Research

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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

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Glow: Better reversible generative models

We introduce Glow, a reversible generative model which uses invertible 1×1 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

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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.

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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

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