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: Cooperative games model the allocation of profit from joint actions, following considerations such as stability and fairness. We propose the reliability extension of such games, where agents may fail to participate in the game. In the reliability extension, each agent only “survives” with a certain probability, and a coalition’s value is the probability that its surviving members would be a winning coalition in the base game. We study prominent solution concepts in such games, showing how to approximate the Shapley value and how to compute the core in games with few agent types. We also show that applying the reliability extension may stabilize the game, making the core non-empty even when the base game has an empty core.
Example Output: Solving Cooperative Reliability Games

Example Input: Metric learning has been shown to be highly effective to improve the performance of nearest neighbor classification. In this paper, we address the problem of metric learning for symmetric positive definite (SPD) matrices such as covariance matrices, which arise in many real-world applications. Naively using standard Mahalanobis metric learning methods under the Euclidean geometry for SPD matrices is not appropriate, because the difference of SPD matrices can be a non-SPD matrix and thus the obtained solution can be uninterpretable. To cope with this problem, we propose to use a properly parameterized LogEuclidean distance and optimize the metric with respect to kernel-target alignment, which is a supervised criterion for kernel learning. Then the resulting non-trivial optimization problem is solved by utilizing the Riemannian geometry. Finally, we experimentally demonstrate the usefulness of our LogEuclidean metric learning algorithm on real-world classification tasks for EEG signals and texture patches.
Example Output: Supervised LogEuclidean Metric Learning for Symmetric Positive Definite Matrices

Example Input: Monte Carlo Tree Search (MCTS) has improved the performance of game engines in domains such as Go, Hex, and general game playing. MCTS has been shown to outperform classic αβ search in games where good heuristic evaluations are difficult to obtain. In recent years, combining ideas from traditional minimax search in MCTS has been shown to be advantageous in some domains, such as Lines of Action, Amazons, and Breakthrough. In this paper, we propose a new way to use heuristic evaluations to guide the MCTS search by storing the two sources of information, estimated win rates and heuristic evaluations, separately. Rather than using the heuristic evaluations to replace the playouts, our technique backs them up implicitly during the MCTS simulations. These minimax values are then used to guide future simulations. We show that using implicit minimax backups leads to stronger play performance in Kalah, Breakthrough, and Lines of Action.
Example Output:
Monte Carlo Tree Search with Heuristic Evaluations using Implicit Minimax Backups