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OpenAI Five Benchmark
The OpenAI Five Benchmark match is now over!
Glow: Better reversible generative models
We introduce Glow, a reversible generative model which uses invertible 1x1 convolutions. It extends previous work on reversible generative models and simplifies the architecture. Our model can generate realistic high resolution images, supports efficient sampling, and discovers features that can be used to manipulate attributes of data. We’re releasing code for the model and an online visualization tool so people can explore and build on these results.
Learning Montezuma’s Revenge from a single demonstration
We’ve trained an agent to achieve a high score of 74,500 on Montezuma’s Revenge from a single human demonstration, better than any previously published result. Our algorithm is simple: the agent plays a sequence of games starting from carefully chosen states from the demonstration, and learns from them by optimizing the game score using PPO, the same reinforcement learning algorithm that underpins OpenAI Five.
OpenAI Five
Our team of five neural networks, OpenAI Five, has started to defeat amateur human teams at Dota 2.
Retro Contest: Results
The first run of our Retro Contest—exploring the development of algorithms that can generalize from previous experience—is now complete.
Learning policy representations in multiagent systems
Improving language understanding with unsupervised learning
We’ve obtained state-of-the-art results on a suite of diverse language tasks with a scalable, task-agnostic system, which we’re also releasing. Our approach is a combination of two existing ideas: transformers and unsupervised pre-training. These results provide a convincing example that pairing supervised learning methods with unsupervised pre-training works very well; this is an idea that many have explored in the past, and we hope our result motivates further research into applying this idea on larger and more diverse datasets.
GamePad: A learning environment for theorem proving
OpenAI Fellows Fall 2018
We’re now accepting applications for the next cohort of OpenAI Fellows, a program which offers a compensated 6-month apprenticeship in AI research at OpenAI.
Gym Retro
We’re releasing the full version of Gym Retro, a platform for reinforcement learning research on games. This brings our publicly-released game count from around 70 Atari games and 30 Sega games to over 1,000 games across a variety of backing emulators. We’re also releasing the tool we use to add new games to the platform.
AI and compute
We’re releasing an analysis showing that since 2012, the amount of compute used in the largest AI training runs has been increasing exponentially with a 3.4-month doubling time (by comparison, Moore’s Law had a 2-year doubling period)[^footnote-correction]. Since 2012, this metric has grown by more than 300,000x (a 2-year doubling period would yield only a 7x increase). Improvements in compute have been a key component of AI progress, so as long as this trend continues, it’s worth preparing for the implications of systems far outside today’s capabilities.
AI safety via debate
We’re proposing an AI safety technique which trains agents to debate topics with one another, using a human to judge who wins.
Evolved Policy Gradients
We’re releasing an experimental metalearning approach called Evolved Policy Gradients, a method that evolves the loss function of learning agents, which can enable fast training on novel tasks. Agents trained with EPG can succeed at basic tasks at test time that were outside their training regime, like learning to navigate to an object on a different side of the room from where it was placed during training.
Gotta Learn Fast: A new benchmark for generalization in RL
Retro Contest
We’re launching a transfer learning contest that measures a reinforcement learning algorithm’s ability to generalize from previous experience.
Variance reduction for policy gradient with action-dependent factorized baselines
Report from the OpenAI hackathon
On March 3rd, we hosted our first hackathon with 100 members of the artificial intelligence community.
Improving GANs using optimal transport
On first-order meta-learning algorithms
Reptile: A scalable meta-learning algorithm
We’ve developed a simple meta-learning algorithm called Reptile which works by repeatedly sampling a task, performing stochastic gradient descent on it, and updating the initial parameters towards the final parameters learned on that task. Reptile is the application of the Shortest Descent algorithm to the meta-learning setting, and is mathematically similar to first-order MAML (which is a version of the well-known MAML algorithm) that only needs black-box access to an optimizer such as SGD or Adam, with similar computational efficiency and performance.