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: More and more of the information on the web is dialogic, from Facebook newsfeeds, to forum conversations, to comment threads on news articles. In contrast to traditional, monologic Natural Language Processing resources such as news, highly social dialogue is frequent in social media, making it a challenging context for NLP. This paper tests a bootstrapping method, originally proposed in a monologic domain, to train classifiers to identify two different types of subjective language in dialogue: sarcasm and nastiness. We explore two methods of developing linguistic indicators to be used in a first level classifier aimed at maximizing precision at the expense of recall. The best performing classifier for the first phase achieves 54% precision and 38% recall for sarcastic utterances. We then use general syntactic patterns from previous work to create more general sarcasm indicators, improving precision to 62% and recall to 52%. To further test the generality of the method, we then apply it to bootstrapping a classifier for nastiness dialogic acts. Our first phase, using crowdsourced nasty indicators, achieves 58% precision and 49% recall, which increases to 75% precision and 62% recall when we bootstrap over the first level with generalized syntactic patterns.
Example Output: Really? Well. Apparently Bootstrapping Improves the Performance of Sarcasm and Nastiness Classifiers for Online Dialogue

Example Input: This paper investigates neural characterbased morphological tagging for languages with complex morphology and large tag sets. We systematically explore a variety of neural architectures (DNN, CNN, CNNHighway, LSTM, BLSTM) to obtain character-based word vectors combined with bidirectional LSTMs to model across-word context in an end-to-end setting. We explore supplementary use of word-based vectors trained on large amounts of unlabeled data. Our experiments for morphological tagging suggest that for ”simple” model configurations, the choice of the network architecture (CNN vs. CNNHighway vs. LSTM vs. BLSTM) or the augmentation with pre-trained word embeddings can be important and clearly impact the accuracy. Increasing the model capacity by adding depth, for example, and carefully optimizing the neural networks can lead to substantial improvements, and the differences in accuracy (but not training time) become much smaller or even negligible. Overall, our best morphological taggers for German and Czech outperform the best results reported in the literature by a large margin.
Example Output: Neural Morphological Tagging from Characters for Morphologically Rich Languages

Example Input: Since Alan Turing envisioned Artificial Intelligence (AI) [1], a major driving force behind technical progress has been competition with human cognition. Historical milestones have been frequently associated with computers matching or outperforming humans in difficult cognitive tasks (e.g. face recognition [2], personality classification [3], driving cars [4], or playing video games [5]), or defeating humans in strategic zero-sum encounters (e.g. Chess [6], Checkers [7], Jeopardy! [8], Poker [9], or Go [10]). In contrast, less attention has been given to developing autonomous machines that establish mutually cooperative relationships with people who may not share the machine’s preferences. A main challenge has been that human cooperation does not require sheer computational power, but rather relies on intuition [11], cultural norms [12], emotions and signals [13, 14, 15, 16], and pre-evolved dispositions toward cooperation [17], common-sense mechanisms that are difficult to encode in machines for arbitrary contexts. Here, we combine a state-of-the-art machine-learning algorithm with novel mechanisms for generating and acting on signals to produce a new learning algorithm that cooperates with people and other machines at levels that rival human cooperation in a variety of two-player repeated stochastic games. This is the first general-purpose algorithm that is capable, given a description of a previously unseen game environment, of learning to cooperate with people within short timescales in scenarios previously unanticipated by algorithm designers. This is achieved without complex opponent modeling or higher-order theories of mind, thus showing that flexible, fast, and general human-machine cooperation is computationally achievable using a non-trivial, but ultimately simple, set of algorithmic mechanisms. ∗Correspondence should be addressed to crandall@cs.byu.edu and irahwan@mit.edu ar X iv :1 70 3. 06 20 7v 1 [ cs .A I] 1 7 M ar 2 01 7
Example Output:
Cooperating with Machines