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.
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Question: The physical design of a robot and the policy that controls its motion are inherently coupled. However, existing approaches largely ignore this coupling, instead choosing to alternate between separate design and control phases, which requires expert intuition throughout and risks convergence to suboptimal designs. In this work, we propose a method that jointly optimizes over the physical design of a robot and the corresponding control policy in a model-free fashion, without any need for expert supervision. Given an arbitrary robot morphology, our method maintains a distribution over the design parameters and uses reinforcement learning to train a neural network controller. Throughout training, we refine the robot distribution to maximize the expected reward. This results in an assignment to the robot parameters and neural network policy that are jointly optimal. We evaluate our approach in the context of legged locomotion, and demonstrate that it discovers novel robot designs and walking gaits for several different morphologies, achieving performance comparable to or better than that of hand-crafted designs.

Answer: Use deep reinforcement learning to design the physical attributes of a robot jointly with a control policy.


Question: Learning in environments with large state and action spaces, and sparse rewards, can hinder a Reinforcement Learning (RL) agent’s learning through trial-and-error. For instance, following natural language instructions on the Web (such as booking a flight ticket) leads to RL settings where input vocabulary and number of actionable elements on a page can grow very large. Even though recent approaches improve the success rate on relatively simple environments with the help of human demonstrations to guide the exploration, they still fail in environments where the set of possible instructions can reach millions. We approach the aforementioned problems from a different perspective and propose guided RL approaches that can generate unbounded amount of experience for an agent to learn from. Instead of learning from a complicated instruction with a large vocabulary, we decompose it into multiple sub-instructions and schedule a curriculum in which an agent is tasked with a gradually increasing subset of these relatively easier sub-instructions. In addition, when the expert demonstrations are not available, we propose a novel meta-learning framework that generates new instruction following tasks and trains the agent more effectively. We train DQN, deep reinforcement learning agent, with Q-value function approximated with a novel QWeb neural network architecture on these smaller, synthetic instructions. We evaluate the ability of our agent to generalize to new instructions onWorld of Bits benchmark, on forms with up to 100 elements, supporting 14 million possible instructions. The QWeb agent outperforms the baseline without using any human demonstration achieving 100% success rate on several difficult environments.

Answer: We train reinforcement learning policies using reward augmentation, curriculum learning, and meta-learning  to successfully navigate web pages.


Question: Adversarial training, a method for learning robust deep networks, is typically assumed to be more expensive than traditional training due to the necessity of constructing adversarial examples via a first-order method like projected gradient decent (PGD).   In this paper, we make the surprising discovery that it is possible to train empirically robust models using a much weaker and cheaper adversary, an approach that was previously believed to be ineffective, rendering the method no more costly than standard training in practice.   Specifically, we show that adversarial training with the fast gradient sign method (FGSM), when combined with random initialization, is as effective as PGD-based training but has significantly lower cost.   Furthermore we show that FGSM adversarial training can be further accelerated by using standard techniques for efficient training of deep networks, allowing us to learn a robust CIFAR10 classifier with 45% robust accuracy at epsilon=8/255 in 6 minutes, and a robust ImageNet classifier with 43% robust accuracy at epsilon=2/255 in 12 hours, in comparison to past work based on ``free'' adversarial training which took 10 and 50 hours to reach the same respective thresholds.

Answer:
FGSM-based adversarial training, with randomization, works just as well as PGD-based adversarial training: we can use this to train a robust classifier in 6 minutes on CIFAR10, and 12 hours on ImageNet, on a single machine.