scispace - formally typeset
Search or ask a question

Showing papers by "Ilya Sutskever published in 2017"


Journal Article•DOI•
TL;DR: A large, deep convolutional neural network was trained to classify the 1.2 million high-resolution images in the ImageNet LSVRC-2010 contest into the 1000 different classes and employed a recently developed regularization method called "dropout" that proved to be very effective.
Abstract: We trained a large, deep convolutional neural network to classify the 1.2 million high-resolution images in the ImageNet LSVRC-2010 contest into the 1000 different classes. On the test data, we achieved top-1 and top-5 error rates of 37.5% and 17.0%, respectively, which is considerably better than the previous state-of-the-art. The neural network, which has 60 million parameters and 650,000 neurons, consists of five convolutional layers, some of which are followed by max-pooling layers, and three fully connected layers with a final 1000-way softmax. To make training faster, we used non-saturating neurons and a very efficient GPU implementation of the convolution operation. To reduce overfitting in the fully connected layers we employed a recently developed regularization method called "dropout" that proved to be very effective. We also entered a variant of this model in the ILSVRC-2012 competition and achieved a winning top-5 test error rate of 15.3%, compared to 26.2% achieved by the second-best entry.

33,301 citations


Posted Content•
TL;DR: This work explores the use of Evolution Strategies (ES), a class of black box optimization algorithms, as an alternative to popular MDP-based RL techniques such as Q-learning and Policy Gradients, and highlights several advantages of ES as a blackbox optimization technique.
Abstract: We explore the use of Evolution Strategies (ES), a class of black box optimization algorithms, as an alternative to popular MDP-based RL techniques such as Q-learning and Policy Gradients. Experiments on MuJoCo and Atari show that ES is a viable solution strategy that scales extremely well with the number of CPUs available: By using a novel communication strategy based on common random numbers, our ES implementation only needs to communicate scalars, making it possible to scale to over a thousand parallel workers. This allows us to solve 3D humanoid walking in 10 minutes and obtain competitive results on most Atari games after one hour of training. In addition, we highlight several advantages of ES as a black box optimization technique: it is invariant to action frequency and delayed rewards, tolerant of extremely long horizons, and does not need temporal discounting or value function approximation.

1,218 citations


Proceedings Article•
21 Mar 2017
TL;DR: One-shot imitation learning as mentioned in this paper is a meta-learning framework for learning from very few demonstrations of any given task and instantly generalizing to new situations of the same task, without requiring task-specific engineering.
Abstract: Imitation learning has been commonly applied to solve different tasks in isolation. This usually requires either careful feature engineering, or a significant number of samples. This is far from what we desire: ideally, robots should be able to learn from very few demonstrations of any given task, and instantly generalize to new situations of the same task, without requiring task-specific engineering. In this paper, we propose a meta-learning framework for achieving such capability, which we call one-shot imitation learning. Specifically, we consider the setting where there is a very large (maybe infinite) set of tasks, and each task has many instantiations. For example, a task could be to stack all blocks on a table into a single tower, another task could be to place all blocks on a table into two-block towers, etc. In each case, different instances of the task would consist of different sets of blocks with different initial states. At training time, our algorithm is presented with pairs of demonstrations for a subset of all tasks. A neural net is trained that takes as input one demonstration and the current state (which initially is the initial state of the other demonstration of the pair), and outputs an action with the goal that the resulting sequence of states and actions matches as closely as possible with the second demonstration. At test time, a demonstration of a single instance of a new task is presented, and the neural net is expected to perform well on new instances of this new task. Our experiments show that the use of soft attention allows the model to generalize to conditions and tasks unseen in the training data. We anticipate that by training this model on a much greater variety of tasks and settings, we will obtain a general system that can turn any demonstrations into robust policies that can accomplish an overwhelming variety of tasks.

531 citations


Posted Content•
TL;DR: The properties of byte-level recurrent language models are explored and a single unit which performs sentiment analysis is found which achieves state of the art on the binary subset of the Stanford Sentiment Treebank.
Abstract: We explore the properties of byte-level recurrent language models. When given sufficient amounts of capacity, training data, and compute time, the representations learned by these models include disentangled features corresponding to high-level concepts. Specifically, we find a single unit which performs sentiment analysis. These representations, learned in an unsupervised manner, achieve state of the art on the binary subset of the Stanford Sentiment Treebank. They are also very data efficient. When using only a handful of labeled examples, our approach matches the performance of strong baselines trained on full datasets. We also demonstrate the sentiment unit has a direct influence on the generative process of the model. Simply fixing its value to be positive or negative generates samples with the corresponding positive or negative sentiment.

452 citations


Posted Content•
TL;DR: This work introduces several competitive multi-agent environments where agents compete in a 3D world with simulated physics and points out that such environments come with a natural curriculum, because for any skill level, an environment full of agents of this level will have the right level of difficulty.
Abstract: Reinforcement learning algorithms can train agents that solve problems in complex, interesting environments. Normally, the complexity of the trained agent is closely related to the complexity of the environment. This suggests that a highly capable agent requires a complex environment for training. In this paper, we point out that a competitive multi-agent environment trained with self-play can produce behaviors that are far more complex than the environment itself. We also point out that such environments come with a natural curriculum, because for any skill level, an environment full of agents of this level will have the right level of difficulty. This work introduces several competitive multi-agent environments where agents compete in a 3D world with simulated physics. The trained agents learn a wide variety of complex and interesting skills, even though the environment themselves are relatively simple. The skills include behaviors such as running, blocking, ducking, tackling, fooling opponents, kicking, and defending using both arms and legs. A highlight of the learned behaviors can be found here: this https URL

271 citations


Posted Content•
TL;DR: In this article, a gradient-based meta-learning algorithm is proposed for continuous adaptation in dynamically changing and adversarial scenarios, and the authors design a new multi-agent competitive environment, RoboSumo, and define iterated adaptation games for testing various aspects of continuous adaptation strategies.
Abstract: Ability to continuously learn and adapt from limited experience in nonstationary environments is an important milestone on the path towards general intelligence. In this paper, we cast the problem of continuous adaptation into the learning-to-learn framework. We develop a simple gradient-based meta-learning algorithm suitable for adaptation in dynamically changing and adversarial scenarios. Additionally, we design a new multi-agent competitive environment, RoboSumo, and define iterated adaptation games for testing various aspects of continuous adaptation strategies. We demonstrate that meta-learning enables significantly more efficient adaptation than reactive baselines in the few-shot regime. Our experiments with a population of agents that learn and compete suggest that meta-learners are the fittest.

209 citations


Proceedings Article•
06 Mar 2017
TL;DR: In this article, the authors present a method for unsupervised third-person imitation learning, where the agent is provided with a sequence of states and a specification of the actions that it should have taken.
Abstract: Reinforcement learning (RL) makes it possible to train agents capable of achieving sophisticated goals in complex and uncertain environments. A key difficulty in reinforcement learning is specifying a reward function for the agent to optimize. Traditionally, imitation learning in RL has been used to overcome this problem. Unfortunately, hitherto imitation learning methods tend to require that demonstrations are supplied in the first-person: the agent is provided with a sequence of states and a specification of the actions that it should have taken. While powerful, this kind of imitation learning is limited by the relatively hard problem of collecting first-person demonstrations. Humans address this problem by learning from third-person demonstrations: they observe other humans perform tasks, infer the task, and accomplish the same task themselves. In this paper, we present a method for unsupervised third-person imitation learning. Here third-person refers to training an agent to correctly achieve a simple goal in a simple environment when it is provided a demonstration of a teacher achieving the same goal but from a different viewpoint; and unsupervised refers to the fact that the agent receives only these third-person demonstrations, and is not provided a correspondence between teacher states and student states. Our methods primary insight is that recent advances from domain confusion can be utilized to yield domain agnostic features which are crucial during the training process. To validate our approach, we report successful experiments on learning from third-person demonstrations in a pointmass domain, a reacher domain, and inverted pendulum.

135 citations


Posted Content•
TL;DR: In this article, the authors present a method for unsupervised third-person imitation learning, where the agent is provided with a sequence of states and a specification of the actions that it should have taken.
Abstract: Reinforcement learning (RL) makes it possible to train agents capable of achieving sophisticated goals in complex and uncertain environments. A key difficulty in reinforcement learning is specifying a reward function for the agent to optimize. Traditionally, imitation learning in RL has been used to overcome this problem. Unfortunately, hitherto imitation learning methods tend to require that demonstrations are supplied in the first-person: the agent is provided with a sequence of states and a specification of the actions that it should have taken. While powerful, this kind of imitation learning is limited by the relatively hard problem of collecting first-person demonstrations. Humans address this problem by learning from third-person demonstrations: they observe other humans perform tasks, infer the task, and accomplish the same task themselves. In this paper, we present a method for unsupervised third-person imitation learning. Here third-person refers to training an agent to correctly achieve a simple goal in a simple environment when it is provided a demonstration of a teacher achieving the same goal but from a different viewpoint; and unsupervised refers to the fact that the agent receives only these third-person demonstrations, and is not provided a correspondence between teacher states and student states. Our methods primary insight is that recent advances from domain confusion can be utilized to yield domain agnostic features which are crucial during the training process. To validate our approach, we report successful experiments on learning from third-person demonstrations in a pointmass domain, a reacher domain, and inverted pendulum.

128 citations


Proceedings Article•
10 Oct 2017
TL;DR: A simple gradient-based meta-learning algorithm suitable for adaptation in dynamically changing and adversarial scenarios is developed and demonstrated that meta- learning enables significantly more efficient adaptation than reactive baselines in the few-shot regime.
Abstract: Ability to continuously learn and adapt from limited experience in nonstationary environments is an important milestone on the path towards general intelligence. In this paper, we cast the problem of continuous adaptation into the learning-to-learn framework. We develop a simple gradient-based meta-learning algorithm suitable for adaptation in dynamically changing and adversarial scenarios. Additionally, we design a new multi-agent competitive environment, RoboSumo, and define iterated adaptation games for testing various aspects of continuous adaptation strategies. We demonstrate that meta-learning enables significantly more efficient adaptation than reactive baselines in the few-shot regime. Our experiments with a population of agents that learn and compete suggest that meta-learners are the fittest.

77 citations


Proceedings Article•
10 Oct 2017
TL;DR: In this paper, the authors introduce several competitive multi-agent environments where agents compete in a 3D world with simulated physics, and the trained agents learn a wide variety of complex and interesting skills, even though the environment themselves are relatively simple.
Abstract: Reinforcement learning algorithms can train agents that solve problems in complex, interesting environments. Normally, the complexity of the trained agent is closely related to the complexity of the environment. This suggests that a highly capable agent requires a complex environment for training. In this paper, we point out that a competitive multi-agent environment trained with self-play can produce behaviors that are far more complex than the environment itself. We also point out that such environments come with a natural curriculum, because for any skill level, an environment full of agents of this level will have the right level of difficulty. This work introduces several competitive multi-agent environments where agents compete in a 3D world with simulated physics. The trained agents learn a wide variety of complex and interesting skills, even though the environment themselves are relatively simple. The skills include behaviors such as running, blocking, ducking, tackling, fooling opponents, kicking, and defending using both arms and legs. A highlight of the learned behaviors can be found here: this https URL

53 citations


Posted Content•
TL;DR: A meta-learning framework for achieving one-shot imitation learning, where ideally, robots should be able to learn from very few demonstrations of any given task, and instantly generalize to new situations of the same task, without requiring task-specific engineering.
Abstract: Imitation learning has been commonly applied to solve different tasks in isolation. This usually requires either careful feature engineering, or a significant number of samples. This is far from what we desire: ideally, robots should be able to learn from very few demonstrations of any given task, and instantly generalize to new situations of the same task, without requiring task-specific engineering. In this paper, we propose a meta-learning framework for achieving such capability, which we call one-shot imitation learning. Specifically, we consider the setting where there is a very large set of tasks, and each task has many instantiations. For example, a task could be to stack all blocks on a table into a single tower, another task could be to place all blocks on a table into two-block towers, etc. In each case, different instances of the task would consist of different sets of blocks with different initial states. At training time, our algorithm is presented with pairs of demonstrations for a subset of all tasks. A neural net is trained that takes as input one demonstration and the current state (which initially is the initial state of the other demonstration of the pair), and outputs an action with the goal that the resulting sequence of states and actions matches as closely as possible with the second demonstration. At test time, a demonstration of a single instance of a new task is presented, and the neural net is expected to perform well on new instances of this new task. The use of soft attention allows the model to generalize to conditions and tasks unseen in the training data. We anticipate that by training this model on a much greater variety of tasks and settings, we will obtain a general system that can turn any demonstrations into robust policies that can accomplish an overwhelming variety of tasks. Videos available at this https URL .

Proceedings Article•DOI•
05 Mar 2017
TL;DR: This work presents a new method for solving sequence-to-sequence problems using hard online alignments instead of soft offline alignments, which achieves encouraging performance on TIMIT and Wall Street Journal speech recognition datasets.
Abstract: Sequence-to-sequence models with soft attention had significant success in machine translation, speech recognition, and question answering. Though capable and easy to use, they require that the entirety of the input sequence is available at the beginning of inference, an assumption that is not valid for instantaneous translation and speech recognition. To address this problem, we present a new method for solving sequence-to-sequence problems using hard online alignments instead of soft offline alignments. The online alignments model is able to start producing outputs without the need to first process the entire input sequence. A highly accurate online sequence-to-sequence model is useful because it can be used to build an accurate voice-based instantaneous translator. Our model uses hard binary stochastic decisions to select the timesteps at which outputs will be produced. The model is trained to produce these stochastic decisions using a standard policy gradient method. In our experiments, we show that this model achieves encouraging performance on TIMIT and Wall Street Journal (WSJ) speech recognition datasets.


Posted Content•
TL;DR: An improvement to online sequence-to-sequence model training, and its application to noisy settings with mixed speech from two speakers are highlighted.
Abstract: Generative models have long been the dominant approach for speech recognition. The success of these models however relies on the use of sophisticated recipes and complicated machinery that is not easily accessible to non-practitioners. Recent innovations in Deep Learning have given rise to an alternative - discriminative models called Sequence-to-Sequence models, that can almost match the accuracy of state of the art generative models. While these models are easy to train as they can be trained end-to-end in a single step, they have a practical limitation that they can only be used for offline recognition. This is because the models require that the entirety of the input sequence be available at the beginning of inference, an assumption that is not valid for instantaneous speech recognition. To address this problem, online sequence-to-sequence models were recently introduced. These models are able to start producing outputs as data arrives, and the model feels confident enough to output partial transcripts. These models, like sequence-to-sequence are causal - the output produced by the model until any time, $t$, affects the features that are computed subsequently. This makes the model inherently more powerful than generative models that are unable to change features that are computed from the data. This paper highlights two main contributions - an improvement to online sequence-to-sequence model training, and its application to noisy settings with mixed speech from two speakers.