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:
Generative adversarial networks (GANs) are a family of generative models that do not minimize a single training criterion. Unlike other generative models, the data distribution is learned via a game between a generator (the generative model) and a discriminator (a teacher providing training signal) that each minimize their own cost. GANs are designed to reach a Nash equilibrium at which each player cannot reduce their cost without changing the other players’ parameters. One useful approach for the theory of GANs is to show that a divergence between the training distribution and the model distribution obtains its minimum value at equilibrium. Several recent research directions have been motivated by the idea that this divergence is the primary guide for the learning process and that every step of learning should decrease the divergence. We show that this view is overly restrictive. During GAN training, the discriminator provides learning signal in situations where the gradients of the divergences between distributions would not be useful. We provide empirical counterexamples to the view of GAN training as divergence minimization. Specifically, we demonstrate that GANs are able to learn distributions in situations where the divergence minimization point of view predicts they would fail. We also show that gradient penalties motivated from the divergence minimization perspective are equally helpful when applied in other contexts in which the divergence minimization perspective does not predict they would be helpful. This contributes to a growing body of evidence that GAN training may be more usefully viewed as approaching Nash equilibria via trajectories that do not necessarily minimize a specific divergence at each step.
answer:
We find evidence that divergence minimization may not be an accurate characterization of GAN training.


question:
While counter machines have received little attention in theoretical computer science since the 1960s, they have recently achieved a newfound relevance to the field of natural language processing (NLP). Recent work has suggested that some strong-performing recurrent neural networks utilize their memory as counters. Thus, one potential way to understand the sucess of these networks is to revisit the theory of counter computation. Therefore, we choose to study the abilities of real-time counter machines as formal grammars. We first show that several variants of the counter machine converge to express the same class of formal languages. We also prove that counter languages are closed under complement, union, intersection, and many other common set operations. Next, we show that counter machines cannot evaluate boolean expressions, even though they can weakly validate their syntax. This has implications for the interpretability and evaluation of neural network systems: successfully matching syntactic patterns does not guarantee that a counter-like model accurately represents underlying semantic structures. Finally, we consider the question of whether counter languages are semilinear. This work makes general contributions to the theory of formal languages that are of particular interest for the interpretability of recurrent neural networks.
answer:
We study the class of formal languages acceptable by real-time counter automata, a model of computation related to some types of recurrent neural networks.


question:
Learning policies for complex tasks that require multiple different skills is a major challenge in reinforcement learning (RL). It is also a requirement for its deployment in real-world scenarios. This paper proposes a novel framework for efficient multi-task reinforcement learning. Our framework trains agents to employ hierarchical policies that decide when to use a previously learned policy and when to learn a new skill. This enables agents to continually acquire new skills during different stages of training. Each learned task corresponds to a human language description. Because agents can only access previously learned skills through these descriptions, the agent can always provide a human-interpretable description of its choices. In order to help the agent learn the complex temporal dependencies necessary for the hierarchical policy, we provide it with a stochastic temporal grammar that modulates when to rely on previously learned skills and when to execute new skills. We validate our approach on Minecraft games designed to explicitly test the ability to reuse previously learned skills while simultaneously learning new skills.
answer:

A novel hierarchical policy network which can reuse previously learned skills alongside and as subcomponents of new skills by discovering the underlying relations between skills.