conan
Active Reasoning in an Open-World Environment
Recent advances in vision-language learning have achieved notable success on question-answering datasets through the integration of extensive world knowledge. Yet, most models operate, responding to questions based on pre-stored knowledge. In stark contrast, humans possess the ability to explore, accumulate, and reason using both newfound and existing information to tackle questions.
Conan: A Chunkwise Online Network for Zero-Shot Adaptive Voice Conversion
Zhang, Yu, Tian, Baotong, Duan, Zhiyao
Zero-shot online voice conversion (VC) holds significant promise for real-time communications and entertainment. However, current VC models struggle to preserve semantic fidelity under real-time constraints, deliver natural-sounding conversions, and adapt effectively to unseen speaker characteristics. To address these challenges, we introduce Conan, a chunkwise online zero-shot voice conversion model that preserves the content of the source while matching the voice timbre and styles of reference speech. Conan comprises three core components: 1) a Stream Content Extractor that leverages Emformer for low-latency streaming content encoding; 2) an Adaptive Style Encoder that extracts fine-grained stylistic features from reference speech for enhanced style adaptation; 3) a Causal Shuffle Vocoder that implements a fully causal HiFiGAN using a pixel-shuffle mechanism. Experimental evaluations demonstrate that Conan outperforms baseline models in subjective and objective metrics. Audio samples can be found at https://aaronz345.github.io/ConanDemo.
Towards Enhanced Immersion and Agency for LLM-based Interactive Drama
Wu, Hongqiu, Wu, Weiqi, Xu, Tianyang, Zhang, Jiameng, Zhao, Hai
LLM-based Interactive Drama is a novel AI-based dialogue scenario, where the user (i.e. the player) plays the role of a character in the story, has conversations with characters played by LLM agents, and experiences an unfolding story. This paper begins with understanding interactive drama from two aspects: Immersion, the player's feeling of being present in the story, and Agency, the player's ability to influence the story world. Both are crucial to creating an enjoyable interactive experience, while they have been underexplored in previous work. To enhance these two aspects, we first propose Playwriting-guided Generation, a novel method that helps LLMs craft dramatic stories with substantially improved structures and narrative quality. Additionally, we introduce Plot-based Reflection for LLM agents to refine their reactions to align with the player's intentions. Our evaluation relies on human judgment to assess the gains of our methods in terms of immersion and agency.
Building A Coding Assistant via the Retrieval-Augmented Language Model
Li, Xinze, Wang, Hanbin, Liu, Zhenghao, Yu, Shi, Wang, Shuo, Yan, Yukun, Fu, Yukai, Gu, Yu, Yu, Ge
Pretrained language models have shown strong effectiveness in code-related tasks, such as code retrieval, code generation, code summarization, and code completion tasks. In this paper, we propose COde assistaNt viA retrieval-augmeNted language model (CONAN), which aims to build a code assistant by mimicking the knowledge-seeking behaviors of humans during coding. Specifically, it consists of a code structure aware retriever (CONAN-R) and a dual-view code representation-based retrieval-augmented generation model (CONAN-G). CONAN-R pretrains CodeT5 using Code-Documentation Alignment and Masked Entity Prediction tasks to make language models code structure-aware and learn effective representations for code snippets and documentation. Then CONAN-G designs a dual-view code representation mechanism for implementing a retrieval-augmented code generation model. CONAN-G regards the code documentation descriptions as prompts, which help language models better understand the code semantics. Our experiments show that CONAN achieves convincing performance on different code generation tasks and significantly outperforms previous retrieval augmented code generation models. Our further analyses show that CONAN learns tailored representations for both code snippets and documentation by aligning code-documentation data pairs and capturing structural semantics by masking and predicting entities in the code data. Additionally, the retrieved code snippets and documentation provide necessary information from both program language and natural language to assist the code generation process. CONAN can also be used as an assistant for Large Language Models (LLMs), providing LLMs with external knowledge in shorter code document lengths to improve their effectiveness on various code tasks. It shows the ability of CONAN to extract necessary information and help filter out the noise from retrieved code documents.
Active Reasoning in an Open-World Environment
Recent advances in vision-language learning have achieved notable success on complete-information question-answering datasets through the integration of extensive world knowledge. Yet, most models operate passively, responding to questions based on pre-stored knowledge. In stark contrast, humans possess the ability to actively explore, accumulate, and reason using both newfound and existing information to tackle incomplete-information questions. In response to this gap, we introduce Conan, an interactive open-world environment devised for the assessment of active reasoning. Conan facilitates active exploration and promotes multi-round abductive inference, reminiscent of rich, open-world settings like Minecraft.
Basque and Spanish Counter Narrative Generation: Data Creation and Evaluation
Bengoetxea, Jaione, Chung, Yi-Ling, Guerini, Marco, Agerri, Rodrigo
Counter Narratives (CNs) are non-negative textual responses to Hate Speech (HS) aiming at defusing online hatred and mitigating its spreading across media. Despite the recent increase in HS content posted online, research on automatic CN generation has been relatively scarce and predominantly focused on English. In this paper, we present CONAN-EUS, a new Basque and Spanish dataset for CN generation developed by means of Machine Translation (MT) and professional post-edition. Being a parallel corpus, also with respect to the original English CONAN, it allows to perform novel research on multilingual and crosslingual automatic generation of CNs. Our experiments on CN generation with mT5, a multilingual encoder-decoder model, show that generation greatly benefits from training on post-edited data, as opposed to relying on silver MT data only. These results are confirmed by their correlation with a qualitative manual evaluation, demonstrating that manually revised training data remains crucial for the quality of the generated CNs. Furthermore, multilingual data augmentation improves results over monolingual settings for structurally similar languages such as English and Spanish, while being detrimental for Basque, a language isolate. Similar findings occur in zero-shot crosslingual evaluations, where model transfer (fine-tuning in English and generating in a different target language) outperforms fine-tuning mT5 on machine translated data for Spanish but not for Basque. This provides an interesting insight into the asymmetry in the multilinguality of generative models, a challenging topic which is still open to research.
CoNAN: Conditional Neural Aggregation Network For Unconstrained Face Feature Fusion
Jawade, Bhavin, Mohan, Deen Dayal, Fedorishin, Dennis, Setlur, Srirangaraj, Govindaraju, Venu
Face recognition from image sets acquired under unregulated and uncontrolled settings, such as at large distances, low resolutions, varying viewpoints, illumination, pose, and atmospheric conditions, is challenging. Face feature aggregation, which involves aggregating a set of N feature representations present in a template into a single global representation, plays a pivotal role in such recognition systems. Existing works in traditional face feature aggregation either utilize metadata or high-dimensional intermediate feature representations to estimate feature quality for aggregation. However, generating high-quality metadata or style information is not feasible for extremely low-resolution faces captured in long-range and high altitude settings. To overcome these limitations, we propose a feature distribution conditioning approach called CoNAN for template aggregation. Specifically, our method aims to learn a context vector conditioned over the distribution information of the incoming feature set, which is utilized to weigh the features based on their estimated informativeness. The proposed method produces state-of-the-art results on long-range unconstrained face recognition datasets such as BTS, and DroneSURF, validating the advantages of such an aggregation Figure 1: Low resolution faces acquired from large distance strategy.
Continuous Entailment Patterns for Lexical Inference in Context
Schmitt, Martin, Schütze, Hinrich
Combining a pretrained language model (PLM) with textual patterns has been shown to help in both zero- and few-shot settings. For zero-shot performance, it makes sense to design patterns that closely resemble the text seen during self-supervised pretraining because the model has never seen anything else. Supervised training allows for more flexibility. If we allow for tokens outside the PLM's vocabulary, patterns can be adapted more flexibly to a PLM's idiosyncrasies. Contrasting patterns where a "token" can be any continuous vector vs. those where a discrete choice between vocabulary elements has to be made, we call our method CONtinuous pAtterNs (CONAN). We evaluate CONAN on two established benchmarks for lexical inference in context (LIiC) a.k.a. predicate entailment, a challenging natural language understanding task with relatively small training sets. In a direct comparison with discrete patterns, CONAN consistently leads to improved performance, setting a new state of the art. Our experiments give valuable insights into the kind of pattern that enhances a PLM's performance on LIiC and raise important questions regarding our understanding of PLMs using text patterns.