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.

Example Input: In this paper, we propose a method which uses semi-supervised convolutional neural networks (CNNs) to select in-domain training data for statistical machine translation. This approach is particularly effective when only tiny amounts of in-domain data are available. The in-domain data and randomly sampled general-domain data are used to train a data selection model with semi-supervised CNN, then this model computes domain relevance scores for all the sentences in the generaldomain data set. The sentence pairs with top scores are selected to train the system. We carry out experiments on 4 language directions with three test domains. Compared with strong baseline systems trained with large amount of data, this method can improve the performance up to 3.1 BLEU. Its performances are significant better than three state-of-the-art language model based data selection methods. We also show that the in-domain data used to train the selection model could be as few as 100 sentences, which makes finegrained topic-dependent translation adaptation possible.
Example Output: Semi-supervised Convolutional Networks for Translation Adaptation with Tiny Amount of In-domain Data

Example Input: Korf, Reid, and Edelkamp introduced a formula to predict the number of nodes IDA* will expand on a single iteration for a given consistent heuristic, and experimentally demonstrated that it could make very accurate predictions. In this paper we show that, in addition to requiring the heuristic to be consistent, their formula’s predictions are accurate only at levels of the brute-force search tree where the heuristic values obey the unconditional distribution that they defined and then used in their formula. We then propose a new formula that works well without these requirements, i.e., it can make accurate predictions of IDA*’s performance for inconsistent heuristics and if the heuristic values in any level do not obey the unconditional distribution. In order to achieve this we introduce the conditional distribution of heuristic values which is a generalization of their unconditional heuristic distribution. We also provide extensions of our formula that handle individual start states and the augmentation of IDA* with bidirectional pathmax (BPMX), a technique for propagating heuristic values when inconsistent heuristics are used. Experimental results demonstrate the accuracy of our new method and all its variations.
Example Output: Predicting the Performance of IDA* using Conditional Distributions

Example Input: This short paper concerns discretization schemes for representing and computing approximate Nash equilibria, with emphasis on graphical games, but briefly touching on normal-form and poly-matrix games. The main technical contribution is a representation theorem that informally states that to account for every exact Nash equilibrium using a nearby approximate Nash equilibrium on a grid over mixed strategies, a uniform discretization size linear on the inverse of the approximation quality and natural game-representation parameters suffices. For graphical games, under natural conditions, the discretization is logarithmic in the game-representation size, a substantial improvement over the linear dependency previously required. The paper has five other objectives: (1) given the venue, to highlight the important, but often ignored, role that work on constraint networks in AI has in simplifying the derivation and analysis of algorithms for computing approximate Nash equilibria; (2) to summarize the state-of-the-art on computing approximate Nash equilibria, with emphasis on relevance to graphical games; (3) to help clarify the distinction between sparse-discretization and sparse-support techniques; (4) to illustrate and advocate for the deliberate mathematical simplicity of the formal proof of the representation theorem; and (5) to list and discuss important open problems, emphasizing graphical-game generalizations, which the AI community is most suitable to solve.
Example Output:
On Sparse Discretization for Graphical Games