Abstract:Traditional interactive environments limit agents' intelligence growth with fixed tasks. Recently, single-agent environments address this by generating new tasks based on agent actions, enhancing task diversity. We consider the decision-making problem in multi-agent settings, where tasks are further influenced by social connections, affecting rewards and information access. However, existing multi-agent environments lack a combination of adaptive physical surroundings and social connections, hindering the learning of intelligent behaviors. To address this, we introduce AdaSociety, a customizable multi-agent environment featuring expanding state and action spaces, alongside explicit and alterable social structures. As agents progress, the environment adaptively generates new tasks with social structures for agents to undertake. In AdaSociety, we develop three mini-games showcasing distinct social structures and tasks. Initial results demonstrate that specific social structures can promote both individual and collective benefits, though current reinforcement learning and LLM-based algorithms show limited effectiveness in leveraging social structures to enhance performance. Overall, AdaSociety serves as a valuable research platform for exploring intelligence in diverse physical and social settings. The code is available at https://github.com/bigai-ai/AdaSociety.
Abstract:In recent years, Large Language Models (LLMs) have demonstrated remarkable capabilities across a wide array of text-centric tasks. However, their `large' scale introduces significant computational and storage challenges, particularly in managing the key-value states of the transformer, which limits their wider applicability. Therefore, we propose to adaptively release resources from caches and rebuild the necessary key-value states. Particularly, we accomplish this by a lightweight controller module to approximate an ideal top-$K$ sparse attention. This module retains the tokens with the highest top-$K$ attention weights and simultaneously rebuilds the discarded but necessary tokens, which may become essential for future decoding. Comprehensive experiments in natural language generation and modeling reveal that our method is not only competitive with full attention in terms of performance but also achieves a significant throughput improvement of up to 221.8%. The code for replication is available on the https://github.com/WHUIR/ADORE.
Abstract:This paper introduces Embarrassingly Easy Text-to-Speech (E2 TTS), a fully non-autoregressive zero-shot text-to-speech system that offers human-level naturalness and state-of-the-art speaker similarity and intelligibility. In the E2 TTS framework, the text input is converted into a character sequence with filler tokens. The flow-matching-based mel spectrogram generator is then trained based on the audio infilling task. Unlike many previous works, it does not require additional components (e.g., duration model, grapheme-to-phoneme) or complex techniques (e.g., monotonic alignment search). Despite its simplicity, E2 TTS achieves state-of-the-art zero-shot TTS capabilities that are comparable to or surpass previous works, including Voicebox and NaturalSpeech 3. The simplicity of E2 TTS also allows for flexibility in the input representation. We propose several variants of E2 TTS to improve usability during inference. See https://aka.ms/e2tts/ for demo samples.
Abstract:Recently, zero-shot text-to-speech (TTS) systems, capable of synthesizing any speaker's voice from a short audio prompt, have made rapid advancements. However, the quality of the generated speech significantly deteriorates when the audio prompt contains noise, and limited research has been conducted to address this issue. In this paper, we explored various strategies to enhance the quality of audio generated from noisy audio prompts within the context of flow-matching-based zero-shot TTS. Our investigation includes comprehensive training strategies: unsupervised pre-training with masked speech denoising, multi-speaker detection and DNSMOS-based data filtering on the pre-training data, and fine-tuning with random noise mixing. The results of our experiments demonstrate significant improvements in intelligibility, speaker similarity, and overall audio quality compared to the approach of applying speech enhancement to the audio prompt.
Abstract:Accurate control of the total duration of generated speech by adjusting the speech rate is crucial for various text-to-speech (TTS) applications. However, the impact of adjusting the speech rate on speech quality, such as intelligibility and speaker characteristics, has been underexplored. In this work, we propose a novel total-duration-aware (TDA) duration model for TTS, where phoneme durations are predicted not only from the text input but also from an additional input of the total target duration. We also propose a MaskGIT-based duration model that enhances the diversity and quality of the predicted phoneme durations. Our results demonstrate that the proposed TDA duration models achieve better intelligibility and speaker similarity for various speech rate configurations compared to the baseline models. We also show that the proposed MaskGIT-based model can generate phoneme durations with higher quality and diversity compared to its regression or flow-matching counterparts.
Abstract:Laughter is one of the most expressive and natural aspects of human speech, conveying emotions, social cues, and humor. However, most text-to-speech (TTS) systems lack the ability to produce realistic and appropriate laughter sounds, limiting their applications and user experience. While there have been prior works to generate natural laughter, they fell short in terms of controlling the timing and variety of the laughter to be generated. In this work, we propose ELaTE, a zero-shot TTS that can generate natural laughing speech of any speaker based on a short audio prompt with precise control of laughter timing and expression. Specifically, ELaTE works on the audio prompt to mimic the voice characteristic, the text prompt to indicate the contents of the generated speech, and the input to control the laughter expression, which can be either the start and end times of laughter, or the additional audio prompt that contains laughter to be mimicked. We develop our model based on the foundation of conditional flow-matching-based zero-shot TTS, and fine-tune it with frame-level representation from a laughter detector as additional conditioning. With a simple scheme to mix small-scale laughter-conditioned data with large-scale pre-training data, we demonstrate that a pre-trained zero-shot TTS model can be readily fine-tuned to generate natural laughter with precise controllability, without losing any quality of the pre-trained zero-shot TTS model. Through the evaluations, we show that ELaTE can generate laughing speech with significantly higher quality and controllability compared to conventional models. See https://aka.ms/elate/ for demo samples.
Abstract:We introduce the first Natural Office Talkers in Settings of Far-field Audio Recordings (``NOTSOFAR-1'') Challenge alongside datasets and baseline system. The challenge focuses on distant speaker diarization and automatic speech recognition (DASR) in far-field meeting scenarios, with single-channel and known-geometry multi-channel tracks, and serves as a launch platform for two new datasets: First, a benchmarking dataset of 315 meetings, averaging 6 minutes each, capturing a broad spectrum of real-world acoustic conditions and conversational dynamics. It is recorded across 30 conference rooms, featuring 4-8 attendees and a total of 35 unique speakers. Second, a 1000-hour simulated training dataset, synthesized with enhanced authenticity for real-world generalization, incorporating 15,000 real acoustic transfer functions. The tasks focus on single-device DASR, where multi-channel devices always share the same known geometry. This is aligned with common setups in actual conference rooms, and avoids technical complexities associated with multi-device tasks. It also allows for the development of geometry-specific solutions. The NOTSOFAR-1 Challenge aims to advance research in the field of distant conversational speech recognition, providing key resources to unlock the potential of data-driven methods, which we believe are currently constrained by the absence of comprehensive high-quality training and benchmarking datasets.
Abstract:Recent advancements in generative speech models based on audio-text prompts have enabled remarkable innovations like high-quality zero-shot text-to-speech. However, existing models still face limitations in handling diverse audio-text speech generation tasks involving transforming input speech and processing audio captured in adverse acoustic conditions. This paper introduces SpeechX, a versatile speech generation model capable of zero-shot TTS and various speech transformation tasks, dealing with both clean and noisy signals. SpeechX combines neural codec language modeling with multi-task learning using task-dependent prompting, enabling unified and extensible modeling and providing a consistent way for leveraging textual input in speech enhancement and transformation tasks. Experimental results show SpeechX's efficacy in various tasks, including zero-shot TTS, noise suppression, target speaker extraction, speech removal, and speech editing with or without background noise, achieving comparable or superior performance to specialized models across tasks. See https://aka.ms/speechx for demo samples.
Abstract:We present a novel learning method to predict the cloth deformation for skeleton-based characters with a two-stream network. The characters processed in our approach are not limited to humans, and can be other skeletal-based representations of non-human targets such as fish or pets. We use a novel network architecture which consists of skeleton-based and mesh-based residual networks to learn the coarse and wrinkle features as the overall residual from the template cloth mesh. Our network is used to predict the deformation for loose or tight-fitting clothing or dresses. We ensure that the memory footprint of our network is low, and thereby result in reduced storage and computational requirements. In practice, our prediction for a single cloth mesh for the skeleton-based character takes about 7 milliseconds on an NVIDIA GeForce RTX 3090 GPU. Compared with prior methods, our network can generate fine deformation results with details and wrinkles.
Abstract:Deep Speech Enhancement Challenge is the 5th edition of deep noise suppression (DNS) challenges organized at ICASSP 2023 Signal Processing Grand Challenges. DNS challenges were organized during 2019-2023 to stimulate research in deep speech enhancement (DSE). Previous DNS challenges were organized at INTERSPEECH 2020, ICASSP 2021, INTERSPEECH 2021, and ICASSP 2022. From prior editions, we learnt that improving signal quality (SIG) is challenging particularly in presence of simultaneously active interfering talkers and noise. This challenge aims to develop models for joint denosing, dereverberation and suppression of interfering talkers. When primary talker wears a headphone, certain acoustic properties of their speech such as direct-to-reverberation (DRR), signal to noise ratio (SNR) etc. make it possible to suppress neighboring talkers even without enrollment data for primary talker. This motivated us to create two tracks for this challenge: (i) Track-1 Headset; (ii) Track-2 Speakerphone. Both tracks has fullband (48kHz) training data and testset, and each testclips has a corresponding enrollment data (10-30s duration) for primary talker. Each track invited submissions of personalized and non-personalized models all of which are evaluated through same subjective evaluation. Most models submitted to challenge were personalized models, same team is winner in both tracks where the best models has improvement of 0.145 and 0.141 in challenge's Score as compared to noisy blind testset.