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Mar 13

StyleSinger: Style Transfer for Out-of-Domain Singing Voice Synthesis

Style transfer for out-of-domain (OOD) singing voice synthesis (SVS) focuses on generating high-quality singing voices with unseen styles (such as timbre, emotion, pronunciation, and articulation skills) derived from reference singing voice samples. However, the endeavor to model the intricate nuances of singing voice styles is an arduous task, as singing voices possess a remarkable degree of expressiveness. Moreover, existing SVS methods encounter a decline in the quality of synthesized singing voices in OOD scenarios, as they rest upon the assumption that the target vocal attributes are discernible during the training phase. To overcome these challenges, we propose StyleSinger, the first singing voice synthesis model for zero-shot style transfer of out-of-domain reference singing voice samples. StyleSinger incorporates two critical approaches for enhanced effectiveness: 1) the Residual Style Adaptor (RSA) which employs a residual quantization module to capture diverse style characteristics in singing voices, and 2) the Uncertainty Modeling Layer Normalization (UMLN) to perturb the style attributes within the content representation during the training phase and thus improve the model generalization. Our extensive evaluations in zero-shot style transfer undeniably establish that StyleSinger outperforms baseline models in both audio quality and similarity to the reference singing voice samples. Access to singing voice samples can be found at https://stylesinger.github.io/.

Can Models Learn Skill Composition from Examples?

As large language models (LLMs) become increasingly advanced, their ability to exhibit compositional generalization -- the capacity to combine learned skills in novel ways not encountered during training -- has garnered significant attention. This type of generalization, particularly in scenarios beyond training data, is also of great interest in the study of AI safety and alignment. A recent study introduced the SKILL-MIX evaluation, where models are tasked with composing a short paragraph demonstrating the use of a specified k-tuple of language skills. While small models struggled with composing even with k=3, larger models like GPT-4 performed reasonably well with k=5 and 6. In this paper, we employ a setup akin to SKILL-MIX to evaluate the capacity of smaller models to learn compositional generalization from examples. Utilizing a diverse set of language skills -- including rhetorical, literary, reasoning, theory of mind, and common sense -- GPT-4 was used to generate text samples that exhibit random subsets of k skills. Subsequent fine-tuning of 7B and 13B parameter models on these combined skill texts, for increasing values of k, revealed the following findings: (1) Training on combinations of k=2 and 3 skills results in noticeable improvements in the ability to compose texts with k=4 and 5 skills, despite models never having seen such examples during training. (2) When skill categories are split into training and held-out groups, models significantly improve at composing texts with held-out skills during testing despite having only seen training skills during fine-tuning, illustrating the efficacy of the training approach even with previously unseen skills. This study also suggests that incorporating skill-rich (potentially synthetic) text into training can substantially enhance the compositional capabilities of models.

Training Language Models for Social Deduction with Multi-Agent Reinforcement Learning

Communicating in natural language is a powerful tool in multi-agent settings, as it enables independent agents to share information in partially observable settings and allows zero-shot coordination with humans. However, most prior works are limited as they either rely on training with large amounts of human demonstrations or lack the ability to generate natural and useful communication strategies. In this work, we train language models to have productive discussions about their environment in natural language without any human demonstrations. We decompose the communication problem into listening and speaking. Our key idea is to leverage the agent's goal to predict useful information about the world as a dense reward signal that guides communication. Specifically, we improve a model's listening skills by training them to predict information about the environment based on discussions, and we simultaneously improve a model's speaking skills with multi-agent reinforcement learning by rewarding messages based on their influence on other agents. To investigate the role and necessity of communication in complex social settings, we study an embodied social deduction game based on Among Us, where the key question to answer is the identity of an adversarial imposter. We analyze emergent behaviors due to our technique, such as accusing suspects and providing evidence, and find that it enables strong discussions, doubling the win rates compared to standard RL. We release our code and models at https://socialdeductionllm.github.io/

Articulate-Anything: Automatic Modeling of Articulated Objects via a Vision-Language Foundation Model

Interactive 3D simulated objects are crucial in AR/VR, animations, and robotics, driving immersive experiences and advanced automation. However, creating these articulated objects requires extensive human effort and expertise, limiting their broader applications. To overcome this challenge, we present Articulate-Anything, a system that automates the articulation of diverse, complex objects from many input modalities, including text, images, and videos. Articulate-Anything leverages vision-language models (VLMs) to generate code that can be compiled into an interactable digital twin for use in standard 3D simulators. Our system exploits existing 3D asset datasets via a mesh retrieval mechanism, along with an actor-critic system that iteratively proposes, evaluates, and refines solutions for articulating the objects, self-correcting errors to achieve a robust outcome. Qualitative evaluations demonstrate Articulate-Anything's capability to articulate complex and even ambiguous object affordances by leveraging rich grounded inputs. In extensive quantitative experiments on the standard PartNet-Mobility dataset, Articulate-Anything substantially outperforms prior work, increasing the success rate from 8.7-11.6% to 75% and setting a new bar for state-of-the-art performance. We further showcase the utility of our system by generating 3D assets from in-the-wild video inputs, which are then used to train robotic policies for fine-grained manipulation tasks in simulation that go beyond basic pick and place. These policies are then transferred to a real robotic system.

Phonological Level wav2vec2-based Mispronunciation Detection and Diagnosis Method

The automatic identification and analysis of pronunciation errors, known as Mispronunciation Detection and Diagnosis (MDD) plays a crucial role in Computer Aided Pronunciation Learning (CAPL) tools such as Second-Language (L2) learning or speech therapy applications. Existing MDD methods relying on analysing phonemes can only detect categorical errors of phonemes that have an adequate amount of training data to be modelled. With the unpredictable nature of the pronunciation errors of non-native or disordered speakers and the scarcity of training datasets, it is unfeasible to model all types of mispronunciations. Moreover, phoneme-level MDD approaches have a limited ability to provide detailed diagnostic information about the error made. In this paper, we propose a low-level MDD approach based on the detection of speech attribute features. Speech attribute features break down phoneme production into elementary components that are directly related to the articulatory system leading to more formative feedback to the learner. We further propose a multi-label variant of the Connectionist Temporal Classification (CTC) approach to jointly model the non-mutually exclusive speech attributes using a single model. The pre-trained wav2vec2 model was employed as a core model for the speech attribute detector. The proposed method was applied to L2 speech corpora collected from English learners from different native languages. The proposed speech attribute MDD method was further compared to the traditional phoneme-level MDD and achieved a significantly lower False Acceptance Rate (FAR), False Rejection Rate (FRR), and Diagnostic Error Rate (DER) over all speech attributes compared to the phoneme-level equivalent.

Seeing What You Said: Talking Face Generation Guided by a Lip Reading Expert

Talking face generation, also known as speech-to-lip generation, reconstructs facial motions concerning lips given coherent speech input. The previous studies revealed the importance of lip-speech synchronization and visual quality. Despite much progress, they hardly focus on the content of lip movements i.e., the visual intelligibility of the spoken words, which is an important aspect of generation quality. To address the problem, we propose using a lip-reading expert to improve the intelligibility of the generated lip regions by penalizing the incorrect generation results. Moreover, to compensate for data scarcity, we train the lip-reading expert in an audio-visual self-supervised manner. With a lip-reading expert, we propose a novel contrastive learning to enhance lip-speech synchronization, and a transformer to encode audio synchronically with video, while considering global temporal dependency of audio. For evaluation, we propose a new strategy with two different lip-reading experts to measure intelligibility of the generated videos. Rigorous experiments show that our proposal is superior to other State-of-the-art (SOTA) methods, such as Wav2Lip, in reading intelligibility i.e., over 38% Word Error Rate (WER) on LRS2 dataset and 27.8% accuracy on LRW dataset. We also achieve the SOTA performance in lip-speech synchronization and comparable performances in visual quality.

RT-Sketch: Goal-Conditioned Imitation Learning from Hand-Drawn Sketches

Natural language and images are commonly used as goal representations in goal-conditioned imitation learning (IL). However, natural language can be ambiguous and images can be over-specified. In this work, we propose hand-drawn sketches as a modality for goal specification in visual imitation learning. Sketches are easy for users to provide on the fly like language, but similar to images they can also help a downstream policy to be spatially-aware and even go beyond images to disambiguate task-relevant from task-irrelevant objects. We present RT-Sketch, a goal-conditioned policy for manipulation that takes a hand-drawn sketch of the desired scene as input, and outputs actions. We train RT-Sketch on a dataset of paired trajectories and corresponding synthetically generated goal sketches. We evaluate this approach on six manipulation skills involving tabletop object rearrangements on an articulated countertop. Experimentally we find that RT-Sketch is able to perform on a similar level to image or language-conditioned agents in straightforward settings, while achieving greater robustness when language goals are ambiguous or visual distractors are present. Additionally, we show that RT-Sketch has the capacity to interpret and act upon sketches with varied levels of specificity, ranging from minimal line drawings to detailed, colored drawings. For supplementary material and videos, please refer to our website: http://rt-sketch.github.io.

Enhancing Child Vocalization Classification in Multi-Channel Child-Adult Conversations Through Wav2vec2 Children ASR Features

Autism Spectrum Disorder (ASD) is a neurodevelopmental disorder that often emerges in early childhood. ASD assessment typically involves an observation protocol including note-taking and ratings of child's social behavior conducted by a trained clinician. A robust machine learning (ML) model that is capable of labeling adult and child audio has the potential to save significant time and labor in manual coding children's behaviors. This may assist clinicians capture events of interest, better communicate events with parents, and educate new clinicians. In this study, we leverage the self-supervised learning model, Wav2Vec 2.0 (W2V2), pretrained on 4300h of home recordings of children under 5 years old, to build a unified system that performs both speaker diarization (SD) and vocalization classification (VC) tasks. We apply this system to two-channel audio recordings of brief 3-5 minute clinician-child interactions using the Rapid-ABC corpus. We propose a novel technique by introducing auxiliary features extracted from W2V2-based automatic speech recognition (ASR) system for children under 4 years old to improve children's VC task. We test our proposed method of improving children's VC task on two corpora (Rapid-ABC and BabbleCor) and observe consistent improvements. Furthermore, we reach, or perhaps outperform, the state-of-the-art performance of BabbleCor.

Simulating User Agents for Embodied Conversational-AI

Embodied agents designed to assist users with tasks must engage in natural language interactions, interpret instructions, execute actions, and communicate effectively to resolve issues. However, collecting large-scale, diverse datasets of situated human-robot dialogues to train and evaluate such agents is expensive, labor-intensive, and time-consuming. To address this challenge, we propose building a large language model (LLM)-based user agent that can simulate user behavior during interactions with an embodied agent in a virtual environment. Given a user goal (e.g., make breakfast), at each time step, the user agent may observe" the robot actions or speak" to either intervene with the robot or answer questions. Such a user agent assists in improving the scalability and efficiency of embodied dialogues dataset generation and is critical for enhancing and evaluating the robot's interaction and task completion ability, as well as for research in reinforcement learning using AI feedback. We evaluate our user agent's ability to generate human-like behaviors by comparing its simulated dialogues with the TEACh dataset. We perform three experiments: zero-shot prompting to predict dialogue acts, few-shot prompting, and fine-tuning on the TEACh training subset. Results show the LLM-based user agent achieves an F-measure of 42% with zero-shot prompting and 43.4% with few-shot prompting in mimicking human speaking behavior. Through fine-tuning, performance in deciding when to speak remained stable, while deciding what to say improved from 51.1% to 62.5%. These findings showcase the feasibility of the proposed approach for assessing and enhancing the effectiveness of robot task completion through natural language communication.

S2S-Arena, Evaluating Speech2Speech Protocols on Instruction Following with Paralinguistic Information

The rapid development of large language models (LLMs) has brought significant attention to speech models, particularly recent progress in speech2speech protocols supporting speech input and output. However, the existing benchmarks adopt automatic text-based evaluators for evaluating the instruction following ability of these models lack consideration for paralinguistic information in both speech understanding and generation. To address these issues, we introduce S2S-Arena, a novel arena-style S2S benchmark that evaluates instruction-following capabilities with paralinguistic information in both speech-in and speech-out across real-world tasks. We design 154 samples that fused TTS and live recordings in four domains with 21 tasks and manually evaluate existing popular speech models in an arena-style manner. The experimental results show that: (1) in addition to the superior performance of GPT-4o, the speech model of cascaded ASR, LLM, and TTS outperforms the jointly trained model after text-speech alignment in speech2speech protocols; (2) considering paralinguistic information, the knowledgeability of the speech model mainly depends on the LLM backbone, and the multilingual support of that is limited by the speech module; (3) excellent speech models can already understand the paralinguistic information in speech input, but generating appropriate audio with paralinguistic information is still a challenge.

One-shot Talking Face Generation from Single-speaker Audio-Visual Correlation Learning

Audio-driven one-shot talking face generation methods are usually trained on video resources of various persons. However, their created videos often suffer unnatural mouth shapes and asynchronous lips because those methods struggle to learn a consistent speech style from different speakers. We observe that it would be much easier to learn a consistent speech style from a specific speaker, which leads to authentic mouth movements. Hence, we propose a novel one-shot talking face generation framework by exploring consistent correlations between audio and visual motions from a specific speaker and then transferring audio-driven motion fields to a reference image. Specifically, we develop an Audio-Visual Correlation Transformer (AVCT) that aims to infer talking motions represented by keypoint based dense motion fields from an input audio. In particular, considering audio may come from different identities in deployment, we incorporate phonemes to represent audio signals. In this manner, our AVCT can inherently generalize to audio spoken by other identities. Moreover, as face keypoints are used to represent speakers, AVCT is agnostic against appearances of the training speaker, and thus allows us to manipulate face images of different identities readily. Considering different face shapes lead to different motions, a motion field transfer module is exploited to reduce the audio-driven dense motion field gap between the training identity and the one-shot reference. Once we obtained the dense motion field of the reference image, we employ an image renderer to generate its talking face videos from an audio clip. Thanks to our learned consistent speaking style, our method generates authentic mouth shapes and vivid movements. Extensive experiments demonstrate that our synthesized videos outperform the state-of-the-art in terms of visual quality and lip-sync.

RT-H: Action Hierarchies Using Language

Language provides a way to break down complex concepts into digestible pieces. Recent works in robot imitation learning use language-conditioned policies that predict actions given visual observations and the high-level task specified in language. These methods leverage the structure of natural language to share data between semantically similar tasks (e.g., "pick coke can" and "pick an apple") in multi-task datasets. However, as tasks become more semantically diverse (e.g., "pick coke can" and "pour cup"), sharing data between tasks becomes harder, so learning to map high-level tasks to actions requires much more demonstration data. To bridge tasks and actions, our insight is to teach the robot the language of actions, describing low-level motions with more fine-grained phrases like "move arm forward". Predicting these language motions as an intermediate step between tasks and actions forces the policy to learn the shared structure of low-level motions across seemingly disparate tasks. Furthermore, a policy that is conditioned on language motions can easily be corrected during execution through human-specified language motions. This enables a new paradigm for flexible policies that can learn from human intervention in language. Our method RT-H builds an action hierarchy using language motions: it first learns to predict language motions, and conditioned on this and the high-level task, it predicts actions, using visual context at all stages. We show that RT-H leverages this language-action hierarchy to learn policies that are more robust and flexible by effectively tapping into multi-task datasets. We show that these policies not only allow for responding to language interventions, but can also learn from such interventions and outperform methods that learn from teleoperated interventions. Our website and videos are found at https://rt-hierarchy.github.io.

HEMM: Holistic Evaluation of Multimodal Foundation Models

Multimodal foundation models that can holistically process text alongside images, video, audio, and other sensory modalities are increasingly used in a variety of real-world applications. However, it is challenging to characterize and study progress in multimodal foundation models, given the range of possible modeling decisions, tasks, and domains. In this paper, we introduce Holistic Evaluation of Multimodal Models (HEMM) to systematically evaluate the capabilities of multimodal foundation models across a set of 3 dimensions: basic skills, information flow, and real-world use cases. Basic multimodal skills are internal abilities required to solve problems, such as learning interactions across modalities, fine-grained alignment, multi-step reasoning, and the ability to handle external knowledge. Information flow studies how multimodal content changes during a task through querying, translation, editing, and fusion. Use cases span domain-specific challenges introduced in real-world multimedia, affective computing, natural sciences, healthcare, and human-computer interaction applications. Through comprehensive experiments across the 30 tasks in HEMM, we (1) identify key dataset dimensions (e.g., basic skills, information flows, and use cases) that pose challenges to today's models, and (2) distill performance trends regarding how different modeling dimensions (e.g., scale, pre-training data, multimodal alignment, pre-training, and instruction tuning objectives) influence performance. Our conclusions regarding challenging multimodal interactions, use cases, and tasks requiring reasoning and external knowledge, the benefits of data and model scale, and the impacts of instruction tuning yield actionable insights for future work in multimodal foundation models.

VoxInstruct: Expressive Human Instruction-to-Speech Generation with Unified Multilingual Codec Language Modelling

Recent AIGC systems possess the capability to generate digital multimedia content based on human language instructions, such as text, image and video. However, when it comes to speech, existing methods related to human instruction-to-speech generation exhibit two limitations. Firstly, they require the division of inputs into content prompt (transcript) and description prompt (style and speaker), instead of directly supporting human instruction. This division is less natural in form and does not align with other AIGC models. Secondly, the practice of utilizing an independent description prompt to model speech style, without considering the transcript content, restricts the ability to control speech at a fine-grained level. To address these limitations, we propose VoxInstruct, a novel unified multilingual codec language modeling framework that extends traditional text-to-speech tasks into a general human instruction-to-speech task. Our approach enhances the expressiveness of human instruction-guided speech generation and aligns the speech generation paradigm with other modalities. To enable the model to automatically extract the content of synthesized speech from raw text instructions, we introduce speech semantic tokens as an intermediate representation for instruction-to-content guidance. We also incorporate multiple Classifier-Free Guidance (CFG) strategies into our codec language model, which strengthens the generated speech following human instructions. Furthermore, our model architecture and training strategies allow for the simultaneous support of combining speech prompt and descriptive human instruction for expressive speech synthesis, which is a first-of-its-kind attempt. Codes, models and demos are at: https://github.com/thuhcsi/VoxInstruct.

Skill-Mix: a Flexible and Expandable Family of Evaluations for AI models

With LLMs shifting their role from statistical modeling of language to serving as general-purpose AI agents, how should LLM evaluations change? Arguably, a key ability of an AI agent is to flexibly combine, as needed, the basic skills it has learned. The capability to combine skills plays an important role in (human) pedagogy and also in a paper on emergence phenomena (Arora & Goyal, 2023). This work introduces Skill-Mix, a new evaluation to measure ability to combine skills. Using a list of N skills the evaluator repeatedly picks random subsets of k skills and asks the LLM to produce text combining that subset of skills. Since the number of subsets grows like N^k, for even modest k this evaluation will, with high probability, require the LLM to produce text significantly different from any text in the training set. The paper develops a methodology for (a) designing and administering such an evaluation, and (b) automatic grading (plus spot-checking by humans) of the results using GPT-4 as well as the open LLaMA-2 70B model. Administering a version of to popular chatbots gave results that, while generally in line with prior expectations, contained surprises. Sizeable differences exist among model capabilities that are not captured by their ranking on popular LLM leaderboards ("cramming for the leaderboard"). Furthermore, simple probability calculations indicate that GPT-4's reasonable performance on k=5 is suggestive of going beyond "stochastic parrot" behavior (Bender et al., 2021), i.e., it combines skills in ways that it had not seen during training. We sketch how the methodology can lead to a Skill-Mix based eco-system of open evaluations for AI capabilities of future models.

Benchmarking Open-ended Audio Dialogue Understanding for Large Audio-Language Models

Large Audio-Language Models (LALMs) have unclocked audio dialogue capabilities, where audio dialogues are a direct exchange of spoken language between LALMs and humans. Recent advances, such as GPT-4o, have enabled LALMs in back-and-forth audio dialogues with humans. This progression not only underscores the potential of LALMs but also broadens their applicability across a wide range of practical scenarios supported by audio dialogues. However, given these advancements, a comprehensive benchmark to evaluate the performance of LALMs in the open-ended audio dialogue understanding remains absent currently. To address this gap, we propose an Audio Dialogue Understanding Benchmark (ADU-Bench), which consists of 4 benchmark datasets. They assess the open-ended audio dialogue ability for LALMs in 3 general scenarios, 12 skills, 9 multilingual languages, and 4 categories of ambiguity handling. Notably, we firstly propose the evaluation of ambiguity handling in audio dialogues that expresses different intentions beyond the same literal meaning of sentences, e.g., "Really!?" with different intonations. In summary, ADU-Bench includes over 20,000 open-ended audio dialogues for the assessment of LALMs. Through extensive experiments conducted on 13 LALMs, our analysis reveals that there is still considerable room for improvement in the audio dialogue understanding abilities of existing LALMs. In particular, they struggle with mathematical symbols and formulas, understanding human behavior such as roleplay, comprehending multiple languages, and handling audio dialogue ambiguities from different phonetic elements, such as intonations, pause positions, and homophones.

AVI-Talking: Learning Audio-Visual Instructions for Expressive 3D Talking Face Generation

While considerable progress has been made in achieving accurate lip synchronization for 3D speech-driven talking face generation, the task of incorporating expressive facial detail synthesis aligned with the speaker's speaking status remains challenging. Our goal is to directly leverage the inherent style information conveyed by human speech for generating an expressive talking face that aligns with the speaking status. In this paper, we propose AVI-Talking, an Audio-Visual Instruction system for expressive Talking face generation. This system harnesses the robust contextual reasoning and hallucination capability offered by Large Language Models (LLMs) to instruct the realistic synthesis of 3D talking faces. Instead of directly learning facial movements from human speech, our two-stage strategy involves the LLMs first comprehending audio information and generating instructions implying expressive facial details seamlessly corresponding to the speech. Subsequently, a diffusion-based generative network executes these instructions. This two-stage process, coupled with the incorporation of LLMs, enhances model interpretability and provides users with flexibility to comprehend instructions and specify desired operations or modifications. Extensive experiments showcase the effectiveness of our approach in producing vivid talking faces with expressive facial movements and consistent emotional status.

Evaluating Cognitive Maps and Planning in Large Language Models with CogEval

Recently an influx of studies claim emergent cognitive abilities in large language models (LLMs). Yet, most rely on anecdotes, overlook contamination of training sets, or lack systematic Evaluation involving multiple tasks, control conditions, multiple iterations, and statistical robustness tests. Here we make two major contributions. First, we propose CogEval, a cognitive science-inspired protocol for the systematic evaluation of cognitive capacities in Large Language Models. The CogEval protocol can be followed for the evaluation of various abilities. Second, here we follow CogEval to systematically evaluate cognitive maps and planning ability across eight LLMs (OpenAI GPT-4, GPT-3.5-turbo-175B, davinci-003-175B, Google Bard, Cohere-xlarge-52.4B, Anthropic Claude-1-52B, LLaMA-13B, and Alpaca-7B). We base our task prompts on human experiments, which offer both established construct validity for evaluating planning, and are absent from LLM training sets. We find that, while LLMs show apparent competence in a few planning tasks with simpler structures, systematic evaluation reveals striking failure modes in planning tasks, including hallucinations of invalid trajectories and getting trapped in loops. These findings do not support the idea of emergent out-of-the-box planning ability in LLMs. This could be because LLMs do not understand the latent relational structures underlying planning problems, known as cognitive maps, and fail at unrolling goal-directed trajectories based on the underlying structure. Implications for application and future directions are discussed.

Mistral-C2F: Coarse to Fine Actor for Analytical and Reasoning Enhancement in RLHF and Effective-Merged LLMs

Despite the advances in Large Language Models (LLMs), exemplified by models like GPT-4 and Claude, smaller-scale LLMs such as Llama and Mistral often struggle with generating in-depth and coherent dialogues. This paper presents a novel two-step Coarse-to-Fine Actor model to address the inherent limitations in conversational and analytical capabilities of small-sized LLMs. Our approach begins with the Policy-based Coarse Actor, employing a technique we term "Continuous Maximization". The Coarse Actor establishes an enhanced, knowledge-rich pool adept at aligning with human preference styles in analysis and reasoning. Through the RLHF process, it employs Continuous Maximization, a strategy that dynamically and adaptively extends the output length limit, enabling the generation of more detailed and analytical content. Subsequently, the Fine Actor refines this analytical content, addressing the generation of excessively redundant information from the Coarse Actor. We introduce a "Knowledge Residue Merger" approach, refining the content from the Coarse Actor and merging it with an existing Instruction model to improve quality, correctness, and reduce redundancies. We applied our methodology to the popular Mistral model, creating Mistral-C2F, which has demonstrated exceptional performance across 11 general language tasks and the MT-Bench Dialogue task, outperforming similar-scale models and even larger models with 13B and 30B parameters. Our model has significantly improved conversational and analytical reasoning abilities.

PoseTalk: Text-and-Audio-based Pose Control and Motion Refinement for One-Shot Talking Head Generation

While previous audio-driven talking head generation (THG) methods generate head poses from driving audio, the generated poses or lips cannot match the audio well or are not editable. In this study, we propose PoseTalk, a THG system that can freely generate lip-synchronized talking head videos with free head poses conditioned on text prompts and audio. The core insight of our method is using head pose to connect visual, linguistic, and audio signals. First, we propose to generate poses from both audio and text prompts, where the audio offers short-term variations and rhythm correspondence of the head movements and the text prompts describe the long-term semantics of head motions. To achieve this goal, we devise a Pose Latent Diffusion (PLD) model to generate motion latent from text prompts and audio cues in a pose latent space. Second, we observe a loss-imbalance problem: the loss for the lip region contributes less than 4\% of the total reconstruction loss caused by both pose and lip, making optimization lean towards head movements rather than lip shapes. To address this issue, we propose a refinement-based learning strategy to synthesize natural talking videos using two cascaded networks, i.e., CoarseNet, and RefineNet. The CoarseNet estimates coarse motions to produce animated images in novel poses and the RefineNet focuses on learning finer lip motions by progressively estimating lip motions from low-to-high resolutions, yielding improved lip-synchronization performance. Experiments demonstrate our pose prediction strategy achieves better pose diversity and realness compared to text-only or audio-only, and our video generator model outperforms state-of-the-art methods in synthesizing talking videos with natural head motions. Project: https://junleen.github.io/projects/posetalk.

Deep Multimodal Fusion for Surgical Feedback Classification

Quantification of real-time informal feedback delivered by an experienced surgeon to a trainee during surgery is important for skill improvements in surgical training. Such feedback in the live operating room is inherently multimodal, consisting of verbal conversations (e.g., questions and answers) as well as non-verbal elements (e.g., through visual cues like pointing to anatomic elements). In this work, we leverage a clinically-validated five-category classification of surgical feedback: "Anatomic", "Technical", "Procedural", "Praise" and "Visual Aid". We then develop a multi-label machine learning model to classify these five categories of surgical feedback from inputs of text, audio, and video modalities. The ultimate goal of our work is to help automate the annotation of real-time contextual surgical feedback at scale. Our automated classification of surgical feedback achieves AUCs ranging from 71.5 to 77.6 with the fusion improving performance by 3.1%. We also show that high-quality manual transcriptions of feedback audio from experts improve AUCs to between 76.5 and 96.2, which demonstrates a clear path toward future improvements. Empirically, we find that the Staged training strategy, with first pre-training each modality separately and then training them jointly, is more effective than training different modalities altogether. We also present intuitive findings on the importance of modalities for different feedback categories. This work offers an important first look at the feasibility of automated classification of real-world live surgical feedback based on text, audio, and video modalities.

Advancing Large Language Models to Capture Varied Speaking Styles and Respond Properly in Spoken Conversations

In spoken dialogue, even if two current turns are the same sentence, their responses might still differ when they are spoken in different styles. The spoken styles, containing paralinguistic and prosodic information, mark the most significant difference between text and speech modality. When using text-only LLMs to model spoken dialogue, text-only LLMs cannot give different responses based on the speaking style of the current turn. In this paper, we focus on enabling LLMs to listen to the speaking styles and respond properly. Our goal is to teach the LLM that "even if the sentences are identical if they are spoken in different styles, their corresponding responses might be different". Since there is no suitable dataset for achieving this goal, we collect a speech-to-speech dataset, StyleTalk, with the following desired characteristics: when two current speeches have the same content but are spoken in different styles, their responses will be different. To teach LLMs to understand and respond properly to the speaking styles, we propose the Spoken-LLM framework that can model the linguistic content and the speaking styles. We train Spoken-LLM using the StyleTalk dataset and devise a two-stage training pipeline to help the Spoken-LLM better learn the speaking styles. Based on extensive experiments, we show that Spoken-LLM outperforms text-only baselines and prior speech LLMs methods.

Speech2Lip: High-fidelity Speech to Lip Generation by Learning from a Short Video

Synthesizing realistic videos according to a given speech is still an open challenge. Previous works have been plagued by issues such as inaccurate lip shape generation and poor image quality. The key reason is that only motions and appearances on limited facial areas (e.g., lip area) are mainly driven by the input speech. Therefore, directly learning a mapping function from speech to the entire head image is prone to ambiguity, particularly when using a short video for training. We thus propose a decomposition-synthesis-composition framework named Speech to Lip (Speech2Lip) that disentangles speech-sensitive and speech-insensitive motion/appearance to facilitate effective learning from limited training data, resulting in the generation of natural-looking videos. First, given a fixed head pose (i.e., canonical space), we present a speech-driven implicit model for lip image generation which concentrates on learning speech-sensitive motion and appearance. Next, to model the major speech-insensitive motion (i.e., head movement), we introduce a geometry-aware mutual explicit mapping (GAMEM) module that establishes geometric mappings between different head poses. This allows us to paste generated lip images at the canonical space onto head images with arbitrary poses and synthesize talking videos with natural head movements. In addition, a Blend-Net and a contrastive sync loss are introduced to enhance the overall synthesis performance. Quantitative and qualitative results on three benchmarks demonstrate that our model can be trained by a video of just a few minutes in length and achieve state-of-the-art performance in both visual quality and speech-visual synchronization. Code: https://github.com/CVMI-Lab/Speech2Lip.

LipVoicer: Generating Speech from Silent Videos Guided by Lip Reading

Lip-to-speech involves generating a natural-sounding speech synchronized with a soundless video of a person talking. Despite recent advances, current methods still cannot produce high-quality speech with high levels of intelligibility for challenging and realistic datasets such as LRS3. In this work, we present LipVoicer, a novel method that generates high-quality speech, even for in-the-wild and rich datasets, by incorporating the text modality. Given a silent video, we first predict the spoken text using a pre-trained lip-reading network. We then condition a diffusion model on the video and use the extracted text through a classifier-guidance mechanism where a pre-trained ASR serves as the classifier. LipVoicer outperforms multiple lip-to-speech baselines on LRS2 and LRS3, which are in-the-wild datasets with hundreds of unique speakers in their test set and an unrestricted vocabulary. Moreover, our experiments show that the inclusion of the text modality plays a major role in the intelligibility of the produced speech, readily perceptible while listening, and is empirically reflected in the substantial reduction of the WER metric. We demonstrate the effectiveness of LipVoicer through human evaluation, which shows that it produces more natural and synchronized speech signals compared to competing methods. Finally, we created a demo showcasing LipVoicer's superiority in producing natural, synchronized, and intelligible speech, providing additional evidence of its effectiveness. Project page and code: https://github.com/yochaiye/LipVoicer

Language Model Can Listen While Speaking

Dialogue serves as the most natural manner of human-computer interaction (HCI). Recent advancements in speech language models (SLM) have significantly enhanced speech-based conversational AI. However, these models are limited to turn-based conversation, lacking the ability to interact with humans in real-time spoken scenarios, for example, being interrupted when the generated content is not satisfactory. To address these limitations, we explore full duplex modeling (FDM) in interactive speech language models (iSLM), focusing on enhancing real-time interaction and, more explicitly, exploring the quintessential ability of interruption. We introduce a novel model design, namely listening-while-speaking language model (LSLM), an end-to-end system equipped with both listening and speaking channels. Our LSLM employs a token-based decoder-only TTS for speech generation and a streaming self-supervised learning (SSL) encoder for real-time audio input. LSLM fuses both channels for autoregressive generation and detects turn-taking in real time. Three fusion strategies -- early fusion, middle fusion, and late fusion -- are explored, with middle fusion achieving an optimal balance between speech generation and real-time interaction. Two experimental settings, command-based FDM and voice-based FDM, demonstrate LSLM's robustness to noise and sensitivity to diverse instructions. Our results highlight LSLM's capability to achieve duplex communication with minimal impact on existing systems. This study aims to advance the development of interactive speech dialogue systems, enhancing their applicability in real-world contexts.

WavChat: A Survey of Spoken Dialogue Models

Recent advancements in spoken dialogue models, exemplified by systems like GPT-4o, have captured significant attention in the speech domain. Compared to traditional three-tier cascaded spoken dialogue models that comprise speech recognition (ASR), large language models (LLMs), and text-to-speech (TTS), modern spoken dialogue models exhibit greater intelligence. These advanced spoken dialogue models not only comprehend audio, music, and other speech-related features, but also capture stylistic and timbral characteristics in speech. Moreover, they generate high-quality, multi-turn speech responses with low latency, enabling real-time interaction through simultaneous listening and speaking capability. Despite the progress in spoken dialogue systems, there is a lack of comprehensive surveys that systematically organize and analyze these systems and the underlying technologies. To address this, we have first compiled existing spoken dialogue systems in the chronological order and categorized them into the cascaded and end-to-end paradigms. We then provide an in-depth overview of the core technologies in spoken dialogue models, covering aspects such as speech representation, training paradigm, streaming, duplex, and interaction capabilities. Each section discusses the limitations of these technologies and outlines considerations for future research. Additionally, we present a thorough review of relevant datasets, evaluation metrics, and benchmarks from the perspectives of training and evaluating spoken dialogue systems. We hope this survey will contribute to advancing both academic research and industrial applications in the field of spoken dialogue systems. The related material is available at https://github.com/jishengpeng/WavChat.

Self-driven Grounding: Large Language Model Agents with Automatical Language-aligned Skill Learning

Large language models (LLMs) show their powerful automatic reasoning and planning capability with a wealth of semantic knowledge about the human world. However, the grounding problem still hinders the applications of LLMs in the real-world environment. Existing studies try to fine-tune the LLM or utilize pre-defined behavior APIs to bridge the LLMs and the environment, which not only costs huge human efforts to customize for every single task but also weakens the generality strengths of LLMs. To autonomously ground the LLM onto the environment, we proposed the Self-Driven Grounding (SDG) framework to automatically and progressively ground the LLM with self-driven skill learning. SDG first employs the LLM to propose the hypothesis of sub-goals to achieve tasks and then verify the feasibility of the hypothesis via interacting with the underlying environment. Once verified, SDG can then learn generalized skills with the guidance of these successfully grounded subgoals. These skills can be further utilized to accomplish more complex tasks which fail to pass the verification phase. Verified in the famous instruction following task set-BabyAI, SDG achieves comparable performance in the most challenging tasks compared with imitation learning methods that cost millions of demonstrations, proving the effectiveness of learned skills and showing the feasibility and efficiency of our framework.