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.

Understanding how people represent categories is a core problem in cognitive science, with the flexibility of human learning remaining a gold standard to which modern artificial intelligence and machine learning aspire. Decades of psychological research have yielded a variety of formal theories of categories, yet validating these theories with naturalistic stimuli remains a challenge. The problem is that human category representations cannot be directly observed and running informative experiments with naturalistic stimuli such as images requires having a workable representation of these stimuli. Deep neural networks have recently been successful in a range of computer vision tasks and provide a way to represent the features of images. In this paper, we introduce a method for estimating the structure of human categories that draws on ideas from both cognitive science and machine learning, blending human-based algorithms with state-of-the-art deep representation learners. We provide qualitative and quantitative results as a proof of concept for the feasibility of the method. Samples drawn from human distributions rival the quality of current state-of-the-art generative models and outperform alternative methods for estimating the structure of human categories.
using deep neural networks and clever algorithms to capture human mental visual concepts

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.
We investigate contingency-awareness and controllable aspects in exploration and achieve state-of-the-art performance on Montezuma's Revenge without expert demonstrations.

Inspired by the recent successes of deep generative models for Text-To-Speech (TTS) such as WaveNet (van den Oord et al., 2016) and Tacotron (Wang et al., 2017), this article proposes the use of a deep generative model tailored for Automatic Speech Recognition (ASR) as the primary acoustic model (AM) for an overall recognition system with a separate language model (LM). Two dimensions of depth are considered: (1) the use of mixture density networks, both autoregressive and non-autoregressive, to generate density functions capable of modeling acoustic input sequences with much more powerful conditioning than the first-generation generative models for ASR, Gaussian Mixture Models / Hidden Markov Models (GMM/HMMs), and (2) the use of standard LSTMs, in the spirit of the original tandem approach, to produce discriminative feature vectors for generative modeling. Combining mixture density networks and deep discriminative features leads to a novel dual-stack LSTM architecture directly related to the RNN Transducer (Graves, 2012), but with the explicit functional form of a density, and combining naturally with a separate language model, using Bayes rule. The generative models discussed here are compared experimentally in terms of log-likelihoods and frame accuracies.

This paper proposes the use of a deep generative acoustic model for automatic speech recognition, combining naturally with other deep sequence-to-sequence modules using Bayes' rule.