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.
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Question: Recurrent neural networks scale poorly due to the intrinsic difficulty in parallelizing their state computations. For instance, the forward pass computation of ht is blocked until the entire computation of ht−1 finishes, which is a major bottleneck for parallel computing. In this work, we propose an alternative RNN implementation by deliberately simplifying the state computation and exposing more parallelism. The proposed recurrent unit operates as fast as a convolutional layer and 5-10x faster than cuDNN-optimized LSTM. We demonstrate the unit’s effectiveness across a wide range of applications including classification, question answering, language modeling, translation and speech recognition. We open source our implementation in PyTorch and CNTK1.

Answer: Training RNNs as Fast as CNNs


Question: The ability of an Evolutionary Algorithm (EA) to find a global optimal solution depends on its capacity to find a good rate between exploitation of found-so-far elements and exploration of the search space. Inspired by natural phenomena, researchers have developed many successful evolutionary algorithms which, at original versions, define operators that mimic the way nature solves complex problems, with no actual consideration of the explorationexploitation balance. In this paper, a novel nature-inspired algorithm called the States of Matter Search (SMS) is introduced. The SMS algorithm is based on the simulation of the states of matter phenomenon. In SMS, individuals emulate molecules which interact to each other by using evolutionary operations which are based on the physical principles of the thermal-energy motion mechanism. The algorithm is devised by considering each state of matter at one different exploration–exploitation ratio. The evolutionary process is divided into three phases which emulate the three states of matter: gas, liquid and solid. In each state, molecules (individuals) exhibit different movement capacities. Beginning from the gas state (pure exploration), the algorithm modifies the intensities of exploration and exploitation until the solid state (pure exploitation) is reached. As a result, the approach can substantially improve the balance between exploration–exploitation, yet preserving the good search capabilities of an evolutionary approach. To illustrate the proficiency and robustness of the proposed algorithm, it is compared to other well-known evolutionary methods including novel variants that incorporate diversity preservation schemes. The comparison examines several standard benchmark functions which are commonly considered within the EA field. Experimental results show that the proposed method achieves a good performance in comparison to its counterparts as a consequence of its better exploration–exploitation balance.

Answer: An optimization algorithm inspired by the States of Matter that improves the balance between exploration and exploitation


Question: 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.

Answer:
The VGLC: The Video Game Level Corpus