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 Input:
Generative Adversarial Networks (GANs) can achieve state-of-the-art sample quality in generative modelling tasks but suffer from the mode collapse problem. Variational Autoencoders (VAE) on the other hand explicitly maximize a reconstruction-based data log-likelihood forcing it to cover all modes, but suffer from poorer sample quality. Recent works have proposed hybrid VAE-GAN frameworks which integrate a GAN-based synthetic likelihood to the VAE objective to address both the mode collapse and sample quality issues, with limited success. This is because the VAE objective forces a trade-off between the data log-likelihood and divergence to the latent prior. The synthetic likelihood ratio term also shows instability during training. We propose a novel objective with a ``"Best-of-Many-Samples" reconstruction cost and a stable direct estimate of the synthetic likelihood. This enables our hybrid VAE-GAN framework to achieve high data log-likelihood and low divergence to the latent prior at the same time and shows significant improvement over both hybrid VAE-GANS and plain GANs in mode coverage and quality.

Ex Output:
We propose a new objective for training hybrid VAE-GANs which lead to significant improvement in mode coverage and quality.


Ex Input:
We focus on the problem of learning a single motor module that can flexibly express a range of behaviors for the control of high-dimensional physically simulated humanoids. To do this, we propose a motor architecture that has the general structure of an inverse model with a latent-variable bottleneck. We show that it is possible to train this model entirely offline to compress thousands of expert policies and learn a motor primitive embedding space. The trained neural probabilistic motor primitive system can perform one-shot imitation of whole-body humanoid behaviors, robustly mimicking unseen trajectories. Additionally, we demonstrate that it is also straightforward to train controllers to reuse the learned motor primitive space to solve tasks, and the resulting movements are relatively naturalistic. To support the training of our model, we compare two approaches for offline policy cloning, including an experience efficient method which we call linear feedback policy cloning. We encourage readers to view a supplementary video (https://youtu.be/CaDEf-QcKwA ) summarizing our results.

Ex Output:
Neural Probabilistic Motor Primitives compress motion capture tracking policies into one flexible model capable of one-shot imitation and reuse as a low-level controller.


Ex Input:
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 Output:

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.