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.

Q: We show that collaborative filtering can be viewed as a sequence prediction problem, and that given this interpretation, recurrent neural networks offer very competitive approach. In particular we study how the long short-term memory (LSTM) can be applied to collaborative filtering, and how it compares to standard nearest neighbors and matrix factorization methods on movie recommendation. We show that the LSTM is competitive in all aspects, and largely outperforms other methods in terms of item coverage and short term predictions.

A: Collaborative Filtering with Recurrent Neural Networks
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Q: Graphs are a useful abstraction of image content. Not only can graphs represent details about individual objects in a scene but they can capture the interactions between pairs of objects. We present a method for training a convolutional neural network such that it takes in an input image and produces a full graph. This is done end-to-end in a single stage with the use of associative embeddings. The network learns to simultaneously identify all of the elements that make up a graph and piece them together. We benchmark on the Visual Genome dataset, and report a Recall@50 of 9.7% compared to the prior state-of-the-art at 3.4%, a nearly threefold improvement on the challenging task of scene graph generation.

A: Pixels to Graphs by Associative Embedding
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Q: Online model-free reinforcement learning (RL) methods with continuous actions are playing a prominent role when dealing with real-world applications such as Robotics. However, when confronted to non-stationary environments, these methods crucially rely on an exploration-exploitation trade-off which is rarely dynamically and automatically adjusted to changes in the environment. Here we propose an active exploration algorithm for RL in structured (parameterized) continuous action space. This framework deals with a set of discrete actions, each of which is parameterized with continuous variables. Discrete exploration is controlled through a Boltzmann softmax function with an inverse temperature β parameter. In parallel, a Gaussian exploration is applied to the continuous action parameters. We apply a meta-learning algorithm based on the comparison between variations of short-term and long-term reward running averages to simultaneously tune β and the width of the Gaussian distribution from which continuous action parameters are drawn. When applied to a simple virtual human-robot interaction task, we show that this algorithm outperforms continuous parameterized RL both without active exploration and with active exploration based on uncertainty variations measured by a Kalman-Q-learning algorithm.

A:
Active exploration in parameterized reinforcement learning
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