicians entered this field with their main contribution of modelling alcoholic fermentation. These models consist of systems of ordinary differential equations that describe the kinetics of the bio-chemical reactions occurring in the fermentation process. The aim of this paper is to present a new model of wine fermentation that accurately describes the yeast dying component, the presence of glucose transporters, and the formation of aromas and acids. Therefore the new model could become a valuable tool to predict the taste of the wine and provide the starting point for an emerging control technology that aims at improving the quality of the wine by steering a well-behaved fermentation process that is also energetically more efficient. Results of numerical simulations are presented that successfully confirm the validity of the proposed model by comparison with real data.

q-bio.MN

Novel model for wine fermentation including the yeast dying phase

This paper presents a novel model for wine fermentation including a death phase for yeast and the influence of oxygen on the process. A model for the inclusion of the yeast dying phase is derived and compared to a model taken from the literature. The modeling ability of the several models is analyzed by comparing their simulation results.

q-bio.QM