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.

Q: We introduce a new and rigorously-formulated PAC-Bayes few-shot meta-learning algorithm that implicitly learns a model prior distribution of interest. Our proposed method extends the PAC-Bayes framework from a single task setting to the few-shot meta-learning setting to upper-bound generalisation errors on unseen tasks. We also propose a generative-based approach to model the shared prior and task-specific posterior more expressively compared to the usual diagonal Gaussian assumption. We show that the models trained with our proposed meta-learning algorithm are well calibrated and accurate, with state-of-the-art calibration and classification results on mini-ImageNet benchmark, and competitive results in a multi-modal task-distribution regression.

A: Bayesian meta-learning using PAC-Bayes framework and implicit prior distributions
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Q: Reinforcement learning algorithms rely on carefully engineered rewards from the environment that are extrinsic to the agent. However, annotating each environment with hand-designed, dense rewards is difficult and not scalable, motivating the need for developing reward functions that are intrinsic to the agent.
Curiosity is such intrinsic reward function which uses prediction error as a reward signal. In this paper: (a) We perform the first large-scale study of purely curiosity-driven learning, i.e. {\em without any extrinsic rewards}, across $54$ standard benchmark environments, including the Atari game suite. Our results show surprisingly good performance as well as a high degree of alignment between the intrinsic curiosity objective and the hand-designed extrinsic rewards of many games. (b) We investigate the effect of using different feature spaces for computing prediction error and show that random features are sufficient for many popular RL game benchmarks, but learned features appear to generalize better (e.g. to novel game levels in Super Mario Bros.). (c) We demonstrate limitations of the prediction-based rewards in stochastic setups. Game-play videos and code are at https://doubleblindsupplementary.github.io/large-curiosity/.

A: An agent trained only with curiosity, and no extrinsic reward, does surprisingly well on 54 popular environments, including the suite of Atari games, Mario etc.
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Q: The goal of imitation learning (IL) is to enable a learner to imitate an expert's behavior given the expert's demonstrations. Recently, generative adversarial imitation learning (GAIL) has successfully achieved it even on complex continuous control tasks. However, GAIL requires a huge number of interactions with environment during training. We believe that IL algorithm could be more applicable to the real-world environments if the number of interactions could be reduced. To this end, we propose a model free, off-policy IL algorithm for continuous control. The keys of our algorithm are two folds: 1) adopting deterministic policy that allows us to derive a novel type of policy gradient which we call deterministic policy imitation gradient (DPIG), 2) introducing a function which we call state screening function (SSF) to avoid noisy policy updates with states that are not typical of those appeared on the expert's demonstrations. Experimental results show that our algorithm can achieve the goal of IL with at least tens of times less interactions than GAIL on a variety of continuous control tasks.

A:
We propose a model free imitation learning algorithm that is able to reduce number of interactions with environment in comparison with state-of-the-art imitation learning algorithm namely GAIL.
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