Arrow Research search

Author name cluster

Gabriel Barth-maron

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.

4 papers
2 author rows

Possible papers

4

TMLR Journal 2022 Journal Article

A Generalist Agent

  • Scott Reed
  • Konrad Zolna
  • Emilio Parisotto
  • Sergio Gómez Colmenarejo
  • Alexander Novikov
  • Gabriel Barth-maron
  • Mai Giménez
  • Yury Sulsky

Inspired by progress in large-scale language modeling, we apply a similar approach towards building a single generalist agent beyond the realm of text outputs. The agent, which we refer to as Gato, works as a multi-modal, multi-task, multi-embodiment generalist policy. The same network with the same weights can play Atari, caption images, chat, stack blocks with a real robot arm and much more, deciding based on its context whether to output text, joint torques, button presses, or other tokens. In this report we describe the model and the data, and document the current capabilities of Gato.

TMLR Journal 2022 Journal Article

QuaRL: Quantization for Fast and Environmentally Sustainable Reinforcement Learning

  • Srivatsan Krishnan
  • Max Lam
  • Sharad Chitlangia
  • Zishen Wan
  • Gabriel Barth-maron
  • Aleksandra Faust
  • Vijay Janapa Reddi

Deep reinforcement learning continues to show tremendous potential in achieving task-level autonomy, however, its computational and energy demands remain prohibitively high. In this paper, we tackle this problem by applying quantization to reinforcement learning. To that end, we introduce a novel Reinforcement Learning (RL) training paradigm, \textit{ActorQ}, to speed up actor-learner distributed RL training. \textit{ActorQ} leverages 8-bit quantized actors to speed up data collection without affecting learning convergence. Our quantized distributed RL training system, \textit{ActorQ}, demonstrates end-to-end speedups of $>$ 1.5 $\times$ - 2.5 $\times$, and faster convergence over full precision training on a range of tasks (Deepmind Control Suite) and different RL algorithms (D4PG, DQN). Furthermore, we compare the carbon emissions (Kgs of CO2) of \textit{ActorQ} versus standard reinforcement learning on various tasks. Across various settings, we show that \textit{ActorQ} enables more environmentally friendly reinforcement learning by achieving 2.8$\times$ less carbon emission and energy compared to training RL-agents in full-precision. Finally, we demonstrate empirically that aggressively quantized RL-policies (up to 4/5 bits) enable significant speedups on quantization-friendly (supports native quantization) resource-constrained edge devices, without degrading accuracy. We believe that this is the first of many future works on enabling computationally energy-efficient and sustainable reinforcement learning. The source code for QuaRL is available here for the public to use: \url{https://bit.ly/quarl-tmlr}.

ICLR Conference 2020 Conference Paper

Making Efficient Use of Demonstrations to Solve Hard Exploration Problems

  • Çaglar Gülçehre
  • Tom Le Paine
  • Bobak Shahriari
  • Misha Denil
  • Matthew Hoffman 0002
  • Hubert Soyer
  • Richard Tanburn
  • Steven Kapturowski

This paper introduces R2D3, an agent that makes efficient use of demonstrations to solve hard exploration problems in partially observable environments with highly variable initial conditions. We also introduce a suite of eight tasks that combine these three properties, and show that R2D3 can solve several of the tasks where other state of the art methods (both with and without demonstrations) fail to see even a single successful trajectory after tens of billions of steps of exploration.

ICAPS Conference 2015 Conference Paper

Goal-Based Action Priors

  • David Abel
  • D. Ellis Hershkowitz
  • Gabriel Barth-Maron
  • Stephen Brawner
  • Kevin O'Farrell
  • James MacGlashan
  • Stefanie Tellex

Robots that interact with people must flexibly respond to requests by planning in stochastic state spaces that are often too large to solve for optimal behavior. In this work, we develop a framework for goal and state dependent action priors that can be used to prune away irrelevant actions based on the robot’s current goal, thereby greatly accelerating planning in a variety of complex stochastic environments. Our framework allows these goal-based action priors to be specified by an expert or to be learned from prior experience in related problems. We evaluate our approach in the video game Minecraft, whose complexity makes it an effective robot simulator. We also evaluate our approach in a robot cooking domain that is executed on a two-handed manipulator robot. In both cases, goal-based action priors enhance baseline planners by dramatically reducing the time taken to find a near-optimal plan.

v2026.09.13