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 the behavior of  stochastic gradient descent (SGD) in the context of deep neural networks has raised lots of concerns recently. Along this line, we theoretically study a general form of gradient based optimization dynamics with unbiased noise, which unifies SGD and standard Langevin dynamics. Through investigating this general optimization dynamics, we analyze the behavior of SGD on escaping from minima and its regularization effects. A novel indicator is derived to characterize the efficiency of escaping from minima through measuring the alignment of noise covariance and the curvature of loss function. Based on this indicator, two conditions are established to show which type of noise structure is superior to isotropic noise in term of escaping efficiency. We further show that the anisotropic noise in SGD satisfies the two conditions, and thus helps to  escape from sharp and poor minima effectively, towards more stable and flat minima that typically generalize well. We verify our understanding through comparing
 this anisotropic diffusion with full gradient descent plus isotropic diffusion (i.e. Langevin dynamics) and other types of position-dependent noise.
We provide theoretical and empirical analysis on the role of anisotropic noise introduced by stochastic gradient on escaping from minima.

Recent work has shown that deep reinforcement-learning agents can learn to follow language-like instructions from infrequent environment rewards. However, this places on environment designers the onus of designing language-conditional reward functions which may not be easily or tractably implemented as the complexity of the environment and the language scales. To overcome this limitation, we present a framework within which instruction-conditional RL agents are trained using rewards obtained not from the environment, but from reward models which are jointly trained from expert examples.   As reward models improve, they learn to accurately reward agents for completing tasks for environment configurations---and for instructions---not present amongst the expert data. This framework effectively separates the representation of what instructions require from how they can be executed.
 In a simple grid world, it enables an agent to learn a range of commands requiring interaction with blocks and understanding of spatial relations and underspecified abstract arrangements. We further show the method allows our agent to adapt to changes in the environment without requiring new expert examples.
We propose AGILE, a framework for training agents to perform instructions from examples of respective goal-states.

Many deep reinforcement learning approaches use graphical state representations,
 this means visually distinct games that share the same underlying structure cannot
 effectively share knowledge. This paper outlines a new approach for learning
 underlying game state embeddings irrespective of the visual rendering of the game
 state. We utilise approaches from multi-task learning and domain adaption in
 order to place visually distinct game states on a shared embedding manifold. We
 present our results in the context of deep reinforcement learning agents.

An approach to learning a shared embedding space between visually distinct games.