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.

In this paper, we propose a differentiable adversarial grammar model for future prediction. The objective is to model a formal grammar in terms of differentiable functions and latent representations, so that their learning is possible through standard backpropagation. Learning a formal grammar represented with latent terminals, non-terminals, and productions rules allows capturing sequential structures with multiple possibilities from data.

 The adversarial grammar is designed so that it can learn stochastic production rules from the data distribution. Being able to select multiple production rules leads to different predicted outcomes, thus efficiently modeling many plausible futures.   We confirm the benefit of the adversarial grammar on two diverse tasks: future 3D human pose prediction and future activity prediction. For all settings, the proposed adversarial grammar outperforms the state-of-the-art approaches, being able to predict much more accurately and further in the future, than prior work.
We design a grammar that is learned in an adversarial setting and apply it to future prediction in video.

The Lottery Ticket Hypothesis from Frankle & Carbin (2019) conjectures that, for typically-sized neural networks, it is possible to find small sub-networks which train faster and yield superior performance than their original counterparts. The proposed algorithm to search for such sub-networks (winning tickets), Iterative Magnitude Pruning (IMP), consistently finds sub-networks with 90-95% less parameters which indeed train faster and better than the overparameterized models they were extracted from, creating potential applications to problems such as transfer learning.

 In this paper, we propose a new algorithm to search for winning tickets, Continuous Sparsification, which continuously removes parameters from a network during training, and learns the sub-network's structure with gradient-based methods instead of relying on pruning strategies. We show empirically that our method is capable of finding tickets that outperforms the ones learned by Iterative Magnitude Pruning, and at the same time providing up to 5 times faster search, when measured in number of training epochs.
We propose a new algorithm that quickly finds winning tickets in neural networks.

While many recent advances in deep reinforcement learning rely on model-free methods, model-based approaches remain an alluring prospect for their potential to exploit unsupervised data to learn environment dynamics. One prospect is to pursue hybrid approaches, as in AlphaGo, which combines Monte-Carlo Tree Search (MCTS)—a model-based method—with deep-Q networks (DQNs)—a model-free method. MCTS requires generating rollouts, which is computationally expensive. In this paper, we propose to simulate roll-outs, exploiting the latest breakthroughs in image-to-image transduction, namely Pix2Pix GANs, to predict the dynamics of the environment. Our proposed algorithm, generative adversarial tree search (GATS), simulates rollouts up to a specified depth using both a GAN- based dynamics model and a reward predictor. GATS employs MCTS for planning over the simulated samples and uses DQN to estimate the Q-function at the leaf states. Our theoretical analysis establishes some favorable properties of GATS vis-a-vis the bias-variance trade-off and empirical results show that on 5 popular Atari games, the dynamics and reward predictors converge quickly to accurate solutions. However, GATS fails to outperform DQNs in 4 out of 5 games. Notably, in these experiments, MCTS has only short rollouts (up to tree depth 4), while previous successes of MCTS have involved tree depth in the hundreds. We present a hypothesis for why tree search with short rollouts can fail even given perfect modeling.

Surprising negative results on Model Based + Model deep RL