TASK DEFINITION: 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.
PROBLEM: Solving tasks with sparse rewards is one of the most important challenges in reinforcement learning. In the single-agent setting, this challenge has been addressed by introducing intrinsic rewards that motivate agents to explore unseen regions of their state spaces. Applying these techniques naively to the multi-agent setting results in agents exploring independently, without any coordination among themselves. We argue that learning in cooperative multi-agent settings can be accelerated and improved if agents coordinate with respect to what they have explored. In this paper we propose an approach for learning how to dynamically select between different types of intrinsic rewards which consider not just what an individual agent has explored, but all agents, such that the agents can coordinate their exploration and maximize extrinsic returns. Concretely, we formulate the approach as a hierarchical policy where a high-level controller selects among sets of policies trained on different types of intrinsic rewards and the low-level controllers learn the action policies of all agents under these specific rewards. We demonstrate the effectiveness of the proposed approach in a multi-agent gridworld domain with sparse rewards, and then show that our method scales up to more complex settings by evaluating on the VizDoom platform.

SOLUTION: We propose several intrinsic reward functions for encouraging coordinated exploration in multi-agent problems, and introduce an approach to dynamically selecting the best exploration method for a given task, online.

PROBLEM: In this work, we attempt to answer a critical question: whether there exists some input sequence that will cause a well-trained discrete-space neural network sequence-to-sequence (seq2seq) model to generate egregious outputs (aggressive, malicious, attacking, etc.). And if such inputs exist, how to find them efficiently. We adopt an empirical methodology, in which we first create lists of egregious output sequences, and then design a discrete optimization algorithm to find input sequences that will cause the model to generate them. Moreover, the optimization algorithm is enhanced for large vocabulary search and constrained to search for input sequences that are likely to be input by real-world users. In our experiments, we apply this approach to dialogue response generation models trained on three real-world dialogue data-sets: Ubuntu, Switchboard and OpenSubtitles, testing whether the model can generate malicious responses. We demonstrate that given the trigger inputs our algorithm finds, a significant number of malicious sentences are assigned large probability by the model, which reveals an undesirable consequence of standard seq2seq training.

SOLUTION: This paper aims to provide an empirical answer to the question of whether well-trained dialogue response model can output malicious responses.

PROBLEM: We propose a generative adversarial training approach for the problem of clarification question generation. Our approach generates clarification questions with the goal of eliciting new information that would make the given context more complete. We develop a Generative Adversarial Network (GAN) where the generator is a sequence-to-sequence model and the discriminator is a utility function that models the value of updating the context with the answer to the clarification question. We evaluate on two datasets, using both automatic metrics and human judgments of usefulness, specificity and relevance, showing that our approach outperforms both a retrieval-based model and ablations that exclude the utility model and the adversarial training.

SOLUTION:
We propose an adversarial training approach to the problem of clarification question generation which uses the answer to the question to model the reward.