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Alex Ray

dblp:198/0731 · DBLP profile ↗
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4ranked-venue papers
0as first author
1since 2021 · last 2022
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 4 · 1 since 2021Systems, architecture and hardware · 2

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
2 papers
Reinforcement learning · 40% Language models and text generation · 40% Motion planning and robot control · 20%

Topics — the 7 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Natural language and speech › Language models and text generation
alignment
0.612022
Training language models to follow instructions with human feedback · NeurIPS 2022
Natural language and speech › Language models and text generation
instruction following
0.612022
Training language models to follow instructions with human feedback · NeurIPS 2022
Machine learning › Reinforcement learning
reinforcement learning from human feedback
0.612022
Training language models to follow instructions with human feedback · NeurIPS 2022
Robotics › Motion planning and robot control › robot learning › manipulation task learning
goal-conditioned manipulation
0.312017
Hindsight Experience Replay · NIPS 2017
Machine learning › Reinforcement learning › off-policy reinforcement learning › experience replay
hindsight experience replay
0.312017
Hindsight Experience Replay · NIPS 2017
Robotics › Motion planning and robot control › manipulator control
robot arm control
0.312017
Hindsight Experience Replay · NIPS 2017
Machine learning › Reinforcement learning
sparse reward learning
0.312017
Hindsight Experience Replay · NIPS 2017

Methods — techniques the papers use, named apart from their topics

supervised fine-tuning · 0.6reinforcement learning from human feedback · 0.6off-policy reinforcement learning · 0.3implicit curriculum · 0.3
YearPublicationVenuePosition
2022 Training language models to follow instructions with human feedback
abstract
Making language models bigger does not inherently make them better at following a user's intent. For example, large language models can generate outputs that are untruthful, toxic, or simply not helpful to the user. In other words, these models are not aligned with their users. In this paper, we show an avenue for aligning language models with user intent on a wide range of tasks by fine-tuning with human feedback. Starting with a set of labeler-written prompts and prompts submitted through a language model API, we collect a dataset of labeler demonstrations of the desired model behavior, which we use to fine-tune GPT-3 using supervised learning. We then collect a dataset of rankings of model outputs, which we use to further fine-tune this supervised model using reinforcement learning from human feedback. We call the resulting models InstructGPT. In human evaluations on our prompt distribution, outputs from the 1.3B parameter InstructGPT model are preferred to outputs from the 175B GPT-3, despite having 100x fewer parameters. Moreover, InstructGPT models show improvements in truthfulness and reductions in toxic output generation while having minimal performance regressions on public NLP datasets. Even though InstructGPT still makes simple mistakes, our results show that fine-tuning with human feedback is a promising direction for aligning language models with human intent.
Long Ouyang, Jeff Wu 0003, Diogo Almeida, Carroll L. Wainwright, Pamela Mishkin, Sandhini Agarwal, Katarina Slama, Alex Ray, John Schulman, Jacob Hilton, Fraser Kelton, Luke Miller, Maddie Simens, Amanda Askell, Peter Welinder, Paul F. Christiano, Jan Leike, Ryan Lowe
NeurIPS10
2018 Domain Randomization and Generative Models for Robotic Grasping
abstract
Deep learning-based robotic grasping has made significant progress thanks to algorithmic improvements and increased data availability. However, state-of-the-art models are often trained on as few as hundreds or thousands of unique object instances, and as a result generalization can be a challenge. In this work, we explore a novel data generation pipeline for training a deep neural network to perform grasp planning that applies the idea of domain randomization to object synthesis. We generate millions of unique, unrealistic procedurally generated objects, and train a deep neural network to perform grasp planning on these objects. Since the distribution of successful grasps for a given object can be highly multimodal, we propose an autoregressive grasp planning model that maps sensor inputs of a scene to a probability distribution over possible grasps. This model allows us to sample grasps efficiently at test time (or avoid sampling entirely). We evaluate our model architecture and data generation pipeline in simulation and the real world. We find we can achieve a >90% success rate on previously unseen realistic objects at test time in simulation despite having only been trained on random objects. We also demonstrate an 80% success rate on real-world grasp attempts despite having only been trained on random simulated objects.
Josh Tobin, Lukas Biewald, Rocky Duan, Marcin Andrychowicz, Ankur Handa, Bob McGrew, Alex Ray, Jonas Schneider 0002, Peter Welinder, Wojciech Zaremba, Pieter Abbeel
IROS8
2017 Domain randomization for transferring deep neural networks from simulation to the real world
abstract
Bridging the `reality gap' that separates simulated robotics from experiments on hardware could accelerate robotic research through improved data availability. This paper explores domain randomization, a simple technique for training models on simulated images that transfer to real images by randomizing rendering in the simulator. With enough variability in the simulator, the real world may appear to the model as just another variation. We focus on the task of object localization, which is a stepping stone to general robotic manipulation skills. We find that it is possible to train a real-world object detector that is accurate to 1.5 cm and robust to distractors and partial occlusions using only data from a simulator with non-realistic random textures. To demonstrate the capabilities of our detectors, we show they can be used to perform grasping in a cluttered environment. To our knowledge, this is the first successful transfer of a deep neural network trained only on simulated RGB images (without pre-training on real images) to the real world for the purpose of robotic control.
Josh Tobin, Rachel Fong, Alex Ray, Jonas Schneider 0002, Wojciech Zaremba, Pieter Abbeel
IROS3
2017 Hindsight Experience Replay
abstract
Dealing with sparse rewards is one of the biggest challenges in Reinforcement Learning (RL). We present a novel technique called Hindsight Experience Replay which allows sample-efficient learning from rewards which are sparse and binary and therefore avoid the need for complicated reward engineering. It can be combined with an arbitrary off-policy RL algorithm and may be seen as a form of implicit curriculum. We demonstrate our approach on the task of manipulating objects with a robotic arm. In particular, we run experiments on three different tasks: pushing, sliding, and pick-and-place, in each case using only binary rewards indicating whether or not the task is completed. Our ablation studies show that Hindsight Experience Replay is a crucial ingredient which makes training possible in these challenging environments. We show that our policies trained on a physics simulation can be deployed on a physical robot and successfully complete the task. The video presenting our experiments is available at https://goo.gl/SMrQnI.
Marcin Andrychowicz, Dwight Crow, Alex Ray, Jonas Schneider 0002, Rachel Fong, Peter Welinder, Bob McGrew, Josh Tobin, Pieter Abbeel, Wojciech Zaremba
NIPS3