TASK DEFINITION: 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.
PROBLEM: As the education fees are becoming more expensive, more students apply for scholarships. Consequently, hundreds and even thousands of applications need to be handled by the sponsor. To solve the problems, some alternatives based on several attributes (criteria) need to be selected. In order to make a decision on such fuzzy problems, Fuzzy Multiple Attribute Decision Making (FMDAM) can be applied. In this study, Unified Modeling Language (UML) in FMADM with TOPSIS and Weighted Product (WP) methods is applied to select the candidates for academic and non-academic scholarships at Universitas Islam Negeri Sunan Kalijaga. Data used were a crisp and fuzzy data. The results show that TOPSIS and Weighted Product FMADM methods can be used to select the most suitable candidates to receive the scholarships since the preference values applied in this method can show applicants with the highest eligibility. Keyword: Fuzzy Multiple Attribute Decision Making, TOPSIS, Weighted Product, Scholarship

SOLUTION: A Fuzzy Topsis Multiple-Attribute Decision Making for Scholarship Selection

PROBLEM: <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.

SOLUTION: No-Regret Learning in Repeated Bayesian Games

PROBLEM: Recently, there have been several promising methods to generate realistic imagery from deep convolutional networks. These methods sidestep the traditional computer graphics rendering pipeline and instead generate imagery at the pixel level by learning from large collections of photos (e.g. faces or bedrooms). However, these methods are of limited utility because it is difficult for a user to control what the network produces. In this paper, we propose a deep adversarial image synthesis architecture that is conditioned on coarse sketches and sparse color strokes to generate realistic cars, bedrooms, or faces. We demonstrate a sketch based image synthesis system which allows users to scribble over the sketch to indicate preferred color for objects. Our network can then generate convincing images that satisfy both the color and the sketch constraints of user. The network is feed-forward which allows users to see the effect of their edits in real time. We compare to recent work on sketch to image synthesis and show that our approach can generate more realistic, more diverse, and more controllable outputs. The architecture is also effective at user-guided colorization of grayscale images.

SOLUTION:
Scribbler: Controlling Deep Image Synthesis with Sketch and Color