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: Recent advances in deep generative models have lead to remarkable progress in synthesizing high quality images. Following their successful application in image processing and representation learning, an important next step is to consider videos. Learning generative models of video is a much harder task, requiring a model to capture the temporal dynamics of a scene, in addition to the visual presentation of objects. While recent generative models of video have had some success, current progress is hampered by the lack of qualitative metrics that consider visual quality, temporal coherence, and diversity of samples. To this extent we propose Frechet Video Distance (FVD), a new metric for generative models of video based on FID. We contribute a large-scale human study, which confirms that FVD correlates well with qualitative human judgment of generated videos.

Answer: We propose FVD: a new metric for generative models of video based on FID. A large-scale human study confirms that FVD correlates well with qualitative human judgment of generated videos.

Question: Deep reinforcement learning (DRL) algorithms have demonstrated progress in learning to find a goal in challenging environments. As the title of the paper by Mirowski et al. (2016) suggests, one might assume that DRL-based algorithms are able to "learn to navigate" and are thus ready to replace classical mapping and path-planning algorithms, at least in simulated environments. Yet, from experiments and analysis in this earlier work, it is not clear what strategies are used by these algorithms in navigating the mazes and finding the goal. In this paper, we pose and study this underlying question: are DRL algorithms doing some form of mapping and/or path-planning? Our experiments show that the algorithms are not memorizing the maps of mazes at the testing stage but, rather, at the training stage. Hence, the DRL algorithms fall short of qualifying as mapping or path-planning algorithms with any reasonable definition of mapping. We extend the experiments in Mirowski et al. (2016) by separating the set of training and testing maps and by a more ablative coverage of the space of experiments. Our systematic experiments show that the NavA3C-D1-D2-L algorithm, when trained and tested on the same maps, is able to choose the shorter paths to the goal. However, when tested on unseen maps the algorithm utilizes a wall-following strategy to find the goal without doing any mapping or path planning.

Answer: We quantitatively and qualitatively evaluate deep reinforcement learning based navigation methods under a variety of conditions to answer the question of how close they are to replacing classical path planners and mapping algorithms.

Question: Increasing model size when pretraining natural language representations often results in improved performance on downstream tasks. However, at some point further model increases become harder due to GPU/TPU memory limitations, longer training times, and unexpected model degradation. To address these problems, we present two parameter-reduction techniques to lower memory consumption and increase the training speed of BERT. Comprehensive empirical evidence shows that our proposed methods lead to models that scale much better compared to the original BERT. We also use a self-supervised loss that focuses on modeling inter-sentence coherence, and show it consistently helps downstream tasks with multi-sentence inputs. As a result, our best model establishes new state-of-the-art results on the GLUE, RACE, and SQuAD benchmarks while having fewer parameters compared to BERT-large.

Answer:
A new pretraining method that establishes new state-of-the-art results on the GLUE, RACE, and SQuAD benchmarks while having fewer parameters compared to BERT-large.