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.

[EX Q]: Knowledge graph embedding aims to represent entities and relations in a large-scale knowledge graph as elements in a continuous vector space. Existing methods, e.g., TransE and TransH, learn embedding representation by defining a global margin-based loss function over the data. However, the optimal loss function is determined during experiments whose parameters are examined among a closed set of candidates. Moreover, embeddings over two knowledge graphs with different entities and relations share the same set of candidate loss functions, ignoring the locality of both graphs. This leads to the limited performance of embedding related applications. In this paper, we propose a locally adaptive translation method for knowledge graph embedding, called TransA, to find the optimal loss function by adaptively determining its margin over different knowledge graphs. Experiments on two benchmark data sets demonstrate the superiority of the proposed method, as compared to the-state-of-the-art ones.
[EX A]: Locally Adaptive Translation for Knowledge Graph Embedding

[EX 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.
[EX A]: State of the Art Control of Atari Games Using Shallow Reinforcement Learning

[EX Q]: As robots enter human environments, they will be expected to accomplish a tremendous range of tasks. It is not feasible for robot designers to pre-program these behaviors or know them in advance, so one way to address this is through end-user programming, such as learning from demonstration (LfD). While significant work has been done on the mechanics of enabling robot learning from human teachers, one unexplored aspect is enabling mutual feedback between both the human teacher and robot during the learning process, i.e., implicit learning. In this paper, we explore one aspect of this mutual understanding, grounding sequences, where both a human and robot provide non-verbal feedback to signify their mutual understanding during interaction. We conducted a study where people taught an autonomous humanoid robot a dance, and performed gesture analysis to measure people's responses to the robot during correct and incorrect demonstrations.
[EX A]:
Exploring Implicit Human Responses to Robot Mistakes in a Learning from Demonstration Task