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Dylan Banarse

Possible papers associated with this exact author name in Arrow. This page groups case-insensitive exact name matches and is not a full identity disambiguation profile.

3 papers
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3

ICML Conference 2024 Conference Paper

Promptbreeder: Self-Referential Self-Improvement via Prompt Evolution

  • Chrisantha Fernando
  • Dylan Banarse
  • Henryk Michalewski
  • Simon Osindero
  • Tim Rocktäschel

Popular prompt strategies like Chain-of-Thought Prompting can dramatically improve the reasoning abilities of Large Language Models (LLMs) in various domains. However, such hand-crafted prompt-strategies are often sub-optimal. In this paper, we present Promptbreeder, a general-purpose self-referential self-improvement mechanism that evolves and adapts prompts for a given domain. Driven by an LLM, Promptbreeder mutates a population of task-prompts, evaluates them for fitness on a training set, and repeats this process over multiple generations to evolve task-prompts. Crucially, the mutation of these task-prompts is governed by mutation-prompts that the LLM generates and improves throughout evolution in a self-referential way. That is, Promptbreeder is not just improving task-prompts, but it is also improving the mutation-prompts that improve these task-prompts. Promptbreeder outperforms state-of-the-art prompt strategies such as Chain-of-Thought and Plan-and-Solve Prompting on commonly used arithmetic and commonsense reasoning benchmarks. Furthermore, Promptbreeder is able to evolve intricate task-prompts for the challenging problem of hate speech classification.

NeurIPS Conference 2023 Conference Paper

Perception Test: A Diagnostic Benchmark for Multimodal Video Models

  • Viorica Patraucean
  • Lucas Smaira
  • Ankush Gupta
  • Adria Recasens
  • Larisa Markeeva
  • Dylan Banarse
  • Skanda Koppula
  • Joseph Heyward

We propose a novel multimodal video benchmark - the Perception Test - to evaluate the perception and reasoning skills of pre-trained multimodal models (e. g. Flamingo, BEiT-3, or GPT-4). Compared to existing benchmarks that focus on computational tasks (e. g. classification, detection or tracking), the Perception Test focuses on skills (Memory, Abstraction, Physics, Semantics) and types of reasoning (descriptive, explanatory, predictive, counterfactual) across video, audio, and text modalities, to provide a comprehensive and efficient evaluation tool. The benchmark probes pre-trained models for their transfer capabilities, in a zero-shot / few-shot or limited finetuning regime. For these purposes, the Perception Test introduces 11. 6k real-world videos, 23s average length, designed to show perceptually interesting situations, filmed by around 100 participants worldwide. The videos are densely annotated with six types of labels (multiple-choice and grounded video question-answers, object and point tracks, temporal action and sound segments), enabling both language and non-language evaluations. The fine-tuning and validation splits of the benchmark are publicly available (CC-BY license), in addition to a challenge server with a held-out test split. Human baseline results compared to state-of-the-art video QA models show a significant gap in performance (91. 4% vs 45. 8%), suggesting that there is significant room for improvement in multimodal video understanding. Dataset, baselines code, and challenge server are available at https: //github. com/deepmind/perception_test

AAMAS Conference 2019 Conference Paper

The Body is Not a Given: Joint Agent Policy Learning and Morphology Evolution

  • Dylan Banarse
  • Yoram Bachrach
  • Siqi Liu
  • Guy Lever
  • Nicolas Heess
  • Chrisantha Fernando
  • Pushmeet Kohli
  • Thore Graepel

Reinforcement learning (RL) has proven to be a powerful paradigm for deriving complex behaviors from simple reward signals in a wide range of environments. When applying RL to continuous control agents in simulated physics environments, the body is usually considered to be part of the environment. However, during evolution the physical body of biological organisms and their controlling brains are co-evolved, thus exploring a much larger space of actuator/controller configurations. Put differently, the intelligence does not reside only in the agent’s mind, but also in the design of their body. We propose a method for uncovering strong agents, consisting of a good combination of a body and policy, based on combining RL with an evolutionary procedure. Given the resulting agent, we also propose an approach for identifying the body changes that contributed the most to the agent performance. We use the Shapley value from cooperative game theory to find the fair contribution of individual components, taking into account synergies between components. We evaluate our methods in an environment similar to the the recently proposed Robo-Sumo task, where agents in a software physics simulator compete in tipping over their opponent or pushing them out of the arena. Our results show that the proposed methods are indeed capable of generating strong agents, significantly outperforming baselines that focus on optimizing the agent policy alone. A video is available at: https: //youtu. be/CHlecRim9PI

v2026.09.13