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]: Neural architecture search (NAS), the task of finding neural architectures automatically, has recently emerged as a promising approach for unveiling better models over human-designed ones. However, most success stories are for vision tasks and have been quite limited for text, except for a small language modeling setup. In this paper, we explore NAS for text sequences at scale, by first focusing on the task of language translation and later extending to reading comprehension. From a standard sequence-to-sequence models for translation, we conduct extensive searches over the recurrent cells and attention similarity functions across two translation tasks, IWSLT English-Vietnamese and WMT German-English. We report challenges in performing cell searches as well as demonstrate initial success on attention searches with translation improvements over strong baselines. In addition, we show that results on attention searches are transferable to reading comprehension on the SQuAD dataset.
[A]: We explore neural architecture search for language tasks. Recurrent cell search is challenging for NMT, but attention mechanism search works. The result of attention search on translation is transferable to reading comprehension.


[Q]: This paper investigates whether learning contingency-awareness and controllable aspects of an environment can lead to better exploration in reinforcement learning. To investigate this question, we consider an instantiation of this hypothesis evaluated on the Arcade Learning Element (ALE). In this study, we develop an attentive dynamics model (ADM) that discovers controllable elements of the observations, which are often associated with the location of the character in Atari games. The ADM is trained in a self-supervised fashion to predict the actions taken by the agent. The learned contingency information is used as a part of the state representation for exploration purposes. We demonstrate that combining actor-critic algorithm with count-based exploration using our representation achieves impressive results on a set of notoriously challenging Atari games due to sparse rewards. For example, we report a state-of-the-art score of >11,000 points on Montezuma's Revenge without using expert demonstrations, explicit high-level information (e.g., RAM states), or supervisory data. Our experiments confirm that contingency-awareness is indeed an extremely powerful concept for tackling exploration problems in reinforcement learning and opens up interesting research questions for further investigations.
[A]: We investigate contingency-awareness and controllable aspects in exploration and achieve state-of-the-art performance on Montezuma's Revenge without expert demonstrations.


[Q]: Recent advances in deep generative models have lead to remarkable progress in synthesizing high quality images. Following their successful application in image processing and representation learning, an important next step is to consider videos. Learning generative models of video is a much harder task, requiring a model to capture the temporal dynamics of a scene, in addition to the visual presentation of objects. While recent generative models of video have had some success, current progress is hampered by the lack of qualitative metrics that consider visual quality, temporal coherence, and diversity of samples. To this extent we propose Fréchet Video Distance (FVD), a new metric for generative models of video based on FID. We contribute a large-scale human study, which confirms that FVD correlates well with qualitative human judgment of generated videos.
[A]:
We propose FVD: a new metric for generative models of video based on FID. A large-scale human study confirms that FVD correlates well with qualitative human judgment of generated videos.