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: The paper analyzes the interaction between humans and computers in terms of response time in solving the image-based CAPTCHA. In particular, the analysis focuses on the attitude of the different Internet users in easily solving four different types of image-based CAPTCHAs which include facial expressions like: animated character, old woman, surprised face, worried face. To pursue this goal, an experiment is realized involving 100 Internet users in solving the four types of CAPTCHAs, differentiated by age, Internet experience, and education level. The response times are collected for each user. Then, association rules are extracted from user data, for evaluating the dependence of the response time in solving the CAPTCHA from age, education level and experience in internet usage by statistical analysis. The results implicitly capture the users’ psychological states showing in what states the users are more sensible. It reveals to be a novelty and a meaningful analysis in the state-of-the-art.

A: Analysis of the Human-Computer Interaction on the Example of Image-based CAPTCHA by Association Rule Mining
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Q: In this research we address the problem of capturing recurring concepts in a data stream environment. Recurrence capture enables the re-use of previously learned classifiers without the need for re-learning while providing for better accuracy during the concept recurrence interval. We capture concepts by applying the Discrete Fourier Transform (DFT) to Decision Tree classifiers to obtain highly compressed versions of the trees at concept drift points in the stream and store such trees in a repository for future use. Our empirical results on real world and synthetic data exhibiting varying degrees of recurrence show that the Fourier compressed trees are more robust to noise and are able to capture recurring concepts with higher precision than a meta learning approach that chooses to re-use classifiers in their originally occurring form.

A: Mining Recurrent Concepts in Data Streams using the Discrete Fourier Transform
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Q: In this paper, we propose the deep reinforcement relevance network (DRRN), a novel deep architecture, for handling an unbounded action space with applications to language understanding for text-based games. For a particular class of games, a user must choose among a variable number of actions described by text, with the goal of maximizing long-term reward. In these games, the best action is typically that which fits the best to the current situation (modeled as a state in the DRRN), also described by text. Because of the exponential complexity of natural language with respect to sentence length, there is typically an unbounded set of unique actions. Therefore, it is very difficult to pre-define the action set as in the deep Q-network (DQN). To address this challenge, the DRRN extracts high-level embedding vectors from the texts that describe states and actions, respectively, and computes the inner products between the state and action embedding vectors to approximate the Q-function. We evaluate the DRRN on two popular text games, showing superior performance over the DQN.

A:
DEEP REINFORCEMENT LEARNING WITH AN UNBOUNDED ACTION SPACE
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