instruction:
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.
question:
Prediction is arguably one of the most basic functions of an intelligent system. In general, the problem of predicting events in the future or between two waypoints is exceedingly difficult. However, most phenomena naturally pass through relatively predictable bottlenecks---while we cannot predict the precise trajectory of a robot arm between being at rest and holding an object up, we can be certain that it must have picked the object up. To exploit this, we decouple visual prediction from a rigid notion of time. While conventional approaches predict frames at regularly spaced temporal intervals, our time-agnostic predictors (TAP) are not tied to specific times so that they may instead discover predictable "bottleneck" frames no matter when they occur. We evaluate our approach for future and intermediate frame prediction across three robotic manipulation tasks. Our predictions are not only of higher visual quality, but also correspond to coherent semantic subgoals in temporally extended tasks.
answer:
In visual prediction tasks, letting your predictive model choose which times to predict does two things: (i) improves prediction quality, and (ii) leads to semantically coherent "bottleneck state" predictions, which are useful for planning.

question:
Recurrent neural networks (RNNs) are an effective representation of control policies for a wide range of reinforcement and imitation learning problems. RNN policies, however, are particularly difficult to explain, understand, and analyze due to their use of continuous-valued memory vectors and observation features. In this paper, we introduce a new technique, Quantized Bottleneck Insertion, to learn finite representations of these vectors and features. The result is a quantized representation of the RNN that can be analyzed to improve our understanding of memory use and general behavior. We present results of this approach on synthetic environments and six Atari games. The resulting finite representations are surprisingly small in some cases, using as few as 3 discrete memory states and 10 observations for a perfect Pong policy. We also show that these finite policy representations lead to improved interpretability.
answer:
Extracting a finite state machine from a recurrent neural network via quantization for the purpose of interpretability with experiments on Atari.

question:
It is well-known that neural networks are universal approximators, but that deeper networks tend in practice to be more powerful than shallower ones. We shed light on this by proving that the total number of neurons m required to approximate natural classes of multivariate polynomials of n variables grows only linearly with n for deep neural networks, but grows exponentially when merely a single hidden layer is allowed. We also provide evidence that when the number of hidden layers is increased from 1 to k, the neuron requirement grows exponentially not with n but with n^{1/k}, suggesting that the minimum number of layers required for practical expressibility grows only logarithmically with n.
answer:
We prove that deep neural networks are exponentially more efficient than shallow ones at approximating sparse multivariate polynomials.