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Collaborating Authors

 Chen, Qihang


Sequential Action-Induced Invariant Representation for Reinforcement Learning

arXiv.org Artificial Intelligence

How to accurately learn task-relevant state representations from high-dimensional observations with visual distractions is a realistic and challenging problem in visual reinforcement learning. Recently, unsupervised representation learning methods based on bisimulation metrics, contrast, prediction, and reconstruction have shown the ability for task-relevant information extraction. However, due to the lack of appropriate mechanisms for the extraction of task information in the prediction, contrast, and reconstruction-related approaches and the limitations of bisimulation-related methods in domains with sparse rewards, it is still difficult for these methods to be effectively extended to environments with distractions. To alleviate these problems, in the paper, the action sequences, which contain task-intensive signals, are incorporated into representation learning. Specifically, we propose a Sequential Action--induced invariant Representation (SAR) method, in which the encoder is optimized by an auxiliary learner to only preserve the components that follow the control signals of sequential actions, so the agent can be induced to learn the robust representation against distractions. We conduct extensive experiments on the DeepMind Control suite tasks with distractions while achieving the best performance over strong baselines. We also demonstrate the effectiveness of our method at disregarding task-irrelevant information by deploying SAR to real-world CARLA-based autonomous driving with natural distractions. Finally, we provide the analysis results of generalization drawn from the generalization decay and t-SNE visualization. Code and demo videos are available at https://github.com/DMU-XMU/SAR.git.


Sudowoodo: a Chinese Lyric Imitation System with Source Lyrics

arXiv.org Artificial Intelligence

Lyrics generation is a well-known application in natural language generation research, with several previous studies focusing on generating accurate lyrics using precise control such as keywords, rhymes, etc. However, lyrics imitation, which involves writing new lyrics by imitating the style and content of the source lyrics, remains a challenging task due to the lack of a parallel corpus. In this paper, we introduce \textbf{\textit{Sudowoodo}}, a Chinese lyrics imitation system that can generate new lyrics based on the text of source lyrics. To address the issue of lacking a parallel training corpus for lyrics imitation, we propose a novel framework to construct a parallel corpus based on a keyword-based lyrics model from source lyrics. Then the pairs \textit{(new lyrics, source lyrics)} are used to train the lyrics imitation model. During the inference process, we utilize a post-processing module to filter and rank the generated lyrics, selecting the highest-quality ones. We incorporated audio information and aligned the lyrics with the audio to form the songs as a bonus. The human evaluation results show that our framework can perform better lyric imitation. Meanwhile, the \textit{Sudowoodo} system and demo video of the system is available at \href{https://Sudowoodo.apps-hp.danlu.netease.com/}{Sudowoodo} and \href{https://youtu.be/u5BBT_j1L5M}{https://youtu.be/u5BBT\_j1L5M}.


Fighting Game Commentator with Pitch and Loudness Adjustment Utilizing Highlight Cues

arXiv.org Artificial Intelligence

Watching video game live-streaming via platforms such as Twitch and YouTube has snowballed in popularity for a decade, In traditional sports, some research investigated commentaries and it has become a new kind of entertainment [1] with a considerable by human commentators from the perspective of their market value [2]. The game commentary can keep game phonetic variation [5]. Commercial games in recent decades, live-streaming audiences entertained and informed [3]. However such as NBA 2K series and FIFA series, commentaries to employ human commentator is costly, and therefore, the by human commentators were pre-recorded then replayed demand for non-human or AI commentators has been surfaced during the gameplay. Therefore, the demand for building and increasingly gained interest from researchers [4]. As game intelligent live commentary generating systems for video commentary is a kind of expressive speech, synthesizing game game live-streaming, expected to bring higher productivity commentary requires not only synthesizing realistic speech at lower costs than human commentators, has surfaced and using text input from game scenes but also adjusting the gained much interest by researchers [4], [8]-[10]. The recent phonetic variance that expresses the emotional information advancement on neural models accelerated the development based on the context [6].