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✨✨ Announcing Open Source Dataset from excavators in real construction sites retrofitted by Flywheel (YC S25)! ✨✨ This 100hrs of observation+action data enables training autonomy models for excavators. We were able to train a small task model from 6 hours of dataset on a Kubota U17 on Y Combinator...

36,617 görüntüleme • 10 ay önce •via X (Twitter)

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Small Language Models (SML) are the future of AI. "Small" (SML) instead of "Large" (LLM). These small models are highly specialized models with superhuman abilities on specific tasks. Here are two techniques to build these models: • Spectrum • Model Merging I give you a short introduction in the attached video, but here is a quick summary: Spectrum helps us identify the most relevant layers to solve one specific task. We can ignore everything else and focus on fine-tuning these layers. Using Spectrum, we can fine-tune models in a heartbeat. Model Merging combines multiple models into a unique, much better model than any of the individual input models. You can also combine models specialized in different tasks and get a model with multiple abilities. This is the state of the art of productizing models. It's what Arcee.ai's platform does behind the scenes. Arcee collaborated with me on this post and is sponsoring it. There are three main steps to produce a model for your particular use case: 1. You create a dataset by uploading your data. 2. You train a model. At this step, Arcee uses Spectrum and Model Merging to produce a highly specialized model for your task. 3. You can deploy that model to any environment you want. Three important notes: • Training process is 2x faster and 2x cheaper than regular fine-tuning. • Resultant models are smaller and have higher accuracy. • They create these specialized models from open-source models. Check this site so you can fully appreciate how this works: If you want to fine-tune an open-source model, consider Arcee's platform. This is the state of the art.

Santiago

164,162 görüntüleme • 2 yıl önce

I don’t know if we live in a Matrix, but I know for sure that robots will spend most of their lives in simulation. Let machines train machines. I’m excited to introduce DexMimicGen, a massive-scale synthetic data generator that enables a humanoid robot to learn complex skills from only a handful of human demonstrations. Yes, as few as 5! DexMimicGen addresses the biggest pain point in robotics: where do we get data? Unlike with LLMs, where vast amounts of texts are readily available, you cannot simply download motor control signals from the internet. So researchers teleoperate the robots to collect motion data via XR headsets. They have to repeat the same skill over and over and over again, because neural nets are data hungry. This is a very slow and uncomfortable process. At NVIDIA, we believe the majority of high-quality tokens for robot foundation models will come from simulation. What DexMimicGen does is to trade GPU compute time for human time. It takes one motion trajectory from human, and multiplies into 1000s of new trajectories. A robot brain trained on this augmented dataset will generalize far better in the real world. Think of DexMimicGen as a learning signal amplifier. It maps a small dataset to a large (de facto infinite) dataset, using physics simulation in the loop. In this way, we free humans from babysitting the bots all day. The future of robot data is generative. The future of the entire robot learning pipeline will also be generative. 🧵

Jim Fan

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Tencent presents GameGen-O Open-world Video Game Generation We introduce GameGen-O, the first diffusion transformer model tailored for the generation of open-world video games. This model facilitates high-quality, open-domain generation by simulating a wide array of game engine features, such as innovative characters, dynamic environments, complex actions, and diverse events. Additionally, it provides interactive controllability, thus allowing for the gameplay simulation. The development of GameGen-O involves a comprehensive data collection and processing effort from scratch. We collect and build the first Open-World Video Game Dataset (OGameData), amassed extensive data from over a hundred of next-generation open-world games, employing a proprietary data pipeline for efficient sorting, scoring, filtering, and decoupled captioning. This robust and extensive OGameData forms the foundation of our model's training process. GameGen-O undergoes a two-stage training process, consisting of foundation model pretraining and instruction tuning. In the first phase, the model is pre-trained on the OGameData via the text-to-video and video continuation, endowing GameGen-O with the capability for open-domain video game generation. In the second phase, the pre-trained model is frozen, and we fine-tuned using a trainable InstructNet, which enables the production of subsequent frames based on multimodal structural instructions. This whole training process imparts the model with the ability to generate and interactively control content. In summary, GameGen-O represents a notable initial step forward in the realm of open-world video game generation via generative models. It underscores the potential of generative models to serve as an alternative to rendering techniques, which can efficiently combine creative generation with interactive capabilities.

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