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: Recent years have witnessed increasing interest in the potential benefits of ‘intelligent’ autonomous machines such as robots. Honda’s Asimo humanoid robot, iRobot’s Roomba robot vacuum cleaner and Google’s driverless cars have fired the imagination of the general public, and social media buzz with speculation about a utopian world of helpful robot assistants or the coming robot apocalypse! However, there is a long way to go before autonomous systems reach the level of capabilities required for even the simplest of tasks involving human-robot interaction especially if it involves communicative behaviour such as speech and language. Of course the field of Artificial Intelligence (AI) has made great strides in these areas, and has moved on from abstract high-level rule-based paradigms to embodied architectures whose operations are grounded in real physical environments. What is still missing, however, is an overarching theory of intelligent communicative behaviour that informs system-level design decisions in order to provide a more coherent approach to system integration. This chapter introduces the beginnings of such a framework inspired by the principles of Perceptual Control Theory (PCT). In particular, it is observed that PCT has hitherto tended to view perceptual processes as a relatively straightforward series of transformations from sensation to perception, and has overlooked the potential of powerful generative model-based solutions that have emerged in practical fields such as visual or auditory scene analysis. Starting from first principles, a sequence of arguments is presented which not only shows how these ideas might be integrated into PCT, but which also extend PCT towards a remarkably symmetric architecture for a needs-driven communicative agent. It is concluded that, if behaviour is the control of perception (the central tenet of PCT), then perception (at least for communicative agents) is the simulation of behaviour.
Example Output: PCT and Beyond: Towards a Computational Framework for ‘Intelligent’ Communicative Systems

Example Input: <lb>Recent price-of-anarchy analyses of games of complete information suggest that coarse correlated<lb>equilibria, which characterize outcomes resulting from no-regret learning dynamics, have near-optimal<lb>welfare. This work provides two main technical results that lift this conclusion to games of incomplete<lb>information, a.k.a., Bayesian games. First, near-optimal welfare in Bayesian games follows directly from<lb>the smoothness-based proof of near-optimal welfare in the same game when the private information<lb>is public. Second, no-regret learning dynamics converge to Bayesian coarse correlated equilibrium in<lb>these incomplete information games. These results are enabled by interpretation of a Bayesian game<lb>as a stochastic game of complete information.
Example Output: No-Regret Learning in Repeated Bayesian Games

Example Input: We present DEFEXT, an easy to use semi supervised Definition Extraction Tool. DEFEXT is designed to extract from a target corpus those textual fragments where a term is explicitly mentioned together with its core features, i.e. its definition. It works on the back of a Conditional Random Fields based sequential labeling algorithm and a bootstrapping approach. Bootstrapping enables the model to gradually become more aware of the idiosyncrasies of the target corpus. In this paper we describe the main components of the toolkit as well as experimental results stemming from both automatic and manual evaluation. We release DEFEXT as open source along with the necessary files to run it in any Unix machine. We also provide access to training and test data for immediate use.
Example Output:
DEFEXT: A Semi Supervised Definition Extraction Tool