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 Input:
Dawid, Kjrerulff & Lauritzen (1994) provided a preliminary description of a hybrid between Monte-Carlo sampling methods and exact lo­ cal computations in junction trees. Utiliz­ ing the strengths of both methods, such hy­ brid inference methods has the potential of expanding the class of problems which can be solved under bounded resources as well as solving problems which otherwise resist ex­ act solutions. The paper provides a detailed description of a particular instance of such a hybrid scheme; namely, combination of ex­ act inference and Gibbs sampling in discrete Bayesian networks. We argue that this com­ bination calls for an extension of the usual message passing scheme of ordinary junction trees.

Ex Output:
HUGS: Combining Exact Inference and Gibbs Sampling in Junction Trees


Ex Input:
We present an approach for the detection of coordinateterm relationships between entities from the software domain, that refer to Java classes. Usually, relations are found by examining corpus statistics associated with text entities. In some technical domains, however, we have access to additional information about the real-world objects named by the entities, suggesting that coupling information about the “grounded” entities with corpus statistics might lead to improved methods for relation discovery. To this end, we develop a similarity measure for Java classes using distributional information about how they are used in software, which we combine with corpus statistics on the distribution of contexts in which the classes appear in text. Using our approach, cross-validation accuracy on this dataset can be improved dramatically, from around 60% to 88%. Human labeling results show that our classifier has an F1 score of 86% over the top 1000 predicted pairs.

Ex Output:
Grounded Discovery of Coordinate Term Relationships between Software Entities


Ex Input:
Algorithms that generate computer game content require game design knowledge. We present an approach to automatically learn game design knowledge for level design from gameplay videos. We further demonstrate how the acquired design knowledge can be used to generate sections of game levels. Our approach involves parsing video of people playing a game to detect the appearance of patterns of sprites and utilizing machine learning to build a probabilistic model of sprite placement. We show how rich game design information can be automatically parsed from gameplay videos and represented as a set of generative probabilistic models. We use Super Mario Bros. as a proof of concept. We evaluate our approach on a measure of playability and stylistic similarity to the original levels as represented in the gameplay videos.

Ex Output:

Toward Game Level Generation from Gameplay Videos