In this task, you are given a paper review. Based on the review, your job is to identify language and generate "en" if the review is in English or generate "es" if the review is in Spanish. Note that URLs in the text have been replaced with [Link].

[EX Q]: Observación de fondo:  No se presenta un ejemplo de implementación (un ejemplo que sea interesante) de una máquina secuencial mediante la metodolgía propuesta y la tradicional cableada con el fin de establecer comparativos y métricas de desempeño.  Observaciones de forma: realizar las siguientes correcciones:  Omitir el punto final del título en español.  En página 3, segunda columna: "... entrada y las variables de estado de la máquina a secuencial."  En página 4, primera columna: justificación a la izquierda.  En página 5, primera columna: "... cantidad de puertos de entrada y salid ..."  En página 5, primera columna: "... completo a partir de la dirección de cada de cada ...", "... máquina con hasta 15 considerando la suma de ...".  En página 5, segunda columna: "... máquina con hasta 15 considerando la suma de ...".
[EX A]: es

[EX Q]: The paper presents a new environment, called Retro Learning Environment (RLE), for reinforcement learning. The authors focus on Super Nintendo but claim that the interface supports many others (including ALE). Benchmark results are given for standard algorithms in 5 new Super Nintendo games, and some results using a new "rivalry metric".  These environments (or, more generally, standardized evaluation methods like public data sets, competitions, etc.) have a long history of improving the quality of AI and machine learning research. One example in the past few years was the Atari Learning Environment (ALE) which has now turned into a standard benchmark for comparison of algorithms and results. In this sense, the RLE could be a worthy contribution to the field by encouraging new challenging domains for research.  That said, the main focus of this paper is presenting this new framework and showcasing the importance of new challenging domains. The results of experiments themselves are for existing algorithms. There are some new results that show reward shaping and policy shaping (having a bias toward going right in Super Mario) help during learning. And, yes, domain knowledge helps, but this is obvious. The rivalry training is an interesting idea, when training against a different opponent, the learner overfits to that opponent and forgets to play against the in-game AI; but then oddly, it gets evaluated on how well it does against the in-game AI!   Also the part of the paper that describes the scientific results (especially the rivalry training) is less polished, so this is disappointing. In the end, I'm not very excited about this paper.  I was hoping for a more significant scientific contribution to accompany in this new environment. It's not clear if this is necessary for publication, but also it's not clear that ICLR is the right venue for this work due to the contribution being mainly about the new code (for example, mloss.org could be a better 'venue', JMLR has an associated journal track for accompanying papers:
[EX A]: en

[EX Q]: The paper introduces SampleRNN, a hierarchical recurrent neural network model of raw audio. The model is trained end-to-end and evaluated using log-likelihood and by human judgement of unconditional samples, on three different datasets covering speech and music. This evaluation shows the proposed model to compare favourably to the baselines.  It is shown that the subsequence length used for truncated BPTT affects performance significantly, but interestingly, a subsequence length of 512 samples (~32 ms) is sufficient to get good results, even though the features of the data that are modelled span much longer timescales. This is an interesting and somewhat unintuitive result that I think warrants a bit more discussion.  The authors have attempted to reimplement WaveNet, an alternative model of raw audio that is fully convolutional. They were unable to reproduce the exact model architecture from the original paper, but have attempted to build an instance of the model with a receptive field of about 250ms that could be trained in a reasonable time using their computational resources, which is commendable.  The architecture of the Wavenet model is described in detail, but it found it challenging to find the same details for the proposed SampleRNN architecture (e.g. which value of "r" is used for the different tiers, how many units per layer, ...). I think a comparison in terms of computational cost, training time and number of parameters would also be very informative.  Surprisingly, Table 1 shows a vanilla RNN (LSTM) substantially outperforming this model in terms of likelihood, which is quite suspicious as LSTMs tend to have effective receptive fields of a few hundred timesteps at best. One would expect the much larger receptive field of the Wavenet model to be reflected in the likelihood scores to some extent. Similarly, Figure 3 shows the vanilla RNN outperforming the Wavenet reimplementation in human evaluation on the Blizzard dataset. This raises questions about the implementation of the latter. Some discussion about this result and whether the authors expected it or not would be very welcome.  Table 1 and Figure 4 also show the 2-tier SampleRNN outperforming the 3-tier model in terms of likelihood and human rating respectively, which is very counterintuitive as one would expect longer-range temporal correlations to be even more relevant for music than for speech. This is not discussed at all, I think it would be useful to comment on why this could be happening.  Overall, this an interesting attempt to tackle modelling very long sequences with long-range temporal correlations and the results are quite convincing, even if the same can't always be said of the comparison with the baselines. It would be interesting to see how the model performs for conditional generation, seeing as it can be more easily be objectively compared to models like Wavenet in that domain.    Other remarks:  - upsampling the output of the models is done with r separate linear projections. This choice of upsampling method is not motivated. Why not just use linear interpolation or nearest neighbour upsampling? What is the advantage of learning this operation? Don't the r linear projections end up learning largely the same thing, give or take some noise?  - The third paragraph of Section 2.1.1 indicates that 8-bit linear PCM was used. This is in contrast to Wavenet, for which an 8-bit mu-law encoding was used, and this supposedly improves the audio fidelity of the samples. Did you try this as well?  - Section 2.1 mentions the discretisation of the input and the use of a softmax to model this discretised input, without any reference to prior work that made the same observation. A reference is given in 2.1.1, but it should probably be moved up a bit to avoid giving the impression that this is a novel observation.
[EX A]:
en