Just What You’re Looking For: Recommender Team Suggests Winning Strategies

The final push for the hat trick came down to the wire.

Five minutes before the deadline, the team submitted work in its third and hardest data science competition of the year in recommendation systems. Called RecSys, it’s a relatively new branch of computer science that’s spawned one of the most widely used applications in machine learning, one that helps millions find what they want to watch, buy and play.

The team’s combination of six AI models packed into the contest’s limit of 20 gigabytes all of the smarts it culled from studying 750 million data points. An unusual rule in the competition said the models had to run in less than 24 hours on a single core in a cloud CPU.

They hit the submission button and waited.

Twenty-three hours and 40 minutes later an email arrived: They hit No. 1 on the leaderboard.

Right Under the Buzzer

On June 28 it was official, a seven-member NVIDIA team won for the second time the ACM RecSys Challenge.

“The email came in right under the buzzer — 20 minutes later and we would have timed out,” said Chris Deotte, one of several team members who’s also a grandmaster in Kaggle competitions, the online Olympics of data science.

“We were really on the edge,” said Benedikt Schifferer, a teammate who helps design NVIDIA Merlin, a framework to help users quickly build their own recommendation systems.

GPUs could have busted through the inference job in a fraction of the time. Adapting the work to one CPU core “was like going back to the distant past,” said Gilberto “Giba” Titericz, a Brazil-based Kaggle grandmaster on the team.

In fact, once the competition was over, the team demonstrated the inference job that took nearly 24 hours on a CPU core could run on a single NVIDIA A100 Tensor Core GPU in just five and a half minutes.

Sorting 40M Items a Day

For that competition, Twitter gave participants millions of data points a day for 28 days and asked them to predict which tweets users would like or retweet. It was an industrial-strength challenge from the leading technical conference on RecSys, an event that draws a who’s who of top engineers from Facebook, Google, Spotify and other players.

Part of the winning RecSys team
Part of the RecSys Challenge team (clockwise from upper left): Bo Liu, Benedikt Schifferer, Gilberto Titericz and Chris Deotte.

The discipline is as hard as it is helpful. Recommendation systems fuel our digital economy, serving up suggestions faster and smarter than a traditional search.

Industry challenges help advance the field for everyone, whether they’re seeking the perfect gift for a spouse or trying to find an old friend online.

Three Wins in Five Months

Earlier this year, the full NVIDIA team led a field of 40 in the Booking.com Challenge. They used millions of anonymized data points to correctly predict the final city a vacationer in Europe would choose to visit.

In June, another top recsys contest, the SIGIR eCommerce Data Challenge, set an even higher hurdle.

Part of the winning SIGIR RecSys team
SIGIR challenge winners include (clockwise from upper left) Ronay Ak, Sara Rabhi, Md Yasin Kabir and team leader Gabriel Moreira.

The annual meeting of the Special Interest Group on Information Retrieval, SIGIR, draws experts from companies that span Alibaba to Walmart Labs. Its 2021 challenge provided 37 million data points from online shopping sessions and asked participants to predict which products users would buy.

Overlap with the ACM contest forced the NVIDIA team to split into two groups that coordinated their efforts between the contests. Ratcheting up the pressure, some team members were heads down writing a paper for the ACM RecSys conference.

The Art of the Fast Break

Two factors propelled a five-person NVIDIA team with members spread across Brazil, Canada, France and the U.S. to the best overall performance, taking first or second place in every leaderboard. They made a big bet on Transformer models developed for natural-language processing and increasingly adopted for recsys, and they understood the art of the handoff.

“As one member is going to bed another picks up the work in a different time zone,” said Even Oldridge, who leads the Merlin group.

“When it all clicks, it’s very effective, and I’m amazed at what we’ve accomplished in the last year building our internal knowledge and our standing in the recsys community to the point where we could win three major competitions in five months,” he said.

Respecting User Privacy

The contest required models to make predictions with no background on users beyond their current browsing session.

“That’s an important task because sometimes users want to browse anonymously, and some privacy laws limit access to historical information,” said Gabriel Moreira, a senior Merlin researcher in São Paulo who led NVIDIA’s SIGIR team.

The competition marked the first time the team used only Transformer models in their solution to a challenge. Moreira’s team aims to make the massive neural networks more easily available to every Merlin customer.

From a Hat Trick to a Haul

On June 30, we notched a fourth consecutive win in RecSys, what hockey players call a haul. MLPerf, an industry benchmarking group, announced that NVIDIA and its partners set records in all its latest training benchmarks, including one in recommendation systems.

The team behind that effort described its work training a recommendation system in less than a minute on 14 NVIDIA DGX systems, a 3.3x speedup compared to their submission a year ago.

Sharing Lessons Learned

The competitions fuel ideas for new techniques that find their way into recsys frameworks like Merlin and related tools, papers and online classes held by the NVIDIA Deep Learning Institute. The ultimate goal: Help everyone succeed.

In interviews NVIDIA’s recsys experts freely shared their know-how — part art, part science.

A Pro Tip on RecSys

One best practice is using a diversity of models that work together as an ensemble.

In the ACM RecSys Challenge, the team used both tree and neural-network models. The outputs from one stage became inputs for the next in a process called stacking.

“A single model can make a mistake due to a data error or convergence issue, but if you take an ensemble of several models, it’s very powerful,” said Bo Liu, the newest member of NVIDIA’s Kaggle grandmaster team.

Meet RecSys Experts Online

On July 29, you can meet RecSys experts from Facebook, NVIDIA and TensorFlow to learn more about how to create great recommender systems.

The post Just What You’re Looking For: Recommender Team Suggests Winning Strategies appeared first on The Official NVIDIA Blog.

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Meta-Learning Student Feedback to 16,000 Solutions

[July 20, 2021] Our work was recently covered by the New York Times here. You can also find a technical preprint here.

tl;dr.
With the rise of large online computer science courses, there
is an abundance of high-quality content. At the same time, the sheer
size of these courses makes high-quality feedback to student work more
and more difficult. Talk to any educator, and they will tell you how
instrumental instructor feedback is to a student’s learning process.
Unfortunately, giving personalized feedback isn’t cheap: for a large
online coding course, this could take months of labor. Today, large
online courses either don’t offer feedback at all or take shortcuts that
sacrifice the quality of the feedback given.

Several computational approaches have been proposed to automatically
produce personalized feedback, but each falls short: they either require
too much upfront work by instructors or are limited to very simple
assignments. A scalable algorithm for feedback to student code that
works for university-level content remains to be seen. Until now, that
is. In a recent paper, we proposed a new AI system based on
meta-learning that trains a neural network to ingest student code and
output feedback. Given a new assignment, this AI system can quickly
adapt with little instructor work. On a dataset of student solutions to
Stanford’s CS106A exams, we found the AI system to match human
instructors in feedback quality.  

To test the approach in a real-world setting, we deployed the AI system
at Code in Place 2021, a large online computer science course spun out
of Stanford with over 12,000 students, to provide feedback to an
end-of-course diagnostic assessment. The students’ reception to the
feedback was overwhelmingly positive: across 16,000 pieces of feedback
given, students agreed with the AI feedback 97.9% of the time, compared
to 96.7% agreement to feedback provided by human instructors. This is,
to the best of our knowledge, the first successful deployment of machine
learning based feedback to open-ended student work.

In the middle of the pandemic, while everyone is forced to social
distance in the confines of their own homes, thousands of people across
the world were hard at work figuring out why their code was stuck in an
infinite loop.  Stanford CS106A, one of the university’s most popular
courses and its largest introductory programming offering with nearly
1,600 students every year, grew even bigger.  Dubbed Code in Place,
CS106A instructors Chris Piech, Mehran Sahami and Julie Zelenski wanted
to make the curriculum and teaching philosophy of CS106A publicly
available as an uplifting learning experience for students and adults
alike during a difficult time. In its inaugural showing in April ‘20,
Code in Place pulled together 908 volunteer teachers to run an online
course for 10,428 students from around the world. One year later, with
the pandemic still in full force in many areas of the world, Code in
Place kicked off again, growing to over 12,000 students and 1,120
volunteer teachers.

Heatmap of the population of students for Code in Place ’20.

While crowd-sourcing a teaching team did make a lot of things possible
for Code in Place that usual online courses lack, there are still limits
to what can be done with a class of this scale.  In particular, one of
the most challenging hurdles was providing high-quality feedback to
10,000 students.

What is feedback?

Everyone knows high quality content is an important
ingredient for learning, but another equally important but more subtle
ingredient is getting high quality feedback. Knowing the breakdown of
what you did well and what the areas for improvement are, is fundamental
to understanding.  Think back to when you first got started programming:
for me, small errors that might be obvious to someone more experienced,
cause a lot of frustration. This is where feedback comes in, helping
students overcome this initial hurdle with instructor guidance.
Unfortunately, feedback is something online code education has struggled
with. With popular “massively open online courses” (MOOCs), feedback on
student code boils down to compiler error messages, standardized
tooltips, or multiple-choice quizzes.

You can find an example of each below. On the left, multiple choice
quizzes are simple to grade and can easily assign numeric scores to
student work. However, feedback is limited to showing the right answer,
which does little to help students understand their underlying
misconceptions. The middle picture shows an example of an opaque
compiler error complaining about a syntax issue. As a beginner learning
to code, error messages are very intimidating and difficult to
interpret. Finally, on the right, we see an example of a standardized
tooltip: upon making a mistake, a pre-specified message is shown.
Pre-specified messages tend to be very vague: here, the tooltip just
tells us our solution is wrong and to try something different.

Examples of student feedback in three different MOOCS.

It makes a lot of sense why MOOCs settle for subpar feedback: it’s
really difficult to do otherwise! Even for Stanford CS106A, the teaching
team is constantly fighting the clock in office hours in an attempt to
help everyone. Outside of Stanford, where classes may be more
understaffed, instructors are already unable to provide this level of
individualized support. With large online courses, the sheer size makes
any hope of providing feedback unimaginable. Last year, Code in Place
gave a diagnostic assessment during the course for students to summarize
what they have learned. However, there was no way to give feedback
scalably to all these student solutions. The only option was to release
the correct solutions online for students to compare to their own work,
displacing the burden of feedback onto the students.

Code in Place and its MOOC cousins are examples of a trend of education
moving online, which might only grow given the lasting effects of the
pandemic. This shift surfaces a very important challenge: can we provide
feedback at scale?

A coding exercise on Code.org. There are four blocks to choose from to assemble a program.

The feedback challenge.

In 2014, Code.org, one
of the largest online platforms for code education, launched an
initiative to crowdsource thousands of instructors to provide feedback
to student solutions [1,2]. The hope of the initiative was to tag enough
student solutions with feedback so that for a new student, Code.org
could automatically provide feedback by matching the student’s solution
to a bank of solutions already annotated with feedback by an instructor.
Unfortunately, Code.org quickly found that even after thousands of
aggregate hours spent providing feedback, instructors were only
scratching the surface. New students were constantly coming up with new
mistakes and new strategies. The initiative was cancelled after two
years and has not been reproduced since.  

We might ask: why did this happen? What is it about feedback that makes
it so difficult to scale? In our research, we came up with two parallel
explanations.

Distribution of student solutions in four settings: block programs (Code.org), free response (Power), CS1 university assignments (Liftoff and Pyramid). The dotted line represents a Zipf distribution.

First, providing feedback to student code is hard work.  As an
instructor, every student solution requires me to reason about the
student’s thought process to uncover what misconceptions they might have
had. If you have ever had to debug someone else’s code, providing
feedback is at least as hard as that. In a previous research paper, we found that producing
feedback for only 800 block-based programs took a teaching team a
collective 24.9 hours. If we were to do that for all of Code in Place,
it would take 8 months of work.

Second, students approach the same programming problem in an exponential
number of ways
. Almost every new student solution will be unique, and a
single misconception can manifest itself in seemingly infinite ways. As
a concrete example, even after seeing a million solutions to a Code.org
problem, there is still a 15% chance that a new student generates a
solution never seen before. Perhaps not coincidentally, it turns out the
distribution of student code closely follows the famous Zipf
distribution, which reveals an extremely “long tail” of rare solutions
that only one student will ever submit. Moreover, this close
relationship to Zipf doesn’t just apply to Code.org; it is a much more
general phenomenon. We see similar patterns for student work for
university level programming assignments in Python and Java, as well as
free response solutions to essay-like prompts.

So, if asking instructors to manually provide feedback at scale is
nearly impossible, what else can we do?

Automating feedback.  

“If humans can’t do it, maybe machines
can” (famous last words).  After all, machines process information a lot
faster than humans do. There have been several approaches applying
computational techniques to provide feedback, the simplest of which is
unit tests. An instructor can write a collection of unit tests for the
core concepts and use them to evaluate student solutions. However, unit
tests expect student code to compile and, often, student code does not
due to errors. If we wish to give feedback on partially complete
solutions, we need to be able to handle non-compiling code. Given the
successes of AI and deep learning in computer vision and natural
language, there have been attempts of designing AI systems to
automatically provide feedback, even when student code does not compile.

Supervised Learning

Given a dataset of student code, we can ask an
instructor to provide feedback for each of the solutions, creating a
labeled dataset. This can be used to train a deep learning model to
predict feedback for a new student solution.  While this is great in
theory, in practice, compiling a sufficiently large and diverse dataset
is difficult.  In machine learning, we are accustomed to datasets with
millions of labeled examples since annotating an image is both cheap and
requires no domain knowledge.  On the other hand, annotating student
code with feedback is both time-consuming and needs expertise, limiting
datasets to be a few thousand examples in size.  Given the Zipf-like
nature of student code, it is very unlikely that a dataset of this size
can capture all the different ways students approach a problem. This is
reflected in practice as supervised attempts perform poorly on new
student solutions.

Generative Grading

While annotating student code is difficult work,
instructors are really good at thinking about how students would tackle
a coding problem and what mistakes they might make along the way.
Generative grading [2,3] asks instructors to distill this intuition
about student cognition into an algorithm called a probabilistic
grammar. Instructors specify what misconceptions a student might make
and how that translates to code. For example, if a student forgets a
stopping criterion resulting in an infinite loop, their program likely
contains a “while” statement with no “break” condition. Given such an
algorithm, we can run it forward to generate a full student solution
with all misconceptions already labeled. Doing this repeatedly, we
curate a large dataset to train a supervised model. This approach was
very successful on block-based code, where performance rivaled human
instructors.  However, the success of it hinges on a good algorithm.
While tractable for block-based programs, it became exceedingly
difficult to build a good algorithm for university level assignments
where student code is much more complex.

The supervised approach requires the instructor to curate a dataset of student solutions with feedback where as the generative grading approach requires the instructor to build an algorithm to generate annotated data. In contrast, the meta-learning approach requires the instructor to annotate feedback for K examples across N programming problems. K is typically very small (~10) and N not much larger (~100).

The supervised approach requires the instructor to curate a dataset of
student solutions with feedback where as the generative grading approach
requires the instructor to build an algorithm to generate annotated
data. In contrast, the meta-learning approach requires the instructor to
annotate feedback for K examples across N programming problems. K is
typically very small (~10) and N not much larger (~100).

Meta-learning how to give feedback.

So far, neither approach is quite
right. In different ways, supervised learning and generative grading
both expect too much from the instructor. As they stand, for every new
coding exercise, the instructor would have to put in days, if not weeks
to months of effort. In an ideal world, we would shift more of the
burden of feedback onto the AI system. While we would still like
instructors to play a role, the AI system should bear the onus of
quickly adapting to every new exercise. To accomplish this, we built an
AI system to “learn how to learn” to give feedback.

An example rubric used to provide feedback for a string insertion task.

Meta-learning is an old idea from the 1990s [9, 10] that has seen a
resurgence in the last five years. Recall that in supervised learning a
model is trained to solve a single task; in meta-learning, we solve many
tasks at once. The catch is that we are limited to a handful of labeled
examples for every task. Whereas supervised learning gets lots of labels
for one task, we spread the annotation effort evenly across many tasks,
leaving us with a few labels per task. In research literature, this is
called the few-shot classification problem. The upside to meta-learning
is that after training, if your model is presented with a new task that
it has not seen before, it can quickly adapt to solve it with only a
“few shots” (i.e., a few annotations from the new task).

So, what does meta-learning for feedback look like? To answer that, we
first need to describe what composes a “task” in the world of
educational feedback. Last year, we compiled a dataset of student
solutions from eight CS106A exams collected over the last three academic
years.  Each exam consists of four to six programming exercises in which
the student must write code (but is unable to run or compile it for
testing). Every student solution is annotated by an instructor using a
feedback rubric containing a list of misconceptions tailored to a single
problem. As an example, consider a coding exercise that asks the student
to write a Python program that requires string insertion. A potential
feedback rubric is shown in the left image: possible misconceptions are
inserting at the wrong location or inserting the wrong string. So, we
can treat every misconception as its own task. The string insertion
example would comprise of four tasks.

Examples of predictions made by the AI system.

One of the key ideas of this approach is to frame
the feedback challenge as a few-shot classification problem. Remember
that the reasons why previous methods for automated feedback struggled
were the (1) high cost of annotation and (2) diversity of student
solutions. Casting feedback as a few-shot problem cleverly circumvents
both challenges. First, meta-learning can leverage previous data on old
exams to learn to provide feedback to a new exercise with very little
upfront cost. We only need to label a few examples for the new exercise
to adapt the meta-learner and importantly, do not need to train a new
model from scratch. Second, there are two ways to handle diversity: you
can go for “depth” by training on a lot of student solutions for a
single problem to see different strategies, or you can go for “breadth”
and get sense of diverse strategies through student solutions on a lot
of different problems. Meta-learning focuses its efforts on capturing
“breadth”, accumulating more generalizable knowledge that can be shared
across problems.

Comparison of the average precision of the meta-learner to human instructors and a supervised baseline.

We will leave the details of the meta-learner to the technical report.
In short, we propose a new deep neural network called a ProtoTransformer
Network
 that combines the strengths of BERT from natural language
processing and Prototypical Networks from few-shot learning literature.
This architecture, in tandem with technical innovations – creating
synthetic tasks for code, self-supervised pretraining on unlabeled code,
careful encoding of variable and function names, and adding question and
rubric descriptions as side information – together produce a highly
performant AI system for feedback. To help ground this in context, we
include three examples on the bottom of the last page of the AI system
predicting feedback to student code. The predictions were taken from
actual model output on student submissions.

Main Results

Aside from looking at qualitative examples, we can
measure its performance quantitatively by evaluating the correctness of
the feedback an AI system gave on exercises not used in training. A
piece of feedback is considered correct if a human instructor annotated
the student solution with it.

We consider two experimental settings for evaluation:

  • Held-out Questions: we randomly pick 10% of questions across all exams
    to evaluate the meta-learner. This simulates instructors providing
    feedback for part of every exam, leaving a few questions for the AI to
    give feedback for.

  • Held-out Exams: we hold out an entire exam for evaluation. This is a
    much harder setting as we know nothing about the new exam but also most
    faithfully represents an autonomous feedback system.

We measure the performance of human instructors by asking several
teaching assistants to grade the same student solution and recording
agreement. We also compare the meta-learner to a supervised baseline. As
shown in the graph on the previous page, the meta-learner outperforms
the supervised baseline by up to 24 percentage points, showcasing the
utility of meta-learning. More surprisingly, we find that the
meta-learner surpasses human performance by 6% in held-out questions.
 However, there is still room for improvement as we fall short 8% to
human performance on held-out exams – a harder challenge. Despite this,
we find these results encouraging: previous methods for feedback could
not handle the complexity of university assignments, let alone approach,
or match the performance of instructors.

Automated feedback for Code in Place.

Taking a step back, we began
with the challenge of feedback, an important ingredient to a student’s
learning process that is frustratingly difficult to scale, especially
for large online courses. Many attempts have been made towards this,
some based on crowdsourcing human effort and others based on
computational approaches with and without AI, but all of which have
faced roadblocks. In late May ‘21, we built and tested an approach based
on meta-learning, showing surprisingly strong results on university
level content. But admittedly, the gap between ML research and
deployment can be large, and it remained to be shown that our approach
can give high quality feedback at scale in a live application. Come
June, Code in Place ‘21 was gearing up for its diagnostic assessment.

Meta-learned feedback deployed to Code in Place ’21.

In an amazing turnout, Code in Place ‘21 had 12,000 students. But
grading 12,000 students each solving 5 problems would be beyond
intractable. To put it into numbers, it would take 8 months of human
labor, or more than 400 teaching assistants working standard
nine-to-five shifts to manually grade all 60,000 solutions.

The Code in Place ‘21 diagnostic contained five new questions that were
not in the CS106A dataset used to train the AI system. However, the
questions were similar in difficulty and scope, and correct solutions
were roughly the same length as those in CS106A. Because the AI system
was trained with meta-learning, it could quickly adapt to these new
questions. Volunteers from the teaching team helped annotate a small
portion of the student solutions that the AI meta-learning algorithm
requires.

To showcase feedback to students, we were joined by Alan Chang and together we built an application for students
to see their solutions and AI feedback (see image above). We were
transparent in informing students that an AI was providing feedback. For
each predicted misconception, we associated it with a message (shown in
the blue box) to the student. We carefully crafted the language of these
messages to be helpful and supportive of the student’s learning. We also
provided finer grained feedback by highlighting portions of the code
that the AI system weighted more strongly in making its prediction. In
the image above, the student forgot to cast the height to an integer. In
fact, the highlighted line should be height = int(input(…)), which the
AI system picked up on.

Human versus AI Feedback

For each question, we asked the student to
rate the correctness of the feedback provided by clicking either a
“thumbs up” or a “thumbs down” before they can proceed to the next
question (see lower left side of the image above). Additionally, after a
student reviewed all their feedback, we asked them to rate the AI system
holistically on a five-point scale.  As part of the deployment, some of
the student solutions were given feedback by humans but students did not
know which ones. So, we can compare students’ holistic and per-question
rating when given AI feedback versus instructor feedback.

Results from deploying AI feedback to Code in Place 2021. (left) Comparison of student-rated correctness of human feedback versus AI feedback. (right) Comparison of ai feedback quality across different genders and countries of origin.

Here’s what we found:

  • 1,096 students responded to a survey after receiving 15,134 pieces
    of feedback. The reception was overwhelmingly positive: Across all
    15k pieces of feedback, students agreed with AI suggestions 97.9% ±
    0.001
     of the time.
  • We compared student agreement with AI feedback against agreement
    with instructor feedback, where we surprisingly found the AI system
    surpass human instructors: 97.9% > 96.7% (p-value 0.02). The
    improvement was driven by higher student ratings on constructive
    feedback
    – times when the algorithm suggested an improvement.
  • On the five-point scale, the average holistic rating of usefulness
    by students was 4.6 ± 0.018 out of 5.
  • Given the wide diversity of students participating in Code in Place,
    we segmented the quality of AI feedback by gender and country, where
    we found no statistically significant difference across
    groups.

To the best of our knowledge, this was both the first successful
deployment of AI-driven feedback to open-ended student work and the
first successful deployment of prototype networks in a live application.
With promising results in both a research and a real-world setting, we
are optimistic about the future of artificial intelligence in code
education and beyond.

How could AI feedback impact teaching?

A successful deployment of an
automated feedback system raises several important questions about the
role of AI in education and more broadly, society.

To start, we emphasize that what makes Code in Place so successful is
its amazing teaching team made up of over 1,000 section leaders. While
feedback is an important part of the learning experience, it is one
component of a larger ecosystem. We should not incorrectly conclude from
our results that AI can automate teaching or replace instructors – nor
should the system be used for high-stakes grading. Instead, we should
view AI feedback as another tool in the toolkit for instructors to
better shape an amazing learning experience for students.

Further, we should evaluate our AI systems with a double bottom line of
both performance and fairness. Our initial experiments suggest that the
AI is not biased but our initial results are being supplemented by a
more thorough audit. To minimize the chance of providing incorrect
feedback to student work, future research should encourage AI systems to
learn to say: “I don’t know”.

Third, we find it important that progress in education research be
public and available for others to critique and build upon.

Finally, this research opens so many directions moving forward. We hope
to use this work to enable teachers to better reach their potential.
Moreover, an AI feedback makes it scalable to study not just students’
final solutions, but the process of how students solve their
assignments. Finally, there is a novel opportunity for computational
approaches towards unraveling the science of how students learn.

Acknowledgements

Many thanks to Chelsea Finn, Chris Piech, and Noah
Goodman for their guidance. Special thanks to Chris for his support the
last three years through the successes and failures towards AI feedback
prediction. Also, thanks to Alan Cheng, Milan Mosse, Ali Malik, Yunsung
Kim, Juliette Woodrow, Vrinda Vasavada, Jinpeng Song, and John Mitchell
for great collaborations. Thank you to Mehran Sahami, Julie Zelenki,
Brahm Capoor and the Code in Place team who supported this project.
Thank you to the section leaders who provided all the human feedback
that the AI was able to learn from. Thank you to the Stanford Institute
for Human-Centered Artificial Intelligence (in particular the Hoffman-Yee Research Grant) and the Stanford
Interdisciplinary Graduate Fellowship for their support.

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Google at ICML 2021

Posted by Cat Armato and Jaqui Herman, Program Managers

Groups across Google are actively pursuing research across the field of machine learning, ranging from theory to application. With scalable tools and architectures, we build machine learning systems to solve deep scientific and engineering challenges in areas of language, music, visual processing, and more.

Google is proud to be a Platinum Sponsor of the thirty-eighth International Conference on Machine Learning (ICML 2021), a premier annual event happening this week. As a leader in machine learning research — with over 100 accepted publications and Googlers participating in workshops — we look forward to our continued partnership with the broader machine learning research community.

Registered for ICML 2021? We hope you’ll visit the Google virtual booth to learn more about the exciting work, creativity, and fun that goes into solving a portion of the field’s most interesting challenges. Take a look below to learn more about the Google research being presented at ICML 2021 (Google affiliations in bold).

Organizing Committee
ICML Board Members include: Corinna Cortes, Hugo Larochelle, Shakir Mohamed
ICML Emeritus Board includes: William Cohen, Andrew McCallum
Tutorial Co-Chair member: Quoc Lee

Publications
Attention Is Not All You Need: Pure Attention Loses Rank Doubly Exponentially with Depth
Yihe Dong, Jean-Baptiste Cordonnier, Andreas Loukas

Scalable Evaluation of Multi-agent Reinforcement Learning with Melting Pot
Joel Z. Leibo, Edgar Duéñez-Guzmán, Alexander Sasha Vezhnevets, John P. Agapiou, Peter Sunehag, Raphael Koster, Jayd Matyas, Charles Beattie, Igor Mordatch, Thore Graepel

On the Optimality of Batch Policy Optimization Algorithms
Chenjun Xiao, Yifan Wu, Tor Lattimore, Bo Dai, Jincheng Mei, Lihong Li*, Csaba Szepesvari, Dale Schuurmans

Low-Rank Sinkhorn Factorization
Meyer Scetbon, Marco Cuturi, Gabriel Peyré

Oops I Took A Gradient: Scalable Sampling for Discrete Distributions
Will Grathwohl, Kevin Swersky, Milad Hashemi, David Duvenaud, Chris J. Maddison

PID Accelerated Value Iteration Algorithm
Amir-Massoud Farahmand, Mohammad Ghavamzadeh

Dueling Convex Optimization
Aadirupa Saha, Tomer Koren, Yishay Mansour

What Are Bayesian Neural Network Posteriors Really Like?
Pavel Izmailov, Sharad Vikram, Matthew D. Hoffman, Andrew Gordon Wilson

Offline Reinforcement Learning with Pseudometric Learning
Robert Dadashi, Shideh Rezaeifar, Nino Vieillard, Léonard Hussenot, Olivier Pietquin, Matthieu Geist

Revisiting Rainbow: Promoting More Insightful and Inclusive Deep Reinforcement Learning Research (see blog post)
Johan S. Obando-Ceron, Pablo Samuel Castro

EMaQ: Expected-Max Q-Learning Operator for Simple Yet Effective Offline and Online RL
Seyed Kamyar Seyed Ghasemipour*, Dale Schuurmans, Shixiang Shane Gu

Variational Data Assimilation with a Learned Inverse Observation Operator
Thomas Frerix, Dmitrii Kochkov, Jamie A. Smith, Daniel Cremers, Michael P. Brenner, Stephan Hoyer

Tilting the Playing Field: Dynamical Loss Functions for Machine Learning
Miguel Ruiz-Garcia, Ge Zhang, Samuel S. Schoenholz, Andrea J. Liu

Model-Based Reinforcement Learning via Latent-Space Collocation
Oleh Rybkin, Chuning Zhu, Anusha Nagabandi, Kostas Daniilidis, Igor Mordatch, Sergey Levine

Momentum Residual Neural Networks
Michael E. Sander, Pierre Ablin, Mathieu Blondel, Gabriel Peyré

OmniNet: Omnidirectional Representations from Transformers
Yi Tay, Mostafa Dehghani, Vamsi Aribandi, Jai Gupta, Philip Pham, Zhen Qin, Dara Bahri, Da-Cheng Juan, Donald Metzler

Synthesizer: Rethinking Self-Attention for Transformer Models
Yi Tay, Dara Bahri, Donald Metzler, Da-Cheng Juan, Zhe Zhao, Che Zheng

Towards Domain-Agnostic Contrastive Learning
Vikas Verma, Minh-Thang Luong, Kenji Kawaguchi, Hieu Pham, Quoc V. Le

Randomized Entity-wise Factorization for Multi-agent Reinforcement Learning
Shariq Iqbal, Christian A. Schroeder de Witt, Bei Peng, Wendelin Böhmer, Shimon Whiteson, Fei Sha

LIME: Learning Inductive Bias for Primitives of Mathematical Reasoning
Yuhuai Wu, Markus Rabe, Wenda Li, Jimmy Ba, Roger Grosse, Christian Szegedy

Emergent Social Learning via Multi-agent Reinforcement Learning
Kamal Ndousse, Douglas Eck, Sergey Levine, Natasha Jaques

Improved Contrastive Divergence Training of Energy-Based Models
Yilun Du, Shuang Li, Joshua Tenenbaum, Igor Mordatch

Characterizing Structural Regularities of Labeled Data in Overparameterized Models
Ziheng Jiang*, Chiyuan Zhang, Kunal Talwar, Michael Mozer

Actionable Models: Unsupervised Offline Reinforcement Learning of Robotic Skills
Yevgen Chebotar, Karol Hausman, Yao Lu, Ted Xiao, Dmitry Kalashnikov, Jake Varley, Alex Irpan, Benjamin Eysenbach, Ryan Julian, Chelsea Finn, Sergey Levine

PsiPhi-Learning: Reinforcement Learning with Demonstrations using Successor Features and Inverse Temporal Difference Learning
Angelos Filos, Clare Lyle, Yarin Gal, Sergey Levine, Natasha Jaques, Gregory Farquhar

EfficientNetV2: Smaller Models and Faster Training
Mingxing Tan, Quoc V. Le

Unbiased Gradient Estimation in Unrolled Computation Graphs with Persistent Evolution Strategies
Paul Vicol, Luke Metz, Jascha Sohl-Dickstein

Federated Composite Optimization
Honglin Yuan*, Manzil Zaheer, Sashank Reddi

Light RUMs
Flavio Chierichetti, Ravi Kumar, Andrew Tomkins

Catformer: Designing Stable Transformers via Sensitivity Analysis
Jared Quincy Davis, Albert Gu, Krzysztof Choromanski, Tri Dao, Christopher Re, Chelsea Finn, Percy Liang

Representation Matters: Offline Pretraining for Sequential Decision Making
Mengjiao Yang, Ofir Nachum

Variational Empowerment as Representation Learning for Goal-Conditioned Reinforcement Learning
Jongwook Choi*, Archit Sharma*, Honglak Lee, Sergey Levine, Shixiang Shane Gu

Beyond Variance Reduction: Understanding the True Impact of Baselines on Policy Optimization
Wesley Chung, Valentin Thomas, Marlos C. Machado, Nicolas Le Roux

Whitening and Second Order Optimization Both Make Information in the Dataset Unusable During Training, and Can Reduce or Prevent Generalization
Neha S. Wadia, Daniel Duckworth, Samuel S. Schoenholz, Ethan Dyer, Jascha Sohl-Dickstein

Understanding Invariance via Feedforward Inversion of Discriminatively Trained Classifiers
Piotr Teterwak*, Chiyuan Zhang, Dilip Krishnan, Michael C. Mozer

Policy Information Capacity: Information-Theoretic Measure for Task Complexity in Deep Reinforcement Learning
Hiroki Furuta, Tatsuya Matsushima, Tadashi Kozuno, Yutaka Matsuo, Sergey Levine, Ofir Nachum, Shixiang Shane Gu

Hyperparameter Selection for Imitation Learning
Leonard Hussenot, Marcin Andrychowicz, Damien Vincent, Robert Dadashi, Anton Raichuk, Lukasz Stafiniak, Sertan Girgin, Raphael Marinier, Nikola Momchev, Sabela Ramos, Manu Orsini, Olivier Bachem, Matthieu Geist, Olivier Pietquin

Disentangling Sampling and Labeling Bias for Learning in Large-Output Spaces
Ankit Singh Rawat, Aditya Krishna Menon, Wittawat Jitkrittum, Sadeep Jayasumana, Felix X. Yu, Sashank J. Reddi, Sanjiv Kumar

Revenue-Incentive Tradeoffs in Dynamic Reserve Pricing
Yuan Deng, Sebastien Lahaie, Vahab Mirrokni, Song Zuo

Debiasing a First-Order Heuristic for Approximate Bi-Level Optimization
Valerii Likhosherstov, Xingyou Song, Krzysztof Choromanski, Jared Davis, Adrian Weller

Characterizing the Gap Between Actor-Critic and Policy Gradient
Junfeng Wen, Saurabh Kumar, Ramki Gummadi, Dale Schuurmans

Composing Normalizing Flows for Inverse Problems
Jay Whang, Erik Lindgren, Alexandros Dimakis

Online Policy Gradient for Model Free Learning of Linear Quadratic Regulators with √T Regret
Asaf Cassel, Tomer Koren

Learning to Price Against a Moving Target
Renato Paes Leme, Balasubramanian Sivan, Yifeng Teng, Pratik Worah

Fairness and Bias in Online Selection
Jose Correa, Andres Cristi, Paul Duetting, Ashkan Norouzi-Fard

The Impact of Record Linkage on Learning from Feature Partitioned Data
Richard Nock, Stephen Hardy, Wilko Henecka, Hamish Ivey-Law, Jakub Nabaglo, Giorgio Patrini, Guillaume Smith, Brian Thorne

Reserve Price Optimization for First Price Auctions in Display Advertising
Zhe Feng*, Sébastien Lahaie, Jon Schneider, Jinchao Ye

A Regret Minimization Approach to Iterative Learning Control
Naman Agarwal, Elad Hazan, Anirudha Majumdar, Karan Singh

A Statistical Perspective on Distillation
Aditya Krishna Menon, Ankit Singh Rawat, Sashank J. Reddi, Seungyeon Kim, Sanjiv Kumar

Best Model Identification: A Rested Bandit Formulation
Leonardo Cella, Massimiliano Pontil, Claudio Gentile

Generalised Lipschitz Regularisation Equals Distributional Robustness
Zac Cranko, Zhan Shi, Xinhua Zhang, Richard Nock, Simon Kornblith

Stochastic Multi-armed Bandits with Unrestricted Delay Distributions
Tal Lancewicki, Shahar Segal, Tomer Koren, Yishay Mansour

Regularized Online Allocation Problems: Fairness and Beyond
Santiago Balseiro, Haihao Lu, Vahab Mirrokni

Implicit Rate-Constrained Optimization of Non-decomposable Objectives
Abhishek Kumar, Harikrishna Narasimhan, Andrew Cotter

Leveraging Non-uniformity in First-Order Non-Convex Optimization
Jincheng Mei, Yue Gao, Bo Dai, Csaba Szepesvari, Dale Schuurmans

Dynamic Balancing for Model Selection in Bandits and RL
Ashok Cutkosky, Christoph Dann, Abhimanyu Das, Claudio Gentile, Aldo Pacchiano, Manish Purohit

Adversarial Dueling Bandits
Aadirupa Saha, Tomer Koren, Yishay Mansour

Optimizing Black-Box Metrics with Iterative Example Weighting
Gaurush Hiranandani*, Jatin Mathur, Harikrishna Narasimhan, Mahdi Milani Fard, Oluwasanmi Koyejo

Relative Deviation Margin Bounds
Corinna Cortes, Mehryar Mohri, Ananda Theertha Suresh

MC-LSTM: Mass-Conserving LSTM
Pieter-Jan Hoedt, Frederik Kratzert, Daniel Klotz, Christina Halmich, Markus Holzleitner, Grey Nearing, Sepp Hochreiter, Günter Klambauer

12-Lead ECG Reconstruction via Koopman Operators
Authors:Tomer Golany, Kira Radinsky, Daniel Freedman, Saar Minha

Finding Relevant Information via a Discrete Fourier Expansion
Mohsen Heidari, Jithin Sreedharan, Gil Shamir, Wojciech Szpankowski

LEGO: Latent Execution-Guided Reasoning for Multi-hop Question Answering on Knowledge Graphs
Hongyu Ren, Hanjun Dai, Bo Dai, Xinyun Chen, Michihiro Yasunaga, Haitian Sun, Dale Schuurmans, Jure Leskovec, Denny Zhou

SpreadsheetCoder: Formula Prediction from Semi-structured Context
Xinyun Chen, Petros Maniatis, Rishabh Singh, Charles Sutton, Hanjun Dai, Max Lin, Denny Zhou

Combinatorial Blocking Bandits with Stochastic Delays
Alexia Atsidakou, Orestis Papadigenopoulos, Soumya Basu, Constantine Caramani, Sanjay Shakkottai

Beyond log2(T) Regret for Decentralized Bandits in Matching Markets
Soumya Basu, Karthik Abinav Sankararaman, Abishek Sankararaman

Robust Pure Exploration in Linear Bandits with Limited Budget
Ayya Alieva, Ashok Cutkosky, Abhimanyu Das

Latent Programmer: Discrete Latent Codes for Program Synthesis
Joey Hong, David Dohan, Rishabh Singh, Charles Sutton, Manzil Zaheer

Scaling Up Visual and Vision-Language Representation Learning With Noisy Text Supervision (see blog post)
Chao Jia, Yinfei Yang, Ye Xia, Yi-Ting Chen, Zarana Parekh, Hieu Pham, Quoc V. Le, Yunhsuan Sung, Zhen Li, Tom Duerig

On Linear Identifiability of Learned Representations
Geoffrey Roeder, Luke Metz, Diederik P. Kingma

Hierarchical Clustering of Data Streams: Scalable Algorithms and Approximation Guarantees
Anand Rajagopalan, Fabio Vitale, Danny Vainstein, Gui Citovsky, Cecilia M Procopiuc, Claudio Gentile

Differentially Private Quantiles
Jennifer Gillenwater, Matthew Joseph, Alex Kulesza

Active Covering
Heinrich Jiang, Afshin Rostamizadeh

Sharf: Shape-Conditioned Radiance Fields from a Single View
Konstantinos Rematas, Ricardo Martin-Brualla, Vittorio Ferrari

Learning a Universal Template for Few-Shot Dataset Generalization
Eleni Triantafillou*, Hugo Larochelle, Richard Zemel, Vincent Dumoulin

Private Alternating Least Squares: Practical Private Matrix Completion with Tighter Rates
Steve Chien, Prateek Jain, Walid Krichene, Steffen Rendle, Shuang Song, Abhradeep Thakurta, Li Zhang

Differentially-Private Clustering of Easy Instances
Edith Cohen, Haim Kaplan, Yishay Mansour, Uri Stemmer, Eliad Tsfadia

Label-Only Membership Inference Attacks
Christopher A. Choquette-Choo, Florian Tramèr, Nicholas Carlini, Nicolas Papernot

Neural Feature Matching in Implicit 3D Representations
Yunlu Chen, Basura Fernando, Hakan Bilen, Thomas Mensink, Efstratios Gavves

Locally Private k-Means in One Round
Alisa Chang, Badih Ghazi, Ravi Kumar, Pasin Manurangsi

Large-Scale Meta-learning with Continual Trajectory Shifting
Jaewoong Shin, Hae Beom Lee, Boqing Gong, Sung Ju Hwang

Statistical Estimation from Dependent Data
Vardis Kandiros, Yuval Dagan, Nishanth Dikkala, Surbhi Goel, Constantinos Daskalakis

Oneshot Differentially Private Top-k Selection
Gang Qiao, Weijie J. Su, Li Zhang

Unsupervised Part Representation by Flow Capsules
Sara Sabour, Andrea Tagliasacchi, Soroosh Yazdani, Geoffrey E. Hinton, David J. Fleet

Private Stochastic Convex Optimization: Optimal Rates in L1 Geometry
Hilal Asi, Vitaly Feldman, Tomer Koren, Kunal Talwar

Practical and Private (Deep) Learning Without Sampling or Shuffling
Peter Kairouz, Brendan McMahan, Shuang Song, Om Thakkar, Abhradeep Thakurta, Zheng Xu

Differentially Private Aggregation in the Shuffle Model: Almost Central Accuracy in Almost a Single Message
Badih Ghazi, Ravi Kumar, Pasin Manurangsi, Rasmus Pagh, Amer Sinha

Leveraging Public Data for Practical Private Query Release
Terrance Liu, Giuseppe Vietri, Thomas Steinke, Jonathan Ullman, Zhiwei Steven Wu

Meta-Thompson Sampling
Branislav Kveton, Mikhail Konobeev, Manzil Zaheer, Chih-wei Hsu, Martin Mladenov, Craig Boutilier, Csaba Szepesvári

Implicit-PDF: Non-parametric Representation of Probability Distributions on the Rotation Manifold
Kieran A Murphy, Carlos Esteves, Varun Jampani, Srikumar Ramalingam, Ameesh Makadia

Improving Ultrametrics Embeddings Through Coresets
Vincent Cohen-Addad, Rémi de Joannis de Verclos, Guillaume Lagarde

A Discriminative Technique for Multiple-Source Adaptation
Corinna Cortes, Mehryar Mohri, Ananda Theertha Suresh, Ningshan Zhang

Self-Supervised and Supervised Joint Training for Resource-Rich Machine Translation
Yong Cheng, Wei Wang*, Lu Jiang, Wolfgang Macherey

Correlation Clustering in Constant Many Parallel Rounds
Vincent Cohen-Addad, Silvio Lattanzi, Slobodan Mitrović, Ashkan Norouzi-Fard, Nikos Parotsidis, Jakub Tarnawski

Hierarchical Agglomerative Graph Clustering in Nearly-Linear Time
Laxman Dhulipala, David Eisenstat, Jakub Łącki, Vahab Mirrokni, Jessica Shi

Meta-learning Bidirectional Update Rules
Mark Sandler, Max Vladymyrov, Andrey Zhmoginov, Nolan Miller, Andrew Jackson, Tom Madams, Blaise Aguera y Arcas

Discretization Drift in Two-Player Games
Mihaela Rosca, Yan Wu, Benoit Dherin, David G.T. Barrett

Reasoning Over Virtual Knowledge Bases With Open Predicate Relations
Haitian Sun*, Pat Verga, Bhuwan Dhingra, Ruslan Salakhutdinov, William W. Cohen

Learn2Hop: Learned Optimization on Rough Landscapes
Amil Merchant, Luke Metz, Samuel Schoenholz, Ekin Cubuk

Locally Adaptive Label Smoothing Improves Predictive Churn
Dara Bahri, Heinrich Jiang

Overcoming Catastrophic Forgetting by Bayesian Generative Regularization
Patrick H. Chen, Wei Wei, Cho-jui Hsieh, Bo Dai

Workshops (only Google affiliations are noted)
LatinX in AI (LXAI) Research at ICML 2021
Hosts: Been Kim, Natasha Jaques

Uncertainty and Robustness in Deep Learning
Organizers: Balaji Lakshminarayanan, Jasper Snoek Invited Speaker: Dustin Tran

Reinforcement Learning for Real Life
Organizers: Minmin Chen, Lihong Li Invited Speaker: Ed Chi

Interpretable Machine Learning in Healthcare
Organizers: Alan Karthikesalingam Invited Speakers: Abhijit Guha Roy, Jim Winkens

The Neglected Assumptions in Causal Inference
Organizer: Alexander D’Amour

ICML Workshop on Algorithmic Recourse
Invited Speakers: Been Kim, Berk Ustun

A Blessing in Disguise: The Prospects and Perils of Adversarial Machine Learning
Invited Speaker: Nicholas Carlini

Overparameterization: Pitfalls and Opportunities
Organizers: Yasaman Bahri, Hanie Sedghi

Information-Theoretic Methods for Rigorous, Responsible, and Reliable Machine Learning (ITR3)
Invited Speaker: Thomas Steinke

Beyond First-Order Methods in Machine Learning Systems
Invited Speaker: Courtney Paquette

ICML 2021 Workshop: Self-Supervised Learning for Reasoning and Perception
Invited Speaker: Chelsea Finn

Workshop on Reinforcement Learning Theory
Invited Speaker: Bo Dai

Tutorials (only Google affiliations are noted)
Responsible AI in Industry: Practical Challenges and Lessons Learned
Organizers: Ben Packer

Online and Non-stochastic Control
Organizers: Elad Hazan

Random Matrix Theory and ML (RMT +ML)
Organizers: Fabian Pedregosa, Jeffrey Pennington, Courntey Paquette Self-Attention for Computer Vision Organizers: Prajit Ramachandran, Ashish Vaswani

* Indicates work done while at Google

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From Concept to Credits, Faster: NVIDIA Studio Ecosystem Improves Game Creation With RTX-Acceleration and AI

Top game artists, producers, developers and designers are coming together this week for the annual Game Developers Conference. As they exchange ideas, educate and inspire each other, the NVIDIA Studio ecosystem of RTX-accelerated apps, hardware and drivers is helping advance their craft.

GDC 2021 marks a major leap in game development with NVIDIA RTX technology integrated in the latest releases of Unity, Unreal Engine 4, Toolbag and more. They’re supported by the July NVIDIA Studio Driver, available today, providing peak performance and reliability.

Developers can create better looking games, in less time, without worrying about their systems crashing, with NVIDIA Studio.

Game Development Runs Faster with NVIDIA Studio

The two most popular PC game engines, Unity and Unreal Engine, recently received additional RTX benefits.

The new 2021.2 beta release of Unity delivered native support for NVIDIA DLSS, allowing game developers to easily incorporate advanced AI rendering into their games. DLSS produces image quality that’s comparable to native resolution — and sometimes even better — while only conventionally rendering a fraction of the pixels, boosting real-time performance for more engaging experiences and saving artists valuable exporting time.

DLSS SDK 2.2.1, the latest offered by NVIDIA and built into Unity 2021.2, brings a new blueprint function to enable the optimal image quality for a particular resolution, called “Auto” mode. There’s also an optional sharpening slider so developers can further tune their visuals.

Unreal Engine 4.27, currently in preview, included an experimental feature called Eye-Tracked Foveated Rendering. The technique renders a single image at varying resolutions, sharpening the point of focus, while blurring other parts, to mimic human eyesight.

It’s perfect for extended reality with improved performance on NVIDIA RTX GPUs, using NVIDIA Variable Rate Shading, and no discernable loss of picture quality. In addition, GPU Lightmass baking built on RTX ray tracing introduced parameters to better control lighting and levels of detail in production assets.

Image courtesy of Unreal Engine.

Marmoset Toolbag 4.03 sports a new ray-tracing engine, optimized to run on all modern GPUs. Even faster ray-traced results are achieved with native hardware support of NVIDIA RTX devices.

The most recent update added RTX-accelerated AI denoising, allowing game artists to quickly visualize materials with photorealistic lighting and shadows.

Image courtesy of Marmoset Toolbag.

RTX-accelerated ray racing with improved shading, global illumination and reflections raise the visual quality bar, while RTX-accelerated baking speeds up asset creation.

NVIDIA Omniverse is a platform for 3D content creation and collaboration. It was built from the ground up to be easily extensible and customizable with a modular development framework. The platform includes ready-made Omniverse Apps like Machinima and Audio2Face, plus a collection of over 200 Omniverse Kit Extensions, small pieces of code purpose-built to achieve a specific task.

Game developers can use the prebuilt apps or extensions, or easily build their own tools on Omniverse Kit, a robust system allowing coders with basic programming knowledge to build extensions, apps and microservices to assist in content creation pipelines.

Image courtesy of NVIDIA Omniverse.

Developers can learn more about Omniverse in the GDC session Collaborative Game Development with NVIDIA Omniverse, taking place from 8:30-9:30 a.m. PT on July 22. The session will feature tips on collaborative workflows between leading industry applications such as Unreal Engine 4, 3ds Max, and Maya, plus an introduction on how to build on Omniverse Kit. Interested developers can register here.

The Studio Advantage, Built for the Bold

NVIDIA Studio ushered in a new era of creative performance with laptops and desktops purpose-built to power the world’s most innovative minds. Packed with industry-leading RTX GPUs, these machines deliver unprecedented levels of computing power.

Future game developers and content creators can unleash their creativity and build magnificent worlds with the latest RTX 30-Series GPU-powered NVIDIA Studio laptops.

Perfect for students heading back to school, Studio laptops accelerate more than just the latest game engines, they power dozens of applications in STEM — including engineering, computer science, data science and economics applications — plus the apps creators rely on. The latest selection of Studio laptops can be found in the Studio Shop.

Together with game engine and creative app developers, teams of testers and engineers are continually optimizing the way NVIDIA hardware works with top software — enhancing features, reducing the repetitive and speeding up workflows. Studio Drivers undergo extensive testing to deliver the performance and reliability developers need, helping them create the blockbuster games at the speed of imagination.

Further Boost Creativity With the July Studio Driver

The July NVIDIA Studio Driver available today features support for updates to Unity, Unreal Engine, Toolbag, Omniverse and more.

Enscape 3.1, dropping July 21, adds a new NVIDIA real-time denoiser and support for NVIDIA DLSS, designed for real-time engines utilizing NVIDIA RTX GPUs.

Image courtesy of Enscape.

This enables smoother viewport visibility, as well as the ability to render at lower resolutions, enabling higher framerates, using AI super resolution to upscale the image to equal if not higher visual fidelity.

Pixar Animation Studios RenderMan 24 added RenderMan XPU, a look-development focused GPU-accelerated ray tracer.

Image courtesy of RenderMan 24.

Together with AI denoising in the viewport, RenderMan XPU enables artists to interactively create their art and view an image that is predictive of the final frame render.

Click here to download the Maya teapot asset used in performance testing.

Topaz Video Enhance AI now offers Slow Motion, a new RTX GPU Tensor Core powered AI feature that generates a high-quality, smooth, slow-motion capture with minimal artifacts.

Crucially, eliminating the need for an expensive high-frame-rate camera.

Finally, gamers and content creators who use Discord to collaborate and share content with friends can use the new NVDEC integration, exclusive to NVIDIA GPUs, for accelerated video decoding. This lets them share screens and stream over Discord with reduced resources for video and results in better gaming performance.

Stay up to date on new Studio products by subscribing to the NVIDIA Studio newsletter and following us on Facebook, Twitter and Instagram.

The post From Concept to Credits, Faster: NVIDIA Studio Ecosystem Improves Game Creation With RTX-Acceleration and AI appeared first on The Official NVIDIA Blog.

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Arm Is RTX ON! World’s Most Widely Used CPU Architecture Meets Real-Time Ray Tracing, DLSS

A pair of new demos running GeForce RTX technologies on the Arm platform unveiled by NVIDIA today show how advanced graphics can be extended to a broader, more power-efficient set of devices.

The two demos, shown at this week’s Game Developers Conference, included Wolfenstein: Youngblood from Bethesda Softworks and MachineGames, as well as The Bistro from the Open Research Content Archive running in real time on a MediaTek Arm platform with ray-traced graphics.

RTX has redefined the industry. We’re now investing in new platforms where we can deploy advanced graphics so gamers have more choice. The performance and energy efficiency of ARM CPUs with NVIDIA technologies can open an entirely new class of PCs.

“RTX is the most groundbreaking technology to come to PC gaming in the last two decades,” said PC Tseng, general manager of MediaTek’s Intelligent Multimedia Business Unit.“MediaTek and NVIDIA are laying the foundation for a new category of Arm-based high-performance PCs.”

RTX on Arm in Action

Showing the potential for NVIDIA RTX on Arm, developer Machine Games packed the Wolfenstein: Youngblood demo with beautiful, ray-traced reflections, all accelerated by NVIDIA DLSS, which uses GPU-accelerated deep-learning algorithms to boost frame rates.

NVIDIA also showed how RTX can enhance the The Bistro demo, which portrays a detailed, ray-traced urban scene in France, while running on an Arm-based system.

Both were demonstrated on an NVIDIA GeForce RTX 3060 GPU paired with a MediaTek Kompanio 1200 Arm processor. Wolfenstein: Youngblood uses the idTech game engine made by id Software, while The Bistro uses NVIDIA’s sample framework.

View the demos here.

The demos are made possible by NVIDIA extending support for its software development kits for implementing five key NVIDIA RTX technologies to Arm and Linux.

They include:

  • Deep Learning Super Sampling (DLSS), which uses AI to boost frame rates and generate beautiful, sharp images for games
  • RTX Direct Illumination (RTXDI), which lets developers add dynamic lighting to their gaming environments
  • RTX Global Illumination (RTXGI), which helps recreate the way light bounces around in real-world environments
  • NVIDIA Real-Time Denoisers (NRD) a denoising library that’s designed to work with low ray per pixel signals
  • RTX Memory Utility (RTXMU), which optimizes the way applications use graphics memory

The Potential for RTX on ARM

GeForce RTX technologies — including GPU-accelerated ray tracing, NVIDIA DLSS and other AI-powered innovations — have made a significant impact on real-time graphics since their introduction in 2018.

The world’s leading publishers have used NVIDIA RTX technologies to set apart their top franchises. RTX technologies are now available in an all-star list of gaming franchises, including Battlefield, Call of Duty, Cyberpunk, DEATH STRANDING, Doom, Final Fantasy, Fortnite, LEGO, Minecraft, Quake, Rainbow Six, Red Dead Redemption, Rust, Tomb Raider, Watch Dogs and Wolfenstein.

The news garnered widespread industry support.

  • “NVIDIA extending RTX support to Arm and Linux has the potential to benefit games and industries such as automotive, where leading manufacturers use Unreal Engine not only for design visualization but also for digital cockpits and infotainment” said Nick Penwarden, vice president of engineering, Epic Games. “We always welcome powerful features and SDKs that can be leveraged across many platforms.”
  • Wolfenstein: Youngblood is the first RTX PC game to be shown on an Arm-based system, a testament to the flexibility, power and optimized nature of the iD Tech engine,” said Machinegames CTO Jim Kjellin. “An iD Tech-based game running on an Arm CPU with ray tracing enabled is a significant step in a journey that will result in many more gaming platforms being available to all game developers.”
  • “RTX support for Arm and Linux opens up new opportunities for game developers to provide more immersive experiences on a wider variety of platforms,” said Mathieu Muller, senior technical product manager of high-end graphics at Unity. “With GeForce RTX’s cutting-edge graphics features, Unity developers targeting Arm platforms will have more tools in their toolbox to create with.”

The RTXDI, NRD and RTXMU SDKs for Arm with Linux and Chromium are available now. RTXGI and DLSS will be coming soon. For more information, contact NVIDIA’s developer relations team or visit developer.nvidia.com.

The post Arm Is RTX ON! World’s Most Widely Used CPU Architecture Meets Real-Time Ray Tracing, DLSS appeared first on The Official NVIDIA Blog.

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