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 language modeling approach


A Language Modeling Approach to Diacritic-Free Hebrew TTS

Roth, Amit, Turetzky, Arnon, Adi, Yossi

arXiv.org Artificial Intelligence

We tackle the task of text-to-speech (TTS) in Hebrew. Traditional Hebrew contains Diacritics, which dictate the way individuals should pronounce given words, however, modern Hebrew rarely uses them. The lack of diacritics in modern Hebrew results in readers expected to conclude the correct pronunciation and understand which phonemes to use based on the context. This imposes a fundamental challenge on TTS systems to accurately map between text-to-speech. In this work, we propose to adopt a language modeling Diacritics-Free approach, for the task of Hebrew TTS. The model operates on discrete speech representations and is conditioned on a word-piece tokenizer. We optimize the proposed method using in-the-wild weakly supervised data and compare it to several diacritic-based TTS systems. Results suggest the proposed method is superior to the evaluated baselines considering both content preservation and naturalness of the generated speech. Samples can be found under the following link: pages.cs.huji.ac.il/ Figure 1: A high-level overview of the the proposed method.


player2vec: A Language Modeling Approach to Understand Player Behavior in Games

Wang, Tianze, Honari-Jahromi, Maryam, Katsarou, Styliani, Mikheeva, Olga, Panagiotakopoulos, Theodoros, Asadi, Sahar, Smirnov, Oleg

arXiv.org Artificial Intelligence

Methods for learning latent user representations from historical behavior logs have gained traction for recommendation tasks in e-commerce, content streaming, and other settings. However, this area still remains relatively underexplored in video and mobile gaming contexts. In this work, we present a novel method for overcoming this limitation by extending a long-range Transformer model from the natural language processing domain to player behavior data. We discuss specifics of behavior tracking in games and propose preprocessing and tokenization approaches by viewing in-game events in an analogous way to words in sentences, thus enabling learning player representations in a self-supervised manner in the absence of ground-truth annotations. We experimentally demonstrate the efficacy of the proposed approach in fitting the distribution of behavior events by evaluating intrinsic language modeling metrics. Furthermore, we qualitatively analyze the emerging structure of the learned embedding space and show its value for generating insights into behavior patterns to inform downstream applications.


AudioLM: a Language Modeling Approach to Audio Generation

#artificialintelligence

Posted by Zalán Borsos, Research Software Engineer, and Neil Zeghidour, Research Scientist, Google Research Generating realistic audio re...