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.

[EX Q]: We present a new approach to assessing the robustness of neural networks based on estimating the proportion of inputs for which a property is violated. Specifically, we estimate the probability of the event that the property is violated under an input model. Our approach critically varies from the formal verification framework in that when the property can be violated, it provides an informative notion of how robust the network is, rather than just the conventional assertion that the network is not verifiable. Furthermore, it provides an ability to scale to larger networks than formal verification approaches. Though the framework still provides a formal guarantee of satisfiability whenever it successfully finds one or more violations, these advantages do come at the cost of only providing a statistical estimate of unsatisfiability whenever no violation is found. Key to the practical success of our approach is an adaptation of multi-level splitting, a Monte Carlo approach for estimating the probability of rare events, to our statistical robustness framework. We demonstrate that our approach is able to emulate formal verification procedures on benchmark problems, while scaling to larger networks and providing reliable additional information in the form of accurate estimates of the violation probability.
[EX A]: We introduce a statistical approach to assessing neural network robustness that provides an informative notion of how robust a network is, rather than just the conventional binary assertion of whether or not of property is violated.

[EX Q]: Most algorithms for representation learning and link prediction in relational data have been designed for static data. However, the data they are applied to usually evolves with time, such as friend graphs in social networks or user interactions with items in recommender systems. This is also the case for knowledge bases, which contain facts such as (US, has president, B. Obama, [2009-2017]) that are valid only at certain points in time. For the problem of link prediction under temporal constraints, i.e., answering queries of the form (US, has president, ?, 2012), we propose a solution inspired by the canonical decomposition of tensors of order 4.
We introduce new regularization schemes and present an extension of ComplEx that achieves state-of-the-art performance. Additionally, we propose a new dataset for knowledge base completion constructed from Wikidata, larger than previous benchmarks by an order of magnitude, as a new reference for evaluating temporal and non-temporal link prediction methods.
[EX A]: We propose new tensor decompositions and associated regularizers to obtain state of the art performances on temporal knowledge base completion.

[EX Q]: Deep Reinforcement Learning algorithms lead to agents that can solve difficult decision making problems in complex environments. However, many difficult multi-agent competitive games, especially real-time strategy games are still considered beyond the capability of current deep reinforcement learning algorithms, although there has been a recent effort to change this \citep{openai_2017_dota, vinyals_2017_starcraft}. Moreover, when the opponents in a competitive game are suboptimal, the current extit{Nash Equilibrium} seeking, self-play algorithms are often unable to generalize their strategies to opponents that play strategies vastly different from their own. This suggests that a learning algorithm that is beyond conventional self-play is necessary. We develop Hierarchical Agent with Self-play (HASP), a learning approach for obtaining hierarchically structured policies that can achieve higher performance than conventional self-play on competitive games through the use of a diverse pool of sub-policies we get from Counter Self-Play (CSP). We demonstrate that the ensemble policy generated by HASP can achieve better performance while facing unseen opponents that use sub-optimal policies. On a motivating iterated Rock-Paper-Scissor game and a partially observable real-time strategic game (http://generals.io/), we are led to the conclusion that HASP can perform better than conventional self-play as well as achieve 77% win rate against FloBot, an open-source agent which has ranked at position number 2 on the online leaderboards.
[EX A]:
We develop Hierarchical Agent with Self-play (HASP), a learning approach for obtaining hierarchically structured policies that can achieve high performance than conventional self-play on competitive real-time strategic games.