Huang, Zhewei
Step-Audio: Unified Understanding and Generation in Intelligent Speech Interaction
Huang, Ailin, Wu, Boyong, Wang, Bruce, Yan, Chao, Hu, Chen, Feng, Chengli, Tian, Fei, Shen, Feiyu, Li, Jingbei, Chen, Mingrui, Liu, Peng, Miao, Ruihang, You, Wang, Chen, Xi, Yang, Xuerui, Huang, Yechang, Zhang, Yuxiang, Gong, Zheng, Zhang, Zixin, Zhou, Hongyu, Sun, Jianjian, Li, Brian, Feng, Chengting, Wan, Changyi, Hu, Hanpeng, Wu, Jianchang, Zhen, Jiangjie, Ming, Ranchen, Yuan, Song, Zhang, Xuelin, Zhou, Yu, Li, Bingxin, Ma, Buyun, Wang, Hongyuan, An, Kang, Ji, Wei, Li, Wen, Wen, Xuan, Kong, Xiangwen, Ma, Yuankai, Liang, Yuanwei, Mou, Yun, Ahmidi, Bahtiyar, Wang, Bin, Li, Bo, Miao, Changxin, Xu, Chen, Wang, Chenrun, Shi, Dapeng, Sun, Deshan, Hu, Dingyuan, Sai, Dula, Liu, Enle, Huang, Guanzhe, Yan, Gulin, Wang, Heng, Jia, Haonan, Zhang, Haoyang, Gong, Jiahao, Guo, Junjing, Liu, Jiashuai, Liu, Jiahong, Feng, Jie, Wu, Jie, Wu, Jiaoren, Yang, Jie, Wang, Jinguo, Zhang, Jingyang, Lin, Junzhe, Li, Kaixiang, Xia, Lei, Zhou, Li, Zhao, Liang, Gu, Longlong, Chen, Mei, Wu, Menglin, Li, Ming, Li, Mingxiao, Li, Mingliang, Liang, Mingyao, Wang, Na, Hao, Nie, Wu, Qiling, Tan, Qinyuan, Sun, Ran, Shuai, Shuai, Pang, Shaoliang, Yang, Shiliang, Gao, Shuli, Yuan, Shanshan, Liu, Siqi, Deng, Shihong, Jiang, Shilei, Liu, Sitong, Cao, Tiancheng, Wang, Tianyu, Deng, Wenjin, Xie, Wuxun, Ming, Weipeng, He, Wenqing, Sun, Wen, Han, Xin, Huang, Xin, Deng, Xiaomin, Liu, Xiaojia, Wu, Xin, Zhao, Xu, Wei, Yanan, Yu, Yanbo, Cao, Yang, Li, Yangguang, Ma, Yangzhen, Xu, Yanming, Wang, Yaoyu, Shi, Yaqiang, Wang, Yilei, Zhou, Yizhuang, Zhong, Yinmin, Zhang, Yang, Wei, Yaoben, Luo, Yu, Lu, Yuanwei, Yin, Yuhe, Luo, Yuchu, Ding, Yuanhao, Yan, Yuting, Dai, Yaqi, Yang, Yuxiang, Xie, Zhe, Ge, Zheng, Sun, Zheng, Huang, Zhewei, Chang, Zhichao, Guan, Zhisheng, Yang, Zidong, Zhang, Zili, Jiao, Binxing, Jiang, Daxin, Shum, Heung-Yeung, Chen, Jiansheng, Li, Jing, Zhou, Shuchang, Zhang, Xiangyu, Zhang, Xinhao, Zhu, Yibo
Real-time speech interaction, serving as a fundamental interface for human-machine collaboration, holds immense potential. However, current open-source models face limitations such as high costs in voice data collection, weakness in dynamic control, and limited intelligence. To address these challenges, this paper introduces Step-Audio, the first production-ready open-source solution. Key contributions include: 1) a 130B-parameter unified speech-text multi-modal model that achieves unified understanding and generation, with the Step-Audio-Chat version open-sourced; 2) a generative speech data engine that establishes an affordable voice cloning framework and produces the open-sourced lightweight Step-Audio-TTS-3B model through distillation; 3) an instruction-driven fine control system enabling dynamic adjustments across dialects, emotions, singing, and RAP; 4) an enhanced cognitive architecture augmented with tool calling and role-playing abilities to manage complex tasks effectively. Based on our new StepEval-Audio-360 evaluation benchmark, Step-Audio achieves state-of-the-art performance in human evaluations, especially in terms of instruction following. On open-source benchmarks like LLaMA Question, shows 9.3% average performance improvement, demonstrating our commitment to advancing the development of open-source multi-modal language technologies. Our code and models are available at https://github.com/stepfun-ai/Step-Audio.
Real-Time Intermediate Flow Estimation for Video Frame Interpolation
Huang, Zhewei, Zhang, Tianyuan, Heng, Wen, Shi, Boxin, Zhou, Shuchang
Real-time video frame interpolation (VFI) is very useful in video processing, media players, and display devices. We propose RIFE, a Real-time Intermediate Flow Estimation algorithm for VFI. To realize a high-quality flow-based VFI method, RIFE uses a neural network named IFNet that can estimate the intermediate flows end-to-end with much faster speed. A privileged distillation scheme is designed for stable IFNet training and improve the overall performance. RIFE does not rely on pre-trained optical flow models and can support arbitrary-timestep frame interpolation with the temporal encoding input. Experiments demonstrate that RIFE achieves state-of-the-art performance on several public benchmarks. Compared with the popular SuperSlomo and DAIN methods, RIFE is 4--27 times faster and produces better results. Furthermore, RIFE can be extended to wider applications thanks to temporal encoding. The code is available at https://github.com/megvii-research/ECCV2022-RIFE.
ML4CO-KIDA: Knowledge Inheritance in Dataset Aggregation
Cao, Zixuan, Xu, Yang, Huang, Zhewei, Zhou, Shuchang
The Machine Learning for Combinatorial Optimization (ML4CO) NeurIPS 2021 competition aims to improve state-of-the-art combinatorial optimization solvers by replacing key heuristic components with machine learning models. On the dual task, we design models to make branching decisions to promote the dual bound increase faster. We propose a knowledge inheritance method to generalize knowledge of different models from the dataset aggregation process, named KIDA. Our improvement overcomes some defects of the baseline graph-neural-networks-based methods. Further, we won the $1$\textsuperscript{st} Place on the dual task. We hope this report can provide useful experience for developers and researchers. The code is available at https://github.com/megvii-research/NeurIPS2021-ML4CO-KIDA.
Stroke-based Artistic Rendering Agent with Deep Reinforcement Learning
Huang, Zhewei, Heng, Wen, Zhou, Shuchang
Excellent painters can use only a few strokes to create a fantastic painting, which is a symbol of human intelligence and art. Reversing the simulator to interpret images is also a challenging task of computer vision in recent years. In this paper, we present SARA, a stroke-based artistic rendering agent that combines the neural renderer and deep reinforcement learning (DRL), allowing the machine to learn the ability to deconstruct images using strokes and create amazing visual effects. Our agent is an end-to-end program that converts natural images into paintings. The training process does not require the experience of human painting or stroke tracking data.
Stroke-based Character Recognition with Deep Reinforcement Learning
Huang, Zhewei, Heng, Wen, Tao, Yuanzheng, Zhou, Shuchang
The stroke sequence of characters is significant for the character recognition task. In this paper, we propose a stroke-based character recognition (SCR) method. We train a stroke inference module under deep reinforcement learning (DRL) framework. This module extracts the sequence of strokes from characters, which can be integrated with character recognizers to improve their robustness to noise. Our experiments show that the module can handle complicated noise and reconstruct the characters. Meanwhile, it can also help achieve great ability in defending adversarial attacks of character recognizers.
Learning to Run challenge solutions: Adapting reinforcement learning methods for neuromusculoskeletal environments
Kidziński, Łukasz, Mohanty, Sharada Prasanna, Ong, Carmichael, Huang, Zhewei, Zhou, Shuchang, Pechenko, Anton, Stelmaszczyk, Adam, Jarosik, Piotr, Pavlov, Mikhail, Kolesnikov, Sergey, Plis, Sergey, Chen, Zhibo, Zhang, Zhizheng, Chen, Jiale, Shi, Jun, Zheng, Zhuobin, Yuan, Chun, Lin, Zhihui, Michalewski, Henryk, Miłoś, Piotr, Osiński, Błażej, Melnik, Andrew, Schilling, Malte, Ritter, Helge, Carroll, Sean, Hicks, Jennifer, Levine, Sergey, Salathé, Marcel, Delp, Scott
In the NIPS 2017 Learning to Run challenge, participants were tasked with building a controller for a musculoskeletal model to make it run as fast as possible through an obstacle course. Top participants were invited to describe their algorithms. In this work, we present eight solutions that used deep reinforcement learning approaches, based on algorithms such as Deep Deterministic Policy Gradient, Proximal Policy Optimization, and Trust Region Policy Optimization. Many solutions use similar relaxations and heuristics, such as reward shaping, frame skipping, discretization of the action space, symmetry, and policy blending. However, each of the eight teams implemented different modifications of the known algorithms.