You are provided with the abstract of a scientific paper and the abstracts of the papers it references. Your task is to write a Related Work section for the main paper. This section should concisely summarize and integrate the key points from the cited abstracts, reflecting how they relate to the main paper's contributions and context. In your summary, use numerical citation markers like [1], [2], etc., to refer to the corresponding papers.

Main Abstract:
Group activities usually involve spatio-temporal dynamics among many interactive individuals, while only a few participants at several key frames essentially define the activity. Therefore, effectively modeling the group-relevant and suppressing the irrelevant actions (and interactions) are vital for group activity recognition. In this paper, we propose a novel method based on deep reinforcement learning to progressively refine the low-level features and high-level relations of group activities. Firstly, we construct a semantic relation graph (SRG) to explicitly model the relations among persons. Then, two agents adopting policy according to two Markov decision processes are applied to progressively refine the SRG. Specifically, one feature-distilling (FD) agent in the discrete action space refines the low-level spatio-temporal features by distilling the most informative frames. Another relation-gating (RG) agent in continuous action space adjusts the high-level semantic graph to pay more attention to group-relevant relations. The SRG, FD agent, and RG agent are optimized alternately to mutually boost the performance of each other. Extensive experiments on two widely used benchmarks demonstrate the effectiveness and superiority of the proposed approach.

Cited Abstract(s):
[1]: We present the first deep learning model to successfully learn control policies directly from high-dimensional sensory input using reinforcement learning. The model is a convolutional neural network, trained with a variant of Q-learning, whose input is raw pixels and whose output is a value function estimating future rewards. We apply our method to seven Atari 2600 games from the Arcade Learning Environment, with no adjustment of the architecture or learning algorithm. We find that it outperforms all previous approaches on six of the games and surpasses a human expert on three of them.

[2]: We propose a conceptually simple and lightweight framework for deep reinforcement learning that uses asynchronous gradient descent for optimization of deep neural network controllers. We present asynchronous variants of four standard reinforcement learning algorithms and show that parallel actor-learners have a stabilizing effect on training allowing all four methods to successfully train neural network controllers. The best performing method, an asynchronous variant of actor-critic, surpasses the current state-of-the-art on the Atari domain while training for half the time on a single multi-core CPU instead of a GPU. Furthermore, we show that asynchronous actor-critic succeeds on a wide variety of continuous motor control problems as well as on a new task of navigating random 3D mazes using a visual input.

[3]: Function approximation is essential to reinforcement learning, but the standard approach of approximating a value function and determining a policy from it has so far proven theoretically intractable. In this paper we explore an alternative approach in which the policy is explicitly represented by its own function approximator, independent of the value function, and is updated according to the gradient of expected reward with respect to the policy parameters. Williams's REINFORCE method and actor-critic methods are examples of this approach. Our main new result is to show that the gradient can be written in a form suitable for estimation from experience aided by an approximate action-value or advantage function. Using this result, we prove for the first time that a version of policy iteration with arbitrary differentiable function approximation is convergent to a locally optimal policy.

[4]: 

[5]: Image cropping aims at improving the aesthetic quality of images by adjusting their composition. Most weakly supervised cropping methods (without bounding box supervision) rely on the sliding window mechanism. The sliding window mechanism requires fixed aspect ratios and limits the cropping region with arbitrary size. Moreover, the sliding window method usually produces tens of thousands of windows on the input image which is very time-consuming. Motivated by these challenges, we firstly formulate the aesthetic image cropping as a sequential decision-making process and propose a weakly supervised Aesthetics Aware Reinforcement Learning (A2-RL) framework to address this problem. Particularly, the proposed method develops an aesthetics aware reward function which especially benefits image cropping. Similar to human's decision making, we use a comprehensive state representation including both the current observation and the historical experience. We train the agent using the actor-critic architecture in an end-to-end manner. The agent is evaluated on several popular unseen cropping datasets. Experiment results show that our method achieves the state-of-the-art performance with much fewer candidate windows and much less time compared with previous weakly supervised methods.

[6]: How do humans navigate to target objects in novel scenes? Do we use the semantic functional priors we have built over years to efficiently search and navigate? For example, to search for mugs, we search cabinets near the coffee machine and for fruits we try the fridge. In this work, we focus on incorporating semantic priors in the task of semantic navigation. We propose to use Graph Convolutional Networks for incorporating the prior knowledge into a deep reinforcement learning framework. The agent uses the features from the knowledge graph to predict the actions. For evaluation, we use the AI2-THOR framework. Our experiments show how semantic knowledge improves performance significantly. More importantly, we show improvement in generalization to unseen scenes and or objects. The supplementary video can be accessed at the following link: this https URL .
. Reinforcement learning (RL) has benefited many fields of computer vision, such as image cropping [5] and visual semantic navigation [6] . Regarding the optimization policy, RL can be categorized into the value-based methods, policy-based methods, and their hybrids. The value-based methods ( , deep Q-learning [1] ) are good at solving the problems in low dimensional discrete action space, but they fail in high dimensional continuous space. Although the policy-based methods ( , policy gradient [3] ) are capable to deal with the problems in continuous space, they suffer from high variance of gradient estimation. The hybrid methods, such as Actor-Critic algorithms [4] , combine their advantages and are capable for both of discrete and continuous action spaces. Moreover, by exploiting asynchronous updating, the Asynchronous Advantage Actor-Critic (A3C) algorithm [2] has largely improved the training efficiency. Therefore, we adopt the A3C algorithm to optimize both of our RG agent in continuous action space and our FD agent in discrete action space.