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Robert Dadashi

Publications and source records attributed to Robert Dadashi.

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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

MedGemma Technical Report

Artificial intelligence (AI) has significant potential in healthcare applications, but its training and deployment faces challenges due to healthcare's diverse data, complex tasks, and the need to preserve privacy. Foundation models that perform well on medical tasks and require less task-specific tuning data are critical to accelerate the development of healthcare AI applications. We introduce MedGemma, a collection of medical vision-language foundation models based on Gemma 3 4B and 27B. MedGemma demonstrates advanced medical understanding and reasoning on images and text, significantly exceeding the performance of similar-sized generative models and approaching the performance of task-specific models, while maintaining the general capabilities of the Gemma 3 base models. For out-of-distribution tasks, MedGemma achieves 2.6-10% improvement on medical multimodal question answering, 15.5-18.1% improvement on chest X-ray finding classification, and 10.8% improvement on agentic evaluations compared to the base models. Fine-tuning MedGemma further improves performance in subdomains, reducing errors in electronic health record information retrieval by 50% and reaching comparable performance to existing specialized state-of-the-art methods for pneumothorax classification and histopathology patch classification. We additionally introduce MedSigLIP, a medically-tuned vision encoder derived from SigLIP. MedSigLIP powers the visual understanding capabilities of MedGemma and as an encoder achieves comparable or better performance than specialized medical image encoders. Taken together, the MedGemma collection provides a strong foundation of medical image and text capabilities, with potential to significantly accelerate medical research and development of downstream applications. The MedGemma collection, including tutorials and model weights, can be found at https://goo.gle/medgemma.

cs.AI

RecurrentGemma: Moving Past Transformers for Efficient Open Language Models

We introduce RecurrentGemma, a family of open language models which uses Google's novel Griffin architecture. Griffin combines linear recurrences with local attention to achieve excellent performance on language. It has a fixed-sized state, which reduces memory use and enables efficient inference on long sequences. We provide two sizes of models, containing 2B and 9B parameters, and provide pre-trained and instruction tuned variants for both. Our models achieve comparable performance to similarly-sized Gemma baselines despite being trained on fewer tokens.

cs.LG

BOND: Aligning LLMs with Best-of-N Distillation

Reinforcement learning from human feedback (RLHF) is a key driver of quality and safety in state-of-the-art large language models. Yet, a surprisingly simple and strong inference-time strategy is Best-of-N sampling that selects the best generation among N candidates. In this paper, we propose Best-of-N Distillation (BOND), a novel RLHF algorithm that seeks to emulate Best-of-N but without its significant computational overhead at inference time. Specifically, BOND is a distribution matching algorithm that forces the distribution of generations from the policy to get closer to the Best-of-N distribution. We use the Jeffreys divergence (a linear combination of forward and backward KL) to balance between mode-covering and mode-seeking behavior, and derive an iterative formulation that utilizes a moving anchor for efficiency. We demonstrate the effectiveness of our approach and several design choices through experiments on abstractive summarization and Gemma models. Aligning Gemma policies with BOND outperforms other RLHF algorithms by improving results on several benchmarks.

cs.LG

WARP: On the Benefits of Weight Averaged Rewarded Policies

Reinforcement learning from human feedback (RLHF) aligns large language models (LLMs) by encouraging their generations to have high rewards, using a reward model trained on human preferences. To prevent the forgetting of pre-trained knowledge, RLHF usually incorporates a KL regularization; this forces the policy to remain close to its supervised fine-tuned initialization, though it hinders the reward optimization. To tackle the trade-off between KL and reward, in this paper we introduce a novel alignment strategy named Weight Averaged Rewarded Policies (WARP). WARP merges policies in the weight space at three distinct stages. First, it uses the exponential moving average of the policy as a dynamic anchor in the KL regularization. Second, it applies spherical interpolation to merge independently fine-tuned policies into a new enhanced one. Third, it linearly interpolates between this merged model and the initialization, to recover features from pre-training. This procedure is then applied iteratively, with each iteration's final model used as an advanced initialization for the next, progressively refining the KL-reward Pareto front, achieving superior rewards at fixed KL. Experiments with GEMMA policies validate that WARP improves their quality and alignment, outperforming other open-source LLMs.

cs.LG

Gemma: Open Models Based on Gemini Research and Technology

This work introduces Gemma, a family of lightweight, state-of-the art open models built from the research and technology used to create Gemini models. Gemma models demonstrate strong performance across academic benchmarks for language understanding, reasoning, and safety. We release two sizes of models (2 billion and 7 billion parameters), and provide both pretrained and fine-tuned checkpoints. Gemma outperforms similarly sized open models on 11 out of 18 text-based tasks, and we present comprehensive evaluations of safety and responsibility aspects of the models, alongside a detailed description of model development. We believe the responsible release of LLMs is critical for improving the safety of frontier models, and for enabling the next wave of LLM innovations.

cs.CL

WARM: On the Benefits of Weight Averaged Reward Models

Aligning large language models (LLMs) with human preferences through reinforcement learning (RLHF) can lead to reward hacking, where LLMs exploit failures in the reward model (RM) to achieve seemingly high rewards without meeting the underlying objectives. We identify two primary challenges when designing RMs to mitigate reward hacking: distribution shifts during the RL process and inconsistencies in human preferences. As a solution, we propose Weight Averaged Reward Models (WARM), first fine-tuning multiple RMs, then averaging them in the weight space. This strategy follows the observation that fine-tuned weights remain linearly mode connected when sharing the same pre-training. By averaging weights, WARM improves efficiency compared to the traditional ensembling of predictions, while improving reliability under distribution shifts and robustness to preference inconsistencies. Our experiments on summarization tasks, using best-of-N and RL methods, shows that WARM improves the overall quality and alignment of LLM predictions; for example, a policy RL fine-tuned with WARM has a 79.4% win rate against a policy RL fine-tuned with a single RM.

cs.LG

Offline Reinforcement Learning with On-Policy Q-Function Regularization

The core challenge of offline reinforcement learning (RL) is dealing with the (potentially catastrophic) extrapolation error induced by the distribution shift between the history dataset and the desired policy. A large portion of prior work tackles this challenge by implicitly/explicitly regularizing the learning policy towards the behavior policy, which is hard to estimate reliably in practice. In this work, we propose to regularize towards the Q-function of the behavior policy instead of the behavior policy itself, under the premise that the Q-function can be estimated more reliably and easily by a SARSA-style estimate and handles the extrapolation error more straightforwardly. We propose two algorithms taking advantage of the estimated Q-function through regularizations, and demonstrate they exhibit strong performance on the D4RL benchmarks.

cs.LG

Factually Consistent Summarization via Reinforcement Learning with Textual Entailment Feedback

Despite the seeming success of contemporary grounded text generation systems, they often tend to generate factually inconsistent text with respect to their input. This phenomenon is emphasized in tasks like summarization, in which the generated summaries should be corroborated by their source article. In this work, we leverage recent progress on textual entailment models to directly address this problem for abstractive summarization systems. We use reinforcement learning with reference-free, textual entailment rewards to optimize for factual consistency and explore the ensuing trade-offs, as improved consistency may come at the cost of less informative or more extractive summaries. Our results, according to both automatic metrics and human evaluation, show that our method considerably improves the faithfulness, salience, and conciseness of the generated summaries.

cs.CL

Get Back Here: Robust Imitation by Return-to-Distribution Planning

We consider the Imitation Learning (IL) setup where expert data are not collected on the actual deployment environment but on a different version. To address the resulting distribution shift, we combine behavior cloning (BC) with a planner that is tasked to bring the agent back to states visited by the expert whenever the agent deviates from the demonstration distribution. The resulting algorithm, POIR, can be trained offline, and leverages online interactions to efficiently fine-tune its planner to improve performance over time. We test POIR on a variety of human-generated manipulation demonstrations in a realistic robotic manipulation simulator and show robustness of the learned policy to different initial state distributions and noisy dynamics.

cs.RO

Learning Energy Networks with Generalized Fenchel-Young Losses

Energy-based models, a.k.a. energy networks, perform inference by optimizing an energy function, typically parametrized by a neural network. This allows one to capture potentially complex relationships between inputs and outputs. To learn the parameters of the energy function, the solution to that optimization problem is typically fed into a loss function. The key challenge for training energy networks lies in computing loss gradients, as this typically requires argmin/argmax differentiation. In this paper, building upon a generalized notion of conjugate function, which replaces the usual bilinear pairing with a general energy function, we propose generalized Fenchel-Young losses, a natural loss construction for learning energy networks. Our losses enjoy many desirable properties and their gradients can be computed efficiently without argmin/argmax differentiation. We also prove the calibration of their excess risk in the case of linear-concave energies. We demonstrate our losses on multilabel classification and imitation learning tasks.

cs.LG

Acme: A Research Framework for Distributed Reinforcement Learning

Deep reinforcement learning (RL) has led to many recent and groundbreaking advances. However, these advances have often come at the cost of both increased scale in the underlying architectures being trained as well as increased complexity of the RL algorithms used to train them. These increases have in turn made it more difficult for researchers to rapidly prototype new ideas or reproduce published RL algorithms. To address these concerns this work describes Acme, a framework for constructing novel RL algorithms that is specifically designed to enable agents that are built using simple, modular components that can be used at various scales of execution. While the primary goal of Acme is to provide a framework for algorithm development, a secondary goal is to provide simple reference implementations of important or state-of-the-art algorithms. These implementations serve both as a validation of our design decisions as well as an important contribution to reproducibility in RL research. In this work we describe the major design decisions made within Acme and give further details as to how its components can be used to implement various algorithms. Our experiments provide baselines for a number of common and state-of-the-art algorithms as well as showing how these algorithms can be scaled up for much larger and more complex environments. This highlights one of the primary advantages of Acme, namely that it can be used to implement large, distributed RL algorithms that can run at massive scales while still maintaining the inherent readability of that implementation. This work presents a second version of the paper which coincides with an increase in modularity, additional emphasis on offline, imitation and learning from demonstrations algorithms, as well as various new agents implemented as part of Acme.

cs.LG

Continuous Control with Action Quantization from Demonstrations

In this paper, we propose a novel Reinforcement Learning (RL) framework for problems with continuous action spaces: Action Quantization from Demonstrations (AQuaDem). The proposed approach consists in learning a discretization of continuous action spaces from human demonstrations. This discretization returns a set of plausible actions (in light of the demonstrations) for each input state, thus capturing the priors of the demonstrator and their multimodal behavior. By discretizing the action space, any discrete action deep RL technique can be readily applied to the continuous control problem. Experiments show that the proposed approach outperforms state-of-the-art methods such as SAC in the RL setup, and GAIL in the Imitation Learning setup. We provide a website with interactive videos: https://google-research.github.io/aquadem/ and make the code available: https://github.com/google-research/google-research/tree/master/aquadem.

cs.LG

Offline Reinforcement Learning as Anti-Exploration

Offline Reinforcement Learning (RL) aims at learning an optimal control from a fixed dataset, without interactions with the system. An agent in this setting should avoid selecting actions whose consequences cannot be predicted from the data. This is the converse of exploration in RL, which favors such actions. We thus take inspiration from the literature on bonus-based exploration to design a new offline RL agent. The core idea is to subtract a prediction-based exploration bonus from the reward, instead of adding it for exploration. This allows the policy to stay close to the support of the dataset. We connect this approach to a more common regularization of the learned policy towards the data. Instantiated with a bonus based on the prediction error of a variational autoencoder, we show that our agent is competitive with the state of the art on a set of continuous control locomotion and manipulation tasks.

cs.LG

Offline Reinforcement Learning with Pseudometric Learning

Offline Reinforcement Learning methods seek to learn a policy from logged transitions of an environment, without any interaction. In the presence of function approximation, and under the assumption of limited coverage of the state-action space of the environment, it is necessary to enforce the policy to visit state-action pairs close to the support of logged transitions. In this work, we propose an iterative procedure to learn a pseudometric (closely related to bisimulation metrics) from logged transitions, and use it to define this notion of closeness. We show its convergence and extend it to the function approximation setting. We then use this pseudometric to define a new lookup based bonus in an actor-critic algorithm: PLOFF. This bonus encourages the actor to stay close, in terms of the defined pseudometric, to the support of logged transitions. Finally, we evaluate the method on hand manipulation and locomotion tasks.

cs.LG

What Matters for Adversarial Imitation Learning?

Adversarial imitation learning has become a popular framework for imitation in continuous control. Over the years, several variations of its components were proposed to enhance the performance of the learned policies as well as the sample complexity of the algorithm. In practice, these choices are rarely tested all together in rigorous empirical studies. It is therefore difficult to discuss and understand what choices, among the high-level algorithmic options as well as low-level implementation details, matter. To tackle this issue, we implement more than 50 of these choices in a generic adversarial imitation learning framework and investigate their impacts in a large-scale study (>500k trained agents) with both synthetic and human-generated demonstrations. While many of our findings confirm common practices, some of them are surprising or even contradict prior work. In particular, our results suggest that artificial demonstrations are not a good proxy for human data and that the very common practice of evaluating imitation algorithms only with synthetic demonstrations may lead to algorithms which perform poorly in the more realistic scenarios with human demonstrations.

cs.LG

Hyperparameter Selection for Imitation Learning

We address the issue of tuning hyperparameters (HPs) for imitation learning algorithms in the context of continuous-control, when the underlying reward function of the demonstrating expert cannot be observed at any time. The vast literature in imitation learning mostly considers this reward function to be available for HP selection, but this is not a realistic setting. Indeed, would this reward function be available, it could then directly be used for policy training and imitation would not be necessary. To tackle this mostly ignored problem, we propose a number of possible proxies to the external reward. We evaluate them in an extensive empirical study (more than 10'000 agents across 9 environments) and make practical recommendations for selecting HPs. Our results show that while imitation learning algorithms are sensitive to HP choices, it is often possible to select good enough HPs through a proxy to the reward function.

cs.LG

Primal Wasserstein Imitation Learning

Imitation Learning (IL) methods seek to match the behavior of an agent with that of an expert. In the present work, we propose a new IL method based on a conceptually simple algorithm: Primal Wasserstein Imitation Learning (PWIL), which ties to the primal form of the Wasserstein distance between the expert and the agent state-action distributions. We present a reward function which is derived offline, as opposed to recent adversarial IL algorithms that learn a reward function through interactions with the environment, and which requires little fine-tuning. We show that we can recover expert behavior on a variety of continuous control tasks of the MuJoCo domain in a sample efficient manner in terms of agent interactions and of expert interactions with the environment. Finally, we show that the behavior of the agent we train matches the behavior of the expert with the Wasserstein distance, rather than the commonly used proxy of performance.

cs.LG