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.

Ex Input:
Structured tabular data is the most commonly used form of data in industry according to a Kaggle ML and DS Survey. Gradient Boosting Trees, Support Vector Machine, Random Forest, and Logistic Regression are typically used for classification tasks on tabular data. The recent work of Super Characters method using two-dimensional word embeddings achieved state-of-the-art results in text classification tasks, showcasing the promise of this new approach. In this paper, we propose the SuperTML method, which borrows the idea of Super Characters method and two-dimensional embeddings to address the problem of classification on tabular data. For each input of tabular data, the features are first projected into two-dimensional embeddings like an image, and then this image is fed into fine-tuned ImageNet CNN models for classification. Experimental results have shown that the proposed SuperTML method have achieved state-of-the-art results on both large and small datasets.

Ex Output:
Deep learning on structured tabular data using two-dimensional word embedding with fine-tuned ImageNet pre-trained CNN model.


Ex Input:
Social dilemmas are situations where individuals face a temptation to increase their payoffs at a cost to total welfare. Building artificially intelligent agents that achieve good outcomes in these situations is important because many real world interactions include a tension between selfish interests and the welfare of others. We show how to modify modern reinforcement learning methods to construct agents that act in ways that are simple to understand, nice (begin by cooperating), provokable (try to avoid being exploited), and forgiving (try to return to mutual cooperation). We show both theoretically and experimentally that such agents can maintain cooperation in Markov social dilemmas. Our construction does not require training methods beyond a modification of self-play, thus if an environment is such that good strategies can be constructed in the zero-sum case (eg. Atari) then we can construct agents that solve social dilemmas in this environment.

Ex Output:
How can we build artificial agents that solve social dilemmas (situations where individuals face a temptation to increase their payoffs at a cost to total welfare)?


Ex Input:
Knowledge bases (KB), both automatically and manually constructed, are often incomplete --- many valid facts can be inferred from the KB by synthesizing existing information. A popular approach to KB completion is to infer new relations by combinatory reasoning over the information found along other paths connecting a pair of entities. Given the enormous size of KBs and the exponential number of paths, previous path-based models have considered only the problem of predicting a missing relation given two entities, or evaluating the truth of a proposed triple. Additionally, these methods have traditionally used random paths between fixed entity pairs or more recently learned to pick paths between them. We propose a new algorithm, MINERVA, which addresses the much more difficult and practical task of answering questions where the relation is known, but only one entity. Since random walks are impractical in a setting with unknown destination and combinatorially many paths from a start node, we present a neural reinforcement learning approach which learns how to navigate the graph conditioned on the input query to find predictive paths. On a comprehensive evaluation on seven knowledge base datasets, we found MINERVA to be competitive with many current state-of-the-art methods.

Ex Output:

We present a RL agent MINERVA which learns to walk on a knowledge graph and answer queries