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.

Q: Designing of search space is a critical problem for neural architecture search (NAS) algorithms. We propose a fine-grained search space comprised of atomic blocks, a minimal search unit much smaller than the ones used in recent NAS algorithms. This search space facilitates direct selection of channel numbers and kernel sizes in convolutions. In addition, we propose a resource-aware architecture search algorithm which dynamically selects atomic blocks during training. The algorithm is further accelerated by a dynamic network shrinkage technique.
 Instead of a  search-and-retrain two-stage paradigm, our method can simultaneously search and train the target architecture in an end-to-end manner. 
 Our method achieves state-of-the-art performance under several FLOPS configurations on ImageNet with a negligible searching cost.
 We open our entire codebase at: https://github.com/meijieru/AtomNAS.

A: A new state-of-the-art on Imagenet for mobile setting
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Q: This paper introduces a framework for solving combinatorial optimization problems by learning from input-output examples of optimization problems. We introduce a new memory augmented neural model in which the memory is not resettable (i.e the information stored in the memory after processing an input example is kept for the next seen examples). We used deep reinforcement learning to train a memory controller agent to store useful memories. Our model was able to outperform hand-crafted solver on Binary Linear Programming (Binary LP). The proposed model is tested on different Binary LP instances with large number of variables (up to 1000 variables) and constrains (up to 700 constrains).

A: We propose a memory network model to solve Binary LP instances where the memory information is perseved for long-term use. 
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Q: Reinforcement learning agents need to explore their unknown environments to solve the tasks given to them. The Bayes optimal solution to exploration is intractable for complex environments, and while several exploration methods have been proposed as approximations, it remains unclear what underlying objective is being optimized by existing exploration methods, or how they can be altered to incorporate prior knowledge about the task. Moreover, it is unclear how to acquire a single exploration strategy that will be useful for solving multiple downstream tasks. We address these shortcomings by learning a single exploration policy that can quickly solve a suite of downstream tasks in a multi-task setting, amortizing the cost of learning to explore. We recast exploration as a problem of State Marginal Matching (SMM), where we aim to learn a policy for which the state marginal distribution matches a given target state distribution, which can incorporate prior knowledge about the task. We optimize the objective by reducing it to a two-player, zero-sum game between a state density model and a parametric policy. Our theoretical analysis of this approach suggests that prior exploration methods do not learn a policy that does distribution matching, but acquire a replay buffer that performs distribution matching, an observation that potentially explains these prior methods' success in single-task settings. On both simulated and real-world tasks, we demonstrate that our algorithm explores faster and adapts more quickly than prior methods.

A:
We view exploration in RL as a problem of matching a marginal distribution over states.
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