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]: Stochastic gradient descent (SGD) has been the dominant optimization method for training deep neural networks due to its many desirable properties. One of the more remarkable and least understood quality of SGD is that it generalizes relatively well
on unseen data even when the neural network has millions of parameters. We hypothesize that in certain cases it is desirable to relax its intrinsic generalization properties and introduce an extension of SGD called deep gradient boosting (DGB). The key idea of DGB is that back-propagated gradients inferred using the chain rule can be viewed as pseudo-residual targets of a gradient boosting problem. Thus at each layer of a neural network the weight update is calculated by solving the corresponding boosting problem using a linear base learner. The resulting weight update formula can also be viewed as a normalization procedure of the data that arrives at each layer during the forward pass. When implemented as a separate input normalization layer (INN) the new architecture shows improved performance on image recognition tasks when compared to the same architecture without normalization layers. As opposed to batch normalization (BN), INN has no learnable parameters however it matches its performance on CIFAR10 and ImageNet classification tasks.
[A]: What can we learn about training neural networks if we treat each layer as a gradient boosting problem?

[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.

[Q]: Neural networks offer high-accuracy solutions to a range of problems, but are computationally costly to run in production systems. We propose a technique called Deep Learning Approximation to take an already-trained neural network model and build a faster (and almost equally accurate) network by manipulating the network structure and coefficients without requiring re-training or access to the training data. Speedup is achieved by applying a sequential series of independent optimizations that reduce the floating-point operations (FLOPs) required to perform a forward pass. An optimal lossy approximation is chosen for each layer by weighing the relative accuracy loss and FLOP reduction. On PASCAL VOC 2007 with the YOLO network, we show an end-to-end 2x speedup in a network forward pass with a $5$\% drop in mAP that can be re-gained by finetuning, enabling this network (and others like it) to be deployed in compute-constrained systems.
[A]:
Decompose weights to use fewer FLOPs with SVD