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.
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Question: 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.

Answer: 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.


Question: We consider new variants of optimization algorithms. Our algorithms are based on the observation that mini-batch of stochastic gradients in consecutive iterations do not change drastically and consequently may be predictable. Inspired by the similar setting in online learning literature called Optimistic Online learning, we propose two new optimistic algorithms for AMSGrad and Adam, respectively, by  exploiting the predictability of gradients.   The new algorithms combine the idea of momentum method, adaptive gradient method, and algorithms in Optimistic Online learning, which leads to speed up in training deep neural nets in practice.

Answer: We consider new variants of optimization algorithms for training deep nets.


Question: Deep networks have achieved impressive results across a variety of important tasks. However, a known weakness is a failure to perform well when evaluated on data which differ from the training distribution, even if these differences are very small, as is the case with adversarial examples.   We propose \emph{Fortified Networks}, a simple transformation of existing networks, which “fortifies” the hidden layers in a deep network by identifying when the hidden states are off of the data manifold, and maps these hidden states back to parts of the data manifold where the network performs well. Our principal contribution is to show that fortifying these hidden states improves the robustness of deep networks and our experiments (i) demonstrate improved robustness to standard adversarial attacks in both black-box and white-box threat models; (ii) suggest that our improvements are not primarily due to the problem of deceptively good results due to degraded quality in the gradient signal (the gradient masking problem) and (iii) show the advantage of doing this fortification in the hidden layers instead of the input space.   We demonstrate improvements in adversarial robustness on three datasets (MNIST, Fashion MNIST, CIFAR10), across several attack parameters, both white-box and black-box settings, and the most widely studied attacks (FGSM, PGD, Carlini-Wagner).   We show that these improvements are achieved across a wide variety of hyperparameters.  

Answer:
Better adversarial training by learning to map back to the data manifold with autoencoders in the hidden states.