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.

*Correspondence: aljadda@uga.edu 1Department of Computer Science, University of Georgia, Athens,GA, USA Full list of author information is available at the end of the article †Equal contributor Abstract Probabilistic Graphical Models (PGM) are very useful in the fields of machine learning and data mining. The crucial limitation of those models,however, is the scalability. The Bayesian Network, which is one of the most common PGMs used in machine learning and data mining, demonstrates this limitation when the training data consists of random variables, each of them has a large set of possible values. In the big data era, one would expect new extensions to the existing PGMs to handle the massive amount of data produced these days by computers, sensors and other electronic devices. With hierarchical data data that is arranged in a treelike structure with several levels one would expect to see hundreds of thousands or millions of values distributed over even just a small number of levels. When modeling this kind of hierarchical data across large data sets, Bayesian Networks become infeasible for representing the probability distributions. In this paper we introduce an extension to Bayesian Networks to handle massive sets of hierarchical data in a reasonable amount of time and space. The proposed model achieves perfect precision of 1.0 and high recall of 0.93 when it is used as multi-label classifier for the annotation of mass spectrometry data. On another data set of 1.5 billion search logs provided by CareerBuilder.com the model was able to predict latent semantic relationships between search keywords with accuracy up to 0.80.
Mining Massive Hierarchical Data Using a Scalable Probabilistic Graphical Model

Levels are a key component of many different video games, and a large body of work has been produced on how to procedurally generate game levels. Recently, Machine Learning techniques have been applied to video game level generation towards the purpose of automatically generating levels that have the properties of the training corpus. Towards that end we have made available a corpora of video game levels in an easy to parse format ideal for different machine learning and other game AI research purposes.
The VGLC: The Video Game Level Corpus

Short text messages such as tweets are very noisy and sparse in their use of vocabulary. Traditional textual representations, such as tf-idf, have difficulty grasping the semantic meaning of such texts, which is important in applications such as event detection, opinion mining, news recommendation, etc. We constructed a method based on semantic word embeddings and frequency information to arrive at low-dimensional representations for short texts designed to capture semantic similarity. For this purpose we designed a weight-based model and a learning procedure based on a novel median-based loss function. This paper discusses the details of our model and the optimization methods, together with the experimental results on both Wikipedia and Twitter data. We find that our method outperforms the baseline approaches in the experiments, and that it generalizes well on different word embeddings without retraining. Our method is therefore capable of retaining most of the semantic information in the text, and is applicable out-of-the-box. c © 2016 Elsevier Ltd. All rights reserved.

Representation learning for very short texts using weighted word embedding aggregation