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Jeff Clune

Publications and source records attributed to Jeff Clune.

At least 37 records · Page 2Linked to original sources

Scaling Instructable Agents Across Many Simulated Worlds

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.

cs.RO↗

The AI Scientist: Towards Fully Automated Open-Ended Scientific Discovery

One of the grand challenges of artificial general intelligence is developing agents capable of conducting scientific research and discovering new knowledge. While frontier models have already been used as aides to human scientists, e.g. for brainstorming ideas, writing code, or prediction tasks, they still conduct only a small part of the scientific process. This paper presents the first comprehensive framework for fully automatic scientific discovery, enabling frontier large language models to perform research independently and communicate their findings. We introduce The AI Scientist, which generates novel research ideas, writes code, executes experiments, visualizes results, describes its findings by writing a full scientific paper, and then runs a simulated review process for evaluation. In principle, this process can be repeated to iteratively develop ideas in an open-ended fashion, acting like the human scientific community. We demonstrate its versatility by applying it to three distinct subfields of machine learning: diffusion modeling, transformer-based language modeling, and learning dynamics. Each idea is implemented and developed into a full paper at a cost of less than $15 per paper. To evaluate the generated papers, we design and validate an automated reviewer, which we show achieves near-human performance in evaluating paper scores. The AI Scientist can produce papers that exceed the acceptance threshold at a top machine learning conference as judged by our automated reviewer. This approach signifies the beginning of a new era in scientific discovery in machine learning: bringing the transformative benefits of AI agents to the entire research process of AI itself, and taking us closer to a world where endless affordable creativity and innovation can be unleashed on the world's most challenging problems. Our code is open-sourced at https://github.com/SakanaAI/AI-Scientist

cs.AI↗

Quality Diversity through Human Feedback: Towards Open-Ended Diversity-Driven Optimization

Reinforcement Learning from Human Feedback (RLHF) has shown potential in qualitative tasks where easily defined performance measures are lacking. However, there are drawbacks when RLHF is commonly used to optimize for average human preferences, especially in generative tasks that demand diverse model responses. Meanwhile, Quality Diversity (QD) algorithms excel at identifying diverse and high-quality solutions but often rely on manually crafted diversity metrics. This paper introduces Quality Diversity through Human Feedback (QDHF), a novel approach that progressively infers diversity metrics from human judgments of similarity among solutions, thereby enhancing the applicability and effectiveness of QD algorithms in complex and open-ended domains. Empirical studies show that QDHF significantly outperforms state-of-the-art methods in automatic diversity discovery and matches the efficacy of QD with manually crafted diversity metrics on standard benchmarks in robotics and reinforcement learning. Notably, in open-ended generative tasks, QDHF substantially enhances the diversity of text-to-image generation from a diffusion model and is more favorably received in user studies. We conclude by analyzing QDHF's scalability, robustness, and quality of derived diversity metrics, emphasizing its strength in open-ended optimization tasks. Code and tutorials are available at https://liding.info/qdhf.

cs.AI↗

Managing extreme AI risks amid rapid progress

Artificial Intelligence (AI) is progressing rapidly, and companies are shifting their focus to developing generalist AI systems that can autonomously act and pursue goals. Increases in capabilities and autonomy may soon massively amplify AI's impact, with risks that include large-scale social harms, malicious uses, and an irreversible loss of human control over autonomous AI systems. Although researchers have warned of extreme risks from AI, there is a lack of consensus about how exactly such risks arise, and how to manage them. Society's response, despite promising first steps, is incommensurate with the possibility of rapid, transformative progress that is expected by many experts. AI safety research is lagging. Present governance initiatives lack the mechanisms and institutions to prevent misuse and recklessness, and barely address autonomous systems. In this short consensus paper, we describe extreme risks from upcoming, advanced AI systems. Drawing on lessons learned from other safety-critical technologies, we then outline a comprehensive plan combining technical research and development with proactive, adaptive governance mechanisms for a more commensurate preparation.

cs.CY↗

Genie: Generative Interactive Environments

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.

cs.LG↗

OMNI: Open-endedness via Models of human Notions of Interestingness

Open-ended algorithms aim to learn new, interesting behaviors forever. That requires a vast environment search space, but there are thus infinitely many possible tasks. Even after filtering for tasks the current agent can learn (i.e., learning progress), countless learnable yet uninteresting tasks remain (e.g., minor variations of previously learned tasks). An Achilles Heel of open-endedness research is the inability to quantify (and thus prioritize) tasks that are not just learnable, but also $\textit{interesting}$ (e.g., worthwhile and novel). We propose solving this problem by $\textit{Open-endedness via Models of human Notions of Interestingness}$ (OMNI). The insight is that we can utilize foundation models (FMs) as a model of interestingness (MoI), because they $\textit{already}$ internalize human concepts of interestingness from training on vast amounts of human-generated data, where humans naturally write about what they find interesting or boring. We show that FM-based MoIs improve open-ended learning by focusing on tasks that are both learnable $\textit{and interesting}$, outperforming baselines based on uniform task sampling or learning progress alone. This approach has the potential to dramatically advance the ability to intelligently select which tasks to focus on next (i.e., auto-curricula), and could be seen as AI selecting its own next task to learn, facilitating self-improving AI and AI-Generating Algorithms. Project website at https://www.jennyzhangzt.com/omni/

cs.AI↗

Thought Cloning: Learning to Think while Acting by Imitating Human Thinking

Language is often considered a key aspect of human thinking, providing us with exceptional abilities to generalize, explore, plan, replan, and adapt to new situations. However, Reinforcement Learning (RL) agents are far from human-level performance in any of these abilities. We hypothesize one reason for such cognitive deficiencies is that they lack the benefits of thinking in language and that we can improve AI agents by training them to think like humans do. We introduce a novel Imitation Learning framework, Thought Cloning, where the idea is to not just clone the behaviors of human demonstrators, but also the thoughts humans have as they perform these behaviors. While we expect Thought Cloning to truly shine at scale on internet-sized datasets of humans thinking out loud while acting (e.g. online videos with transcripts), here we conduct experiments in a domain where the thinking and action data are synthetically generated. Results reveal that Thought Cloning learns much faster than Behavioral Cloning and its performance advantage grows the further out of distribution test tasks are, highlighting its ability to better handle novel situations. Thought Cloning also provides important benefits for AI Safety and Interpretability, and makes it easier to debug and improve AI. Because we can observe the agent's thoughts, we can (1) more easily diagnose why things are going wrong, making it easier to fix the problem, (2) steer the agent by correcting its thinking, or (3) prevent it from doing unsafe things it plans to do. Overall, by training agents how to think as well as behave, Thought Cloning creates safer, more powerful agents.

cs.AI↗

Continual learning under domain transfer with sparse synaptic bursting

Existing machines are functionally specific tools that were made for easy prediction and control. Tomorrow's machines may be closer to biological systems in their mutability, resilience, and autonomy. But first they must be capable of learning and retaining new information without being exposed to it arbitrarily often. Past efforts to engineer such systems have sought to build or regulate artificial neural networks using disjoint sets of weights that are uniquely sensitive to specific tasks or inputs. This has not yet enabled continual learning over long sequences of previously unseen data without corrupting existing knowledge: a problem known as catastrophic forgetting. In this paper, we introduce a system that can learn sequentially over previously unseen datasets (ImageNet, CIFAR-100) with little forgetting over time. This is done by controlling the activity of weights in a convolutional neural network on the basis of inputs using top-down regulation generated by a second feed-forward neural network. We find that our method learns continually under domain transfer with sparse bursts of activity in weights that are recycled across tasks, rather than by maintaining task-specific modules. Sparse synaptic bursting is found to balance activity and suppression such that new functions can be learned without corrupting extant knowledge, thus mirroring the balance of order and disorder in systems at the edge of chaos. This behavior emerges during a prior pre-training (or 'meta-learning') phase in which regulated synapses are selectively disinhibited, or grown, from an initial state of uniform suppression through prediction error minimization.

cs.LG↗

Quality-Diversity through AI Feedback

In many text-generation problems, users may prefer not only a single response, but a diverse range of high-quality outputs from which to choose. Quality-diversity (QD) search algorithms aim at such outcomes, by continually improving and diversifying a population of candidates. However, the applicability of QD to qualitative domains, like creative writing, has been limited by the difficulty of algorithmically specifying measures of quality and diversity. Interestingly, recent developments in language models (LMs) have enabled guiding search through AI feedback, wherein LMs are prompted in natural language to evaluate qualitative aspects of text. Leveraging this development, we introduce Quality-Diversity through AI Feedback (QDAIF), wherein an evolutionary algorithm applies LMs to both generate variation and evaluate the quality and diversity of candidate text. When assessed on creative writing domains, QDAIF covers more of a specified search space with high-quality samples than do non-QD controls. Further, human evaluation of QDAIF-generated creative texts validates reasonable agreement between AI and human evaluation. Our results thus highlight the potential of AI feedback to guide open-ended search for creative and original solutions, providing a recipe that seemingly generalizes to many domains and modalities. In this way, QDAIF is a step towards AI systems that can independently search, diversify, evaluate, and improve, which are among the core skills underlying human society's capacity for innovation.

cs.CL↗

Video PreTraining (VPT): Learning to Act by Watching Unlabeled Online Videos

Pretraining on noisy, internet-scale datasets has been heavily studied as a technique for training models with broad, general capabilities for text, images, and other modalities. However, for many sequential decision domains such as robotics, video games, and computer use, publicly available data does not contain the labels required to train behavioral priors in the same way. We extend the internet-scale pretraining paradigm to sequential decision domains through semi-supervised imitation learning wherein agents learn to act by watching online unlabeled videos. Specifically, we show that with a small amount of labeled data we can train an inverse dynamics model accurate enough to label a huge unlabeled source of online data -- here, online videos of people playing Minecraft -- from which we can then train a general behavioral prior. Despite using the native human interface (mouse and keyboard at 20Hz), we show that this behavioral prior has nontrivial zero-shot capabilities and that it can be fine-tuned, with both imitation learning and reinforcement learning, to hard-exploration tasks that are impossible to learn from scratch via reinforcement learning. For many tasks our models exhibit human-level performance, and we are the first to report computer agents that can craft diamond tools, which can take proficient humans upwards of 20 minutes (24,000 environment actions) of gameplay to accomplish.

cs.LG↗

First return, then explore

The promise of reinforcement learning is to solve complex sequential decision problems autonomously by specifying a high-level reward function only. However, reinforcement learning algorithms struggle when, as is often the case, simple and intuitive rewards provide sparse and deceptive feedback. Avoiding these pitfalls requires thoroughly exploring the environment, but creating algorithms that can do so remains one of the central challenges of the field. We hypothesise that the main impediment to effective exploration originates from algorithms forgetting how to reach previously visited states ("detachment") and from failing to first return to a state before exploring from it ("derailment"). We introduce Go-Explore, a family of algorithms that addresses these two challenges directly through the simple principles of explicitly remembering promising states and first returning to such states before intentionally exploring. Go-Explore solves all heretofore unsolved Atari games and surpasses the state of the art on all hard-exploration games, with orders of magnitude improvements on the grand challenges Montezuma's Revenge and Pitfall. We also demonstrate the practical potential of Go-Explore on a sparse-reward pick-and-place robotics task. Additionally, we show that adding a goal-conditioned policy can further improve Go-Explore's exploration efficiency and enable it to handle stochasticity throughout training. The substantial performance gains from Go-Explore suggest that the simple principles of remembering states, returning to them, and exploring from them are a powerful and general approach to exploration, an insight that may prove critical to the creation of truly intelligent learning agents.

cs.AI↗

Multi-task curriculum learning in a complex, visual, hard-exploration domain: Minecraft

An important challenge in reinforcement learning is training agents that can solve a wide variety of tasks. If tasks depend on each other (e.g. needing to learn to walk before learning to run), curriculum learning can speed up learning by focusing on the next best task to learn. We explore curriculum learning in a complex, visual domain with many hard exploration challenges: Minecraft. We find that learning progress (defined as a change in success probability of a task) is a reliable measure of learnability for automatically constructing an effective curriculum. We introduce a learning-progress based curriculum and test it on a complex reinforcement learning problem (called "Simon Says") where an agent is instructed to obtain a desired goal item. Many of the required skills depend on each other. Experiments demonstrate that: (1) a within-episode exploration bonus for obtaining new items improves performance, (2) dynamically adjusting this bonus across training such that it only applies to items the agent cannot reliably obtain yet further increases performance, (3) the learning-progress based curriculum elegantly follows the learning curve of the agent, and (4) when the learning-progress based curriculum is combined with the dynamic exploration bonus it learns much more efficiently and obtains far higher performance than uniform baselines. These results suggest that combining intra-episode and across-training exploration bonuses with learning progress creates a promising method for automated curriculum generation, which may substantially increase our ability to train more capable, generally intelligent agents.

cs.LG↗

Go-Explore: a New Approach for Hard-Exploration Problems

A grand challenge in reinforcement learning is intelligent exploration, especially when rewards are sparse or deceptive. Two Atari games serve as benchmarks for such hard-exploration domains: Montezuma's Revenge and Pitfall. On both games, current RL algorithms perform poorly, even those with intrinsic motivation, which is the dominant method to improve performance on hard-exploration domains. To address this shortfall, we introduce a new algorithm called Go-Explore. It exploits the following principles: (1) remember previously visited states, (2) first return to a promising state (without exploration), then explore from it, and (3) solve simulated environments through any available means (including by introducing determinism), then robustify via imitation learning. The combined effect of these principles is a dramatic performance improvement on hard-exploration problems. On Montezuma's Revenge, Go-Explore scores a mean of over 43k points, almost 4 times the previous state of the art. Go-Explore can also harness human-provided domain knowledge and, when augmented with it, scores a mean of over 650k points on Montezuma's Revenge. Its max performance of nearly 18 million surpasses the human world record, meeting even the strictest definition of "superhuman" performance. On Pitfall, Go-Explore with domain knowledge is the first algorithm to score above zero. Its mean score of almost 60k points exceeds expert human performance. Because Go-Explore produces high-performing demonstrations automatically and cheaply, it also outperforms imitation learning work where humans provide solution demonstrations. Go-Explore opens up many new research directions into improving it and weaving its insights into current RL algorithms. It may also enable progress on previously unsolvable hard-exploration problems in many domains, especially those that harness a simulator during training (e.g. robotics).

cs.LG↗

Open Questions in Creating Safe Open-ended AI: Tensions Between Control and Creativity

Artificial life originated and has long studied the topic of open-ended evolution, which seeks the principles underlying artificial systems that innovate continually, inspired by biological evolution. Recently, interest has grown within the broader field of AI in a generalization of open-ended evolution, here called open-ended search, wherein such questions of open-endedness are explored for advancing AI, whatever the nature of the underlying search algorithm (e.g. evolutionary or gradient-based). For example, open-ended search might design new architectures for neural networks, new reinforcement learning algorithms, or most ambitiously, aim at designing artificial general intelligence. This paper proposes that open-ended evolution and artificial life have much to contribute towards the understanding of open-ended AI, focusing here in particular on the safety of open-ended search. The idea is that AI systems are increasingly applied in the real world, often producing unintended harms in the process, which motivates the growing field of AI safety. This paper argues that open-ended AI has its own safety challenges, in particular, whether the creativity of open-ended systems can be productively and predictably controlled. This paper explains how unique safety problems manifest in open-ended search, and suggests concrete contributions and research questions to explore them. The hope is to inspire progress towards creative, useful, and safe open-ended search algorithms.

cs.NE↗

Scaling MAP-Elites to Deep Neuroevolution

Quality-Diversity (QD) algorithms, and MAP-Elites (ME) in particular, have proven very useful for a broad range of applications including enabling real robots to recover quickly from joint damage, solving strongly deceptive maze tasks or evolving robot morphologies to discover new gaits. However, present implementations of MAP-Elites and other QD algorithms seem to be limited to low-dimensional controllers with far fewer parameters than modern deep neural network models. In this paper, we propose to leverage the efficiency of Evolution Strategies (ES) to scale MAP-Elites to high-dimensional controllers parameterized by large neural networks. We design and evaluate a new hybrid algorithm called MAP-Elites with Evolution Strategies (ME-ES) for post-damage recovery in a difficult high-dimensional control task where traditional ME fails. Additionally, we show that ME-ES performs efficient exploration, on par with state-of-the-art exploration algorithms in high-dimensional control tasks with strongly deceptive rewards.

cs.NE↗

Synthetic Petri Dish: A Novel Surrogate Model for Rapid Architecture Search

Neural Architecture Search (NAS) explores a large space of architectural motifs -- a compute-intensive process that often involves ground-truth evaluation of each motif by instantiating it within a large network, and training and evaluating the network with thousands of domain-specific data samples. Inspired by how biological motifs such as cells are sometimes extracted from their natural environment and studied in an artificial Petri dish setting, this paper proposes the Synthetic Petri Dish model for evaluating architectural motifs. In the Synthetic Petri Dish, architectural motifs are instantiated in very small networks and evaluated using very few learned synthetic data samples (to effectively approximate performance in the full problem). The relative performance of motifs in the Synthetic Petri Dish can substitute for their ground-truth performance, thus accelerating the most expensive step of NAS. Unlike other neural network-based prediction models that parse the structure of the motif to estimate its performance, the Synthetic Petri Dish predicts motif performance by training the actual motif in an artificial setting, thus deriving predictions from its true intrinsic properties. Experiments in this paper demonstrate that the Synthetic Petri Dish can therefore predict the performance of new motifs with significantly higher accuracy, especially when insufficient ground truth data is available. Our hope is that this work can inspire a new research direction in studying the performance of extracted components of models in an alternative controlled setting.

cs.LG↗

Enhanced POET: Open-Ended Reinforcement Learning through Unbounded Invention of Learning Challenges and their Solutions

Creating open-ended algorithms, which generate their own never-ending stream of novel and appropriately challenging learning opportunities, could help to automate and accelerate progress in machine learning. A recent step in this direction is the Paired Open-Ended Trailblazer (POET), an algorithm that generates and solves its own challenges, and allows solutions to goal-switch between challenges to avoid local optima. However, the original POET was unable to demonstrate its full creative potential because of limitations of the algorithm itself and because of external issues including a limited problem space and lack of a universal progress measure. Importantly, both limitations pose impediments not only for POET, but for the pursuit of open-endedness in general. Here we introduce and empirically validate two new innovations to the original algorithm, as well as two external innovations designed to help elucidate its full potential. Together, these four advances enable the most open-ended algorithmic demonstration to date. The algorithmic innovations are (1) a domain-general measure of how meaningfully novel new challenges are, enabling the system to potentially create and solve interesting challenges endlessly, and (2) an efficient heuristic for determining when agents should goal-switch from one problem to another (helping open-ended search better scale). Outside the algorithm itself, to enable a more definitive demonstration of open-endedness, we introduce (3) a novel, more flexible way to encode environmental challenges, and (4) a generic measure of the extent to which a system continues to exhibit open-ended innovation. Enhanced POET produces a diverse range of sophisticated behaviors that solve a wide range of environmental challenges, many of which cannot be solved through other means.

cs.NE↗

Fiber: A Platform for Efficient Development and Distributed Training for Reinforcement Learning and Population-Based Methods

Recent advances in machine learning are consistently enabled by increasing amounts of computation. Reinforcement learning (RL) and population-based methods in particular pose unique challenges for efficiency and flexibility to the underlying distributed computing frameworks. These challenges include frequent interaction with simulations, the need for dynamic scaling, and the need for a user interface with low adoption cost and consistency across different backends. In this paper we address these challenges while still retaining development efficiency and flexibility for both research and practical applications by introducing Fiber, a scalable distributed computing framework for RL and population-based methods. Fiber aims to significantly expand the accessibility of large-scale parallel computation to users of otherwise complicated RL and population-based approaches without the need to for specialized computational expertise.

cs.LG↗