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: We address a challenging fine-grain classification problem: recognizing a font style from an image of text. In this task, it is very easy to generate lots of rendered font examples but very hard to obtain real-world labeled images. This realto-synthetic domain gap caused poor generalization to new real data in previous methods (Chen et al. (2014)). In this paper, we refer to Convolutional Neural Networks, and use an adaptation technique based on a Stacked Convolutional AutoEncoder that exploits unlabeled real-world images combined with synthetic data. The proposed method achieves an accuracy of higher than 80% (top-5) on a realworld dataset.

A: REAL-WORLD FONT RECOGNITION USING DEEP NET-
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Q: The recently introduced Deep Q-Networks (DQN) algorithm has gained attention as one of the first successful combinations of deep neural networks and reinforcement learning. Its promise was demonstrated in the Arcade Learning Environment (ALE), a challenging framework composed of dozens of Atari 2600 games used to evaluate general competency in AI. It achieved dramatically better results than earlier approaches, showing that its ability to learn good representations is quite robust and general. This paper attempts to understand the principles that underly DQN's impressive performance and to better contextualize its success. We systematically evaluate the importance of key representational biases encoded by DQN's network by proposing simple linear representations that make use of these concepts. Incorporating these characteristics, we obtain a computationally practical feature set that achieves competitive performance to DQN in the ALE. Besides offering insight into the strengths and weaknesses of DQN, we provide a generic representation for the ALE, significantly reducing the burden of learning a representation for each game. Moreover, we also provide a simple, reproducible benchmark for the sake of comparison to future work in the ALE.

A: State of the Art Control of Atari Games Using Shallow Reinforcement Learning
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Q: This paper presents a simple end-to-end model for speech recognition, combining a convolutional network based acoustic model and a graph decoding. It is trained to output letters, with transcribed speech, without the need for force alignment of phonemes. We introduce an automatic segmentation criterion for training from sequence annotation without alignment that is on par with CTC [6] while being simpler. We show competitive results in word error rate on the Librispeech corpus [18] with MFCC features, and promising results from raw waveform.

A:
Wav2Letter: an End-to-End ConvNet-based Speech Recognition System
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