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: In recent years, softmax together with its fast approximations has become the de-facto loss function for deep neural networks with multiclass predictions. However, softmax is used in many problems that do not fully fit the multiclass framework and where the softmax assumption of mutually exclusive outcomes can lead to biased results. This is often the case for applications such as language modeling, next event prediction and matrix factorization, where many of the potential outcomes are not mutually exclusive, but are more likely to be independent conditionally on the state. To this end, for the set of problems with positive and unlabeled data, we propose a relaxation of the original softmax formulation, where, given the observed state, each of the outcomes are conditionally independent but share a common set of negatives. Since we operate in a regime where explicit negatives are missing, we create an adversarially-trained model of negatives and derive a new negative sampling and weighting scheme which we denote as Cooperative Importance Sampling (CIS). We show empirically the advantages of our newly introduced negative sampling scheme by pluging it in the Word2Vec algorithm and benching it extensively against other negative sampling schemes on both language modeling and matrix factorization tasks and show large lifts in performance.

A: Defining a partially mutual exclusive softmax loss for postive data and implementing a cooperative based sampling scheme
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Q: Rewards are sparse in the real world and most of today's reinforcement learning algorithms struggle with such sparsity. One solution to this problem is to allow the agent to create rewards for itself - thus making rewards dense and more suitable for learning. In particular, inspired by curious behaviour in animals, observing something novel could be rewarded with a bonus. Such bonus is summed up with the real task reward - making it possible for RL algorithms to learn from the combined reward. We propose a new curiosity method which uses episodic memory to form the novelty bonus. To determine the bonus, the current observation is compared with the observations in memory. Crucially, the comparison is done based on how many environment steps it takes to reach the current observation from those in memory - which incorporates rich information about environment dynamics. This allows us to overcome the known "couch-potato" issues of prior work - when the agent finds a way to instantly gratify itself by exploiting actions which lead to hardly predictable consequences. We test our approach in visually rich 3D environments in ViZDoom, DMLab and MuJoCo. In navigational tasks from ViZDoom and DMLab, our agent outperforms the state-of-the-art curiosity method ICM. In MuJoCo, an ant equipped with our curiosity module learns locomotion out of the first-person-view curiosity only. The code is available at https://github.com/google-research/episodic-curiosity/.

A: We propose a novel model of curiosity based on episodic memory and the ideas of reachability which allows us to overcome the known "couch-potato" issues of prior work.
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Q: There are myriad kinds of segmentation, and ultimately the `"right" segmentation of a given scene is in the eye of the annotator. Standard approaches require large amounts of labeled data to learn just one particular kind of segmentation. As a first step towards relieving this annotation burden, we propose the problem of guided segmentation: given varying amounts of pixel-wise labels, segment unannotated pixels by propagating supervision locally (within an image) and non-locally (across images). We propose guided networks, which extract a latent task representation---guidance---from variable amounts and classes (categories, instances, etc.) of pixel supervision and optimize our architecture end-to-end for fast, accurate, and data-efficient segmentation by meta-learning. To span the few-shot and many-shot learning regimes, we examine guidance from as little as one pixel per concept to as much as 1000+ images, and compare to full gradient optimization at both extremes. To explore generalization, we analyze guidance as a bridge between different levels of supervision to segment classes as the union of instances. Our segmentor concentrates different amounts of supervision of different types of classes into an efficient latent representation, non-locally propagates this supervision across images, and can be updated quickly and cumulatively when given more supervision.

A:
We propose a meta-learning approach for guiding visual segmentation tasks from varying amounts of supervision.
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