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]: In this paper, we propose a extit{weak supervision} framework for neural ranking tasks based on the data programming paradigm \citep{Ratner2016}, which enables us to leverage multiple weak supervision signals from different sources. Empirically, we consider two sources of weak supervision signals, unsupervised ranking functions and semantic feature similarities. We train a BERT-based passage-ranking model (which achieves new state-of-the-art performances on two benchmark datasets with full supervision) in our weak supervision framework. Without using ground-truth training labels, BERT-PR models outperform BM25 baseline by a large margin on all three datasets and even beat the previous state-of-the-art results with full supervision on two of datasets.
[A]: We propose a weak supervision training pipeline based on the data programming framework for ranking tasks, in which we train a BERT-base ranking model and establish the new SOTA.

[Q]: Temporal logics are useful for describing dynamic system behavior, and have been successfully used as a language for goal definitions during task planning. Prior works on inferring temporal logic specifications have focused on "summarizing" the input dataset -- i.e., finding specifications that are satisfied by all plan traces belonging to the given set. In this paper, we examine the problem of inferring specifications that describe temporal differences between two sets of plan traces. We formalize the concept of providing such contrastive explanations, then present a Bayesian probabilistic model for inferring contrastive explanations as linear temporal logic specifications. We demonstrate the efficacy, scalability, and robustness of our model for inferring correct specifications across various benchmark planning domains and for a simulated air combat mission.
[A]: We present a Bayesian inference model to infer contrastive explanations (as LTL specifications) describing how two sets of plan traces differ.

[Q]: This paper investigates whether learning contingency-awareness and controllable aspects of an environment can lead to better exploration in reinforcement learning. To investigate this question, we consider an instantiation of this hypothesis evaluated on the Arcade Learning Element (ALE). In this study, we develop an attentive dynamics model (ADM) that discovers controllable elements of the observations, which are often associated with the location of the character in Atari games. The ADM is trained in a self-supervised fashion to predict the actions taken by the agent. The learned contingency information is used as a part of the state representation for exploration purposes. We demonstrate that combining actor-critic algorithm with count-based exploration using our representation achieves impressive results on a set of notoriously challenging Atari games due to sparse rewards. For example, we report a state-of-the-art score of >11,000 points on Montezuma's Revenge without using expert demonstrations, explicit high-level information (e.g., RAM states), or supervisory data. Our experiments confirm that contingency-awareness is indeed an extremely powerful concept for tackling exploration problems in reinforcement learning and opens up interesting research questions for further investigations.
[A]:
We investigate contingency-awareness and controllable aspects in exploration and achieve state-of-the-art performance on Montezuma's Revenge without expert demonstrations.