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.

Input: Consider Input: Online media offers opportunities to marketers to deliver brand messages to a large audience. Advertising technology platforms enables the advertisers to find the proper group of audiences and deliver ad impressions to them in real time. The recent growth of the real time bidding has posed a significant challenge on monitoring such a complicated system. With so many components we need a reliable system that detects the possible changes in the system and alerts the engineering team. In this paper we describe the mechanism that we invented for recovering the representative metrics and detecting the change in their behavior. We show that this mechanism is able to detect the possible problems in time by describing some incident cases.

Output: Finding Needle in a Million Metrics: Anomaly Detection in a Large-scale Computational Advertising Platform


Input: Consider Input: We study the problem of Robust Least Squares Regression (RLSR) where several response variables can be adversarially corrupted. More specifically, for a data matrix X ∈ Rp×n and an underlying model w∗, the response vector is generated as y = XTw∗+b where b ∈ R is the corruption vector supported over at most C ·n coordinates. Existing exact recovery results for RLSR focus solely on L1-penalty based convex formulations and impose relatively strict model assumptions such as requiring the corruptions b to be selected independently of X. In this work, we study a simple hard-thresholding algorithm called Torrent which, under mild conditions on X, can recover w∗ exactly even if b corrupts the response variables in an adversarial manner, i.e. both the support and entries of b are selected adversarially after observing X and w∗. Our results hold under deterministic assumptions which are satisfied if X is sampled from any sub-Gaussian distribution. Finally unlike existing results that apply only to a fixed w∗, generated independently of X, our results are universal and hold for any w∗ ∈ R. Next, we propose gradient descent-based extensions of Torrent that can scale efficiently to large scale problems, such as high dimensional sparse recovery and prove similar recovery guarantees for these extensions. Empirically we find Torrent, and more so its extensions, offering significantly faster recovery than the state-of-the-art L1 solvers. For instance, even on moderate-sized datasets (with p = 50K) with around 40% corrupted responses, a variant of our proposed method called Torrent-HYB is more than 20× faster than the best L1 solver. “If among these errors are some which appear too large to be admissible, then those equations which produced these errors will be rejected, as coming from too faulty experiments, and the unknowns will be determined by means of the other equations, which will then give much smaller errors.” A. M. Legendre, On the Method of Least Squares. 1805.

Output: Robust Regression via Hard Thresholding


Input: Consider Input: A commonly used technique for managing AI complexity in real-time strategy (RTS) games is to use action and/or state abstractions. High-level abstractions can often lead to goodions. High-level abstractions can often lead to good strategic decision making, but tactical decision quality may suffer due to lost details. A competing method is to sample the search space which often leads to good tactical performance in simple scenarios, but poor high-level planning. We propose to use a deep convolutional neural network (CNN) to select among a limited set of abstract action choices, and to utilize the remaining computation time for game tree search to improve low level tactics. The CNN is trained by supervised learning on game states labelled by Puppet Search, a strategic search algorithm that uses action abstractions. The network is then used to select a script — anions. The network is then used to select a script — an abstract action — to produce low level actions for all units.action — to produce low level actions for all units. Subsequently, the game tree search algorithm improves the tactical actions of a subset of units using a limited view of the game state only considering units close to opponent units. Experiments in the μRTS game show that the combined algorithm results in higher win-rates than either of its two independent components and other state-of-the-art μRTS agents. To the best of our knowledge, this is the first successful application of a convolutional network to play a full RTS game on standard game maps, as previous work has focused on subproblems, such as combat, or on very small maps.


Output: Combining Strategic Learning and Tactical Search in Real-Time Strategy Games