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We’re releasing an analysis showing that since 2012 the amount of compute needed to train a neural net to the same performance on ImageNet 1 classification has been decreasing by a factor of 2 every 16 months. Compared to 2012, it now takes 44 times less compute to train a neural network to the level of AlexNet 2 (by contrast, Moore’s Law 3 would yield an 11x cost improvement over this period). Our results suggest that for AI tasks with high levels of recent investment, algorithmic progress has yielded more gains than classical hardware efficiency.Read Paper
Algorithmic improvement is a key factor driving the advance of AI. It’s important to search for measures that shed light on overall algorithmic progress, even though it’s harder than measuring such trends in compute. 4
Algorithmic efficiency can be defined as reducing the compute needed to train a specific capability. Efﬁciency is the primary way we measure algorithmic progress on classic computer science problems like sorting. Efficiency gains on traditional problems like sorting are more straightforward to measure than in ML because they have a clearer measure of task difficulty. 
However, we can apply the efficiency lens to machine learning by holding performance constant. Efficiency trends can be compared across domains like DNA sequencing17 (10-month doubling), solar energy18 (6-year doubling), and transistor density3 (2-year doubling).
We are standardizing OpenAI’s deep learning framework on PyTorch. In the past, we implemented projects in many frameworks depending on their relative strengths. We’ve now chosen to standardize to make it easier for our team to create and share optimized implementations of our models.Browse Microscope
$ pip install procgen # install $ python -m procgen.interactive --env-name starpilot # human $ python <<EOF # random AI agent import gym env = gym.make('procgen:procgen-coinrun-v0') obs = env.reset() while True: obs, rew, done, info = env.step(env.action_space.sample()) env.render() if done: break EOF
We’ve designed all Procgen environments to satisfy the following criteria:
High Diversity: Environment generation logic is given maximal freedom, subject to basic design constraints. The diversity in the resulting level distributions presents agents with meaningful generalization challenges.
Fast Evaluation: Environment difficulty is calibrated such that baseline agents make significant progress after training for 200M timesteps. Moreover, the environments are optimized to perform thousands of steps per second on a single CPU core, enabling a fast experimental pipeline.
Tunable Difficulty: All environments support two well-calibrated difficulty settings: easy and hard. While we report results using the hard difficulty setting, we make the easy difficulty setting available for those with limited access to compute power. Easy environments require approximately an eighth of the resources to train.
Emphasis on Visual Recognition and Motor Control: In keeping with precedent, environments mimic the style of many Atari and Gym Retro games. Performing well primarily depends on identifying key assets in the observation space and enacting appropriate low level motor responses.
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