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.

Input: Consider Input: Image-to-image translation has recently received significant attention due to advances in deep learning. Most works focus on learning either a one-to-one mapping in an unsupervised way or a many-to-many mapping in a supervised way. However, a more practical setting is many-to-many mapping in an unsupervised way, which is harder due to the lack of supervision and the complex inner- and cross-domain variations. To alleviate these issues, we propose the Exemplar Guided & Semantically Consistent Image-to-image Translation (EGSC-IT) network which conditions the translation process on an exemplar image in the target domain. We assume that an image comprises of a content component which is shared across domains, and a style component specific to each domain. Under the guidance of an exemplar from the target domain we apply Adaptive Instance Normalization to the shared content component, which allows us to transfer the style information of the target domain to the source domain. To avoid semantic inconsistencies during translation that naturally appear due to the large inner- and cross-domain variations, we introduce the concept of feature masks that provide coarse semantic guidance without requiring the use of any semantic labels. Experimental results on various datasets show that EGSC-IT does not only translate the source image to diverse instances in the target domain, but also preserves the semantic consistency during the process.

Output: We propose the Exemplar Guided & Semantically Consistent Image-to-image Translation (EGSC-IT) network which conditions the translation process on an exemplar image in the target domain.


Input: Consider Input: Energy  based  models  outputs  unmormalized  log-probability  values  given  datasamples.   Such a estimation is essential in a variety of application problems suchas sample generation, denoising, sample restoration, outlier detection, Bayesianreasoning, and many more.   However, standard maximum likelihood training iscomputationally expensive due to the requirement of sampling model distribution. Score matching potentially alleviates this problem, and denoising score matching(Vincent, 2011) is a particular convenient version.   However,  previous attemptsfailed to produce models capable of high quality sample synthesis.   We believethat  it  is  because  they  only  performed  denoising  score  matching  over  a  singlenoise scale. To overcome this limitation, here we instead learn an energy functionusing all noise scales.    When sampled using Annealed Langevin dynamics andsingle step denoising jump, our model produced high-quality samples comparableto state-of-the-art techniques such as GANs, in addition to assigning likelihood totest data comparable to previous likelihood models.   Our model set a new sam-ple quality baseline in likelihood-based models.   We further demonstrate that our model learns sample distribution and generalize well on an image inpainting tasks.

Output: Learned energy based model with score matching


Input: Consider Input: Deep reinforcement learning has achieved many recent successes, but our understanding of its strengths and limitations is hampered by the lack of rich environments in which we can fully characterize optimal behavior, and correspondingly diagnose individual actions against such a characterization. 

 Here we consider a family of combinatorial games, arising from work of Erdos, Selfridge, and Spencer, and we propose their use as environments for evaluating and comparing different approaches to reinforcement learning. These games have a number of appealing features: they are challenging for current learning approaches, but they form (i) a low-dimensional, simply parametrized environment where (ii) there is a linear closed form solution for optimal behavior from any state, and (iii) the difficulty of the game can be tuned by changing environment parameters in an interpretable way. We use these Erdos-Selfridge-Spencer games not only to compare different algorithms, but also to compare approaches based on supervised and reinforcement learning, to analyze the power of multi-agent approaches in improving performance, and to evaluate generalization to environments outside the training set.


Output: We adapt a family of combinatorial games with tunable difficulty and an optimal policy expressible as linear network, developing it as a rich environment for reinforcement learning, showing contrasts in performance with supervised learning, and analyzing multiagent learning and generalization.