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]: Recent advances in deep generative models have lead to remarkable progress in synthesizing high quality images. Following their successful application in image processing and representation learning, an important next step is to consider videos. Learning generative models of video is a much harder task, requiring a model to capture the temporal dynamics of a scene, in addition to the visual presentation of objects. While recent generative models of video have had some success, current progress is hampered by the lack of qualitative metrics that consider visual quality, temporal coherence, and diversity of samples. To this extent we propose Fréchet Video Distance (FVD), a new metric for generative models of video based on FID. We contribute a large-scale human study, which confirms that FVD correlates well with qualitative human judgment of generated videos.
[EX A]: We propose FVD: a new metric for generative models of video based on FID. A large-scale human study confirms that FVD correlates well with qualitative human judgment of generated videos.

[EX Q]: Recurrent neural networks (RNNs) are an effective representation of control policies for a wide range of reinforcement and imitation learning problems. RNN policies, however, are particularly difficult to explain, understand, and analyze due to their use of continuous-valued memory vectors and observation features. In this paper, we introduce a new technique, Quantized Bottleneck Insertion, to learn finite representations of these vectors and features. The result is a quantized representation of the RNN that can be analyzed to improve our understanding of memory use and general behavior. We present results of this approach on synthetic environments and six Atari games. The resulting finite representations are surprisingly small in some cases, using as few as 3 discrete memory states and 10 observations for a perfect Pong policy. We also show that these finite policy representations lead to improved interpretability.
[EX A]: Extracting a finite state machine from a recurrent neural network via quantization for the purpose of interpretability with experiments on Atari.

[EX Q]: Despite their impressive performance, deep neural networks exhibit striking failures on out-of-distribution inputs. One core idea of adversarial example research is to reveal neural network errors under such distribution shifts. We decompose these errors into two complementary sources: sensitivity and invariance. We show deep networks are not only too sensitive to task-irrelevant changes of their input, as is well-known from epsilon-adversarial examples, but are also too invariant to a wide range of task-relevant changes, thus making vast regions in input space vulnerable to adversarial attacks. We show such excessive invariance occurs across various tasks and architecture types. On MNIST and ImageNet one can manipulate the class-specific content of almost any image without changing the hidden activations. We identify an insufficiency of the standard cross-entropy loss as a reason for these failures. Further, we extend this objective based on an information-theoretic analysis so it encourages the model to consider all task-dependent features in its decision. This provides the first approach tailored explicitly to overcome excessive invariance and resulting vulnerabilities.
[EX A]:
We show deep networks are not only too sensitive to task-irrelevant changes of their input, but also too invariant to a wide range of task-relevant changes, thus making vast regions in input space vulnerable to adversarial attacks.