Speaker diarization for real-life scenarios is an extremely challenging problem. Widely used clustering-based diarization approaches perform rather poorly in such conditions, mainly due to the limited ability to handle overlapping speech. We propose a novel Target-Speaker Voice Activity Detection (TS-VAD) approach, which directly predicts an activity of each speaker on each time frame. TS-VAD model takes conventional speech features (e.g., MFCC) along with i-vectors for each speaker as inputs. A set of binary classification output layers produces activities of each speaker. I-vectors can be estimated iteratively, starting with a strong clustering-based diarization. We also extend the TS-VAD approach to the multi-microphone case using a simple attention mechanism on top of hidden representations extracted from the single-channel TS-VAD model. Moreover, post-processing strategies for the predicted speaker activity probabilities are investigated. Experiments on the CHiME-6 unsegmented data show that TS-VAD achieves state-of-the-art results outperforming the baseline x-vector-based system by more than 30% Diarization Error Rate (DER) abs.
A deep learning approach to reinforcement learning led to a general learner able to train on visual input to play a variety of arcade games at the human and superhuman levels. Its creators at the Google DeepMind's team called the approach: Deep Q-Network (DQN). We present an extension of DQN by "soft" and "hard" attention mechanisms. Tests of the proposed Deep Attention Recurrent Q-Network (DARQN) algorithm on multiple Atari 2600 games show level of performance superior to that of DQN. Moreover, built-in attention mechanisms allow a direct online monitoring of the training process by highlighting the regions of the game screen the agent is focusing on when making decisions.