Reinforcement Learning from AI Feedback (RLAIF) has the advantages of shorter annotation cycles and lower costs over Reinforcement Learning from Human Feedback (RLHF), making it highly efficient during the rapid strategy iteration periods of large language model (LLM) training. Using ChatGPT as a labeler to provide feedback on open-domain prompts in RLAIF training, we observe an increase in human evaluators' preference win ratio for model responses, but a decrease in evaluators' satisfaction rate. Analysis suggests that the decrease in satisfaction rate is mainly due to some responses becoming less helpful, particularly in terms of correctness and truthfulness, highlighting practical limitations of basic RLAIF. In this paper, we propose Hybrid Reinforcement Learning from AI Feedback (HRLAIF). This method enhances the accuracy of AI annotations for responses, making the model's helpfulness more robust in training process. Additionally, it employs AI for Red Teaming, further improving the model's harmlessness. Human evaluation results show that HRLAIF inherits the ability of RLAIF to enhance human preference for outcomes at a low cost while also improving the satisfaction rate of responses. Compared to the policy model before Reinforcement Learning (RL), it achieves an increase of 2.08\% in satisfaction rate, effectively addressing the issue of a decrease of 4.58\% in satisfaction rate after basic RLAIF.
This paper proposes a novel three-dimensional (3D) theoretical regular-shaped geometry-based stochastic model (RS-GBSM) and the corresponding sum-of-sinusoids (SoS) simulation model for non-isotropic multiple-input multiple-output (MIMO) vehicle-to-vehicle (V2V) Ricean fading channels. The proposed RS-GBSM, combining line-of-sight (LoS) components, a two-sphere model, and an elliptic-cylinder model, has the ability to study the impact of the vehicular traffic density (VTD) on channel statistics, and jointly considers the azimuth and elevation angles by using the von Mises Fisher distribution. Moreover, a novel parameter computation method is proposed for jointly calculating the azimuth and elevation angles in the SoS channel simulator. Based on the proposed 3D theoretical RS-GBSM and its SoS simulation model, statistical properties are derived and thoroughly investigated. The impact of the elevation angle in the 3D model on key statistical properties is investigated by comparing with those of the corresponding two-dimensional (2D) model. It is demonstrated that the 3D model is more accurate to characterize real V2V channels, in particular for pico cell scenarios. Finally, close agreement is achieved between the theoretical model, SoS simulation model, and simulation results, demonstrating the utility of the proposed models.
Recent works based on convolutional encoder-decoder architecture and 3DMM parameterization have shown great potential for canonical view reconstruction from a single input image. Conventional CNN architectures benefit from exploiting the spatial correspondence between the input and output pixels. However, in 3D face reconstruction, the spatial misalignment between the input image (e.g. face) and the canonical/UV output makes the feature encoding-decoding process quite challenging. In this paper, to tackle this problem, we propose a new network architecture, namely the Affine Convolution Networks, which enables CNN based approaches to handle spatially non-corresponding input and output images and maintain high-fidelity quality output at the same time. In our method, an affine transformation matrix is learned from the affine convolution layer for each spatial location of the feature maps. In addition, we represent 3D human heads in UV space with multiple components, including diffuse maps for texture representation, position maps for geometry representation, and light maps for recovering more complex lighting conditions in the real world. All the components can be trained without any manual annotations. Our method is parametric-free and can generate high-quality UV maps at resolution of 512 x 512 pixels, while previous approaches normally generate 256 x 256 pixels or smaller. Our code will be released once the paper got accepted.
Despite recent progress in text-to-audio (TTA) generation, we show that the state-of-the-art models, such as AudioLDM, trained on datasets with an imbalanced class distribution, such as AudioCaps, are biased in their generation performance. Specifically, they excel in generating common audio classes while underperforming in the rare ones, thus degrading the overall generation performance. We refer to this problem as long-tailed text-to-audio generation. To address this issue, we propose a simple retrieval-augmented approach for TTA models. Specifically, given an input text prompt, we first leverage a Contrastive Language Audio Pretraining (CLAP) model to retrieve relevant text-audio pairs. The features of the retrieved audio-text data are then used as additional conditions to guide the learning of TTA models. We enhance AudioLDM with our proposed approach and denote the resulting augmented system as Re-AudioLDM. On the AudioCaps dataset, Re-AudioLDM achieves a state-of-the-art Frechet Audio Distance (FAD) of 1.37, outperforming the existing approaches by a large margin. Furthermore, we show that Re-AudioLDM can generate realistic audio for complex scenes, rare audio classes, and even unseen audio types, indicating its potential in TTA tasks.
Although audio generation shares commonalities across different types of audio, such as speech, music, and sound effects, designing models for each type requires careful consideration of specific objectives and biases that can significantly differ from those of other types. To bring us closer to a unified perspective of audio generation, this paper proposes a framework that utilizes the same learning method for speech, music, and sound effect generation. Our framework introduces a general representation of audio, called language of audio (LOA). Any audio can be translated into LOA based on AudioMAE, a self-supervised pre-trained representation learning model. In the generation process, we translate any modalities into LOA by using a GPT-2 model, and we perform self-supervised audio generation learning with a latent diffusion model conditioned on LOA. The proposed framework naturally brings advantages such as in-context learning abilities and reusable self-supervised pretrained AudioMAE and latent diffusion models. Experiments on the major benchmarks of text-to-audio, text-to-music, and text-to-speech demonstrate new state-of-the-art or competitive performance to previous approaches. Our demo and code are available at https://audioldm.github.io/audioldm2.
Language-queried audio source separation (LASS) is a new paradigm for computational auditory scene analysis (CASA). LASS aims to separate a target sound from an audio mixture given a natural language query, which provides a natural and scalable interface for digital audio applications. Recent works on LASS, despite attaining promising separation performance on specific sources (e.g., musical instruments, limited classes of audio events), are unable to separate audio concepts in the open domain. In this work, we introduce AudioSep, a foundation model for open-domain audio source separation with natural language queries. We train AudioSep on large-scale multimodal datasets and extensively evaluate its capabilities on numerous tasks including audio event separation, musical instrument separation, and speech enhancement. AudioSep demonstrates strong separation performance and impressive zero-shot generalization ability using audio captions or text labels as queries, substantially outperforming previous audio-queried and language-queried sound separation models. For reproducibility of this work, we will release the source code, evaluation benchmark and pre-trained model at: https://github.com/Audio-AGI/AudioSep.
Large Language Models (LLMs) have shown great promise in integrating diverse expert models to tackle intricate language and vision tasks. Despite their significance in advancing the field of Artificial Intelligence Generated Content (AIGC), their potential in intelligent audio content creation remains unexplored. In this work, we tackle the problem of creating audio content with storylines encompassing speech, music, and sound effects, guided by text instructions. We present WavJourney, a system that leverages LLMs to connect various audio models for audio content generation. Given a text description of an auditory scene, WavJourney first prompts LLMs to generate a structured script dedicated to audio storytelling. The audio script incorporates diverse audio elements, organized based on their spatio-temporal relationships. As a conceptual representation of audio, the audio script provides an interactive and interpretable rationale for human engagement. Afterward, the audio script is fed into a script compiler, converting it into a computer program. Each line of the program calls a task-specific audio generation model or computational operation function (e.g., concatenate, mix). The computer program is then executed to obtain an explainable solution for audio generation. We demonstrate the practicality of WavJourney across diverse real-world scenarios, including science fiction, education, and radio play. The explainable and interactive design of WavJourney fosters human-machine co-creation in multi-round dialogues, enhancing creative control and adaptability in audio production. WavJourney audiolizes the human imagination, opening up new avenues for creativity in multimedia content creation.
Foley sound generation aims to synthesise the background sound for multimedia content. Previous models usually employ a large development set with labels as input (e.g., single numbers or one-hot vector). In this work, we propose a diffusion model based system for Foley sound generation with text conditions. To alleviate the data scarcity issue, our model is initially pre-trained with large-scale datasets and fine-tuned to this task via transfer learning using the contrastive language-audio pertaining (CLAP) technique. We have observed that the feature embedding extracted by the text encoder can significantly affect the performance of the generation model. Hence, we introduce a trainable layer after the encoder to improve the text embedding produced by the encoder. In addition, we further refine the generated waveform by generating multiple candidate audio clips simultaneously and selecting the best one, which is determined in terms of the similarity score between the embedding of the candidate clips and the embedding of the target text label. Using the proposed method, our system ranks ${1}^{st}$ among the systems submitted to DCASE Challenge 2023 Task 7. The results of the ablation studies illustrate that the proposed techniques significantly improve sound generation performance. The codes for implementing the proposed system are available online.
Foley sound generation aims to synthesise the background sound for multimedia content, which involves computationally modelling sound effects with specialized techniques. In this work, we proposed a diffusion based generative model for DCASE 2023 challenge task 7: Foley Sound Synthesis. The proposed system is based on AudioLDM, which is a diffusion-based text-to-audio generation model. To alleviate the data scarcity of the task 7 training set, our model is initially trained with large-scale datasets and downstream into this DCASE task via transfer learning. We have observed that the feature extracted by the encoder can significantly affect the performance of the generation model. Hence, we improve the results by leveraging the input label with related text embedding features obtained by a large language model, i.e., contrastive language-audio pretraining (CLAP). In addition, we utilize a filtering strategy to further refine the output, i.e. by selecting the best results from the candidate clips generated in terms of the similarity score between the sound and target labels. The overall system achieves a Frechet audio distance (FAD) score of 4.765 on average among all seven different classes, substantially outperforming the baseline system which achieves a FAD score of 9.7.