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]: Transfer and adaptation to new unknown environmental dynamics is a key challenge for reinforcement learning (RL). An even greater challenge is performing near-optimally in a single attempt at test time, possibly without access to dense rewards, which is not addressed by current methods that require multiple experience rollouts for adaptation. To achieve single episode transfer in a family of environments with related dynamics, we propose a general algorithm that optimizes a probe and an inference model to rapidly estimate underlying latent variables of test dynamics, which are then immediately used as input to a universal control policy. This modular approach enables integration of state-of-the-art algorithms for variational inference or RL. Moreover, our approach does not require access to rewards at test time, allowing it to perform in settings where existing adaptive approaches cannot. In diverse experimental domains with a single episode test constraint, our method significantly outperforms existing adaptive approaches and shows favorable performance against baselines for robust transfer.
[A]: Single episode policy transfer in a family of environments with related dynamics, via optimized probing for rapid inference of latent variables and immediate execution of a universal policy.

[Q]: Distributed computing can significantly reduce the training time of neural networks. Despite its potential, however, distributed training has not been widely adopted: scaling the training process is difficult, and existing SGD methods require substantial tuning of hyperparameters and learning schedules to achieve sufficient accuracy when increasing the number of workers. In practice, such tuning can be prohibitively expensive given the huge number of potential hyperparameter configurations and the effort required to test each one.

We propose DANA, a novel approach that scales out-of-the-box to large clusters using the same hyperparameters and learning schedule optimized for training on a single worker, while maintaining similar final accuracy without additional overhead. DANA estimates the future value of model parameters by adapting Nesterov Accelerated Gradient to a distributed setting, and so mitigates the effect of gradient staleness, one of the main difficulties in scaling SGD to more workers.

Evaluation on three state-of-the-art network architectures and three datasets shows that DANA scales as well as or better than existing work without having to tune any hyperparameters or tweak the learning schedule. For example, DANA achieves 75.73% accuracy on ImageNet when training ResNet-50 with 16 workers, similar to the non-distributed baseline.
[A]: A new distributed asynchronous SGD algorithm that achieves state-of-the-art accuracy on existing architectures without any additional tuning or overhead.

[Q]: Counterfactual regret minimization (CFR) is a fundamental and effective technique for solving Imperfect Information Games (IIG). However, the original CFR algorithm only works for discrete states and action spaces, and the resulting strategy is maintained as a tabular representation. Such tabular representation limits the method from being directly applied to large games. In this paper, we propose a double neural representation for the IIGs, where one neural network represents the cumulative regret, and the other represents the average strategy. Such neural representations allow us to avoid manual game abstraction and carry out end-to-end optimization. To make the learning efficient, we also developed several novel techniques including a robust sampling method and a mini-batch Monte Carlo Counterfactual Regret Minimization (MCCFR) method, which may be of independent interests. Empirically, on games tractable to tabular approaches, neural strategies trained with our algorithm converge comparably to their tabular counterparts, and significantly outperform those based on deep reinforcement learning. On extremely large games with billions of decision nodes, our approach achieved strong performance while using hundreds of times less memory than the tabular CFR. On head-to-head matches of hands-up no-limit texas hold'em, our neural agent beat the strong agent ABS-CFR by $9.8\pm4.1$ chips per game. It's a successful application of neural CFR in large games.

[A]:
We proposed a double neural framework to solve large-scale imperfect information game.