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.

[EX Q]: A typical experiment to study cognitive function is to train animals to perform tasks, while the researcher records the electrical activity of the animals neurons. The main obstacle faced, when using this type of electrophysiological experiment to uncover the circuit mechanisms underlying complex behaviors, is our incomplete access to relevant circuits in the brain. One promising approach is to model neural circuits using an artificial neural network (ANN), which can provide complete access to the “neural circuits” responsible for a behavior. More recently, reinforcement learning models have been adopted to understand the functions of cortico-basal ganglia circuits as reward-based learning has been found in mammalian brain. In this paper, we propose a Biologically-plausible Actor-Critic with Episodic Memory (B-ACEM) framework to model a prefrontal cortex-basal ganglia-hippocampus (PFC-BG) circuit, which is verified to capture the behavioral findings from a well-known perceptual decision-making task, i.e., random dots motion discrimination. This B-ACEM framework links neural computation to behaviors, on which we can explore how episodic memory should be considered to govern future decision. Experiments are conducted using different settings of the episodic memory and results show that all patterns of episodic memories can speed up learning. In particular, salient events are prioritized to propagate reward information and guide decisions. Our B-ACEM framework and the built-on experiments give inspirations to both designs for more standard decision-making models in biological system and a more biologically-plausible ANN.
[EX A]: Fast learning via episodic memory verified by a biologically plausible framework for prefrontal cortex-basal ganglia-hippocampus (PFC-BG) circuit

[EX Q]: We present a deep generative model, named Monge-Amp\`ere flow, which builds on continuous-time gradient flow arising from the Monge-Amp\`ere equation in optimal transport theory. The generative map from the latent space to the data space follows a dynamical system, where a learnable potential function guides a compressible fluid to flow towards the target density distribution. Training of the model amounts to solving an optimal control problem. The Monge-Amp\`ere flow has tractable likelihoods and supports efficient sampling and inference. One can easily impose symmetry constraints in the generative model by designing suitable scalar potential functions. We apply the approach to unsupervised density estimation of the MNIST dataset and variational calculation of the two-dimensional Ising model at the critical point. This approach brings insights and techniques from Monge-Amp\`ere equation, optimal transport, and fluid dynamics into reversible flow-based generative models.
[EX A]: A gradient flow based dynamical system for invertible generative modeling

[EX Q]: This work presents an exploration and imitation-learning-based agent capable of state-of-the-art performance in playing text-based computer games. Text-based computer games describe their world to the player through natural language and expect the player to interact with the game using text. These games are of interest as they can be seen as a testbed for language understanding, problem-solving, and language generation by artificial agents. Moreover, they provide a learning environment in which these skills can be acquired through interactions with an environment rather than using fixed corpora. 
 One aspect that makes these games particularly challenging for learning agents is the combinatorially large action space.
 Existing methods for solving text-based games are limited to games that are either very simple or have an action space restricted to a predetermined set of admissible actions. In this work, we propose to use the exploration approach of Go-Explore (Ecoffet et al., 2019) for solving text-based games. More specifically, in an initial exploration phase, we first extract trajectories with high rewards, after which we train a policy to solve the game by imitating these trajectories.
 Our experiments show that this approach outperforms existing solutions in solving text-based games, and it is more sample efficient in terms of the number of interactions with the environment. Moreover, we show that the learned policy can generalize better than existing solutions to unseen games without using any restriction on the action space.
[EX A]:
This work presents an exploration and imitation-learning-based agent capable of state-of-the-art performance in playing text-based computer games.