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.

[EX Q]: Learning to imitate expert behavior from demonstrations can be challenging, especially in environments with high-dimensional, continuous observations and unknown dynamics. Supervised learning methods based on behavioral cloning (BC) suffer from distribution shift: because the agent greedily imitates demonstrated actions, it can drift away from demonstrated states due to error accumulation. Recent methods based on reinforcement learning (RL), such as inverse RL and generative adversarial imitation learning (GAIL), overcome this issue by training an RL agent to match the demonstrations over a long horizon. Since the true reward function for the task is unknown, these methods learn a reward function from the demonstrations, often using complex and brittle approximation techniques that involve adversarial training. We propose a simple alternative that still uses RL, but does not require learning a reward function. The key idea is to provide the agent with an incentive to match the demonstrations over a long horizon, by encouraging it to return to demonstrated states upon encountering new, out-of-distribution states. We accomplish this by giving the agent a constant reward of r=+1 for matching the demonstrated action in a demonstrated state, and a constant reward of r=0 for all other behavior. Our method, which we call soft Q imitation learning (SQIL), can be implemented with a handful of minor modifications to any standard Q-learning or off-policy actor-critic algorithm. Theoretically, we show that SQIL can be interpreted as a regularized variant of BC that uses a sparsity prior to encourage long-horizon imitation. Empirically, we show that SQIL outperforms BC and achieves competitive results compared to GAIL, on a variety of image-based and low-dimensional tasks in Box2D, Atari, and MuJoCo. This paper is a proof of concept that illustrates how a simple imitation method based on RL with constant rewards can be as effective as more complex methods that use learned rewards.
[EX A]: A simple and effective alternative to adversarial imitation learning: initialize experience replay buffer with demonstrations, set their reward to +1, set reward for all other data to 0, run Q-learning or soft actor-critic to train.

[EX Q]: In contrast to the older writing system of the 19th century, modern Hawaiian orthography employs characters for long vowels and glottal stops. These extra characters account for about one-third of the phonemes in Hawaiian, so including them makes a big difference to reading comprehension and pronunciation. However, transliterating between older and newer texts is a laborious task when performed manually. We introduce two related methods to help solve this transliteration problem automatically, given that there were not enough data to train an end-to-end deep learning model. One approach is implemented, end-to-end, using finite state transducers (FSTs). The other is a hybrid deep learning approach which approximately composes an FST with a recurrent neural network (RNN). We find that the hybrid approach outperforms the end-to-end FST by partitioning the original problem into one part that can be modelled by hand, using an FST, and into another part, which is easily solved by an RNN trained on the available data.
[EX A]: A novel, hybrid deep learning approach provides the best solution to a limited-data problem (which is important to the conservation of the Hawaiian language)

[EX Q]: In learning to rank, one is interested in optimising the global ordering of a list of items according to their utility for users. Popular approaches learn a scoring function that scores items individually (i.e. without the context of other items in the list) by optimising a pointwise, pairwise or listwise loss. The list is then sorted in the descending order of the scores. Possible interactions between items present in the same list are taken into account in the training phase at the loss level. However, during inference, items are scored individually, and possible interactions between them are not considered. In this paper, we propose a context-aware neural network model that learns item scores by applying a self-attention mechanism. The relevance of a given item is thus determined in the context of all other items present in the list, both in training and in inference. Finally, we empirically demonstrate significant performance gains of self-attention based neural architecture over Multi-Layer Perceptron baselines. This effect is consistent across popular pointwise, pairwise and listwise losses on datasets with both implicit and explicit relevance feedback.
[EX A]:
Learning to rank using the Transformer architecture.