TASK DEFINITION: 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.
PROBLEM: Abstract: We often encounter situations in which an experimenter wants to find, by sequential experimentation, xmax = arg maxx f(x), where f(x) is a (possibly unknown) function of a well controllable variable x. Taking inspiration from physics and engineering, we have designed a new method to address this problem. In this paper, we first introduce the method in continuous time, and then present two algorithms for use in sequential experiments. Through a series of simulation studies, we show that the method is effective for finding maxima of unknown functions by experimentation, even when the maximum of the functions drifts or when the signal to noise ratio is low.

SOLUTION: Thompson sampling with the online bootstrap

PROBLEM: 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.

SOLUTION: State of the Art Control of Atari Games Using Shallow Reinforcement Learning

PROBLEM: Non-negative matrix factorization (NMF) is a natural model of admixture and is widely used in science and engineering. A plethora of algorithms have been developed to tackle NMF, but due to the non-convex nature of the problem, there is little guarantee on how well these methods work. Recently a surge of research have focused on a very restricted class of NMFs, called separable NMF, where provably correct algorithms have been developed. In this paper, we propose the notion of subset-separable NMF, which substantially generalizes the property of separability. We show that subset-separability is a natural necessary condition for the factorization to be unique or to have minimum volume. We developed the Face-Intersect algorithm which provably and efficiently solves subset-separable NMF under natural conditions, and we prove that our algorithm is robust to small noise. We explored the performance of Face-Intersect on simulations and discuss settings where it empirically outperformed the state-of-art methods. Our work is a step towards finding provably correct algorithms that solve large classes of NMF problems.

SOLUTION:
Intersecting Faces: Non-negative Matrix Factorization With New Guarantees