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Publications
OSSEM: one-shot speaker adaptive speech enhancement using meta learning
Although deep learning (DL) has achieved notable progress in speech enhancement (SE), further research is still required for a DL-based SE s… (voir plus)ystem to adapt effectively and efficiently to particular speakers. In this study, we propose a novel meta-learning-based speaker-adaptive SE approach (called OSSEM) that aims to achieve SE model adaptation in a one-shot manner. OSSEM consists of a modified transformer SE network and a speaker-specific masking (SSM) network. In practice, the SSM network takes an enrolled speaker embedding extracted using ECAPA-TDNN to adjust the input noisy feature through masking. To evaluate OSSEM, we designed a modified Voice Bank-DEMAND dataset, in which one utterance from the testing set was used for model adaptation, and the remaining utterances were used for testing the performance. Moreover, we set restrictions allowing the enhancement process to be conducted in real time, and thus designed OSSEM to be a causal SE system. Experimental results first show that OSSEM can effectively adapt a pretrained SE model to a particular speaker with only one utterance, thus yielding improved SE results. Meanwhile, OSSEM exhibits a competitive performance compared to state-of-the-art causal SE systems.
We introduce the Cut-and-Play, an efficient algorithm for computing equilibria in simultaneous non-cooperative games where players solve non… (voir plus)convex and possibly unbounded optimization problems. Our algorithm exploits an intrinsic relationship between the equilibria of the original nonconvex game and the ones of a convexified counterpart. In practice, Cut-and-Play formulates a series of convex approximations of the original game and refines them with techniques from integer programming, for instance, cutting planes and branching operations. We test our algorithm on two families of challenging nonconvex games involving discrete decisions and bilevel programs, and we empirically demonstrate that it efficiently computes equilibria and outperforms existing game-specific algorithms.
Humans build 3D understandings of the world through active object exploration, using jointly their senses of vision and touch. However, in 3… (voir plus)D shape reconstruction, most recent progress has relied on static datasets of limited sensory data such as RGB images, depth maps or haptic readings, leaving the active exploration of the shape largely unexplored. In active touch sensing for 3D reconstruction, the goal is to actively select the tactile readings that maximize the improvement in shape reconstruction accuracy. However, the development of deep learning-based active touch models is largely limited by the lack of frameworks for shape exploration. In this paper, we focus on this problem and introduce a system composed of: 1) a haptic simulator leveraging high spatial resolution vision-based tactile sensors for active touching of 3D objects; 2) a mesh-based 3D shape reconstruction model that relies on tactile or visuotactile signals; and 3) a set of data-driven solutions with either tactile or visuotactile priors to guide the shape exploration. Our framework enables the development of the first fully data-driven solutions to active touch on top of learned models for object understanding. Our experiments show the benefits of such solutions in the task of 3D shape understanding where our models consistently outperform natural baselines. We provide our framework as a tool to foster future research in this direction.
Deep learning has advanced from fully connected architectures to structured models organized into components, e.g., the transformer composed… (voir plus) of positional elements, modular architectures divided into slots, and graph neural nets made up of nodes. In structured models, an interesting question is how to conduct dynamic and possibly sparse communication among the separate components. Here, we explore the hypothesis that restricting the transmitted information among components to discrete representations is a beneficial bottleneck. The motivating intuition is human language in which communication occurs through discrete symbols. Even though individuals have different understandings of what a"cat"is based on their specific experiences, the shared discrete token makes it possible for communication among individuals to be unimpeded by individual differences in internal representation. To discretize the values of concepts dynamically communicated among specialist components, we extend the quantization mechanism from the Vector-Quantized Variational Autoencoder to multi-headed discretization with shared codebooks and use it for discrete-valued neural communication (DVNC). Our experiments show that DVNC substantially improves systematic generalization in a variety of architectures -- transformers, modular architectures, and graph neural networks. We also show that the DVNC is robust to the choice of hyperparameters, making the method very useful in practice. Moreover, we establish a theoretical justification of our discretization process, proving that it has the ability to increase noise robustness and reduce the underlying dimensionality of the model.
We present an end-to-end differentiable training method for retrieval-augmented open-domain question answering systems that combine informat… (voir plus)ion from multiple retrieved documents when generating answers. We model retrieval decisions as latent variables over sets of relevant documents. Since marginalizing over sets of retrieved documents is computationally hard, we approximate this using an expectation-maximization algorithm. We iteratively estimate the value of our latent variable (the set of relevant documents for a given question) and then use this estimate to update the retriever and reader parameters. We hypothesize that such end-to-end training allows training signals to flow to the reader and then to the retriever better than staged-wise training. This results in a retriever that is able to select more relevant documents for a question and a reader that is trained on more accurate documents to generate an answer. Experiments on three benchmark datasets demonstrate that our proposed method outperforms all existing approaches of comparable size by 2-3% absolute exact match points, achieving new state-of-the-art results. Our results also demonstrate the feasibility of learning to retrieve to improve answer generation without explicit supervision of retrieval decisions.
We identify and formalize a fundamental gradient descent phenomenon resulting in a learning proclivity in over-parameterized neural networks… (voir plus). Gradient Starvation arises when cross-entropy loss is minimized by capturing only a subset of features relevant for the task, despite the presence of other predictive features that fail to be discovered. This work provides a theoretical explanation for the emergence of such feature imbalance in neural networks. Using tools from Dynamical Systems theory, we identify simple properties of learning dynamics during gradient descent that lead to this imbalance, and prove that such a situation can be expected given certain statistical structure in training data. Based on our proposed formalism, we develop guarantees for a novel regularization method aimed at decoupling feature learning dynamics, improving accuracy and robustness in cases hindered by gradient starvation. We illustrate our findings with simple and real-world out-of-distribution (OOD) generalization experiments.
The goal of program synthesis from examples is to find a computer program that is consistent with a given set of input-output examples. Most… (voir plus) learning-based approaches try to find a program that satisfies all examples at once. Our work, by contrast, considers an approach that breaks the problem into two stages: (a) find programs that satisfy only one example, and (b) leverage these per-example solutions to yield a program that satisfies all examples. We introduce the Cross Aggregator neural network module based on a multi-head attention mechanism that learns to combine the cues present in these per-example solutions to synthesize a global solution. Evaluation across programs of different lengths and under two different experimental settings reveal that when given the same time budget, our technique significantly improves the success rate over PCCoder [Zohar et. al 2018] and other ablation baselines.
Tensor network (TN) methods have been a key ingredient of advances in condensed matter physics and have recently sparked interest in the mac… (voir plus)hine learning community for their ability to compactly represent very high-dimensional objects. TN methods can for example be used to efficiently learn linear models in exponentially large feature spaces [56]. In this work, we derive upper and lower bounds on the VC-dimension and pseudo-dimension of a large class of TN models for classification, regression and completion. Our upper bounds hold for linear models parameterized by arbitrary TN structures, and we derive lower bounds for common tensor decomposition models (CP, Tensor Train, Tensor Ring and Tucker) showing the tightness of our general upper bound. These results are used to derive a generalization bound which can be applied to classification with low-rank matrices as well as linear classifiers based on any of the commonly used tensor decomposition models. As a corollary of our results, we obtain a bound on the VC-dimension of the matrix product state classifier introduced in [56] as a function of the so-called bond dimension (i.e. tensor train rank), which answers an open problem listed by Cirac, Garre-Rubio and Pérez-García in [13].
Visual environments are structured, consisting of distinct objects or entities. These entities have properties---visible or latent---that d… (voir plus)etermine the manner in which they interact with one another. To partition images into entities, deep-learning researchers have proposed structural inductive biases such as slot-based architectures. To model interactions among entities, equivariant graph neural nets (GNNs) are used, but these are not particularly well suited to the task for two reasons. First, GNNs do not predispose interactions to be sparse, as relationships among independent entities are likely to be. Second, GNNs do not factorize knowledge about interactions in an entity-conditional manner. As an alternative, we take inspiration from cognitive science and resurrect a classic approach, production systems, which consist of a set of rule templates that are applied by binding placeholder variables in the rules to specific entities. Rules are scored on their match to entities, and the best fitting rules are applied to update entity properties. In a series of experiments, we demonstrate that this architecture achieves a flexible, dynamic flow of control and serves to factorize entity-specific and rule-based information. This disentangling of knowledge achieves robust future-state prediction in rich visual environments, outperforming state-of-the-art methods using GNNs, and allows for the extrapolation from simple (few object) environments to more complex environments.
Two of the most prominent algorithms for solving unconstrained smooth games are the classical stochastic gradient descent-ascent (SGDA) and … (voir plus)the recently introduced stochastic consensus optimization (SCO) [Mescheder et al., 2017]. SGDA is known to converge to a stationary point for specific classes of games, but current convergence analyses require a bounded variance assumption. SCO is used successfully for solving large-scale adversarial problems, but its convergence guarantees are limited to its deterministic variant. In this work, we introduce the expected co-coercivity condition, explain its benefits, and provide the first last-iterate convergence guarantees of SGDA and SCO under this condition for solving a class of stochastic variational inequality problems that are potentially non-monotone. We prove linear convergence of both methods to a neighborhood of the solution when they use constant step-size, and we propose insightful stepsize-switching rules to guarantee convergence to the exact solution. In addition, our convergence guarantees hold under the arbitrary sampling paradigm, and as such, we give insights into the complexity of minibatching.