Distribution-based Emotion Recognition in ConversationWen Wu, Chao Zhang, Philip C. Woodland
Automatic emotion recognition in conversation (ERC) is crucial for emotion-aware conversational artificial intelligence. This paper proposes a distribution-based framework that formulates ERC as a sequence-to-sequence problem for emotion distribution estimation. The inherent ambiguity of emotions and the subjectivity of human perception lead to disagreements in emotion labels, which is handled naturally in our framework from the perspective of uncertainty estimation in emotion distributions. A Bayesian training loss is introduced to improve the uncertainty estimation by conditioning each emotional state on an utterance-specific Dirichlet prior distribution. Experimental results on the IEMOCAP dataset show that ERC outperformed the single-utterance-based system, and the proposed distribution-based ERC methods have not only better classification accuracy, but also show improved uncertainty estimation.
9.4CLSep 22, 2023
Affect Recognition in Conversations Using Large Language ModelsShutong Feng, Guangzhi Sun, Nurul Lubis et al.
Affect recognition, encompassing emotions, moods, and feelings, plays a pivotal role in human communication. In the realm of conversational artificial intelligence, the ability to discern and respond to human affective cues is a critical factor for creating engaging and empathetic interactions. This study investigates the capacity of large language models (LLMs) to recognise human affect in conversations, with a focus on both open-domain chit-chat dialogues and task-oriented dialogues. Leveraging three diverse datasets, namely IEMOCAP (Busso et al., 2008), EmoWOZ (Feng et al., 2022), and DAIC-WOZ (Gratch et al., 2014), covering a spectrum of dialogues from casual conversations to clinical interviews, we evaluate and compare LLMs' performance in affect recognition. Our investigation explores the zero-shot and few-shot capabilities of LLMs through in-context learning as well as their model capacities through task-specific fine-tuning. Additionally, this study takes into account the potential impact of automatic speech recognition errors on LLM predictions. With this work, we aim to shed light on the extent to which LLMs can replicate human-like affect recognition capabilities in conversations.
Beyond Human Parts: Dual Part-Aligned Representations for Person Re-IdentificationJianyuan Guo, Yuhui Yuan, Lang Huang et al.
Person re-identification is a challenging task due to various complex factors. Recent studies have attempted to integrate human parsing results or externally defined attributes to help capture human parts or important object regions. On the other hand, there still exist many useful contextual cues that do not fall into the scope of predefined human parts or attributes. In this paper, we address the missed contextual cues by exploiting both the accurate human parts and the coarse non-human parts. In our implementation, we apply a human parsing model to extract the binary human part masks \emph{and} a self-attention mechanism to capture the soft latent (non-human) part masks. We verify the effectiveness of our approach with new state-of-the-art performances on three challenging benchmarks: Market-1501, DukeMTMC-reID and CUHK03. Our implementation is available at https://github.com/ggjy/P2Net.pytorch.
10.2CVMay 20, 2025
Hunyuan-Game: Industrial-grade Intelligent Game Creation ModelRuihuang Li, Caijin Zhou, Shoujian Zheng et al. · tencent-ai
Intelligent game creation represents a transformative advancement in game development, utilizing generative artificial intelligence to dynamically generate and enhance game content. Despite notable progress in generative models, the comprehensive synthesis of high-quality game assets, including both images and videos, remains a challenging frontier. To create high-fidelity game content that simultaneously aligns with player preferences and significantly boosts designer efficiency, we present Hunyuan-Game, an innovative project designed to revolutionize intelligent game production. Hunyuan-Game encompasses two primary branches: image generation and video generation. The image generation component is built upon a vast dataset comprising billions of game images, leading to the development of a group of customized image generation models tailored for game scenarios: (1) General Text-to-Image Generation. (2) Game Visual Effects Generation, involving text-to-effect and reference image-based game visual effect generation. (3) Transparent Image Generation for characters, scenes, and game visual effects. (4) Game Character Generation based on sketches, black-and-white images, and white models. The video generation component is built upon a comprehensive dataset of millions of game and anime videos, leading to the development of five core algorithmic models, each targeting critical pain points in game development and having robust adaptation to diverse game video scenarios: (1) Image-to-Video Generation. (2) 360 A/T Pose Avatar Video Synthesis. (3) Dynamic Illustration Generation. (4) Generative Video Super-Resolution. (5) Interactive Game Video Generation. These image and video generation models not only exhibit high-level aesthetic expression but also deeply integrate domain-specific knowledge, establishing a systematic understanding of diverse game and anime art styles.
4.5MLJul 9, 2025
Fast Gaussian Processes under Monotonicity ConstraintsChao Zhang, Jasper M. Everink, Jakob Sauer Jørgensen
Gaussian processes (GPs) are widely used as surrogate models for complicated functions in scientific and engineering applications. In many cases, prior knowledge about the function to be approximated, such as monotonicity, is available and can be leveraged to improve model fidelity. Incorporating such constraints into GP models enhances predictive accuracy and reduces uncertainty, but remains a computationally challenging task for high-dimensional problems. In this work, we present a novel virtual point-based framework for building constrained GP models under monotonicity constraints, based on regularized linear randomize-then-optimize (RLRTO), which enables efficient sampling from a constrained posterior distribution by means of solving randomized optimization problems. We also enhance two existing virtual point-based approaches by replacing Gibbs sampling with the No U-Turn Sampler (NUTS) for improved efficiency. A Python implementation of these methods is provided and can be easily applied to a wide range of problems. This implementation is then used to validate the approaches on approximating a range of synthetic functions, demonstrating comparable predictive performance between all considered methods and significant improvements in computational efficiency with the two NUTS methods and especially with the RLRTO method. The framework is further applied to construct surrogate models for systems of differential equations.
14.0LGOct 21, 2019
Efficient Projection-Free Online Methods with Stochastic Recursive GradientJiahao Xie, Zebang Shen, Chao Zhang et al.
This paper focuses on projection-free methods for solving smooth Online Convex Optimization (OCO) problems. Existing projection-free methods either achieve suboptimal regret bounds or have high per-iteration computational costs. To fill this gap, two efficient projection-free online methods called ORGFW and MORGFW are proposed for solving stochastic and adversarial OCO problems, respectively. By employing a recursive gradient estimator, our methods achieve optimal regret bounds (up to a logarithmic factor) while possessing low per-iteration computational costs. Experimental results demonstrate the efficiency of the proposed methods compared to state-of-the-arts.
1.0LGOct 21, 2019
Aggregated Gradient Langevin DynamicsChao Zhang, Jiahao Xie, Zebang Shen et al.
In this paper, we explore a general Aggregated Gradient Langevin Dynamics framework (AGLD) for the Markov Chain Monte Carlo (MCMC) sampling. We investigate the nonasymptotic convergence of AGLD with a unified analysis for different data accessing (e.g. random access, cyclic access and random reshuffle) and snapshot updating strategies, under convex and nonconvex settings respectively. It is the first time that bounds for I/O friendly strategies such as cyclic access and random reshuffle have been established in the MCMC literature. The theoretic results also indicate that methods in AGLD possess the merits of both the low per-iteration computational complexity and the short mixture time. Empirical studies demonstrate that our framework allows to derive novel schemes to generate high-quality samples for large-scale Bayesian posterior learning tasks.