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 Deep Learning


EAT: Enhanced ASR-TTS for Self-supervised Speech Recognition

arXiv.org Artificial Intelligence

Self-supervised ASR-TTS models suffer in out-of-domain data conditions. Here we propose an enhanced ASR-TTS (EAT) model that incorporates two main features: 1) The ASR$\rightarrow$TTS direction is equipped with a language model reward to penalize the ASR hypotheses before forwarding it to TTS. 2) In the TTS$\rightarrow$ASR direction, a hyper-parameter is introduced to scale the attention context from synthesized speech before sending it to ASR to handle out-of-domain data. Training strategies and the effectiveness of the EAT model are explored under out-of-domain data conditions. The results show that EAT reduces the performance gap between supervised and self-supervised training significantly by absolute 2.6\% and 2.7\% on Librispeech and BABEL respectively.


Deep Data Density Estimation through Donsker-Varadhan Representation

arXiv.org Artificial Intelligence

Estimating the data density is one of the challenging problems in deep learning. In this paper, we present a simple yet effective method for estimating the data density using a deep neural network and the Donsker-Varadhan variational lower bound on the KL divergence. We show that the optimal critic function associated with the Donsker-Varadhan representation on the KL divergence between the data and the uniform distribution can estimate the data density. We also present the deep neural network-based modeling and its stochastic learning. The experimental results and possible applications of the proposed method demonstrate that it is competitive with the previous methods and has a lot of possibilities in applied to various applications.


GAN-Based Interactive Reinforcement Learning from Demonstration and Human Evaluative Feedback

arXiv.org Artificial Intelligence

Deep reinforcement learning (DRL) has achieved great successes in many simulated tasks. The sample inefficiency problem makes applying traditional DRL methods to real-world robots a great challenge. Generative Adversarial Imitation Learning (GAIL) -- a general model-free imitation learning method, allows robots to directly learn policies from expert trajectories in large environments. However, GAIL shares the limitation of other imitation learning methods that they can seldom surpass the performance of demonstrations. In this paper, to address the limit of GAIL, we propose GAN-Based Interactive Reinforcement Learning (GAIRL) from demonstration and human evaluative feedback by combining the advantages of GAIL and interactive reinforcement learning. We tested our proposed method in six physics-based control tasks, ranging from simple low-dimensional control tasks -- Cart Pole and Mountain Car, to difficult high-dimensional tasks -- Inverted Double Pendulum, Lunar Lander, Hopper and HalfCheetah. Our results suggest that with both optimal and suboptimal demonstrations, a GAIRL agent can always learn a more stable policy with optimal or close to optimal performance, while the performance of the GAIL agent is upper bounded by the performance of demonstrations or even worse than it. In addition, our results indicate the reason that GAIRL is superior over GAIL is the complementary effect of demonstrations and human evaluative feedback.


A Semi-Supervised Classification Method of Apicomplexan Parasites and Host Cell Using Contrastive Learning Strategy

arXiv.org Artificial Intelligence

A common shortfall of supervised learning for medical imaging is the greedy need for human annotations, which is often expensive and time-consuming to obtain. This paper proposes a semi-supervised classification method for three kinds of apicomplexan parasites and non-infected host cells microscopic images, which uses a small number of labeled data and a large number of unlabeled data for training. There are two challenges in microscopic image recognition. The first is that salient structures of the microscopic images are more fuzzy and intricate than natural images' on a real-world scale. The second is that insignificant textures, like background staining, lightness, and contrast level, vary a lot in samples from different clinical scenarios. To address these challenges, we aim to learn a distinguishable and appearance-invariant representation by contrastive learning strategy. On one hand, macroscopic images, which share similar shape characteristics in morphology, are introduced to contrast for structure enhancement. On the other hand, different appearance transformations, including color distortion and flittering, are utilized to contrast for texture elimination. In the case where only 1% of microscopic images are labeled, the proposed method reaches an accuracy of 94.90% in a generalized testing set.


Comparison and Analysis of Deep Audio Embeddings for Music Emotion Recognition

arXiv.org Artificial Intelligence

Emotion is a complicated notion present in music that is hard to capture even with fine-tuned feature engineering. In this paper, we investigate the utility of state-of-the-art pre-trained deep audio embedding methods to be used in the Music Emotion Recognition (MER) task. Deep audio embedding methods allow us to efficiently capture the high dimensional features into a compact representation. We implement several multi-class classifiers with deep audio embeddings to predict emotion semantics in music. We investigate the effectiveness of L3-Net and VGGish deep audio embedding methods for music emotion inference over four music datasets. The experiments with several classifiers on the task show that the deep audio embedding solutions can improve the performances of the previous baseline MER models. We conclude that deep audio embeddings represent musical emotion semantics for the MER task without expert human engineering.


Bridging the Gap Between Clean Data Training and Real-World Inference for Spoken Language Understanding

arXiv.org Artificial Intelligence

Spoken language understanding (SLU) system usually consists of various pipeline components, where each component heavily relies on the results of its upstream ones. For example, Intent detection (ID), and slot filling (SF) require its upstream automatic speech recognition (ASR) to transform the voice into text. In this case, the upstream perturbations, e.g. ASR errors, environmental noise and careless user speaking, will propagate to the ID and SF models, thus deteriorating the system performance. Therefore, the well-performing SF and ID models are expected to be noise resistant to some extent. However, existing models are trained on clean data, which causes a \textit{gap between clean data training and real-world inference.} To bridge the gap, we propose a method from the perspective of domain adaptation, by which both high- and low-quality samples are embedding into similar vector space. Meanwhile, we design a denoising generation model to reduce the impact of the low-quality samples. Experiments on the widely-used dataset, i.e. Snips, and large scale in-house dataset (10 million training examples) demonstrate that this method not only outperforms the baseline models on real-world (noisy) corpus but also enhances the robustness, that is, it produces high-quality results under a noisy environment. The source code will be released.


BlockGNN: Towards Efficient GNN Acceleration Using Block-Circulant Weight Matrices

arXiv.org Artificial Intelligence

In recent years, Graph Neural Networks (GNNs) appear to be state-of-the-art algorithms for analyzing non-euclidean graph data. By applying deep-learning to extract high-level representations from graph structures, GNNs achieve extraordinary accuracy and great generalization ability in various tasks. However, with the ever-increasing graph sizes, more and more complicated GNN layers, and higher feature dimensions, the computational complexity of GNNs grows exponentially. How to inference GNNs in real time has become a challenging problem, especially for some resource-limited edge-computing platforms. To tackle this challenge, we propose BlockGNN, a software-hardware co-design approach to realize efficient GNN acceleration. At the algorithm level, we propose to leverage block-circulant weight matrices to greatly reduce the complexity of various GNN models. At the hardware design level, we propose a pipelined CirCore architecture, which supports efficient block-circulant matrices computation. Basing on CirCore, we present a novel BlockGNN accelerator to compute various GNNs with low latency. Moreover, to determine the optimal configurations for diverse deployed tasks, we also introduce a performance and resource model that helps choose the optimal hardware parameters automatically. Comprehensive experiments on the ZC706 FPGA platform demonstrate that on various GNN tasks, BlockGNN achieves up to $8.3\times$ speedup compared to the baseline HyGCN architecture and $111.9\times$ energy reduction compared to the Intel Xeon CPU platform.


Muesli: Combining Improvements in Policy Optimization

arXiv.org Artificial Intelligence

We propose a novel policy update that combines regularized policy optimization with model learning as an auxiliary loss. The update (henceforth Muesli) matches MuZero's state-of-the-art performance on Atari. Notably, Muesli does so without using deep search: it acts directly with a policy network and has computation speed comparable to model-free baselines. The Atari results are complemented by extensive ablations, and by additional results on continuous control and 9x9 Go.


Level Generation for Angry Birds with Sequential VAE and Latent Variable Evolution

arXiv.org Artificial Intelligence

Video game level generation based on machine learning (ML), in particular, deep generative models, has attracted attention as a technique to automate level generation. However, applications of existing ML-based level generations are mostly limited to tile-based level representation. When ML techniques are applied to game domains with non-tile-based level representation, such as Angry Birds, where objects in a level are specified by real-valued parameters, ML often fails to generate playable levels. In this study, we develop a deep-generative-model-based level generation for the game domain of Angry Birds. To overcome these drawbacks, we propose a sequential encoding of a level and process it as text data, whereas existing approaches employ a tile-based encoding and process it as an image. Experiments show that the proposed level generator drastically improves the stability and diversity of generated levels compared with existing approaches. We apply latent variable evolution with the proposed generator to control the feature of a generated level computed through an AI agent's play, while keeping the level stable and natural.


UPB at SemEval-2021 Task 7: Adversarial Multi-Task Learning for Detecting and Rating Humor and Offense

arXiv.org Artificial Intelligence

Detecting humor is a challenging task since words might share multiple valences and, depending on the context, the same words can be even used in offensive expressions. Neural network architectures based on Transformer obtain state-of-the-art results on several Natural Language Processing tasks, especially text classification. Adversarial learning, combined with other techniques such as multi-task learning, aids neural models learn the intrinsic properties of data. In this work, we describe our adversarial multi-task network, AMTL-Humor, used to detect and rate humor and offensive texts from Task 7 at SemEval-2021. Each branch from the model is focused on solving a related task, and consists of a BiLSTM layer followed by Capsule layers, on top of BERTweet used for generating contextualized embeddings. Our best model consists of an ensemble of all tested configurations, and achieves a 95.66% F1-score and 94.70% accuracy for Task 1a, while obtaining RMSE scores of 0.6200 and 0.5318 for Tasks 1b and 2, respectively.