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.

Input: Consider Input: Count-based exploration algorithms are known to perform near-optimally when used in conjunction with tabular reinforcement learning (RL) methods for solving small discrete Markov decision processes (MDPs). It is generally thought that count-based methods cannot be applied in high-dimensional state spaces, since most states will only occur once. Recent deep RL exploration strategies are able to deal with high-dimensional continuous state spaces through complex heuristics, often relying on optimism in the face of uncertainty or intrinsic motivation. In this work, we describe a surprising finding: a simple generalization of the classic count-based approach can reach near state-of-the-art performance on various highdimensional and/or continuous deep RL benchmarks. States are mapped to hash codes, which allows to count their occurrences with a hash table. These counts are then used to compute a reward bonus according to the classic count-based exploration theory. We find that simple hash functions can achieve surprisingly good results on many challenging tasks. Furthermore, we show that a domain-dependent learned hash code may further improve these results. Detailed analysis reveals important aspects of a good hash function: 1) having appropriate granularity and 2) encoding information relevant to solving the MDP. This exploration strategy achieves near state-of-the-art performance on both continuous control tasks and Atari 2600 games, hence providing a simple yet powerful baseline for solving MDPs that require considerable exploration.

Output: #Exploration:A Study of Count-Based Explorationfor Deep Reinforcement Learning


Input: Consider Input: In natural-language discourse, related events tend to appear near each other to describe a larger scenario. Such structures can be formalized by the notion of a frame (a.k.a. template), which comprises a set of related events and prototypical participants and event transitions. Identifying frames is a prerequisite for information extraction and natural language generation, and is usually done manually. Methods for inducing frames have been proposed recently, but they typically use ad hoc procedures and are difficult to diagnose or extend. In this paper, we propose the first probabilistic approach to frame induction, which incorporates frames, events, participants as latent topics and learns those frame and event transitions that best explain the text. The number of frames is inferred by a novel application of a split-merge method from syntactic parsing. In end-to-end evaluations from text to induced frames and extracted facts, our method produced state-of-the-art results while substantially reducing engineering effort.

Output: Probabilistic Frame Induction∗


Input: Consider Input: The goal of our research was to enhance local search heuristics used to construct Latin Hypercube Designs. First, we introduce the 1D-move perturbation to improve the space exploration performed by these algorithms. Second, we propose a new evaluation function ψp,σ specifically targeting the Maximin criterion. Exhaustive series of experiments with Simulated Annealing, which we used as a typically well-behaving local search heuristics, confirm that our goal was reached as the result we obtained surpasses the best scores reported in the literature. Furthermore, the ψp,σ function seems very promising for a wide spectrum of optimization problems through the Maximin criterion.


Output: On Simulated Annealing Dedicated to Maximin Latin Hypercube Designs