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 Input:
Many genres of natural language text are narratively structured, a testament to our predilection for organizing our experiences as narratives. There is broad consensus that understanding a narrative requires identifying and tracking the goals and desires of the characters and their narrative outcomes. However, to date, there has been limited work on computational models for this problem. We introduce a new dataset, DesireDB, which includes goldstandard labels for identifying statements of desire, textual evidence for desire fulfillment, and annotations for whether the stated desire is fulfilled given the evidence in the narrative context. We report experiments on tracking desire fulfillment using different methods, and show that LSTM Skip-Thought model achieves F-measure of 0.7 on our corpus.

Ex Output:
Modelling Protagonist Goals and Desires in First-Person Narrative

Ex Input:
Count-based exploration algorithms are known to perform near-optimally when used in conjunction with tabular reinforcement learning (RL) methods for solving small discrete Markov decision processes (MDPs). It is generally thought that count-based methods cannot be applied in high-dimensional state spaces, since most states will only occur once. Recent deep RL exploration strategies are able to deal with high-dimensional continuous state spaces through complex heuristics, often relying on optimism in the face of uncertainty or intrinsic motivation. In this work, we describe a surprising finding: a simple generalization of the classic count-based approach can reach near state-of-the-art performance on various highdimensional and/or continuous deep RL benchmarks. States are mapped to hash codes, which allows to count their occurrences with a hash table. These counts are then used to compute a reward bonus according to the classic count-based exploration theory. We find that simple hash functions can achieve surprisingly good results on many challenging tasks. Furthermore, we show that a domain-dependent learned hash code may further improve these results. Detailed analysis reveals important aspects of a good hash function: 1) having appropriate granularity and 2) encoding information relevant to solving the MDP. This exploration strategy achieves near state-of-the-art performance on both continuous control tasks and Atari 2600 games, hence providing a simple yet powerful baseline for solving MDPs that require considerable exploration.

Ex Output:
#Exploration:A Study of Count-Based Explorationfor Deep Reinforcement Learning

Ex Input:
Kernel approximation using randomized feature maps has recently gained a lot of interest. In this work, we identify that previous approaches for polynomial kernel approximation create maps that are rank deficient, and therefore do not utilize the capacity of the projected feature space effectively. To address this challenge, we propose compact random feature maps (CRAFTMaps) to approximate polynomial kernels more concisely and accurately. We prove the error bounds of CRAFTMaps demonstrating their superior kernel reconstruction performance compared to the previous approximation schemes. We show how structured random matrices can be used to efficiently generate CRAFTMaps, and present a single-pass algorithm using CRAFTMaps to learn non-linear multi-class classifiers. We present experiments on multiple standard data-sets with performance competitive with state-of-the-art results.

Ex Output:
Compact Random Feature Maps