AIMar 26
Voxtral TTSAlexander H. Liu, Alexis Tacnet, Andy Ehrenberg et al. · deepmind, tsinghua
We introduce Voxtral TTS, an expressive multilingual text-to-speech model that generates natural speech from as little as 3 seconds of reference audio. Voxtral TTS adopts a hybrid architecture that combines auto-regressive generation of semantic speech tokens with flow-matching for acoustic tokens. These tokens are encoded and decoded with Voxtral Codec, a speech tokenizer trained from scratch with a hybrid VQ-FSQ quantization scheme. In human evaluations conducted by native speakers, Voxtral TTS is preferred for multilingual voice cloning due to its naturalness and expressivity, achieving a 68.4\% win rate over ElevenLabs Flash v2.5. We release the model weights under a CC BY-NC license.
CLAug 17, 2019Code
Build it Break it Fix it for Dialogue Safety: Robustness from Adversarial Human AttackEmily Dinan, Samuel Humeau, Bharath Chintagunta et al.
The detection of offensive language in the context of a dialogue has become an increasingly important application of natural language processing. The detection of trolls in public forums (Galán-García et al., 2016), and the deployment of chatbots in the public domain (Wolf et al., 2017) are two examples that show the necessity of guarding against adversarially offensive behavior on the part of humans. In this work, we develop a training scheme for a model to become robust to such human attacks by an iterative build it, break it, fix it strategy with humans and models in the loop. In detailed experiments we show this approach is considerably more robust than previous systems. Further, we show that offensive language used within a conversation critically depends on the dialogue context, and cannot be viewed as a single sentence offensive detection task as in most previous work. Our newly collected tasks and methods will be made open source and publicly available.
AIFeb 11
Voxtral RealtimeAlexander H. Liu, Andy Ehrenberg, Andy Lo et al.
We introduce Voxtral Realtime, a natively streaming automatic speech recognition model that matches offline transcription quality at sub-second latency. Unlike approaches that adapt offline models through chunking or sliding windows, Voxtral Realtime is trained end-to-end for streaming, with explicit alignment between audio and text streams. Our architecture builds on the Delayed Streams Modeling framework, introducing a new causal audio encoder and Ada RMS-Norm for improved delay conditioning. We scale pretraining to a large-scale dataset spanning 13 languages. At a delay of 480ms, Voxtral Realtime achieves performance on par with Whisper, the most widely deployed offline transcription system. We release the model weights under the Apache 2.0 license.
CLApr 22, 2019
Poly-encoders: Transformer Architectures and Pre-training Strategies for Fast and Accurate Multi-sentence ScoringSamuel Humeau, Kurt Shuster, Marie-Anne Lachaux et al.
The use of deep pre-trained bidirectional transformers has led to remarkable progress in a number of applications (Devlin et al., 2018). For tasks that make pairwise comparisons between sequences, matching a given input with a corresponding label, two approaches are common: Cross-encoders performing full self-attention over the pair and Bi-encoders encoding the pair separately. The former often performs better, but is too slow for practical use. In this work, we develop a new transformer architecture, the Poly-encoder, that learns global rather than token level self-attention features. We perform a detailed comparison of all three approaches, including what pre-training and fine-tuning strategies work best. We show our models achieve state-of-the-art results on three existing tasks; that Poly-encoders are faster than Cross-encoders and more accurate than Bi-encoders; and that the best results are obtained by pre-training on large datasets similar to the downstream tasks.
CLMar 7, 2019
Learning to Speak and Act in a Fantasy Text Adventure GameJack Urbanek, Angela Fan, Siddharth Karamcheti et al.
We introduce a large scale crowdsourced text adventure game as a research platform for studying grounded dialogue. In it, agents can perceive, emote, and act whilst conducting dialogue with other agents. Models and humans can both act as characters within the game. We describe the results of training state-of-the-art generative and retrieval models in this setting. We show that in addition to using past dialogue, these models are able to effectively use the state of the underlying world to condition their predictions. In particular, we show that grounding on the details of the local environment, including location descriptions, and the objects (and their affordances) and characters (and their previous actions) present within it allows better predictions of agent behavior and dialogue. We analyze the ingredients necessary for successful grounding in this setting, and how each of these factors relate to agents that can talk and act successfully.
CLJan 30, 2019
Reference-less Quality Estimation of Text Simplification SystemsLouis Martin, Samuel Humeau, Pierre-Emmanuel Mazaré et al.
The evaluation of text simplification (TS) systems remains an open challenge. As the task has common points with machine translation (MT), TS is often evaluated using MT metrics such as BLEU. However, such metrics require high quality reference data, which is rarely available for TS. TS has the advantage over MT of being a monolingual task, which allows for direct comparisons to be made between the simplified text and its original version. In this paper, we compare multiple approaches to reference-less quality estimation of sentence-level text simplification systems, based on the dataset used for the QATS 2016 shared task. We distinguish three different dimensions: gram-maticality, meaning preservation and simplicity. We show that n-gram-based MT metrics such as BLEU and METEOR correlate the most with human judgment of grammaticality and meaning preservation, whereas simplicity is best evaluated by basic length-based metrics.
CLNov 2, 2018
Image Chat: Engaging Grounded ConversationsKurt Shuster, Samuel Humeau, Antoine Bordes et al.
To achieve the long-term goal of machines being able to engage humans in conversation, our models should captivate the interest of their speaking partners. Communication grounded in images, whereby a dialogue is conducted based on a given photo, is a setup naturally appealing to humans (Hu et al., 2014). In this work we study large-scale architectures and datasets for this goal. We test a set of neural architectures using state-of-the-art image and text representations, considering various ways to fuse the components. To test such models, we collect a dataset of grounded human-human conversations, where speakers are asked to play roles given a provided emotional mood or style, as the use of such traits is also a key factor in engagingness (Guo et al., 2019). Our dataset, Image-Chat, consists of 202k dialogues over 202k images using 215 possible style traits. Automatic metrics and human evaluations of engagingness show the efficacy of our approach; in particular, we obtain state-of-the-art performance on the existing IGC task, and our best performing model is almost on par with humans on the Image-Chat test set (preferred 47.7% of the time).
CVOct 25, 2018
Engaging Image Captioning Via PersonalityKurt Shuster, Samuel Humeau, Hexiang Hu et al.
Standard image captioning tasks such as COCO and Flickr30k are factual, neutral in tone and (to a human) state the obvious (e.g., "a man playing a guitar"). While such tasks are useful to verify that a machine understands the content of an image, they are not engaging to humans as captions. With this in mind we define a new task, Personality-Captions, where the goal is to be as engaging to humans as possible by incorporating controllable style and personality traits. We collect and release a large dataset of 201,858 of such captions conditioned over 215 possible traits. We build models that combine existing work from (i) sentence representations (Mazare et al., 2018) with Transformers trained on 1.7 billion dialogue examples; and (ii) image representations (Mahajan et al., 2018) with ResNets trained on 3.5 billion social media images. We obtain state-of-the-art performance on Flickr30k and COCO, and strong performance on our new task. Finally, online evaluations validate that our task and models are engaging to humans, with our best model close to human performance.
CLSep 6, 2018
Training Millions of Personalized Dialogue AgentsPierre-Emmanuel Mazaré, Samuel Humeau, Martin Raison et al.
Current dialogue systems are not very engaging for users, especially when trained end-to-end without relying on proactive reengaging scripted strategies. Zhang et al. (2018) showed that the engagement level of end-to-end dialogue models increases when conditioning them on text personas providing some personalized back-story to the model. However, the dataset used in Zhang et al. (2018) is synthetic and of limited size as it contains around 1k different personas. In this paper we introduce a new dataset providing 5 million personas and 700 million persona-based dialogues. Our experiments show that, at this scale, training using personas still improves the performance of end-to-end systems. In addition, we show that other tasks benefit from the wide coverage of our dataset by fine-tuning our model on the data from Zhang et al. (2018) and achieving state-of-the-art results.
CLNov 29, 2017
Multimodal Attribute ExtractionRobert L. Logan, Samuel Humeau, Sameer Singh
The broad goal of information extraction is to derive structured information from unstructured data. However, most existing methods focus solely on text, ignoring other types of unstructured data such as images, video and audio which comprise an increasing portion of the information on the web. To address this shortcoming, we propose the task of multimodal attribute extraction. Given a collection of unstructured and semi-structured contextual information about an entity (such as a textual description, or visual depictions) the task is to extract the entity's underlying attributes. In this paper, we provide a dataset containing mixed-media data for over 2 million product items along with 7 million attribute-value pairs describing the items which can be used to train attribute extractors in a weakly supervised manner. We provide a variety of baselines which demonstrate the relative effectiveness of the individual modes of information towards solving the task, as well as study human performance.