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.

[Q]: Conventional deep reinforcement learning typically determines an appropriate primitive action at each timestep, which requires enormous amount of time and effort for learning an effective policy, especially in large and complex environments. To deal with the issue fundamentally, we incorporate macro actions, defined as sequences of primitive actions, into the primitive action space to form an augmented action space. The problem lies in how to find an appropriate macro action to augment the primitive action space.   The agent using a proper augmented action space is able to jump to a farther state and thus speed up the exploration process as well as facilitate the learning procedure. In previous researches, macro actions are developed by mining the most frequently used action sequences or repeating previous actions. However, the most frequently used action sequences are extracted from a past policy, which may only reinforce the original behavior of that policy. On the other hand, repeating actions may limit the diversity of behaviors of the agent. Instead, we propose to construct macro actions by a genetic algorithm, which eliminates the dependency of the macro action derivation procedure from the past policies of the agent.   Our approach appends a macro action to the primitive action space once at a time and evaluates whether the augmented action space leads to promising performance or not.    We perform extensive experiments and show that the constructed macro actions are able to speed up the learning process for a variety of deep reinforcement learning methods. Our experimental results also demonstrate that the macro actions suggested by our approach are transferable among deep reinforcement learning methods and similar environments. We further provide a comprehensive set of ablation analysis to validate our methodology.
[A]: We propose to construct macro actions by a genetic algorithm, which eliminates the dependency of the macro action derivation procedure from the past policies of the agent.


[Q]: This paper introduces a framework for solving combinatorial optimization problems by learning from input-output examples of optimization problems. We introduce a new memory augmented neural model in which the memory is not resettable (i.e the information stored in the memory after processing an input example is kept for the next seen examples). We used deep reinforcement learning to train a memory controller agent to store useful memories. Our model was able to outperform hand-crafted solver on Binary Linear Programming (Binary LP). The proposed model is tested on different Binary LP instances with large number of variables (up to 1000 variables) and constrains (up to 700 constrains).
[A]: We propose a memory network model to solve Binary LP instances where the memory information is perseved for long-term use. 


[Q]: In this work we present a new agent architecture, called Reactor, which combines multiple algorithmic and architectural contributions to produce an agent with higher sample-efficiency than Prioritized Dueling DQN (Wang et al., 2016) and Categorical DQN (Bellemare et al., 2017), while giving better run-time performance than A3C (Mnih et al., 2016). Our first contribution is a new policy evaluation algorithm called Distributional Retrace, which brings multi-step off-policy updates to the distributional reinforcement learning setting. The same approach can be used to convert several classes of multi-step policy evaluation algorithms designed for expected value evaluation into distributional ones. Next, we introduce the β-leaveone-out policy gradient algorithm which improves the trade-off between variance and bias by using action values as a baseline. Our final algorithmic contribution is a new prioritized replay algorithm for sequences, which exploits the temporal locality of neighboring observations for more efficient replay prioritization. Using the Atari 2600 benchmarks, we show that each of these innovations contribute to both the sample efficiency and final agent performance. Finally, we demonstrate that Reactor reaches state-of-the-art performance after 200 million frames and less than a day of training.
[A]:
Reactor combines multiple algorithmic and architectural contributions to produce an agent with higher sample-efficiency than Prioritized Dueling DQN while giving better run-time performance than A3C.