instruction:
In this task, you are given the abstract of a research paper. Your task is to generate a summary of this abstract. Your summary should not be very short, but it's better if it's not more than 30 words.
question:
We propose and study a method for learning interpretable representations for the task of regression. Features are represented as networks of multi-type expression trees comprised of activation functions common in neural networks in addition to other elementary functions. Differentiable features are trained via gradient descent, and the performance of features in a linear model is used to weight the rate of change among subcomponents of each representation. The search process maintains an archive of representations with accuracy-complexity trade-offs to assist in generalization and interpretation. We compare several stochastic optimization approaches within this framework. We benchmark these variants on 100 open-source regression problems in comparison to state-of-the-art machine learning approaches. Our main finding is that this approach produces the highest average test scores across problems while producing representations that are orders of magnitude smaller than the next best performing method (gradient boosting). We also report a negative result in which attempts to directly optimize the disentanglement of the representation result in more highly correlated features.
answer:
Representing the network architecture as a set of syntax trees and optimizing their structure leads to accurate and concise regression models. 


question:
What makes humans so good at solving seemingly complex video games?   Unlike computers, humans bring in a great deal of prior knowledge about the world, enabling efficient decision making. This paper investigates the role of human priors for solving video games. Given a sample game, we conduct a series of ablation studies to quantify the importance of various priors. We do this by modifying the video game environment to systematically mask different types of visual information that could be used by humans as priors. We find that removal of some prior knowledge causes a drastic degradation in the speed with which human players solve the game, e.g. from 2 minutes to over 20 minutes. Furthermore, our results indicate that general priors, such as the importance of objects and visual consistency, are critical for efficient game-play.
answer:
We investigate the various kinds of prior knowledge that help human learning and find that general priors about objects play the most critical role in guiding human gameplay.


question:
Improving the accuracy of numerical methods remains a central challenge in many disciplines and is especially important for nonlinear simulation problems. A representative example of such problems is fluid flow, which has been thoroughly studied to arrive at efficient simulations of complex flow phenomena. This paper presents a data-driven approach that learns to improve the accuracy of numerical solvers. The proposed method utilizes an advanced numerical scheme with a fine simulation resolution to acquire reference data. We, then, employ a neural network that infers a correction to move a coarse thus quickly obtainable result closer to the reference data. We provide insights into the targeted learning problem with different learning approaches: fully supervised learning methods with a naive and an optimized data acquisition as well as an unsupervised learning method with a differentiable Navier-Stokes solver. While our approach is very general and applicable to arbitrary partial differential equation models, we specifically highlight gains in accuracy for fluid flow simulations.
answer:

We introduce a neural network approach to assist partial differential equation solvers.