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: We introduce a simple, general framework for likelihood-free Bayesian reinforcement learning, through Approximate Bayesian Computation (ABC). The advantage is that we only require a prior distribution on a class of simulators. This is useful when a probabilistic model of the underlying process is too complex to formulate, but where detailed simulation models are available. ABC-RL allows the use of any Bayesian reinforcement learning technique in this case. It can be seen as an extension of simulation methods to both planning and inference. We experimentally demonstrate the potential of this approach in a comparison with LSPI. Finally, we introduce a theorem showing that ABC is sound.

Output: ABC Reinforcement Learning

Input: Consider Input: Knowledge graph embedding aims to represent entities and relations in a large-scale knowledge graph as elements in a continuous vector space. Existing methods, e.g., TransE and TransH, learn embedding representation by defining a global margin-based loss function over the data. However, the optimal loss function is determined during experiments whose parameters are examined among a closed set of candidates. Moreover, embeddings over two knowledge graphs with different entities and relations share the same set of candidate loss functions, ignoring the locality of both graphs. This leads to the limited performance of embedding related applications. In this paper, we propose a locally adaptive translation method for knowledge graph embedding, called TransA, to find the optimal loss function by adaptively determining its margin over different knowledge graphs. Experiments on two benchmark data sets demonstrate the superiority of the proposed method, as compared to the-state-of-the-art ones.

Output: Locally Adaptive Translation for Knowledge Graph Embedding

Input: Consider Input: In this paper, we propose the deep reinforcement relevance network (DRRN), a novel deep architecture, for handling an unbounded action space with applications to language understanding for text-based games. For a particular class of games, a user must choose among a variable number of actions described by text, with the goal of maximizing long-term reward. In these games, the best action is typically that which fits the best to the current situation (modeled as a state in the DRRN), also described by text. Because of the exponential complexity of natural language with respect to sentence length, there is typically an unbounded set of unique actions. Therefore, it is very difficult to pre-define the action set as in the deep Q-network (DQN). To address this challenge, the DRRN extracts high-level embedding vectors from the texts that describe states and actions, respectively, and computes the inner products between the state and action embedding vectors to approximate the Q-function. We evaluate the DRRN on two popular text games, showing superior performance over the DQN.
Output: DEEP REINFORCEMENT LEARNING WITH AN UNBOUNDED ACTION SPACE