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: Teaching plays a very important role in our society, by spreading human knowledge and educating our next generations. A good teacher will select appropriate teaching materials, impact suitable methodologies, and set up targeted examinations, according to the learning behaviors of the students. In the field of artificial intelligence, however, one has not fully explored the role of teaching, and pays most attention to machine \emph{learning}. In this paper, we argue that equal attention, if not more, should be paid to teaching, and furthermore, an optimization framework (instead of heuristics) should be used to obtain good teaching strategies. We call this approach ``learning to teach''. In the approach, two intelligent agents interact with each other: a student model (which corresponds to the learner in traditional machine learning algorithms), and a teacher model (which determines the appropriate data, loss function, and hypothesis space to facilitate the training of the student model). The teacher model leverages the feedback from the student model to optimize its own teaching strategies by means of reinforcement learning, so as to achieve teacher-student co-evolution. To demonstrate the practical value of our proposed approach, we take the training of deep neural networks (DNN) as an example, and show that by using the learning to teach techniques, we are able to use much less training data and fewer iterations to achieve almost the same accuracy for different kinds of DNN models (e.g., multi-layer perceptron, convolutional neural networks and recurrent neural networks) under various machine learning tasks (e.g., image classification and text understanding).

A: We propose and verify the effectiveness of learning to teach, a new framework to automatically guide machine learning process.
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Q: In this paper we use the geometric properties of the optimal transport (OT) problem and the Wasserstein distances to define a prior distribution for the latent space of an auto-encoder. We introduce Sliced-Wasserstein Auto-Encoders (SWAE), that enable one to shape the distribution of the latent space into any samplable probability distribution without the need for training an adversarial network or having a likelihood function specified. In short, we regularize the auto-encoder loss with the sliced-Wasserstein distance between the distribution of the encoded training samples and a samplable prior distribution. We show that the proposed formulation has an efficient numerical solution that provides similar capabilities to Wasserstein Auto-Encoders (WAE) and Variational Auto-Encoders (VAE), while benefiting from an embarrassingly simple implementation. We provide extensive error analysis for our algorithm, and show its merits on three benchmark datasets.

A: In this paper we use the sliced-Wasserstein distance to shape the latent distribution of an auto-encoder into any samplable prior distribution. 
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Q: In this paper we present, to the best of our knowledge, the first method to learn a generative model of 3D shapes from natural images in a fully unsupervised way. For example, we do not use any ground truth 3D or 2D annotations, stereo video, and ego-motion during the training. Our approach follows the general strategy of Generative Adversarial Networks, where an image generator network learns to create image samples that are realistic enough to fool a discriminator network into believing that they are natural images. In contrast, in our approach the image gen- eration is split into 2 stages. In the first stage a generator network outputs 3D ob- jects. In the second, a differentiable renderer produces an image of the 3D object from a random viewpoint. The key observation is that a realistic 3D object should yield a realistic rendering from any plausible viewpoint. Thus, by randomizing the choice of the viewpoint our proposed training forces the generator network to learn an interpretable 3D representation disentangled from the viewpoint. In this work, a 3D representation consists of a triangle mesh and a texture map that is used to color the triangle surface by using the UV-mapping technique. We provide analysis of our learning approach, expose its ambiguities and show how to over- come them. Experimentally, we demonstrate that our method can learn realistic 3D shapes of faces by using only the natural images of the FFHQ dataset.

A:
We train a generative 3D model of shapes from natural images in an fully unsupervised way.
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