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.

Input: Consider Input: Recently, sequence-to-sequence model by using encoder-decoder neural network has gained popularity for automatic speech recognition (ASR). The architecture commonly uses an attentional mechanism which allows the model to learn alignments between source speech sequence and target text sequence. Most attentional mechanisms used today is based on a global attention property which requires a computation of a weighted summarization of the whole input sequence generated by encoder states. However, it is computationally expensive and often produces misalignment on the longer input sequence. Furthermore, it does not fit with monotonous or left-to-right nature in speech recognition task. In this paper, we propose a novel attention mechanism that has local and monotonic properties. Various ways to control those properties are also explored. Experimental results demonstrate that encoder-decoder based ASR with local monotonic attention could achieve significant performance improvements and reduce the computational complexity in comparison with the one that used the standard global attention architecture.

Output: Local Monotonic Attention Mechanism for End-to-End Speech Recognition

Input: Consider Input: Recommender systems often use latent features to explain the behaviors of users and capture the properties of items. As users interact with different items over time, user and item features can influence each other, evolve and co-evolve over time. To accurately capture the fine grained nonlinear coevolution of these features, we propose a recurrent coevolutionary feature embedding process model, which combines recurrent neural network (RNN) with a multidimensional point process model. The RNN learns a nonlinear representation of user and item features which take into account mutual influence between user and item features, and the feature evolution over time. We also develop an efficient stochastic gradient algorithm for learning the model parameters, which can readily scale up to millions of events. Experiments on diverse real-world datasets demonstrate significant improvements in user behavior prediction compared to state-of-the-arts.

Output: Recurrent Coevolutionary Feature Embedding Processes for Recommendation

Input: Consider Input: N-tuple networks have been successfully used as position evaluation functions for board games such as Othello or Connect Four. The effectiveness of such networks depends on their architecture, which is determined by the placement of constituent n-tuples, sequences of board locations, providing input to the network. The most popular method of placing ntuples consists in randomly generating a small number of long, snake-shaped board location sequences. In comparison, we show that learning n-tuple networks is significantly more effective if they involve a large number of systematically placed, short, straight n-tuples. Moreover, we demonstrate that in order to obtain the best performance and the steepest learning curve for Othello it is enough to use n-tuples of size just 2, yielding a network consisting of only 288 weights. The best such network evolved in this study has been evaluated in the online Othello League, obtaining the performance of nearly 96% more than any other player to date.
Output: Systematic N-tuple Networks for Position Evaluation: Exceeding 90% in the Othello League