We release a new benchmark for lexical substitution, the task of finding appropriate substitutes for a target word in a context. To assist humans with writing, lexical substitution systems can suggest words that humans cannot easily think of. However, existing benchmarks depend on human recall as the only source of data, and therefore lack coverage of the substitutes that would be most helpful to humans. Furthermore, annotators often provide substitutes of low quality, which are not actually appropriate in the given context. We collect higher-coverage and higher-quality data by framing lexical substitution as a classification problem, guided by the intuition that it is easier for humans to judge the appropriateness of candidate substitutes than conjure them from memory. To this end, we use a context-free thesaurus to produce candidates and rely on human judgement to determine contextual appropriateness. Compared to the previous largest benchmark, our Swords benchmark has 4.1x more substitutes per target word for the same level of quality, and its substitutes are 1.5x more appropriate (based on human judgement) for the same number of substitutes.
We present a simple approach for text infilling, the task of predicting missing spans of text at any position in a document. While infilling could enable rich functionality especially for writing assistance tools, more attention has been devoted to language modeling---a special case of infilling where text is predicted at the end of a document. In this paper, we aim to extend the capabilities of language models (LMs) to the more general task of infilling. To this end, we train (or fine-tune) off-the-shelf LMs on sequences containing the concatenation of artificially-masked text and the text which was masked. We show that this approach, which we call infilling by language modeling, can enable LMs to infill entire sentences effectively on three different domains: short stories, scientific abstracts, and lyrics. Furthermore, we show that humans have difficulty identifying sentences infilled by our approach as machine-generated in the domain of short stories.
We are interested in the task of generating multi-instrumental music scores. The Transformer architecture has recently shown great promise for the task of piano score generation; here we adapt it to the multi-instrumental setting. Transformers are complex, high-dimensional language models which are capable of capturing long-term structure in sequence data, but require large amounts of data to fit. Their success on piano score generation is partially explained by the large volumes of symbolic data readily available for that domain. We leverage the recently-introduced NES-MDB dataset of four-instrument scores from an early video game sound synthesis chip (the NES), which we find to be well-suited to training with the Transformer architecture. To further improve the performance of our model, we propose a pre-training technique to leverage the information in a large collection of heterogeneous music, namely the Lakh MIDI dataset. Despite differences between the two corpora, we find that this transfer learning procedure improves both quantitative and qualitative performance for our primary task.
Recent approaches in text-to-speech (TTS) synthesis employ neural network strategies to vocode perceptually-informed spectrogram representations directly into listenable waveforms. Such vocoding procedures create a computational bottleneck in modern TTS pipelines. We propose an alternative approach which utilizes generative adversarial networks (GANs) to learn mappings from perceptually-informed spectrograms to simple magnitude spectrograms which can be heuristically vocoded. Through a user study, we show that our approach significantly outperforms na\"ive vocoding strategies while being hundreds of times faster than neural network vocoders used in state-of-the-art TTS systems. We also show that our method can be used to achieve state-of-the-art results in unsupervised synthesis of individual words of speech.
Efficient audio synthesis is an inherently difficult machine learning task, as human perception is sensitive to both global structure and fine-scale waveform coherence. Autoregressive models, such as WaveNet, model local structure at the expense of global latent structure and slow iterative sampling, while Generative Adversarial Networks (GANs), have global latent conditioning and efficient parallel sampling, but struggle to generate locally-coherent audio waveforms. Herein, we demonstrate that GANs can in fact generate high-fidelity and locally-coherent audio by modeling log magnitudes and instantaneous frequencies with sufficient frequency resolution in the spectral domain. Through extensive empirical investigations on the NSynth dataset, we demonstrate that GANs are able to outperform strong WaveNet baselines on automated and human evaluation metrics, and efficiently generate audio several orders of magnitude faster than their autoregressive counterparts.
We investigate the effectiveness of generative adversarial networks (GANs) for speech enhancement, in the context of improving noise robustness of automatic speech recognition (ASR) systems. Prior work demonstrates that GANs can effectively suppress additive noise in raw waveform speech signals, improving perceptual quality metrics; however this technique was not justified in the context of ASR. In this work, we conduct a detailed study to measure the effectiveness of GANs in enhancing speech contaminated by both additive and reverberant noise. Motivated by recent advances in image processing, we propose operating GANs on log-Mel filterbank spectra instead of waveforms, which requires less computation and is more robust to reverberant noise. While GAN enhancement improves the performance of a clean-trained ASR system on noisy speech, it falls short of the performance achieved by conventional multi-style training (MTR). By appending the GAN-enhanced features to the noisy inputs and retraining, we achieve a 7% WER improvement relative to the MTR system.
We present Piano Genie, an intelligent controller which allows non-musicians to improvise on the piano. With Piano Genie, a user performs on a simple interface with eight buttons, and their performance is decoded into the space of plausible piano music in real time. To learn a suitable mapping procedure for this problem, we train recurrent neural network autoencoders with discrete bottlenecks: an encoder learns an appropriate sequence of buttons corresponding to a piano piece, and a decoder learns to map this sequence back to the original piece. During performance, we substitute a user's input for the encoder output, and play the decoder's prediction each time the user presses a button. To improve the interpretability of Piano Genie's performance mechanics, we impose musically-salient constraints over the encoder's outputs.
While Generative Adversarial Networks (GANs) have seen wide success at the problem of synthesizing realistic images, they have seen little application to audio generation. Unlike for images, a barrier to success is that the best discriminative representations for audio tend to be non-invertible, and thus cannot be used to synthesize listenable outputs. In this paper we introduce WaveGAN, a first attempt at applying GANs to unsupervised synthesis of raw-waveform audio. Our experiments demonstrate that WaveGAN can produce intelligible words from a small vocabulary of speech, and can also synthesize audio from other domains such as drums, bird vocalizations, and piano. Qualitatively, we find that human judges prefer the sound quality of generated examples from WaveGAN over those from a method which na\"ively apply GANs on image-like audio feature representations.
Existing research on music generation focuses on composition, but often ignores the expressive performance characteristics required for plausible renditions of resultant pieces. In this paper, we introduce the Nintendo Entertainment System Music Database (NES-MDB), a large corpus allowing for separate examination of the tasks of composition and performance. NES-MDB contains thousands of multi-instrumental songs composed for playback by the compositionally-constrained NES audio synthesizer. For each song, the dataset contains a musical score for four instrument voices as well as expressive attributes for the dynamics and timbre of each voice. Unlike datasets comprised of General MIDI files, NES-MDB includes all of the information needed to render exact acoustic performances of the original compositions. Alongside the dataset, we provide a tool that renders generated compositions as NES-style audio by emulating the device's audio processor. Additionally, we establish baselines for the tasks of composition, which consists of learning the semantics of composing for the NES synthesizer, and performance, which involves finding a mapping between a composition and realistic expressive attributes.