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.

Example Input: Recently,  neural-network  based  forward  dynamics  models  have  been  proposed that  attempt  to  learn  the  dynamics  of  physical  systems  in  a  deterministic  way. While near-term motion can be predicted accurately, long-term predictions suffer from accumulating input and prediction errors which can lead to plausible but different trajectories that diverge from the ground truth.   A system that predicts distributions of the future physical states for long time horizons based on its uncertainty is thus a promising solution.   In this work, we introduce a novel robust Monte Carlo sampling based graph-convolutional dropout method that allows us to sample multiple plausible trajectories for an initial state given a neural-network based forward dynamics predictor.   By introducing a new shape preservation loss and training our dynamics model recurrently, we stabilize long-term predictions. We show that our model’s long-term forward dynamics prediction errors on complicated physical interactions of rigid and deformable objects of various shapes are significantly lower than existing strong baselines. Lastly, we demonstrate how generating multiple trajectories with our Monte Carlo dropout method can be used to train model-free reinforcement learning agents faster and to better solutions on simple manipulation tasks.
Example Output: We propose a stochastic differentiable forward dynamics predictor that is able to sample multiple physically plausible trajectories under the same initial input state and show that it can be used to train model-free policies more efficiently.

Example Input: What makes humans so good at solving seemingly complex video games?   Unlike computers, humans bring in a great deal of prior knowledge about the world, enabling efficient decision making. This paper investigates the role of human priors for solving video games. Given a sample game, we conduct a series of ablation studies to quantify the importance of various priors. We do this by modifying the video game environment to systematically mask different types of visual information that could be used by humans as priors. We find that removal of some prior knowledge causes a drastic degradation in the speed with which human players solve the game, e.g. from 2 minutes to over 20 minutes. Furthermore, our results indicate that general priors, such as the importance of objects and visual consistency, are critical for efficient game-play.
Example Output: We investigate the various kinds of prior knowledge that help human learning and find that general priors about objects play the most critical role in guiding human gameplay.

Example Input: Efficient exploration remains a major challenge for reinforcement learning. One reason is that the variability of the returns often depends on the current state and action, and is therefore heteroscedastic. Classical exploration strategies such as upper confidence bound algorithms and Thompson sampling fail to appropriately account for heteroscedasticity, even in the bandit setting. Motivated by recent findings that address this issue in bandits, we propose to use Information-Directed Sampling (IDS) for exploration in reinforcement learning. As our main contribution, we build on recent advances in distributional reinforcement learning and propose a novel, tractable approximation of IDS for deep Q-learning. The resulting exploration strategy explicitly accounts for both parametric uncertainty and heteroscedastic observation noise. We evaluate our method on Atari games and demonstrate a significant improvement over alternative approaches.
Example Output:
We develop a practical extension of Information-Directed Sampling for Reinforcement Learning, which accounts for parametric uncertainty and heteroscedasticity in the return distribution for exploration.