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: Reducing the amount of human supervision is a key problem in machine learning and a natural approach is that of exploiting the relations (structure) among different tasks. This is the idea at the core of multi-task learning. In this context a fundamental question is how to incorporate the tasks structure in the learning problem. We tackle this question by studying a general computational framework that allows to encode a-priori knowledge of the tasks structure in the form of a convex penalty; in this setting a variety of previously proposed methods can be recovered as special cases, including linear and non-linear approaches. Within this framework, we show that tasks and their structure can be efficiently learned considering a convex optimization problem that can be approached by means of block coordinate methods such as alternating minimization and for which we prove convergence to the global minimum.

A: Convex Learning of Multiple Tasks and their Structure
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Q: Machine learning systems trained on user-provided data are susceptible to data poisoning attacks, whereby malicious users inject false training data with the aim of corrupting the learned model. While recent work has proposed a number of attacks and defenses, little is understood about the worst-case loss of a defense in the face of a determined attacker. We address this by constructing approximate upper bounds on the loss across a broad family of attacks, for defenders that first perform outlier removal followed by empirical risk minimization. Our bound comes paired with a candidate attack that nearly realizes the bound, giving us a powerful tool for quickly assessing defenses on a given dataset. Empirically, we find that even under a simple defense, the MNIST-1-7 and Dogfish datasets are resilient to attack, while in contrast the IMDB sentiment dataset can be driven from 12% to 23% test error by adding only 3% poisoned data.

A: Certified Defenses for Data Poisoning Attacks
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Q: Multiplayer Online Battle Arena (MOBA) is one of the most played game genres nowadays. With the increasing growth of this genre, it becomes necessary to develop effective intelligent agents to play alongside or against human players. In this paper we address the problem of agent development for MOBA games. We implement a two-layered architecture agent that handles both navigation and game mechanics. This architecture relies on the use of Influence Maps, a widely used approach for tactical analysis. Several experiments were performed using League of Legends as a testbed, and show promising results in this highly dynamic real-time context.

A:
On the Development of Intelligent Agents for MOBA Games
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