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.

What makes humans so good at solving seemingly complex video games?   Unlike computers, humans bring in a great deal of prior knowledge about the world, enabling efficient decision making. This paper investigates the role of human priors for solving video games. Given a sample game, we conduct a series of ablation studies to quantify the importance of various priors. We do this by modifying the video game environment to systematically mask different types of visual information that could be used by humans as priors. We find that removal of some prior knowledge causes a drastic degradation in the speed with which human players solve the game, e.g. from 2 minutes to over 20 minutes. Furthermore, our results indicate that general priors, such as the importance of objects and visual consistency, are critical for efficient game-play.
We investigate the various kinds of prior knowledge that help human learning and find that general priors about objects play the most critical role in guiding human gameplay.

 Auto-encoding and generative models have made tremendous successes in image and signal representation learning and generation. These models, however, generally employ the full Euclidean space or a bounded subset (such as $[0,1]^l$) as the latent space, whose trivial geometry is often too simplistic to meaningfully reflect the structure of the data. This paper aims at exploring a nontrivial geometric structure of the latent space for better data representation. Inspired by differential geometry, we propose \textbf{Chart Auto-Encoder (CAE)}, which captures the manifold structure of the data with multiple charts and transition functions among them. CAE translates the mathematical definition of manifold through parameterizing the entire data set as a collection of overlapping charts, creating local latent representations. These representations are an enhancement of the single-charted latent space commonly employed in auto-encoding models, as they reflect the intrinsic structure of the manifold.   Therefore, CAE achieves a more accurate approximation of data and generates realistic new ones. We conduct experiments with synthetic and real-life data to demonstrate the effectiveness of the proposed CAE.
Manifold-structured latent space for generative models

Real-world tasks are often highly structured. Hierarchical reinforcement learning (HRL) has attracted research interest as an approach for leveraging the hierarchical structure of a given task in reinforcement learning (RL). However, identifying the hierarchical policy structure that enhances the performance of RL is not a trivial task. In this paper, we propose an HRL method that learns a latent variable of a hierarchical policy using mutual information maximization. Our approach can be interpreted as a way to learn a discrete and latent representation of the state-action space. To learn option policies that correspond to modes of the advantage function, we introduce advantage-weighted importance sampling.  
 In our HRL method, the gating policy learns to select option policies based on an option-value function, and these option policies are optimized based on the deterministic policy gradient method. This framework is derived by leveraging the analogy between a monolithic policy in standard RL and a hierarchical policy in HRL by using a deterministic option policy.   Experimental results indicate that our HRL approach can learn a diversity of options and that it can enhance the performance of RL in continuous control tasks.

This paper presents a hierarchical reinforcement learning framework based on deterministic option policies and mutual information maximization.