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: A Synaptic Neural Network (SynaNN) consists of synapses and neurons. Inspired by the synapse research of neuroscience, we built a synapse model with a nonlinear synapse function of excitatory and inhibitory channel probabilities. Introduced the concept of surprisal space and constructed a commutative diagram, we proved that the inhibitory probability function -log(1-exp(-x)) in surprisal space is the topologically conjugate function of the inhibitory complementary probability 1-x in probability space. Furthermore, we found that the derivative of the synapse over the parameter in the surprisal space is equal to the negative Bose-Einstein distribution. In addition, we constructed a fully connected synapse graph (tensor) as a synapse block of a synaptic neural network. Moreover, we proved the gradient formula of a cross-entropy loss function over parameters, so synapse learning can work with the gradient descent and backpropagation algorithms. In the proof-of-concept experiment, we performed an MNIST training and testing on the MLP model with synapse network as hidden layers.

Output: A synaptic neural network with synapse graph and learning that has the feature of topological conjugation and Bose-Einstein distribution in surprisal space.

Input: Consider Input: The Convolutional Neural Network (CNN) has been successfully applied in many fields during recent decades; however it lacks the ability to utilize prior domain knowledge when dealing with many realistic problems. We present a framework called Geometric Operator Convolutional Neural Network (GO-CNN) that uses domain knowledge, wherein the kernel of the first convolutional layer is replaced with a kernel generated by a geometric operator function. This framework integrates many conventional geometric operators, which allows it to adapt to a diverse range of problems. Under certain conditions, we theoretically analyze the convergence and the bound of the generalization errors between GO-CNNs and common CNNs. Although the geometric operator convolution kernels have fewer trainable parameters than common convolution kernels, the experimental results indicate that GO-CNN performs more accurately than common CNN on CIFAR-10/100. Furthermore, GO-CNN reduces dependence on the amount of training examples and enhances adversarial stability.

Output: Traditional image processing algorithms are combined with Convolutional Neural Networks,a new neural network.

Input: Consider Input: Deep Reinforcement Learning has managed to achieve state-of-the-art results in learning control policies directly from raw pixels. However, despite its remarkable success, it fails to generalize, a fundamental component required in a stable Artificial Intelligence system. Using the Atari game Breakout, we demonstrate the difficulty of a trained agent in adjusting to simple modifications in the raw image, ones that a human could adapt to trivially. In transfer learning, the goal is to use the knowledge gained from the source task to make the training of the target task faster and better. We show that using various forms of fine-tuning, a common method for transfer learning, is not effective for adapting to such small visual changes. In fact, it is often easier to re-train the agent from scratch than to fine-tune a trained agent. We suggest that in some cases transfer learning can be improved by adding a dedicated component whose goal is to learn to visually map between the known domain and the new one. Concretely, we use Unaligned Generative Adversarial Networks (GANs) to create a mapping function to translate images in the target task to corresponding images in the source task. These mapping functions allow us to transform between various variations of the Breakout game, as well as between different levels of a Nintendo game, Road Fighter. We show that learning this mapping is substantially more efficient than re-training. A visualization of a trained agent playing Breakout and Road Fighter, with and without the GAN transfer, can be seen in \url{https://streamable.com/msgtm} and \url{https://streamable.com/5e2ka}.
Output: We propose a method of transferring knowledge between related RL tasks using visual mappings, and demonstrate its effectiveness on visual variants of the Atari Breakout game and different levels of Road Fighter, a Nintendo car driving game.