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: Auto-encoders are perhaps the best-known non-probabilistic methods for representation learning. They are conceptually simple and easy to train. Recent theoretical work has shed light on their ability to capture manifold structure, and drawn connections to density modeling. This has motivated researchers to seek ways of auto-encoder scoring, which has furthered their use in classification. Gated auto-encoders (GAEs) are an interesting and flexible extension of auto-encoders which can learn transformations among different images or pixel covariances within images. However, they have been much less studied, theoretically or empirically. In this work, we apply a dynamical systems view to GAEs, deriving a scoring function, and drawing connections to Restricted Boltzmann Machines. On a set of deep learning benchmarks, we also demonstrate their effectiveness for single and multi-label classification.

A: Scoring and Classifying with Gated Auto-encoders
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Q: Problem solving in Answer Set Programming consists of two steps, a first grounding phase, systematically replacing all variables by terms, and a second solving phase computing the stable models of the obtained ground program. An intricate part of both phases is the treatment of aggregates, which are popular language constructs that allow for expressing properties over sets. In this paper, we elaborate upon the treatment of aggregates during grounding in gringo series 4. Consequently, our approach is applicable to grounding based on semi-naive database evaluation techniques. In particular, we provide a series of algorithms detailing the treatment of recursive aggregates and illustrate this by a running example.

A: Grounding Recursive Aggregates: Preliminary Report
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Q: There has been a recent explosion in the capabilities of game-playing artificial intelligence. Many classes of RL tasks, from Atari games to motor control to board games, are now solvable by fairly generic algorithms, based on deep learning, that learn to play from experience with minimal knowledge of the specific domain of interest. In this work, we will investigate the performance of these methods on Super Smash Bros. Melee (SSBM), a popular console fighting game. The SSBM environment has complex dynamics and partial observability, making it challenging for human and machine alike. The multi-player aspect poses an additional challenge, as the vast majority of recent advances in RL have focused on single-agent environments. Nonetheless, we will show that it is possible to train agents that are competitive against and even surpass human professionals, a new result for the multi-player video game setting.

A:
Beating the World’s Best at Super Smash Bros. Melee with Deep Reinforcement Learning
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