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]: We consider linear models for stochastic dynamics. To any such model can be as-<lb>sociated a network (namely a directed graph) describing which degrees of freedom<lb>interact under the dynamics. We tackle the problem of learning such a network<lb>from observation of the system trajectory over a time interval T .<lb>We analyze the l1-regularized least squares algorithm and, in the setting in which<lb>the underlying network is sparse, we prove performance guarantees that are uni-<lb>form in the sampling rate as long as this is sufficiently high. This result substan-<lb>tiates the notion of a well defined 'time complexity' for the network inference<lb>problem. keywords: Gaussian processes, model selection and structure learning, graphical models, sparsity<lb>and feature selection.
[A]: Learning Networks of Stochastic Differential Equations

[Q]: Domain knowledge is crucial for effective performance in autonomous control systems. Typically, human effort is required to encode this knowledge into a control algorithm. In this paper, we present an approach to language grounding which automatically interprets text in the context of a complex control application, such as a game, and uses domain knowledge extracted from the text to improve control performance. Both text analysis and control strategies are learned jointly using only a feedback signal inherent to the application. To effectively leverage textual information, our method automatically extracts the text segment most relevant to the current game state, and labels it with a task-centric predicate structure. This labeled text is then used to bias an action selection policy for the game, guiding it towards promising regions of the action space. We encode our model for text analysis and game playing in a multi-layer neural network, representing linguistic decisions via latent variables in the hidden layers, and game action quality via the output layer. Operating within the Monte-Carlo Search framework, we estimate model parameters using feedback from simulated games. We apply our approach to the complex strategy game Civilization II using the official game manual as the text guide. Our results show that a linguistically-informed game-playing agent significantly outperforms its language-unaware counterpart, yielding a 34% absolute improvement and winning over 65% of games when playing against the built-in AI of Civilization.
[A]: Learning to Win by Reading Manuals in a Monte-Carlo Framework

[Q]: Classification is widely used technique in the data mining domain, where scalability and efficiency are the immediate problems in classification algorithms for large databases. We suggest improvements to the existing C4.5 decision tree algorithm. In this paper attribute oriented induction (AOI) and relevance analysis are incorporated with concept hierarchy"s knowledge and HeightBalancePriority algorithm for construction of decision tree along with Multi level mining. The assignment of priorities to attributes is done by evaluating information entropy, at different levels of abstraction for building decision tree using HeightBalancePriority algorithm. Modified DMQL queries are used to understand and explore the shortcomings of the decision trees generated by C4.5 classifier for education dataset and the results are compared with the proposed approach.
[A]:
EXTRACTING USEFUL RULES THROUGH IMPROVED DECISION TREE INDUCTION USING INFORMATION ENTROPY