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: In visual planning (VP), an agent learns to plan goal-directed behavior from observations of a dynamical system obtained offline, e.g., images obtained from self-supervised robot interaction. VP algorithms essentially combine data-driven perception and planning, and are important for robotic manipulation and navigation domains, among others. A recent and promising approach to VP is the semi-parametric topological memory (SPTM) method, where image samples are treated as nodes in a graph, and the connectivity in the graph is learned using deep image classification. Thus, the learned graph represents the topological connectivity of the data, and planning can be performed using conventional graph search methods. However, training SPTM necessitates a suitable loss function for the connectivity classifier, which requires non-trivial manual tuning. More importantly, SPTM is constricted in its ability to generalize to changes in the domain, as its graph is constructed from direct observations and thus requires collecting new samples for planning. In this paper, we propose Hallucinative Topological Memory (HTM), which overcomes these shortcomings. In HTM, instead of training a discriminative classifier we train an energy function using contrastive predictive coding. In addition, we learn a conditional VAE model that generates samples given a context image of the domain, and use these hallucinated samples for building the connectivity graph, allowing for zero-shot generalization to domain changes. In simulated domains, HTM outperforms conventional SPTM and visual foresight methods in terms of both plan quality and success in long-horizon planning.

A: We propose Hallucinative Topological Memory (HTM), a visual planning algorithm that can perform zero-shot long horizon planning in new environments.
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Q: Variational inference (VI) is a popular approach for approximate Bayesian inference that is particularly promising for highly parameterized models such as deep neural networks. A key challenge of variational inference is to approximate the posterior over model parameters with a distribution that is simpler and tractable yet sufficiently expressive. In this work, we propose a method for training highly flexible variational distributions by starting with a coarse approximation and iteratively refining it. Each refinement step makes cheap, local adjustments and only requires optimization of simple variational families. We demonstrate theoretically that our method always improves a bound on the approximation (the Evidence Lower BOund) and observe this empirically across a variety of benchmark tasks. In experiments, our method consistently outperforms recent variational inference methods for deep learning in terms of log-likelihood and the ELBO. We see that the gains are further amplified on larger scale models, significantly outperforming standard VI and deep ensembles on residual networks on CIFAR10.

A: The paper proposes an algorithm to increase the flexibility of the variational posterior in Bayesian neural networks through iterative optimization.
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Q: Reinforcement learning (RL) has proven to be a powerful paradigm for deriving complex behaviors from simple reward signals in a wide range of environments. When applying RL to continuous control agents in simulated physics environments, the body is usually considered to be part of the environment. However, during evolution the physical body of biological organisms and their controlling brains are co-evolved, thus exploring a much larger space of actuator/controller configurations. Put differently, the intelligence does not reside only in the agent's mind, but also in the design of their body.
We propose a method for uncovering strong agents, consisting of a good combination of a body and policy, based on combining RL with an evolutionary procedure. Given the resulting agent, we also propose an approach for identifying the body changes that contributed the most to the agent performance. We use the Shapley value from cooperative game theory to find the fair contribution of individual components, taking into account synergies between components.
We evaluate our methods in an environment similar to the the recently proposed Robo-Sumo task, where agents in a 3D environment with simulated physics compete in tipping over their opponent or pushing them out of the arena. Our results show that the proposed methods are indeed capable of generating strong agents, significantly outperforming baselines that focus on optimizing the agent policy alone.

A video is available at: www.youtube.com/watch?v=eei6Rgom3YY

A:
Evolving the shape of the body in RL controlled agents improves their performance (and help learning)
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