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William Fedus

Publications and source records attributed to William Fedus.

At least 19 recordsLinked to original sources

BrowseComp: A Simple Yet Challenging Benchmark for Browsing Agents

We present BrowseComp, a simple yet challenging benchmark for measuring the ability for agents to browse the web. BrowseComp comprises 1,266 questions that require persistently navigating the internet in search of hard-to-find, entangled information. Despite the difficulty of the questions, BrowseComp is simple and easy-to-use, as predicted answers are short and easily verifiable against reference answers. BrowseComp for browsing agents can be seen as analogous to how programming competitions are an incomplete but useful benchmark for coding agents. While BrowseComp sidesteps challenges of a true user query distribution, like generating long answers or resolving ambiguity, it measures the important core capability of exercising persistence and creativity in finding information. BrowseComp can be found at https://github.com/openai/simple-evals.

cs.CL

Measuring short-form factuality in large language models

We present SimpleQA, a benchmark that evaluates the ability of language models to answer short, fact-seeking questions. We prioritized two properties in designing this eval. First, SimpleQA is challenging, as it is adversarially collected against GPT-4 responses. Second, responses are easy to grade, because questions are created such that there exists only a single, indisputable answer. Each answer in SimpleQA is graded as either correct, incorrect, or not attempted. A model with ideal behavior would get as many questions correct as possible while not attempting the questions for which it is not confident it knows the correct answer. SimpleQA is a simple, targeted evaluation for whether models "know what they know," and our hope is that this benchmark will remain relevant for the next few generations of frontier models. SimpleQA can be found at https://github.com/openai/simple-evals.

cs.CL

Mixture-of-Experts Meets Instruction Tuning:A Winning Combination for Large Language Models

Sparse Mixture-of-Experts (MoE) is a neural architecture design that can be utilized to add learnable parameters to Large Language Models (LLMs) without increasing inference cost. Instruction tuning is a technique for training LLMs to follow instructions. We advocate combining these two approaches, as we find that MoE models benefit more from instruction tuning than dense models. In particular, we conduct empirical studies across three experimental setups: (i) Direct finetuning on individual downstream tasks devoid of instruction tuning; (ii) Instructiontuning followed by in-context few-shot or zero-shot generalization on downstream tasks; and (iii) Instruction tuning supplemented by further finetuning on individual downstream tasks. In the first scenario, MoE models overall underperform dense models of identical computational capacity. This narrative, however, dramatically changes with the introduction of instruction tuning (second and third scenario), used independently or in conjunction with task-specific finetuning. Our most powerful model, FLAN-MOE-32B, surpasses the performance of FLAN-PALM-62B on four benchmark tasks, while using only a third of the FLOPs. The advancements embodied byFLAN-MOE inspire a reevaluation of the design principles of large-scale, high-performance language models in the framework of task-agnostic learning.

cs.CL

Scaling Instruction-Finetuned Language Models

Finetuning language models on a collection of datasets phrased as instructions has been shown to improve model performance and generalization to unseen tasks. In this paper we explore instruction finetuning with a particular focus on (1) scaling the number of tasks, (2) scaling the model size, and (3) finetuning on chain-of-thought data. We find that instruction finetuning with the above aspects dramatically improves performance on a variety of model classes (PaLM, T5, U-PaLM), prompting setups (zero-shot, few-shot, CoT), and evaluation benchmarks (MMLU, BBH, TyDiQA, MGSM, open-ended generation). For instance, Flan-PaLM 540B instruction-finetuned on 1.8K tasks outperforms PALM 540B by a large margin (+9.4% on average). Flan-PaLM 540B achieves state-of-the-art performance on several benchmarks, such as 75.2% on five-shot MMLU. We also publicly release Flan-T5 checkpoints, which achieve strong few-shot performance even compared to much larger models, such as PaLM 62B. Overall, instruction finetuning is a general method for improving the performance and usability of pretrained language models.

cs.LG

Emergent Abilities of Large Language Models

Scaling up language models has been shown to predictably improve performance and sample efficiency on a wide range of downstream tasks. This paper instead discusses an unpredictable phenomenon that we refer to as emergent abilities of large language models. We consider an ability to be emergent if it is not present in smaller models but is present in larger models. Thus, emergent abilities cannot be predicted simply by extrapolating the performance of smaller models. The existence of such emergence implies that additional scaling could further expand the range of capabilities of language models.

cs.CL

A Review of Sparse Expert Models in Deep Learning

Sparse expert models are a thirty-year old concept re-emerging as a popular architecture in deep learning. This class of architecture encompasses Mixture-of-Experts, Switch Transformers, Routing Networks, BASE layers, and others, all with the unifying idea that each example is acted on by a subset of the parameters. By doing so, the degree of sparsity decouples the parameter count from the compute per example allowing for extremely large, but efficient models. The resulting models have demonstrated significant improvements across diverse domains such as natural language processing, computer vision, and speech recognition. We review the concept of sparse expert models, provide a basic description of the common algorithms, contextualize the advances in the deep learning era, and conclude by highlighting areas for future work.

cs.LG

Scaling Laws vs Model Architectures: How does Inductive Bias Influence Scaling?

There have been a lot of interest in the scaling properties of Transformer models. However, not much has been done on the front of investigating the effect of scaling properties of different inductive biases and model architectures. Do model architectures scale differently? If so, how does inductive bias affect scaling behaviour? How does this influence upstream (pretraining) and downstream (transfer)? This paper conducts a systematic study of scaling behaviour of ten diverse model architectures such as Transformers, Switch Transformers, Universal Transformers, Dynamic convolutions, Performers, and recently proposed MLP-Mixers. Via extensive experiments, we show that (1) architecture is an indeed an important consideration when performing scaling and (2) the best performing model can fluctuate at different scales. We believe that the findings outlined in this work has significant implications to how model architectures are currently evaluated in the community.

cs.LG

Switch Transformers: Scaling to Trillion Parameter Models with Simple and Efficient Sparsity

In deep learning, models typically reuse the same parameters for all inputs. Mixture of Experts (MoE) defies this and instead selects different parameters for each incoming example. The result is a sparsely-activated model -- with outrageous numbers of parameters -- but a constant computational cost. However, despite several notable successes of MoE, widespread adoption has been hindered by complexity, communication costs and training instability -- we address these with the Switch Transformer. We simplify the MoE routing algorithm and design intuitive improved models with reduced communication and computational costs. Our proposed training techniques help wrangle the instabilities and we show large sparse models may be trained, for the first time, with lower precision (bfloat16) formats. We design models based off T5-Base and T5-Large to obtain up to 7x increases in pre-training speed with the same computational resources. These improvements extend into multilingual settings where we measure gains over the mT5-Base version across all 101 languages. Finally, we advance the current scale of language models by pre-training up to trillion parameter models on the "Colossal Clean Crawled Corpus" and achieve a 4x speedup over the T5-XXL model.

cs.LG

ST-MoE: Designing Stable and Transferable Sparse Expert Models

Scale has opened new frontiers in natural language processing -- but at a high cost. In response, Mixture-of-Experts (MoE) and Switch Transformers have been proposed as an energy efficient path to even larger and more capable language models. But advancing the state-of-the-art across a broad set of natural language tasks has been hindered by training instabilities and uncertain quality during fine-tuning. Our work focuses on these issues and acts as a design guide. We conclude by scaling a sparse model to 269B parameters, with a computational cost comparable to a 32B dense encoder-decoder Transformer (Stable and Transferable Mixture-of-Experts or ST-MoE-32B). For the first time, a sparse model achieves state-of-the-art performance in transfer learning, across a diverse set of tasks including reasoning (SuperGLUE, ARC Easy, ARC Challenge), summarization (XSum, CNN-DM), closed book question answering (WebQA, Natural Questions), and adversarially constructed tasks (Winogrande, ANLI R3).

cs.CL

Scale Efficiently: Insights from Pre-training and Fine-tuning Transformers

There remain many open questions pertaining to the scaling behaviour of Transformer architectures. These scaling decisions and findings can be critical, as training runs often come with an associated computational cost which have both financial and/or environmental impact. The goal of this paper is to present scaling insights from pretraining and finetuning Transformers. While Kaplan et al. presents a comprehensive study of the scaling behaviour of Transformer language models, the scope is only on the upstream (pretraining) loss. Therefore, it is still unclear if these set of findings transfer to downstream task within the context of the pretrain-finetune paradigm. The key findings of this paper are as follows: (1) we show that aside from only the model size, model shape matters for downstream fine-tuning, (2) scaling protocols operate differently at different compute regions, (3) widely adopted T5-base and T5-large sizes are Pareto-inefficient. To this end, we present improved scaling protocols whereby our redesigned models achieve similar downstream fine-tuning quality while having 50\% fewer parameters and training 40\% faster compared to the widely adopted T5-base model. We publicly release over 100 pretrained checkpoints of different T5 configurations to facilitate future research and analysis.

cs.CL

Benchmarking Bonus-Based Exploration Methods on the Arcade Learning Environment

This paper provides an empirical evaluation of recently developed exploration algorithms within the Arcade Learning Environment (ALE). We study the use of different reward bonuses that incentives exploration in reinforcement learning. We do so by fixing the learning algorithm used and focusing only on the impact of the different exploration bonuses in the agent's performance. We use Rainbow, the state-of-the-art algorithm for value-based agents, and focus on some of the bonuses proposed in the last few years. We consider the impact these algorithms have on performance within the popular game Montezuma's Revenge which has gathered a lot of interest from the exploration community, across the the set of seven games identified by Bellemare et al. (2016) as challenging for exploration, and easier games where exploration is not an issue. We find that, in our setting, recently developed bonuses do not provide significantly improved performance on Montezuma's Revenge or hard exploration games. We also find that existing bonus-based methods may negatively impact performance on games in which exploration is not an issue and may even perform worse than $ε$-greedy exploration.

cs.LG

On Bonus-Based Exploration Methods in the Arcade Learning Environment

Research on exploration in reinforcement learning, as applied to Atari 2600 game-playing, has emphasized tackling difficult exploration problems such as Montezuma's Revenge (Bellemare et al., 2016). Recently, bonus-based exploration methods, which explore by augmenting the environment reward, have reached above-human average performance on such domains. In this paper we reassess popular bonus-based exploration methods within a common evaluation framework. We combine Rainbow (Hessel et al., 2018) with different exploration bonuses and evaluate its performance on Montezuma's Revenge, Bellemare et al.'s set of hard of exploration games with sparse rewards, and the whole Atari 2600 suite. We find that while exploration bonuses lead to higher score on Montezuma's Revenge they do not provide meaningful gains over the simpler $ε$-greedy scheme. In fact, we find that methods that perform best on that game often underperform $ε$-greedy on easy exploration Atari 2600 games. We find that our conclusions remain valid even when hyperparameters are tuned for these easy-exploration games. Finally, we find that none of the methods surveyed benefit from additional training samples (1 billion frames, versus Rainbow's 200 million) on Bellemare et al.'s hard exploration games. Our results suggest that recent gains in Montezuma's Revenge may be better attributed to architecture change, rather than better exploration schemes; and that the real pace of progress in exploration research for Atari 2600 games may have been obfuscated by good results on a single domain.

cs.LG

Do Transformer Modifications Transfer Across Implementations and Applications?

The research community has proposed copious modifications to the Transformer architecture since it was introduced over three years ago, relatively few of which have seen widespread adoption. In this paper, we comprehensively evaluate many of these modifications in a shared experimental setting that covers most of the common uses of the Transformer in natural language processing. Surprisingly, we find that most modifications do not meaningfully improve performance. Furthermore, most of the Transformer variants we found beneficial were either developed in the same codebase that we used or are relatively minor changes. We conjecture that performance improvements may strongly depend on implementation details and correspondingly make some recommendations for improving the generality of experimental results.

cs.LG

Revisiting ResNets: Improved Training and Scaling Strategies

Novel computer vision architectures monopolize the spotlight, but the impact of the model architecture is often conflated with simultaneous changes to training methodology and scaling strategies. Our work revisits the canonical ResNet (He et al., 2015) and studies these three aspects in an effort to disentangle them. Perhaps surprisingly, we find that training and scaling strategies may matter more than architectural changes, and further, that the resulting ResNets match recent state-of-the-art models. We show that the best performing scaling strategy depends on the training regime and offer two new scaling strategies: (1) scale model depth in regimes where overfitting can occur (width scaling is preferable otherwise); (2) increase image resolution more slowly than previously recommended (Tan & Le, 2019). Using improved training and scaling strategies, we design a family of ResNet architectures, ResNet-RS, which are 1.7x - 2.7x faster than EfficientNets on TPUs, while achieving similar accuracies on ImageNet. In a large-scale semi-supervised learning setup, ResNet-RS achieves 86.2% top-1 ImageNet accuracy, while being 4.7x faster than EfficientNet NoisyStudent. The training techniques improve transfer performance on a suite of downstream tasks (rivaling state-of-the-art self-supervised algorithms) and extend to video classification on Kinetics-400. We recommend practitioners use these simple revised ResNets as baselines for future research.

cs.CV

Revisiting Fundamentals of Experience Replay

Experience replay is central to off-policy algorithms in deep reinforcement learning (RL), but there remain significant gaps in our understanding. We therefore present a systematic and extensive analysis of experience replay in Q-learning methods, focusing on two fundamental properties: the replay capacity and the ratio of learning updates to experience collected (replay ratio). Our additive and ablative studies upend conventional wisdom around experience replay -- greater capacity is found to substantially increase the performance of certain algorithms, while leaving others unaffected. Counterintuitively we show that theoretically ungrounded, uncorrected n-step returns are uniquely beneficial while other techniques confer limited benefit for sifting through larger memory. Separately, by directly controlling the replay ratio we contextualize previous observations in the literature and empirically measure its importance across a variety of deep RL algorithms. Finally, we conclude by testing a set of hypotheses on the nature of these performance benefits.

cs.LG

On Catastrophic Interference in Atari 2600 Games

Model-free deep reinforcement learning is sample inefficient. One hypothesis -- speculated, but not confirmed -- is that catastrophic interference within an environment inhibits learning. We test this hypothesis through a large-scale empirical study in the Arcade Learning Environment (ALE) and, indeed, find supporting evidence. We show that interference causes performance to plateau; the network cannot train on segments beyond the plateau without degrading the policy used to reach there. By synthetically controlling for interference, we demonstrate performance boosts across architectures, learning algorithms and environments. A more refined analysis shows that learning one segment of a game often increases prediction errors elsewhere. Our study provides a clear empirical link between catastrophic interference and sample efficiency in reinforcement learning.

cs.LG

Language GANs Falling Short

Generating high-quality text with sufficient diversity is essential for a wide range of Natural Language Generation (NLG) tasks. Maximum-Likelihood (MLE) models trained with teacher forcing have consistently been reported as weak baselines, where poor performance is attributed to exposure bias (Bengio et al., 2015; Ranzato et al., 2015); at inference time, the model is fed its own prediction instead of a ground-truth token, which can lead to accumulating errors and poor samples. This line of reasoning has led to an outbreak of adversarial based approaches for NLG, on the account that GANs do not suffer from exposure bias. In this work, we make several surprising observations which contradict common beliefs. First, we revisit the canonical evaluation framework for NLG, and point out fundamental flaws with quality-only evaluation: we show that one can outperform such metrics using a simple, well-known temperature parameter to artificially reduce the entropy of the model's conditional distributions. Second, we leverage the control over the quality / diversity trade-off given by this parameter to evaluate models over the whole quality-diversity spectrum and find MLE models constantly outperform the proposed GAN variants over the whole quality-diversity space. Our results have several implications: 1) The impact of exposure bias on sample quality is less severe than previously thought, 2) temperature tuning provides a better quality / diversity trade-off than adversarial training while being easier to train, easier to cross-validate, and less computationally expensive. Code to reproduce the experiments is available at github.com/pclucas14/GansFallingShort

cs.CL

Algorithmic Improvements for Deep Reinforcement Learning applied to Interactive Fiction

Text-based games are a natural challenge domain for deep reinforcement learning algorithms. Their state and action spaces are combinatorially large, their reward function is sparse, and they are partially observable: the agent is informed of the consequences of its actions through textual feedback. In this paper we emphasize this latter point and consider the design of a deep reinforcement learning agent that can play from feedback alone. Our design recognizes and takes advantage of the structural characteristics of text-based games. We first propose a contextualisation mechanism, based on accumulated reward, which simplifies the learning problem and mitigates partial observability. We then study different methods that rely on the notion that most actions are ineffectual in any given situation, following Zahavy et al.'s idea of an admissible action. We evaluate these techniques in a series of text-based games of increasing difficulty based on the TextWorld framework, as well as the iconic game Zork. Empirically, we find that these techniques improve the performance of a baseline deep reinforcement learning agent applied to text-based games.

cs.AI