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.

Example Input: 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.
Example Output: #Exploration:A Study of Count-Based Explorationfor Deep Reinforcement Learning

Example Input: Multi Expression Programming (MEP) is an evolutionary technique that may be used for solving computationally difficult problems. MEP uses a linear solution representation. Each MEP individual is a string encoding complex expressions (computer programs). A MEP individual may encode multiple solutions of the current problem. In this paper MEP is used for evolving a Traveling Salesman Problem (TSP) heuristic for graphs satisfying triangle inequality. Evolved MEP heuristic is compared with Nearest Neighbor Heuristic (NN) and Minimum Spanning Tree Heuristic (MST) on some difficult problems in TSPLIB. For most of the considered problems the evolved MEP heuristic outperforms NN and MST. The obtained algorithm was tested against some problems in TSPLIB. The results emphasizes that evolved MEP heuristic is a powerful tool for solving difficult TSP instances.
Example Output: Evolving TSP heuristics using Multi Expression Programming

Example Input: The shortest path between two concepts in a taxonomic ontology is commonly used to represent the semantic distance between concepts in the edge-based semantic similarity measures. In the past, the edge counting is considered to be the default method for the path computation, which is simple, intuitive and has low computational complexity. However, a large lexical taxonomy of such as WordNet has the irregular densities of links between concepts due to its broad domain but. The edge counting-based path computation is powerless for this non-uniformity problem. In this paper, we advocate that the path computation is able to be separated from the edge-based similarity measures and form various general computing models. Therefore, in order to solve the problem of non-uniformity of concept density in a large taxonomic ontology, we propose a new path computing model based on the compensation of local area density of concepts, which is equal to the number of direct hyponyms of the subsumers of concepts in their shortest path. This path model considers the local area density of concepts as an extension of the edge-based path and converts the local area density divided by their depth into the compensation for edge-based path with an adjustable parameter, which idea has been proven to be consistent with the information theory. This model is a general path computing model and can be applied in various edge-based similarity algorithms. The experiment results show that the proposed path model improves the average correlation between edge-based measures with human judgments on Miller and Charles benchmark from less than 0.8 to more than 0.85, and has a big advantage in efficiency than information content (IC) computation in a dynamic ontology, thereby successfully solving the non-uniformity problem of taxonomic ontology.
Example Output:
A density compensation-based path computing model for measuring semantic similarity