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.
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Question: This paper is about reducing influence dia­ gram (ID) evaluation into Bayesian network (BN) inference problems. Such reduction is interesting because it enables one to read­ ily use one's favorite BN inference algorithm to efficiently evaluate IDs. Two such reduc­ tion methods have been proposed previously (Cooper 1988, Shachter and Peot 1992). This paper proposes a new method. The BN in­ ference problems induced by the mew method are much easier to solve than those induced by the two previous methods.

Answer: Probabilistic Inference in Influence Diagrams


Question: 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.

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


Question: We consider the problem of repeatedly solving a variant of the same dynamic programming problem in successive trials. An instance of the type of problems we consider is to find the optimal binary search tree. At the beginning of each trial, the learner probabilistically chooses a tree with the n keys at the internal nodes and the n+ 1 gaps between keys at the leaves. It is then told the frequencies of the keys and gaps and is charged by the average search cost for the chosen tree. The problem is online because the frequencies can change between trials. The goal is to develop algorithms with the property that their total average search cost (loss) in all trials is close to the total loss of the best tree chosen in hind sight for all trials. The challenge, of course, is that the algorithm has to deal with exponential number of trees. We develop a methodology for tackling such problems for a wide class of dynamic programming algorithms. Our framework allows us to extend online learning algorithms like Hedge [9] and Component Hedge [15] to a significantly wider class of combinatorial objects than was possible before.

Answer:
Online Dynamic Programming