isaacimagine
Joined 6 years ago
Joined 6 years ago
But yeah tenors right -- matches my experience.
Apologies if we're talking past one another.
The DT citation [10] is used on a single line, in a paragraph listing prior work, as an "and more". Another paper that uses DTs [53] is also cited in a similar way. The authors do not test or discuss DTs.
> hardness of the credit assignment ... data sparsity.
That is true, but not the point I'm making. "Bypassing credit assignment", in the context of long-horizon task modeling, is a statement about using attention to allocate long-horizon reward without horizon-reducing discount, not architecture choice.
To expand: if I have an environment with a key that unlocks a door thousands of steps later, Q-Learning may not propagate the reward signal from opening the door to the moment of picking up the key, because of the discount of future reward terms over a long horizon. A decision transformer, however, can attend to the moment of picking up the key while opening the door, which bypasses the problem of establishing this long-horizon causal connection.
(Of course, attention cannot assign reward if the moment the key was picked up is beyond the extent of the context window.)
Most RL researchers consider these approaches not to be "real RL", as they can't assign credit outside the context window, and therefore can't learn infinite-horizon tasks. With 1m+ context windows, perhaps this is less of an issue in practice? Curious to hear thoughts.
Re:neurosymbolics, I'm sympathetic to wake-sleep program synthesis and that branch of research; in a draft of this blog post, I had an aside about the possibility of extracting circuits and reusing them, and another about the possibility of doing student-teacher training to replace stable subnets of standard e.g. dense relu networks with optimized DLGNs during training, to free up parameters for other things.
Well, I'm not an expert. I think that this research direction is very cool. I think that, at the limit, for some (but not all!) applications, we'll be training over the raw instructions available to the hardware, or perhaps even the hardware itself. Maybe something as in this short story[0]:
> A descendant of AutoML-Zero, “HQU” starts with raw GPU primitives like matrix multiplication, and it directly outputs binary blobs. These blobs are then executed in a wide family of simulated games, each randomized, and the HQU outer loop evolved to increase reward.
I also think that different applications will require different architectures and tools, much like how you don't write systems software in Lua, nor script games mods with Zsh. It's fun to speculate, but who knows.
I profiled just now:
| instrs (aarch64) | time 100k (s) | conway samples (%) |
| -O0 | 606 | 19.10s | 78.50% |
| -O3 | 135 | 3.45 | 90.52% |
The 3.45s surprises me, because it's faster than the 4.09s I measured earlier. Maybe I had a P core vs an E core. For -O0, the compiler is emitting machine code like: 0000000100002d6c ldr x8, [sp, #0x4a0]
0000000100002d70 ldr x9, [sp, #0x488]
0000000100002d74 orn x8, x8, x9
0000000100002d78 str x8, [sp, #0x470]
Which is comically bad. If I try with e.g. -Og, I get the same disassembly as -O3. Even -01 gives me the same disassembly as -O3. The assembly (-0g, -01, -03) looks like a pretty direct translation of the C. Better, but also nothing crazy (e.g. no autovectorization): 0000000100003744 orr x3, x3, x10
0000000100003748 orn x1, x1, x9
000000010000374c and x1, x3, x1
0000000100003750 orr x3, x8, x17
Looking more closely, there's actually surprisingly little register spilling.I think the real question you're asking is, as I wrote:
> If we assume instruction latency is 1 cycle, we should expect 2,590 fps. But we measure a number nearly 10× higher! What gives?
Part of this is due to counting the instructions in the dissassembly wrong. In the blogpost I used 349 instructions, going off Godbolt, but in reality it's 135. If I redo the calculations with this new numbers, I get 2.11 instructions per bit, 0.553 million instrs per step, dividing out 3.70 gcycles/s gives 6,690 fps. Which is better than 2,590 fps, but still 3.6x slower than 24,400. But I think 3.6x is a factor you can chalk up to instruction-level parallelism,.
Hope that answers your questions. Love your writing Gwern.