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.

Input: Consider Input: What makes humans so good at solving seemingly complex video games? Unlike computers, humans bring in a great deal of prior knowledge about the world, enabling efficient decision making. This paper investigates the role of human priors for solving video games. Given a sample game, we conduct a series of ablation studies to quantify the importance of various priors. We do this by modifying the video game environment to systematically mask different types of visual information that could be used by humans as priors. We find that removal of some prior knowledge causes a drastic degradation in the speed with which human players solve the game, e.g. from 2 minutes to over 20 minutes. Furthermore, our results indicate that general priors, such as the importance of objects and visual consistency, are critical for efficient game-play.

Output: We investigate the various kinds of prior knowledge that help human learning and find that general priors about objects play the most critical role in guiding human gameplay.

Input: Consider Input: Temporal Difference Learning with function approximation is known to be unstable. Previous work like \citet{sutton2009fast} and \citet{sutton2009convergent} has presented alternative objectives that are stable to minimize. However, in practice, TD-learning with neural networks requires various tricks like using a target network that updates slowly \citep{mnih2015human}. In this work we propose a constraint on the TD update that minimizes change to the target values. This constraint can be applied to the gradients of any TD objective, and can be easily applied to nonlinear function approximation. We validate this update by applying our technique to deep Q-learning, and training without a target network. We also show that adding this constraint on Baird's counterexample keeps Q-learning from diverging.

Output: We show that adding a constraint to TD updates stabilizes learning and allows Deep Q-learning without a target network

Input: Consider Input: This work provides theoretical and empirical evidence that invariance-inducing regularizers can increase predictive accuracy for worst-case spatial transformations (spatial robustness). Evaluated on these adversarially transformed examples, we demonstrate that adding regularization on top of standard or adversarial training reduces the relative error by 20% for CIFAR10 without increasing the computational cost. This outperforms handcrafted networks that were explicitly designed to be spatial-equivariant. Furthermore, we observe for SVHN, known to have inherent variance in orientation, that robust training also improves standard accuracy on the test set.
Output: for spatial transformations robust minimizer also minimizes standard accuracy; invariance-inducing regularization leads to better robustness than specialized architectures