Triple
T4470240
| Position | Surface form | Disambiguated ID | Type / Status |
|---|---|---|---|
| Subject | A2C |
E98476
|
entity |
| Predicate | fullName |
P16
|
FINISHED |
| Object | Advantage Actor-Critic |
E428319
|
NE FINISHED |
How this triple was built (2 steps)
Every LLM step that produced this triple, in pipeline order — named-entity classification, the disambiguation choices (the exact options shown, with the pick highlighted), and the generated description. The batch + timestamp of each is in the Provenance table below.
NER
Named-entity recognition
gpt-5-mini
Instruction
Given a phrase, classify it is english named entity (e.g., persons, organizations, works of art) in Latin script, or not (e.g., literals, dates, URLs, verbose phrases). For disambiguation, the statement where the phrase occurs as object is also given. Please return a JSON object with `phrase` (string, the phrase being analyzed) and `is_ne` (boolean, indicating whether the phrase is a Named Entity).
Input
Phrase: Advantage Actor-Critic | Statement: [A2C, fullName, Advantage Actor-Critic]
NED1
Entity disambiguation (via context triple)
gpt-5-mini-2025-08-07
Target entity: Advantage Actor-Critic Context triple: [A2C, fullName, Advantage Actor-Critic]
-
A.
Asynchronous Advantage Actor-Critic
chosen
Asynchronous Advantage Actor-Critic is a deep reinforcement learning algorithm that trains multiple parallel agents to learn both policy and value functions efficiently and stably.
-
B.
Generalized Advantage Estimation
Generalized Advantage Estimation is a reinforcement learning technique that reduces variance and improves sample efficiency in policy gradient methods by cleverly estimating the advantage function over multiple time scales.
-
C.
Proximal Policy Optimization
Proximal Policy Optimization is a popular reinforcement learning algorithm that improves policy gradient methods by using clipped objective functions to achieve stable and efficient training.
-
D.
DDPG
DDPG (Deep Deterministic Policy Gradient) is a model-free, off-policy deep reinforcement learning algorithm designed for continuous action spaces, combining ideas from DQN and actor-critic methods.
-
E.
Atari deep Q-network
The Atari deep Q-network is a pioneering deep reinforcement learning system that learned to play a wide range of Atari 2600 video games directly from raw pixels at human-level or better performance.
- F. None of above.
- G. Unsure - the case is ambiguous/there is not enough information to decide.
Provenance (3 batches)
The batch behind each pipeline step, in order, with when it ran. Timestamps are batch-level — stages were processed in waves, so the object chain (NER → NED1 → NEDg → NED2) reads in order, but predicate / elicitation batches can sit in a different wave.
| Step | Stage | Batch ID | Status | When |
|---|---|---|---|---|
| creating | Elicitation | batch_69b3454b4ae481908967426dd37284d6 |
completed | March 12, 2026, 10:59 p.m. |
| NER | Named-entity recognition | batch_69b356b6a1f48190a39f5411648c40ff |
completed | March 13, 2026, 12:13 a.m. |
| NED1 | Entity disambiguation (via context triple) | batch_69b6286c75b08190bd683d300f6c97f0 |
completed | March 15, 2026, 3:33 a.m. |
Created at: March 12, 2026, 11:34 p.m.