Solving Hamilton-Jacobi-Isaacs (HJI) PDEs enables equilibrial feedback control in two-player differential games, yet faces the curse of dimensionality (CoD). While physics-informed machine learning has been adopted to address CoD in solving PDEs, this method falls short in learning discontinuous solutions due to its sampling nature, leading to poor safety performance of the resulting controllers in robotics applications where values are discontinuous due to state or other temporal logic constraints. In this study, we explore three potential solutions to this problem: (1) a hybrid learning method that uses both equilibrium demonstrations and the HJI PDE, (2) a value-hardening method where a sequence of HJIs are solved with increasing Lipschitz constant on the constraint violation penalty, and (3) the epigraphical technique that lifts the value to a higher dimensional auxiliary state space where the value becomes continuous. Evaluations through 5D and 9D vehicle simulations and 13D drone simulations reveal that the hybrid method outperforms others in terms of generalization and safety performance.
Although neural networks are conventionally optimized towards zero training loss, it has been recently learned that targeting a non-zero training loss threshold, referred to as a flood level, often enables better test time generalization. Current approaches, however, apply the same constant flood level to all training samples, which inherently assumes all the samples have the same difficulty. We present AdaFlood, a novel flood regularization method that adapts the flood level of each training sample according to the difficulty of the sample. Intuitively, since training samples are not equal in difficulty, the target training loss should be conditioned on the instance. Experiments on datasets covering four diverse input modalities - text, images, asynchronous event sequences, and tabular - demonstrate the versatility of AdaFlood across data domains and noise levels.
Compositional generalization, the ability of an agent to generalize to unseen combinations of latent factors, is easy for humans but hard for deep neural networks. A line of research in cognitive science has hypothesized a process, ``iterated learning,'' to help explain how human language developed this ability; the theory rests on simultaneous pressures towards compressibility (when an ignorant agent learns from an informed one) and expressivity (when it uses the representation for downstream tasks). Inspired by this process, we propose to improve the compositional generalization of deep networks by using iterated learning on models with simplicial embeddings, which can approximately discretize representations. This approach is further motivated by an analysis of compositionality based on Kolmogorov complexity. We show that this combination of changes improves compositional generalization over other approaches, demonstrating these improvements both on vision tasks with well-understood latent factors and on real molecular graph prediction tasks where the latent structure is unknown.
Hamilton-Jacobi-Isaacs (HJI) PDEs are the governing equations for the two-player general-sum games. Unlike Reinforcement Learning (RL) methods, which are data-intensive methods for learning value function, learning HJ PDEs provide a guaranteed convergence to the Nash Equilibrium value of the game when it exists. However, a caveat is that solving HJ PDEs becomes intractable when the state dimension increases. To circumvent the curse of dimensionality (CoD), physics-informed machine learning methods with supervision can be used and have been shown to be effective in generating equilibrial policies in two-player general-sum games. In this work, we extend the existing work on agent-level two-player games to a two-player swarm-level game, where two sub-swarms play a general-sum game. We consider the \textit{Kolmogorov forward equation} as the dynamic model for the evolution of the densities of the swarms. Results show that policies generated from the physics-informed neural network (PINN) result in a higher payoff than a Nash Double Deep Q-Network (Nash DDQN) agent and have comparable performance with numerical solvers.
Recommender systems usually leverage multi-task learning methods to simultaneously optimize several objectives because of the multi-faceted user behavior data. The typical way of conducting multi-task learning is to establish appropriate parameter sharing across multiple tasks at lower layers while reserving a separate task tower for each task at upper layers. Since the task towers exert direct impact on the prediction results, we argue that the architecture of standalone task towers is sub-optimal for promoting positive knowledge sharing. Accordingly, we propose the framework of Deep Mutual Learning across task towers, which is compatible with various backbone multi-task networks. Extensive offline experiments and online AB tests are conducted to evaluate and verify the proposed approach's effectiveness.
This survey paper provides a comprehensive overview of the recent advancements and challenges in applying large language models to the field of audio signal processing. Audio processing, with its diverse signal representations and a wide range of sources--from human voices to musical instruments and environmental sounds--poses challenges distinct from those found in traditional Natural Language Processing scenarios. Nevertheless, \textit{Large Audio Models}, epitomized by transformer-based architectures, have shown marked efficacy in this sphere. By leveraging massive amount of data, these models have demonstrated prowess in a variety of audio tasks, spanning from Automatic Speech Recognition and Text-To-Speech to Music Generation, among others. Notably, recently these Foundational Audio Models, like SeamlessM4T, have started showing abilities to act as universal translators, supporting multiple speech tasks for up to 100 languages without any reliance on separate task-specific systems. This paper presents an in-depth analysis of state-of-the-art methodologies regarding \textit{Foundational Large Audio Models}, their performance benchmarks, and their applicability to real-world scenarios. We also highlight current limitations and provide insights into potential future research directions in the realm of \textit{Large Audio Models} with the intent to spark further discussion, thereby fostering innovation in the next generation of audio-processing systems. Furthermore, to cope with the rapid development in this area, we will consistently update the relevant repository with relevant recent articles and their open-source implementations at https://github.com/EmulationAI/awesome-large-audio-models.
Co-speech gesture generation is crucial for automatic digital avatar animation. However, existing methods suffer from issues such as unstable training and temporal inconsistency, particularly in generating high-fidelity and comprehensive gestures. Additionally, these methods lack effective control over speaker identity and temporal editing of the generated gestures. Focusing on capturing temporal latent information and applying practical controlling, we propose a Controllable Co-speech Gesture Generation framework, named C2G2. Specifically, we propose a two-stage temporal dependency enhancement strategy motivated by latent diffusion models. We further introduce two key features to C2G2, namely a speaker-specific decoder to generate speaker-related real-length skeletons and a repainting strategy for flexible gesture generation/editing. Extensive experiments on benchmark gesture datasets verify the effectiveness of our proposed C2G2 compared with several state-of-the-art baselines. The link of the project demo page can be found at https://c2g2-gesture.github.io/c2_gesture
Sequential recommender systems have achieved state-of-the-art recommendation performance by modeling the sequential dynamics of user activities. However, in most recommendation scenarios, the popular items comprise the major part of the previous user actions. Therefore, the learned models are biased towards the popular items irrespective of the user's real interests. In this paper, we propose a structural causal model-based method to address the popularity bias issue for sequential recommendation model learning. For more generalizable modeling, we disentangle the popularity and interest representations at both the item side and user context side. Based on the disentangled representation, we identify a more effective structural causal graph for general recommendation applications. Then, we design delicate sequential models to apply the aforementioned causal graph to the sequential recommendation scenario for unbiased prediction with counterfactual reasoning. Furthermore, we conduct extensive offline experiments and online A/B tests to verify the proposed \textbf{DCR} (Disentangled Counterfactual Reasoning) method's superior overall performance and understand the effectiveness of the various introduced components. Based on our knowledge, this is the first structural causal model specifically designed for the popularity bias correction of sequential recommendation models, which achieves significant performance gains over the existing methods.
Zero-shot text-to-speech aims at synthesizing voices with unseen speech prompts. Previous large-scale multispeaker TTS models have successfully achieved this goal with an enrolled recording within 10 seconds. However, most of them are designed to utilize only short speech prompts. The limited information in short speech prompts significantly hinders the performance of fine-grained identity imitation. In this paper, we introduce Mega-TTS 2, a generic zero-shot multispeaker TTS model that is capable of synthesizing speech for unseen speakers with arbitrary-length prompts. Specifically, we 1) design a multi-reference timbre encoder to extract timbre information from multiple reference speeches; 2) and train a prosody language model with arbitrary-length speech prompts; With these designs, our model is suitable for prompts of different lengths, which extends the upper bound of speech quality for zero-shot text-to-speech. Besides arbitrary-length prompts, we introduce arbitrary-source prompts, which leverages the probabilities derived from multiple P-LLM outputs to produce expressive and controlled prosody. Furthermore, we propose a phoneme-level auto-regressive duration model to introduce in-context learning capabilities to duration modeling. Experiments demonstrate that our method could not only synthesize identity-preserving speech with a short prompt of an unseen speaker but also achieve improved performance with longer speech prompts. Audio samples can be found in https://mega-tts.github.io/mega2_demo/.
Cross-lingual timbre and style generalizable text-to-speech (TTS) aims to synthesize speech with a specific reference timbre or style that is never trained in the target language. It encounters the following challenges: 1) timbre and pronunciation are correlated since multilingual speech of a specific speaker is usually hard to obtain; 2) style and pronunciation are mixed because the speech style contains language-agnostic and language-specific parts. To address these challenges, we propose GenerTTS, which mainly includes the following works: 1) we elaborately design a HuBERT-based information bottleneck to disentangle timbre and pronunciation/style; 2) we minimize the mutual information between style and language to discard the language-specific information in the style embedding. The experiments indicate that GenerTTS outperforms baseline systems in terms of style similarity and pronunciation accuracy, and enables cross-lingual timbre and style generalization.