Wang, Na
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.
Step-Video-T2V Technical Report: The Practice, Challenges, and Future of Video Foundation Model
Ma, Guoqing, Huang, Haoyang, Yan, Kun, Chen, Liangyu, Duan, Nan, Yin, Shengming, Wan, Changyi, Ming, Ranchen, Song, Xiaoniu, Chen, Xing, Zhou, Yu, Sun, Deshan, Zhou, Deyu, Zhou, Jian, Tan, Kaijun, An, Kang, Chen, Mei, Ji, Wei, Wu, Qiling, Sun, Wen, Han, Xin, Wei, Yanan, Ge, Zheng, Li, Aojie, Wang, Bin, Huang, Bizhu, Wang, Bo, Li, Brian, Miao, Changxing, Xu, Chen, Wu, Chenfei, Yu, Chenguang, Shi, Dapeng, Hu, Dingyuan, Liu, Enle, Yu, Gang, Yang, Ge, Huang, Guanzhe, Yan, Gulin, Feng, Haiyang, Nie, Hao, Jia, Haonan, Hu, Hanpeng, Chen, Hanqi, Yan, Haolong, Wang, Heng, Guo, Hongcheng, Xiong, Huilin, Xiong, Huixin, Gong, Jiahao, Wu, Jianchang, Wu, Jiaoren, Wu, Jie, Yang, Jie, Liu, Jiashuai, Li, Jiashuo, Zhang, Jingyang, Guo, Junjing, Lin, Junzhe, Li, Kaixiang, Liu, Lei, Xia, Lei, Zhao, Liang, Tan, Liguo, Huang, Liwen, Shi, Liying, Li, Ming, Li, Mingliang, Cheng, Muhua, Wang, Na, Chen, Qiaohui, He, Qinglin, Liang, Qiuyan, Sun, Quan, Sun, Ran, Wang, Rui, Pang, Shaoliang, Yang, Shiliang, Liu, Sitong, Liu, Siqi, Gao, Shuli, Cao, Tiancheng, Wang, Tianyu, Ming, Weipeng, He, Wenqing, Zhao, Xu, Zhang, Xuelin, Zeng, Xianfang, Liu, Xiaojia, Yang, Xuan, Dai, Yaqi, Yu, Yanbo, Li, Yang, Deng, Yineng, Wang, Yingming, Wang, Yilei, Lu, Yuanwei, Chen, Yu, Luo, Yu, Luo, Yuchu, Yin, Yuhe, Feng, Yuheng, Yang, Yuxiang, Tang, Zecheng, Zhang, Zekai, Yang, Zidong, Jiao, Binxing, Chen, Jiansheng, Li, Jing, Zhou, Shuchang, Zhang, Xiangyu, Zhang, Xinhao, Zhu, Yibo, Shum, Heung-Yeung, Jiang, Daxin
We present Step-Video-T2V, a state-of-the-art text-to-video pre-trained model with 30B parameters and the ability to generate videos up to 204 frames in length. A deep compression Variational Autoencoder, Video-VAE, is designed for video generation tasks, achieving 16x16 spatial and 8x temporal compression ratios, while maintaining exceptional video reconstruction quality. User prompts are encoded using two bilingual text encoders to handle both English and Chinese. A DiT with 3D full attention is trained using Flow Matching and is employed to denoise input noise into latent frames. A video-based DPO approach, Video-DPO, is applied to reduce artifacts and improve the visual quality of the generated videos. We also detail our training strategies and share key observations and insights. Step-Video-T2V's performance is evaluated on a novel video generation benchmark, Step-Video-T2V-Eval, demonstrating its state-of-the-art text-to-video quality when compared with both open-source and commercial engines. Additionally, we discuss the limitations of current diffusion-based model paradigm and outline future directions for video foundation models. We make both Step-Video-T2V and Step-Video-T2V-Eval available at https://github.com/stepfun-ai/Step-Video-T2V. The online version can be accessed from https://yuewen.cn/videos as well. Our goal is to accelerate the innovation of video foundation models and empower video content creators.
ALOFT: A Lightweight MLP-like Architecture with Dynamic Low-frequency Transform for Domain Generalization
Guo, Jintao, Wang, Na, Qi, Lei, Shi, Yinghuan
Domain generalization (DG) aims to learn a model that generalizes well to unseen target domains utilizing multiple source domains without re-training. Most existing DG works are based on convolutional neural networks (CNNs). However, the local operation of the convolution kernel makes the model focus too much on local representations (e.g., texture), which inherently causes the model more prone to overfit to the source domains and hampers its generalization ability. Recently, several MLP-based methods have achieved promising results in supervised learning tasks by learning global interactions among different patches of the image. Inspired by this, in this paper, we first analyze the difference between CNN and MLP methods in DG and find that MLP methods exhibit a better generalization ability because they can better capture the global representations (e.g., structure) than CNN methods. Then, based on a recent lightweight MLP method, we obtain a strong baseline that outperforms most state-of-the-art CNN-based methods. The baseline can learn global structure representations with a filter to suppress structure irrelevant information in the frequency space. Moreover, we propose a dynAmic LOw-Frequency spectrum Transform (ALOFT) that can perturb local texture features while preserving global structure features, thus enabling the filter to remove structure-irrelevant information sufficiently. Extensive experiments on four benchmarks have demonstrated that our method can achieve great performance improvement with a small number of parameters compared to SOTA CNN-based DG methods. Our code is available at https://github.com/lingeringlight/ALOFT/.
Micro- and Macro-Level Churn Analysis of Large-Scale Mobile Games
Liu, Xi, Xie, Muhe, Wen, Xidao, Chen, Rui, Ge, Yong, Duffield, Nick, Wang, Na
As mobile devices become more and more popular, mobile gaming has emerged as a promising market with billion-dollar revenues. A variety of mobile game platforms and services have been developed around the world. A critical challenge for these platforms and services is to understand the churn behavior in mobile games, which usually involves churn at micro level (between an app and a specific user) and macro level (between an app and all its users). Accurate micro-level churn prediction and macro-level churn ranking will benefit many stakeholders such as game developers, advertisers, and platform operators. In this paper, we present the first large-scale churn analysis for mobile games that supports both micro-level churn prediction and macro-level churn ranking. For micro-level churn prediction, in view of the common limitations of the state-of-the-art methods built upon traditional machine learning models, we devise a novel semi-supervised and inductive embedding model that jointly learns the prediction function and the embedding function for user-app relationships. We model these two functions by deep neural networks with a unique edge embedding technique that is able to capture both contextual information and relationship dynamics. We also design a novel attributed random walk technique that takes into consideration both topological adjacency and attribute similarities. To address macro-level churn ranking, we propose to construct a relationship graph with estimated micro-level churn probabilities as edge weights and adapt link analysis algorithms on the graph. We devise a simple algorithm SimSum and adapt two more advanced algorithms PageRank and HITS. The performance of our solutions for the two-level churn analysis problems is evaluated on real-world data collected from the Samsung Game Launcher platform.
A Semi-Supervised and Inductive Embedding Model for Churn Prediction of Large-Scale Mobile Games
Liu, Xi, Xie, Muhe, Wen, Xidao, Chen, Rui, Ge, Yong, Duffield, Nick, Wang, Na
Mobile gaming has emerged as a promising market with billion-dollar revenues. A variety of mobile game platforms and services have been developed around the world. One critical challenge for these platforms and services is to understand user churn behavior in mobile games. Accurate churn prediction will benefit many stakeholders such as game developers, advertisers, and platform operators. In this paper, we present the first large-scale churn prediction solution for mobile games. In view of the common limitations of the state-of-the-art methods built upon traditional machine learning models, we devise a novel semi-supervised and inductive embedding model that jointly learns the prediction function and the embedding function for user-app relationships. We model these two functions by deep neural networks with a unique edge embedding technique that is able to capture both contextual information and relationship dynamics. We also design a novel attributed random walk technique that takes into consideration both topological adjacency and attribute similarities. To evaluate the performance of our solution, we collect real-world data from the Samsung Game Launcher platform that includes tens of thousands of games and hundreds of millions of user-app interactions. The experimental results with this data demonstrate the superiority of our proposed model against existing state-of-the-art methods.