Budzianowski, Paweł
Pheme: Efficient and Conversational Speech Generation
Budzianowski, Paweł, Sereda, Taras, Cichy, Tomasz, Vulić, Ivan
In recent years, speech generation has seen remarkable progress, now achieving one-shot generation capability that is often virtually indistinguishable from real human voice. Integrating such advancements in speech generation with large language models might revolutionize a wide range of applications. However, certain applications, such as assistive conversational systems, require natural and conversational speech generation tools that also operate efficiently in real time. Current state-of-the-art models like VALL-E and SoundStorm, powered by hierarchical neural audio codecs, require large neural components and extensive training data to work well. In contrast, MQTTS aims to build more compact conversational TTS models while capitalizing on smaller-scale real-life conversational speech data. However, its autoregressive nature yields high inference latency and thus limits its real-time usage. In order to mitigate the current limitations of the state-of-the-art TTS models while capitalizing on their strengths, in this work we introduce the Pheme model series that 1) offers compact yet high-performing models, 2) allows for parallel speech generation of 3) natural conversational speech, and 4) it can be trained efficiently on smaller-scale conversational data, cutting data demands by more than 10x but still matching the quality of the autoregressive TTS models. We also show that through simple teacher-student distillation we can meet significant improvements in voice quality for single-speaker setups on top of pretrained Pheme checkpoints, relying solely on synthetic speech generated by much larger teacher models. Audio samples and pretrained models are available online.
$\textit{Dial BeInfo for Faithfulness}$: Improving Factuality of Information-Seeking Dialogue via Behavioural Fine-Tuning
Razumovskaia, Evgeniia, Vulić, Ivan, Marković, Pavle, Cichy, Tomasz, Zheng, Qian, Wen, Tsung-Hsien, Budzianowski, Paweł
Factuality is a crucial requirement in information seeking dialogue: the system should respond to the user's queries so that the responses are meaningful and aligned with the knowledge provided to the system. However, most modern large language models suffer from hallucinations, that is, they generate responses not supported by or contradicting the knowledge source. To mitigate the issue and increase faithfulness of information-seeking dialogue systems, we introduce BeInfo, a simple yet effective method that applies behavioural tuning to aid information-seeking dialogue. Relying on three standard datasets, we show that models tuned with BeInfo} become considerably more faithful to the knowledge source both for datasets and domains seen during BeInfo-tuning, as well as on unseen domains, when applied in a zero-shot manner. In addition, we show that the models with 3B parameters (e.g., Flan-T5) tuned with BeInfo demonstrate strong performance on data from real `production' conversations and outperform GPT4 when tuned on a limited amount of such realistic in-domain dialogues.
Knowledge-Aware Audio-Grounded Generative Slot Filling for Limited Annotated Data
Sun, Guangzhi, Zhang, Chao, Vulić, Ivan, Budzianowski, Paweł, Woodland, Philip C.
Manually annotating fine-grained slot-value labels for task-oriented dialogue (ToD) systems is an expensive and time-consuming endeavour. This motivates research into slot-filling methods that operate with limited amounts of labelled data. Moreover, the majority of current work on ToD is based solely on text as the input modality, neglecting the additional challenges of imperfect automatic speech recognition (ASR) when working with spoken language. In this work, we propose a Knowledge-Aware Audio-Grounded generative slot-filling framework, termed KA2G, that focuses on few-shot and zero-shot slot filling for ToD with speech input. KA2G achieves robust and data-efficient slot filling for speech-based ToD by 1) framing it as a text generation task, 2) grounding text generation additionally in the audio modality, and 3) conditioning on available external knowledge (e.g. a predefined list of possible slot values). We show that combining both modalities within the KA2G framework improves the robustness against ASR errors. Further, the knowledge-aware slot-value generator in KA2G, implemented via a pointer generator mechanism, particularly benefits few-shot and zero-shot learning. Experiments, conducted on the standard speech-based single-turn SLURP dataset and a multi-turn dataset extracted from a commercial ToD system, display strong and consistent gains over prior work, especially in few-shot and zero-shot setups.
Sample Efficient Deep Reinforcement Learning for Dialogue Systems with Large Action Spaces
Weisz, Gellért, Budzianowski, Paweł, Su, Pei-Hao, Gašić, Milica
In spoken dialogue systems, we aim to deploy artificial intelligence to build automated dialogue agents that can converse with humans. A part of this effort is the policy optimisation task, which attempts to find a policy describing how to respond to humans, in the form of a function taking the current state of the dialogue and returning the response of the system. In this paper, we investigate deep reinforcement learning approaches to solve this problem. Particular attention is given to actor-critic methods, off-policy reinforcement learning with experience replay, and various methods aimed at reducing the bias and variance of estimators. When combined, these methods result in the previously proposed ACER algorithm that gave competitive results in gaming environments. These environments however are fully observable and have a relatively small action set so in this paper we examine the application of ACER to dialogue policy optimisation. We show that this method beats the current state-of-the-art in deep learning approaches for spoken dialogue systems. This not only leads to a more sample efficient algorithm that can train faster, but also allows us to apply the algorithm in more difficult environments than before. We thus experiment with learning in a very large action space, which has two orders of magnitude more actions than previously considered. We find that ACER trains significantly faster than the current state-of-the-art.
Uncertainty Estimates for Efficient Neural Network-based Dialogue Policy Optimisation
Tegho, Christopher, Budzianowski, Paweł, Gašić, Milica
In statistical dialogue management, the dialogue manager learns a policy that maps a belief state to an action for the system to perform. Efficient exploration is key to successful policy optimisation. Current deep reinforcement learning methods are very promising but rely on epsilon-greedy exploration, thus subjecting the user to a random choice of action during learning. Alternative approaches such as Gaussian Process SARSA (GPSARSA) estimate uncertainties and are sample efficient, leading to better user experience, but on the expense of a greater computational complexity. This paper examines approaches to extract uncertainty estimates from deep Q-networks (DQN) in the context of dialogue management. We perform an extensive benchmark of deep Bayesian methods to extract uncertainty estimates, namely Bayes-By-Backprop, dropout, its concrete variation, bootstrapped ensemble and alpha-divergences, combining it with DQN algorithm.
A Benchmarking Environment for Reinforcement Learning Based Task Oriented Dialogue Management
Casanueva, Iñigo, Budzianowski, Paweł, Su, Pei-Hao, Mrkšić, Nikola, Wen, Tsung-Hsien, Ultes, Stefan, Rojas-Barahona, Lina, Young, Steve, Gašić, Milica
Dialogue assistants are rapidly becoming an indispensable daily aid. To avoid the significant effort needed to hand-craft the required dialogue flow, the Dialogue Management (DM) module can be cast as a continuous Markov Decision Process (MDP) and trained through Reinforcement Learning (RL). Several RL models have been investigated over recent years. However, the lack of a common benchmarking framework makes it difficult to perform a fair comparison between different models and their capability to generalise to different environments. Therefore, this paper proposes a set of challenging simulated environments for dialogue model development and evaluation. To provide some baselines, we investigate a number of representative parametric algorithms, namely deep reinforcement learning algorithms - DQN, A2C and Natural Actor-Critic and compare them to a non-parametric model, GP-SARSA. Both the environments and policy models are implemented using the publicly available PyDial toolkit and released on-line, in order to establish a testbed framework for further experiments and to facilitate experimental reproducibility.
Reward-Balancing for Statistical Spoken Dialogue Systems using Multi-objective Reinforcement Learning
Ultes, Stefan, Budzianowski, Paweł, Casanueva, Iñigo, Mrkšić, Nikola, Rojas-Barahona, Lina, Su, Pei-Hao, Wen, Tsung-Hsien, Gašić, Milica, Young, Steve
Reinforcement learning is widely used for dialogue policy optimization where the reward function often consists of more than one component, e.g., the dialogue success and the dialogue length. In this work, we propose a structured method for finding a good balance between these components by searching for the optimal reward component weighting. To render this search feasible, we use multi-objective reinforcement learning to significantly reduce the number of training dialogues required. We apply our proposed method to find optimized component weights for six domains and compare them to a default baseline.