In this task, you are given a part of an article. Your task is to generate headline (title) for this text. Preferred headlines are under fifteen words.

[EX Q]: Warehouse is one of the important aspects of a company. Therefore, it is necessary to improve Warehouse Management System (WMS) to have a simple function that can determine the layout of the storage goods. In this paper we propose an improved warehouse layout method based on ant colony algorithm and backtracking algorithm. The method works on two steps. First, it generates a solutions parameter tree from backtracking algorithm. Then second, it deducts the solutions parameter by using a combination of ant colony algorithm and backtracking algorithm. This method was tested by measuring the time needed to build the tree and to fill up the space using two scenarios. The method needs 0.294 to 33.15 seconds to construct the tree and 3.23 seconds (best case) to61.41 minutes (worst case) to fill up the warehouse. This method is proved to be an attractive alternative solution for warehouse layout system. Keywords—warehouse layout; block stacking method; ant colony algorithm; backtracking algorithm.
[EX A]: Warehouse Layout Method Based on Ant Colony and Backtracking Algorithm

[EX Q]: Deep reinforcement learning (RL) can acquire complex behaviors from low-level inputs, such as images. However, real-world applications of such methods require generalizing to the vast variability of the real world. Deep networks are known to achieve remarkable generalization when provided with massive amounts of labeled data, but can we provide this breadth of experience to an RL agent, such as a robot? The robot might continuously learn as it explores the world around it, even while it is deployed and performing useful tasks. However, this learning requires access to a reward function, to tell the agent whether it is succeeding or failing at its task. Such reward functions are often hard to measure in the real world, especially in domains such as robotics and dialog systems, where the reward could depend on the unknown positions of objects or the emotional state of the user. On the other hand, it is often quite practical to provide the agent with reward functions in a limited set of situations, such as when a human supervisor is present, or in a controlled laboratory setting. Can we make use of this limited supervision, and still benefit from the breadth of experience an agent might collect in the unstructured real world? In this paper, we formalize this problem setting as semisupervised reinforcement learning (SSRL), where the reward function can only be evaluated in a set of “labeled” MDPs, and the agent must generalize its behavior to the wide range of states it might encounter in a set of “unlabeled” MDPs, by using experience from both settings. Our proposed method infers the task objective in the unlabeled MDPs through an algorithm that resembles inverse RL, using the agent’s own prior experience in the labeled MDPs as a kind of demonstration of optimal behavior. We evaluate our method on challenging, continuous control tasks that require control directly from images, and show that our approach can improve the generalization of a learned deep neural network policy by using experience for which no reward function is available. We also show that our method outperforms direct supervised learning of the reward.
[EX A]: GENERALIZING SKILLS WITH SEMI-SUPERVISED REINFORCEMENT LEARNING

[EX Q]: The commonly used Q-learning algorithm combined with function approximation induces systematic overestimations of state-action values. These systematic errors might cause instability, poor performance and sometimes divergence of learning. In this work, we present the AVERAGED TARGET DQN (ADQN) algorithm, an adaptation to the DQN class of algorithms which uses a weighted average over past learned networks to reduce generalization noise variance. As a consequence, this leads to reduced overestimations, more stable learning process and improved performance. Additionally, we analyze ADQN variance reduction along trajectories and demonstrate the performance of ADQN on a toy Gridworld problem, as well as on several of the Atari 2600 games from the Arcade Learning Environment.
[EX A]:
Deep Reinforcement Learning with Averaged Target DQN