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: The use of alluring headlines (clickbait) to tempt the readers has become a growing practice nowadays. For the sake of existence in the highly competitive media industry, most of the on-line media including the mainstream ones, have started following this practice. Although the wide-spread practice of clickbait makes the reader’s reliability on media vulnerable, a large scale analysis to reveal this fact is still absent. In this paper, we analyze 1.67 million Facebook posts created by 153 media organizations to understand the extent of clickbait practice, its impact and user engagement by using our own developed clickbait detection model. The model uses distributed sub-word embeddings learned from a large corpus. The accuracy of the model is 98.3%. Powered with this model, we further study the distribution of topics in clickbait and non-clickbait contents.
Example Output: Diving Deep into Clickbaits: Who Use Them to What Extents in Which Topics with What Effects?

Example Input: The problem of sparse rewards is one of the hardest challenges in contemporary reinforcement learning. Hierarchical reinforcement learning (HRL) tackles this problem by using a set of temporally-extended actions, or options, each of which has its own subgoal. These subgoals are normally handcrafted for specific tasks. Here, though, we introduce a generic class of subgoals with broad applicability in the visual domain. Underlying our approach (in common with work using “auxiliary tasks”) is the hypothesis that the ability to control aspects of the environment is an inherently useful skill to have. We incorporate such subgoals in an end-to-end hierarchical reinforcement learning system and test two variants of our algorithm on a number of games from the Atari suite. We highlight the advantage of our approach in one of the hardest games – Montezuma’s revenge – for which the ability to handle sparse rewards is key. Our agent learns several times faster than the current state-of-the-art HRL agent in this game, reaching a similar level of performance.
Example Output: Feature Control as Intrinsic Motivation for Hierarchical Reinforcement Learning

Example Input: Bellemare et al. (2016) introduced the notion of a pseudo-count to generalize count-based exploration to non-tabular reinforcement learning. This pseudo-count is derived from a density model which effectively replaces the count table used in the tabular setting. Using an exploration bonus based on this pseudo-count and a mixed Monte Carlo update applied to a DQN agent was sufficient to achieve state-of-the-art on the Atari 2600 game Montezuma’s Revenge.
Example Output:
Count-Based Exploration with Neural Density Models