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Srivatsan Srinivasan

Publications and source records attributed to Srivatsan Srinivasan.

11 recordsLinked to original sources

Gemini 2.5: Pushing the Frontier with Advanced Reasoning, Multimodality, Long Context, and Next Generation Agentic Capabilities

In this report, we introduce the Gemini 2.X model family: Gemini 2.5 Pro and Gemini 2.5 Flash, as well as our earlier Gemini 2.0 Flash and Flash-Lite models. Gemini 2.5 Pro is our most capable model yet, achieving SoTA performance on frontier coding and reasoning benchmarks. In addition to its incredible coding and reasoning skills, Gemini 2.5 Pro is a thinking model that excels at multimodal understanding and it is now able to process up to 3 hours of video content. Its unique combination of long context, multimodal and reasoning capabilities can be combined to unlock new agentic workflows. Gemini 2.5 Flash provides excellent reasoning abilities at a fraction of the compute and latency requirements and Gemini 2.0 Flash and Flash-Lite provide high performance at low latency and cost. Taken together, the Gemini 2.X model generation spans the full Pareto frontier of model capability vs cost, allowing users to explore the boundaries of what is possible with complex agentic problem solving.

cs.CL↗

Imagen 3

We introduce Imagen 3, a latent diffusion model that generates high quality images from text prompts. We describe our quality and responsibility evaluations. Imagen 3 is preferred over other state-of-the-art (SOTA) models at the time of evaluation. In addition, we discuss issues around safety and representation, as well as methods we used to minimize the potential harm of our models.

cs.CV↗

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↗

Griffin: Mixing Gated Linear Recurrences with Local Attention for Efficient Language Models

Recurrent neural networks (RNNs) have fast inference and scale efficiently on long sequences, but they are difficult to train and hard to scale. We propose Hawk, an RNN with gated linear recurrences, and Griffin, a hybrid model that mixes gated linear recurrences with local attention. Hawk exceeds the reported performance of Mamba on downstream tasks, while Griffin matches the performance of Llama-2 despite being trained on over 6 times fewer tokens. We also show that Griffin can extrapolate on sequences significantly longer than those seen during training. Our models match the hardware efficiency of Transformers during training, and during inference they have lower latency and significantly higher throughput. We scale Griffin up to 14B parameters, and explain how to shard our models for efficient distributed training.

cs.LG↗

Reinforced Self-Training (ReST) for Language Modeling

Reinforcement learning from human feedback (RLHF) can improve the quality of large language model's (LLM) outputs by aligning them with human preferences. We propose a simple algorithm for aligning LLMs with human preferences inspired by growing batch reinforcement learning (RL), which we call Reinforced Self-Training (ReST). Given an initial LLM policy, ReST produces a dataset by generating samples from the policy, which are then used to improve the LLM policy using offline RL algorithms. ReST is more efficient than typical online RLHF methods because the training dataset is produced offline, which allows data reuse. While ReST is a general approach applicable to all generative learning settings, we focus on its application to machine translation. Our results show that ReST can substantially improve translation quality, as measured by automated metrics and human evaluation on machine translation benchmarks in a compute and sample-efficient manner.

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AlphaStar Unplugged: Large-Scale Offline Reinforcement Learning

StarCraft II is one of the most challenging simulated reinforcement learning environments; it is partially observable, stochastic, multi-agent, and mastering StarCraft II requires strategic planning over long time horizons with real-time low-level execution. It also has an active professional competitive scene. StarCraft II is uniquely suited for advancing offline RL algorithms, both because of its challenging nature and because Blizzard has released a massive dataset of millions of StarCraft II games played by human players. This paper leverages that and establishes a benchmark, called AlphaStar Unplugged, introducing unprecedented challenges for offline reinforcement learning. We define a dataset (a subset of Blizzard's release), tools standardizing an API for machine learning methods, and an evaluation protocol. We also present baseline agents, including behavior cloning, offline variants of actor-critic and MuZero. We improve the state of the art of agents using only offline data, and we achieve 90% win rate against previously published AlphaStar behavior cloning agent.

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↗

An Empirical Study of Implicit Regularization in Deep Offline RL

Deep neural networks are the most commonly used function approximators in offline reinforcement learning. Prior works have shown that neural nets trained with TD-learning and gradient descent can exhibit implicit regularization that can be characterized by under-parameterization of these networks. Specifically, the rank of the penultimate feature layer, also called \textit{effective rank}, has been observed to drastically collapse during the training. In turn, this collapse has been argued to reduce the model's ability to further adapt in later stages of learning, leading to the diminished final performance. Such an association between the effective rank and performance makes effective rank compelling for offline RL, primarily for offline policy evaluation. In this work, we conduct a careful empirical study on the relation between effective rank and performance on three offline RL datasets : bsuite, Atari, and DeepMind lab. We observe that a direct association exists only in restricted settings and disappears in the more extensive hyperparameter sweeps. Also, we empirically identify three phases of learning that explain the impact of implicit regularization on the learning dynamics and found that bootstrapping alone is insufficient to explain the collapse of the effective rank. Further, we show that several other factors could confound the relationship between effective rank and performance and conclude that studying this association under simplistic assumptions could be highly misleading.

cs.LG↗

Output-Constrained Bayesian Neural Networks

Bayesian neural network (BNN) priors are defined in parameter space, making it hard to encode prior knowledge expressed in function space. We formulate a prior that incorporates functional constraints about what the output can or cannot be in regions of the input space. Output-Constrained BNNs (OC-BNN) represent an interpretable approach of enforcing a range of constraints, fully consistent with the Bayesian framework and amenable to black-box inference. We demonstrate how OC-BNNs improve model robustness and prevent the prediction of infeasible outputs in two real-world applications of healthcare and robotics.

cs.LG↗

Truly Batch Apprenticeship Learning with Deep Successor Features

We introduce a novel apprenticeship learning algorithm to learn an expert's underlying reward structure in off-policy model-free \emph{batch} settings. Unlike existing methods that require a dynamics model or additional data acquisition for on-policy evaluation, our algorithm requires only the batch data of observed expert behavior. Such settings are common in real-world tasks---health care, finance or industrial processes ---where accurate simulators do not exist or data acquisition is costly. To address challenges in batch settings, we introduce Deep Successor Feature Networks(DSFN) that estimate feature expectations in an off-policy setting and a transition-regularized imitation network that produces a near-expert initial policy and an efficient feature representation. Our algorithm achieves superior results in batch settings on both control benchmarks and a vital clinical task of sepsis management in the Intensive Care Unit.

cs.LG↗

Evaluating Reinforcement Learning Algorithms in Observational Health Settings

Much attention has been devoted recently to the development of machine learning algorithms with the goal of improving treatment policies in healthcare. Reinforcement learning (RL) is a sub-field within machine learning that is concerned with learning how to make sequences of decisions so as to optimize long-term effects. Already, RL algorithms have been proposed to identify decision-making strategies for mechanical ventilation, sepsis management and treatment of schizophrenia. However, before implementing treatment policies learned by black-box algorithms in high-stakes clinical decision problems, special care must be taken in the evaluation of these policies. In this document, our goal is to expose some of the subtleties associated with evaluating RL algorithms in healthcare. We aim to provide a conceptual starting point for clinical and computational researchers to ask the right questions when designing and evaluating algorithms for new ways of treating patients. In the following, we describe how choices about how to summarize a history, variance of statistical estimators, and confounders in more ad-hoc measures can result in unreliable, even misleading estimates of the quality of a treatment policy. We also provide suggestions for mitigating these effects---for while there is much promise for mining observational health data to uncover better treatment policies, evaluation must be performed thoughtfully.

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