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: The paper analyzes the interaction between humans and computers in terms of response time in solving the image-based CAPTCHA. In particular, the analysis focuses on the attitude of the different Internet users in easily solving four different types of image-based CAPTCHAs which include facial expressions like: animated character, old woman, surprised face, worried face. To pursue this goal, an experiment is realized involving 100 Internet users in solving the four types of CAPTCHAs, differentiated by age, Internet experience, and education level. The response times are collected for each user. Then, association rules are extracted from user data, for evaluating the dependence of the response time in solving the CAPTCHA from age, education level and experience in internet usage by statistical analysis. The results implicitly capture the users' psychological states showing in what states the users are more sensible. It reveals to be a novelty and a meaningful analysis in the state-of-the-art.

SOLUTION: Analysis of the Human-Computer Interaction on the Example of Image-based CAPTCHA by Association Rule Mining

PROBLEM: 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.

SOLUTION: State of the Art Control of Atari Games Using Shallow Reinforcement Learning

PROBLEM: Explaining adaptive behavior is a central problem in artificial intelligence research. Here we formalize adaptive agents as mixture distributions over sequences of inputs and outputs (I/O). Each distribution of the mixture constitutes a 'possible world', but the agent does not know which of the possible worlds it is actually facing. The problem is to adapt the I/O stream in a way that is compatible with the true world. A natural measure of adaptation can be obtained by the KullbackLeibler (KL) divergence between the I/O distribution of the true world and the I/O distribution expected by the agent that is uncertain about possible worlds. In the case of pure input streams, the Bayesian mixture provides a well-known solution for this problem. We show, however, that in the case of I/O streams this solution breaks down, because outputs are issued by the agent itself and require a different probabilistic syntax as provided by intervention calculus. Based on this calculus, we obtain a Bayesian control rule that allows modeling adaptive behavior with mixture distributions over I/O streams. This rule might allow for a novel approach to adaptive control based on a minimum KLprinciple.

SOLUTION:
A Bayesian Rule for Adaptive Control based on Causal Interventions