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:
Abstract Stochastic gradient descent (SGD) and Adam are commonly used to optimize deep neural networks, but choosing one usually means making tradeoffs between speed, accuracy and stability. Here we present an intuition for why the tradeoffs exist as well as a method for unifying the two in a continuous way. This makes it possible to control the way models are trained in much greater detail. We show that for default parameters, the new algorithm equals or outperforms SGD and Adam across a range of models for image classification tasks and outperforms SGD for language modeling tasks.
answer:
An algorithm for unifying SGD and Adam and empirical study of its performance


question:
Creating a knowledge base that is accurate, up-to-date and complete remains a significant challenge despite substantial efforts in automated knowledge base construction.   In this paper, we present Alexandria -- a system for unsupervised, high-precision knowledge base construction. Alexandria uses a probabilistic program to define a process of converting knowledge base facts into unstructured text.   Using probabilistic inference, we can invert this program and so retrieve facts, schemas and entities from web text. The use of a probabilistic program allows uncertainty in the text to be propagated through to the retrieved facts, which increases accuracy and helps merge facts from multiple sources. Because Alexandria does not require labelled training data, knowledge bases can be constructed with the minimum of manual input. We demonstrate this by constructing a high precision (typically 97\%+) knowledge base for people from a single seed fact.
answer:
This paper presents a system for unsupervised, high-precision knowledge base construction using a probabilistic program to define a process of converting knowledge base facts into unstructured text.


question:
Recently, Approximate Policy Iteration (API) algorithms have achieved super-human proficiency in two-player zero-sum games such as Go, Chess, and Shogi without human data. These API algorithms iterate between two policies: a slow policy (tree search), and a fast policy (a neural network). In these two-player games, a reward is always received at the end of the game. However, the Rubik’s Cube has only a single solved state, and episodes are not guaranteed to terminate. This poses a major problem for these API algorithms since they rely on the reward received at the end of the game. We introduce Autodidactic Iteration: an API algorithm that overcomes the problem of sparse rewards by training on a distribution of states that allows the reward to propagate from the goal state to states farther away. Autodidactic Iteration is able to learn how to solve the Rubik’s Cube and the 15-puzzle without relying on human data. Our algorithm is able to solve 100% of randomly scrambled cubes while achieving a median solve length of 30 moves — less than or equal to solvers that employ human domain knowledge.
answer:

We solve the Rubik's Cube with pure reinforcement learning