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]: Ensembling is a well-known technique in neural machine translation (NMT) to improve system performance. Instead of a single neural net, multiple neural nets with the same topology are trained separately, and the decoder generates predictions by averaging over the individual models. Ensembling often improves the quality of the generated translations drastically. However, it is not suitable for production systems because it is cumbersome and slow. This work aims to reduce the runtime to be on par with a single system without compromising the translation quality. First, we show that the ensemble can be unfolded into a single large neural network which imitates the output of the ensemble system. We show that unfolding can already improve the runtime in practice since more work can be done on the GPU. We proceed by describing a set of techniques to shrink the unfolded network by reducing the dimensionality of layers. On JapaneseEnglish we report that the resulting network has the size and decoding speed of a single NMT network but performs on the level of a 3-ensemble system.
[A]: Unfolding and Shrinking Neural Machine Translation Ensembles

[Q]: 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.
[A]: #Exploration:A Study of Count-Based Explorationfor Deep Reinforcement Learning

[Q]: The aim of the paper is to provide an exact approach for generating a Poisson process sampled from a hierarchical CRM, without having to instantiate the infinitely many atoms of the random measures. We use completely random measures (CRM) and hierarchical CRM to define a prior for Poisson processes. We derive the marginal distribution of the resultant point process, when the underlying CRM is marginalized out. Using well known properties unique to Poisson processes, we were able to derive an exact approach for instantiating a Poisson process with a hierarchical CRM prior. Furthermore, we derive Gibbs sampling strategies for hierarchical CRM models based on Chinese restaurant franchise sampling scheme. As an example, we present the sum of generalized gamma process (SGGP), and show its application in topicmodelling. We show that one can determine the power-law behaviour of the topics and words in a Bayesian fashion, by defining a prior on the parameters of SGGP.
[A]:
On collapsed representation of hierarchical Completely Random Measures