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]: Neural program embeddings have shown much promise recently for a variety of program analysis tasks, including program synthesis, program repair, code completion, and fault localization. However, most existing program embeddings are based on syntactic features of programs, such as token sequences or abstract syntax trees. Unlike images and text, a program has well-deﬁned semantics that can be difﬁcult to capture by only considering its syntax (i.e. syntactically similar programs can exhibit vastly different run-time behavior), which makes syntax-based program embeddings fundamentally limited. We propose a novel semantic program embedding that is learned from program execution traces. Our key insight is that program states expressed as sequential tuples of live variable values not only capture program semantics more precisely, but also offer a more natural ﬁt for Recurrent Neural Networks to model. We evaluate different syntactic and semantic program embeddings on the task of classifying the types of errors that students make in their submissions to an introductory programming class and on the CodeHunt education platform. Our evaluation results show that the semantic program embeddings signiﬁcantly outperform the syntactic program embeddings based on token sequences and abstract syntax trees. In addition, we augment a search-based program repair system with predictions made from our semantic embedding and demonstrate signiﬁcantly improved search efﬁciency.

[EX A]: A new way of learning semantic program embedding

[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]: GANs provide a framework for training generative models which mimic a data distribution. However, in many cases we wish to train a generative model to optimize some auxiliary objective function within the data it generates, such as making more aesthetically pleasing images. In some cases, these objective functions are difficult to evaluate, e.g. they may require human interaction. Here, we develop a system for efficiently training a GAN to increase a generic rate of positive user interactions, for example aesthetic ratings. To do this, we build a model of human behavior in the targeted domain from a relatively small set of interactions, and then use this behavioral model as an auxiliary loss function to improve the generative model. As a proof of concept, we demonstrate that this system is successful at improving positive interaction rates simulated from a variety of objectives, and characterize s
[EX A]:
We describe how to improve an image generative model according to a slow- or difficult-to-evaluate objective, such as human feedback, which could have many applications, like making more aesthetic images.