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Oct 27

VoiceAssistant-Eval: Benchmarking AI Assistants across Listening, Speaking, and Viewing

The growing capabilities of large language models and multimodal systems have spurred interest in voice-first AI assistants, yet existing benchmarks are inadequate for evaluating the full range of these systems' capabilities. We introduce VoiceAssistant-Eval, a comprehensive benchmark designed to assess AI assistants across listening, speaking, and viewing. VoiceAssistant-Eval comprises 10,497 curated examples spanning 13 task categories. These tasks include natural sounds, music, and spoken dialogue for listening; multi-turn dialogue, role-play imitation, and various scenarios for speaking; and highly heterogeneous images for viewing. To demonstrate its utility, we evaluate 21 open-source models and GPT-4o-Audio, measuring the quality of the response content and speech, as well as their consistency. The results reveal three key findings: (1) proprietary models do not universally outperform open-source models; (2) most models excel at speaking tasks but lag in audio understanding; and (3) well-designed smaller models can rival much larger ones. Notably, the mid-sized Step-Audio-2-mini (7B) achieves more than double the listening accuracy of LLaMA-Omni2-32B-Bilingual. However, challenges remain: multimodal (audio plus visual) input and role-play voice imitation tasks are difficult for current models, and significant gaps persist in robustness and safety alignment. VoiceAssistant-Eval identifies these gaps and establishes a rigorous framework for evaluating and guiding the development of next-generation AI assistants. Code and data will be released at https://mathllm.github.io/VoiceAssistantEval/ .

Large Language Models are Superpositions of All Characters: Attaining Arbitrary Role-play via Self-Alignment

Considerable efforts have been invested in augmenting the role-playing proficiency of open-source large language models (LLMs) by emulating proprietary counterparts. Nevertheless, we posit that LLMs inherently harbor role-play capabilities, owing to the extensive knowledge of characters and potential dialogues ingrained in their vast training corpora. Thus, in this study, we introduce Ditto, a self-alignment method for role-play. Ditto capitalizes on character knowledge, encouraging an instruction-following LLM to simulate role-play dialogues as a variant of reading comprehension. This method creates a role-play training set comprising 4,000 characters, surpassing the scale of currently available datasets by tenfold regarding the number of roles. Subsequently, we fine-tune the LLM using this self-generated dataset to augment its role-playing capabilities. Upon evaluating our meticulously constructed and reproducible role-play benchmark and the roleplay subset of MT-Bench, Ditto, in various parameter scales, consistently maintains a consistent role identity and provides accurate role-specific knowledge in multi-turn role-play conversations. Notably, it outperforms all open-source role-play baselines, showcasing performance levels comparable to advanced proprietary chatbots. Furthermore, we present the first comprehensive cross-supervision alignment experiment in the role-play domain, revealing that the intrinsic capabilities of LLMs confine the knowledge within role-play. Meanwhile, the role-play styles can be easily acquired with the guidance of smaller models. We open-source related resources at https://github.com/OFA-Sys/Ditto.

  • 4 authors
·
Jan 22, 2024 1

CharacterBox: Evaluating the Role-Playing Capabilities of LLMs in Text-Based Virtual Worlds

Role-playing is a crucial capability of Large Language Models (LLMs), enabling a wide range of practical applications, including intelligent non-player characters, digital twins, and emotional companions. Evaluating this capability in LLMs is challenging due to the complex dynamics involved in role-playing, such as maintaining character fidelity throughout a storyline and navigating open-ended narratives without a definitive ground truth. Current evaluation methods, which primarily focus on question-answering or conversational snapshots, fall short of adequately capturing the nuanced character traits and behaviors essential for authentic role-playing. In this paper, we propose CharacterBox, which is a simulation sandbox designed to generate situational fine-grained character behavior trajectories. These behavior trajectories enable a more comprehensive and in-depth evaluation of role-playing capabilities. CharacterBox consists of two main components: the character agent and the narrator agent. The character agent, grounded in psychological and behavioral science, exhibits human-like behaviors, while the narrator agent coordinates interactions between character agents and environmental changes. Additionally, we introduce two trajectory-based methods that leverage CharacterBox to enhance LLM performance. To reduce costs and facilitate the adoption of CharacterBox by public communities, we fine-tune two smaller models, CharacterNR and CharacterRM, as substitutes for GPT API calls, and demonstrate their competitive performance compared to advanced GPT APIs.

  • 8 authors
·
Dec 7, 2024

BEYOND DIALOGUE: A Profile-Dialogue Alignment Framework Towards General Role-Playing Language Model

The rapid advancement of large language models (LLMs) has revolutionized role-playing, enabling the development of general role-playing models. However, current role-playing training has two significant issues: (I) Using a predefined role profile to prompt dialogue training for specific scenarios usually leads to inconsistencies and even conflicts between the dialogue and the profile, resulting in training biases. (II) The model learns to imitate the role based solely on the profile, neglecting profile-dialogue alignment at the sentence level. In this work, we propose a simple yet effective framework called BEYOND DIALOGUE, designed to overcome these hurdles. This framework innovatively introduces "beyond dialogue" tasks to align dialogue with profile traits based on each specific scenario, thereby eliminating biases during training. Furthermore, by adopting an innovative prompting mechanism that generates reasoning outcomes for training, the framework allows the model to achieve fine-grained alignment between profile and dialogue at the sentence level. The aforementioned methods are fully automated and low-cost. Additionally, the integration of automated dialogue and objective evaluation methods forms a comprehensive framework, paving the way for general role-playing. Experimental results demonstrate that our model excels in adhering to and reflecting various dimensions of role profiles, outperforming most proprietary general and specialized role-playing baselines. All code and datasets are available at https://github.com/yuyouyu32/BeyondDialogue.

  • 5 authors
·
Aug 20, 2024

Better Zero-Shot Reasoning with Role-Play Prompting

Modern large language models (LLMs), such as ChatGPT, exhibit a remarkable capacity for role-playing, enabling them to embody not only human characters but also non-human entities like a Linux terminal. This versatility allows them to simulate complex human-like interactions and behaviors within various contexts, as well as to emulate specific objects or systems. While these capabilities have enhanced user engagement and introduced novel modes of interaction, the influence of role-playing on LLMs' reasoning abilities remains underexplored. In this study, we introduce a strategically designed role-play prompting methodology and assess its performance under the zero-shot setting across twelve diverse reasoning benchmarks, encompassing arithmetic, commonsense reasoning, symbolic reasoning, and more. Leveraging models such as ChatGPT and Llama 2, our empirical results illustrate that role-play prompting consistently surpasses the standard zero-shot approach across most datasets. Notably, accuracy on AQuA rises from 53.5% to 63.8%, and on Last Letter from 23.8% to 84.2%. Beyond enhancing contextual understanding, we posit that role-play prompting serves as an implicit Chain-of-Thought (CoT) trigger, thereby improving the quality of reasoning. By comparing our approach with the Zero-Shot-CoT technique, which prompts the model to "think step by step", we further demonstrate that role-play prompting can generate a more effective CoT. This highlights its potential to augment the reasoning capabilities of LLMs.

  • 7 authors
·
Aug 15, 2023

PersonaEval: Are LLM Evaluators Human Enough to Judge Role-Play?

Current role-play studies often rely on unvalidated LLM-as-a-judge paradigms, which may fail to reflect how humans perceive role fidelity. A key prerequisite for human-aligned evaluation is role identification, the ability to recognize who is speaking based on dialogue context. We argue that any meaningful judgment of role-playing quality (how well a character is played) fundamentally depends on first correctly attributing words and actions to the correct persona (who is speaking). We present PersonaEval, the first benchmark designed to test whether LLM evaluators can reliably identify human roles. PersonaEval uses human-authored dialogues from novels, scripts, and video transcripts, challenging models to determine the correct persona according to the conversation context. Our experiments, including a human study, show that even the best-performing LLMs reach only around 69% accuracy, well below the level needed for reliable evaluation. In contrast, human participants perform near ceiling with 90.8% accuracy, highlighting that current LLM evaluators are still not human enough to effectively judge role-play scenarios. To better understand this gap, we examine training-time adaptation and test-time compute, suggesting that reliable evaluation requires more than task-specific tuning, but depends on strong, human-like reasoning abilities in LLM evaluators. We release our benchmark at https://github.com/maple-zhou/PersonaEval.

  • 5 authors
·
Aug 6

RoleMRC: A Fine-Grained Composite Benchmark for Role-Playing and Instruction-Following

Role-playing is important for Large Language Models (LLMs) to follow diverse instructions while maintaining role identity and the role's pre-defined ability limits. Existing role-playing datasets mostly contribute to controlling role style and knowledge boundaries, but overlook role-playing in instruction-following scenarios. We introduce a fine-grained role-playing and instruction-following composite benchmark, named RoleMRC, including: (1) Multi-turn dialogues between ideal roles and humans, including free chats or discussions upon given passages; (2) Role-playing machine reading comprehension, involving response, refusal, and attempts according to passage answerability and role ability; (3) More complex scenarios with nested, multi-turn and prioritized instructions. The final RoleMRC features a 10.2k role profile meta-pool, 37.9k well-synthesized role-playing instructions, and 1.4k testing samples. We develop a pipeline to quantitatively evaluate the fine-grained role-playing and instruction-following capabilities of several mainstream LLMs, as well as models that are fine-tuned on our data. Moreover, cross-evaluation on external role-playing datasets confirms that models fine-tuned on RoleMRC enhances instruction-following without compromising general role-playing and reasoning capabilities. We also probe the neural-level activation maps of different capabilities over post-tuned LLMs. Access to our RoleMRC, RoleMRC-mix and Codes: https://github.com/LuJunru/RoleMRC.

  • 8 authors
·
Feb 16

From Persona to Personalization: A Survey on Role-Playing Language Agents

Recent advancements in large language models (LLMs) have significantly boosted the rise of Role-Playing Language Agents (RPLAs), i.e., specialized AI systems designed to simulate assigned personas. By harnessing multiple advanced abilities of LLMs, including in-context learning, instruction following, and social intelligence, RPLAs achieve a remarkable sense of human likeness and vivid role-playing performance. RPLAs can mimic a wide range of personas, ranging from historical figures and fictional characters to real-life individuals. Consequently, they have catalyzed numerous AI applications, such as emotional companions, interactive video games, personalized assistants and copilots, and digital clones. In this paper, we conduct a comprehensive survey of this field, illustrating the evolution and recent progress in RPLAs integrating with cutting-edge LLM technologies. We categorize personas into three types: 1) Demographic Persona, which leverages statistical stereotypes; 2) Character Persona, focused on well-established figures; and 3) Individualized Persona, customized through ongoing user interactions for personalized services. We begin by presenting a comprehensive overview of current methodologies for RPLAs, followed by the details for each persona type, covering corresponding data sourcing, agent construction, and evaluation. Afterward, we discuss the fundamental risks, existing limitations, and future prospects of RPLAs. Additionally, we provide a brief review of RPLAs in AI applications, which reflects practical user demands that shape and drive RPLA research. Through this work, we aim to establish a clear taxonomy of RPLA research and applications, and facilitate future research in this critical and ever-evolving field, and pave the way for a future where humans and RPLAs coexist in harmony.

  • 18 authors
·
Apr 28, 2024

Lina-Speech: Gated Linear Attention is a Fast and Parameter-Efficient Learner for text-to-speech synthesis

Neural codec language models have achieved state-of-the-art performance in text-to-speech (TTS) synthesis, leveraging scalable architectures like autoregressive transformers and large-scale speech datasets. By framing voice cloning as a prompt continuation task, these models excel at cloning voices from short audio samples. However, this approach is limited in its ability to handle numerous or lengthy speech excerpts, since the concatenation of source and target speech must fall within the maximum context length which is determined during training. In this work, we introduce Lina-Speech, a model that replaces traditional self-attention mechanisms with emerging recurrent architectures like Gated Linear Attention (GLA). Building on the success of initial-state tuning on RWKV, we extend this technique to voice cloning, enabling the use of multiple speech samples and full utilization of the context window in synthesis. This approach is fast, easy to deploy, and achieves performance comparable to fine-tuned baselines when the dataset size ranges from 3 to 15 minutes. Notably, Lina-Speech matches or outperforms state-of-the-art baseline models, including some with a parameter count up to four times higher or trained in an end-to-end style. We release our code and checkpoints. Audio samples are available at https://theodorblackbird.github.io/blog/demo_lina/.

  • 5 authors
·
Oct 30, 2024

Vevo: Controllable Zero-Shot Voice Imitation with Self-Supervised Disentanglement

The imitation of voice, targeted on specific speech attributes such as timbre and speaking style, is crucial in speech generation. However, existing methods rely heavily on annotated data, and struggle with effectively disentangling timbre and style, leading to challenges in achieving controllable generation, especially in zero-shot scenarios. To address these issues, we propose Vevo, a versatile zero-shot voice imitation framework with controllable timbre and style. Vevo operates in two core stages: (1) Content-Style Modeling: Given either text or speech's content tokens as input, we utilize an autoregressive transformer to generate the content-style tokens, which is prompted by a style reference; (2) Acoustic Modeling: Given the content-style tokens as input, we employ a flow-matching transformer to produce acoustic representations, which is prompted by a timbre reference. To obtain the content and content-style tokens of speech, we design a fully self-supervised approach that progressively decouples the timbre, style, and linguistic content of speech. Specifically, we adopt VQ-VAE as the tokenizer for the continuous hidden features of HuBERT. We treat the vocabulary size of the VQ-VAE codebook as the information bottleneck, and adjust it carefully to obtain the disentangled speech representations. Solely self-supervised trained on 60K hours of audiobook speech data, without any fine-tuning on style-specific corpora, Vevo matches or surpasses existing methods in accent and emotion conversion tasks. Additionally, Vevo's effectiveness in zero-shot voice conversion and text-to-speech tasks further demonstrates its strong generalization and versatility. Audio samples are available at https://versavoice.github.io.

  • 13 authors
·
Feb 10

Make-A-Voice: Unified Voice Synthesis With Discrete Representation

Various applications of voice synthesis have been developed independently despite the fact that they generate "voice" as output in common. In addition, the majority of voice synthesis models currently rely on annotated audio data, but it is crucial to scale them to self-supervised datasets in order to effectively capture the wide range of acoustic variations present in human voice, including speaker identity, emotion, and prosody. In this work, we propose Make-A-Voice, a unified framework for synthesizing and manipulating voice signals from discrete representations. Make-A-Voice leverages a "coarse-to-fine" approach to model the human voice, which involves three stages: 1) semantic stage: model high-level transformation between linguistic content and self-supervised semantic tokens, 2) acoustic stage: introduce varying control signals as acoustic conditions for semantic-to-acoustic modeling, and 3) generation stage: synthesize high-fidelity waveforms from acoustic tokens. Make-A-Voice offers notable benefits as a unified voice synthesis framework: 1) Data scalability: the major backbone (i.e., acoustic and generation stage) does not require any annotations, and thus the training data could be scaled up. 2) Controllability and conditioning flexibility: we investigate different conditioning mechanisms and effectively handle three voice synthesis applications, including text-to-speech (TTS), voice conversion (VC), and singing voice synthesis (SVS) by re-synthesizing the discrete voice representations with prompt guidance. Experimental results demonstrate that Make-A-Voice exhibits superior audio quality and style similarity compared with competitive baseline models. Audio samples are available at https://Make-A-Voice.github.io

  • 10 authors
·
May 30, 2023

Self-Prompt Tuning: Enable Autonomous Role-Playing in LLMs

Recent advancements in LLMs have showcased their remarkable role-playing capabilities, able to accurately simulate the dialogue styles and cognitive processes of various roles based on different instructions and contexts. Studies indicate that assigning LLMs the roles of experts, a strategy known as role-play prompting, can enhance their performance in the corresponding domains. However, the prompt needs to be manually designed for the given problem, requiring certain expertise and iterative modifications. To this end, we propose self-prompt tuning, making LLMs themselves generate role-play prompts through fine-tuning. Leveraging the LIMA dataset as our foundational corpus, we employ GPT-4 to annotate role-play prompts for each data points, resulting in the creation of the LIMA-Role dataset. We then fine-tune LLMs like Llama-2-7B and Mistral-7B on LIMA-Role. Consequently, the self-prompt tuned LLMs can automatically generate expert role prompts for any given question. We extensively evaluate self-prompt tuned LLMs on widely used NLP benchmarks and open-ended question test. Our empirical results illustrate that self-prompt tuned LLMs outperform standard instruction tuned baselines across most datasets. This highlights the great potential of utilizing fine-tuning to enable LLMs to self-prompt, thereby automating complex prompting strategies. We release the dataset, models, and code at this https://anonymous.4open.science/r/Self-Prompt-Tuning-739E/{url}.

  • 9 authors
·
Jul 12, 2024

Step-Audio: Unified Understanding and Generation in Intelligent Speech Interaction

Real-time speech interaction, serving as a fundamental interface for human-machine collaboration, holds immense potential. However, current open-source models face limitations such as high costs in voice data collection, weakness in dynamic control, and limited intelligence. To address these challenges, this paper introduces Step-Audio, the first production-ready open-source solution. Key contributions include: 1) a 130B-parameter unified speech-text multi-modal model that achieves unified understanding and generation, with the Step-Audio-Chat version open-sourced; 2) a generative speech data engine that establishes an affordable voice cloning framework and produces the open-sourced lightweight Step-Audio-TTS-3B model through distillation; 3) an instruction-driven fine control system enabling dynamic adjustments across dialects, emotions, singing, and RAP; 4) an enhanced cognitive architecture augmented with tool calling and role-playing abilities to manage complex tasks effectively. Based on our new StepEval-Audio-360 evaluation benchmark, Step-Audio achieves state-of-the-art performance in human evaluations, especially in terms of instruction following. On open-source benchmarks like LLaMA Question, shows 9.3% average performance improvement, demonstrating our commitment to advancing the development of open-source multi-modal language technologies. Our code and models are available at https://github.com/stepfun-ai/Step-Audio.

  • 121 authors
·
Feb 17

The False Promise of Imitating Proprietary LLMs

An emerging method to cheaply improve a weaker language model is to finetune it on outputs from a stronger model, such as a proprietary system like ChatGPT (e.g., Alpaca, Self-Instruct, and others). This approach looks to cheaply imitate the proprietary model's capabilities using a weaker open-source model. In this work, we critically analyze this approach. We first finetune a series of LMs that imitate ChatGPT using varying base model sizes (1.5B--13B), data sources, and imitation data amounts (0.3M--150M tokens). We then evaluate the models using crowd raters and canonical NLP benchmarks. Initially, we were surprised by the output quality of our imitation models -- they appear far better at following instructions, and crowd workers rate their outputs as competitive with ChatGPT. However, when conducting more targeted automatic evaluations, we find that imitation models close little to none of the gap from the base LM to ChatGPT on tasks that are not heavily supported in the imitation data. We show that these performance discrepancies may slip past human raters because imitation models are adept at mimicking ChatGPT's style but not its factuality. Overall, we conclude that model imitation is a false promise: there exists a substantial capabilities gap between open and closed LMs that, with current methods, can only be bridged using an unwieldy amount of imitation data or by using more capable base LMs. In turn, we argue that the highest leverage action for improving open-source models is to tackle the difficult challenge of developing better base LMs, rather than taking the shortcut of imitating proprietary systems.

  • 8 authors
·
May 25, 2023

Mega-TTS 2: Zero-Shot Text-to-Speech with Arbitrary Length Speech Prompts

Zero-shot text-to-speech aims at synthesizing voices with unseen speech prompts. Previous large-scale multispeaker TTS models have successfully achieved this goal with an enrolled recording within 10 seconds. However, most of them are designed to utilize only short speech prompts. The limited information in short speech prompts significantly hinders the performance of fine-grained identity imitation. In this paper, we introduce Mega-TTS 2, a generic zero-shot multispeaker TTS model that is capable of synthesizing speech for unseen speakers with arbitrary-length prompts. Specifically, we 1) design a multi-reference timbre encoder to extract timbre information from multiple reference speeches; 2) and train a prosody language model with arbitrary-length speech prompts; With these designs, our model is suitable for prompts of different lengths, which extends the upper bound of speech quality for zero-shot text-to-speech. Besides arbitrary-length prompts, we introduce arbitrary-source prompts, which leverages the probabilities derived from multiple P-LLM outputs to produce expressive and controlled prosody. Furthermore, we propose a phoneme-level auto-regressive duration model to introduce in-context learning capabilities to duration modeling. Experiments demonstrate that our method could not only synthesize identity-preserving speech with a short prompt of an unseen speaker but also achieve improved performance with longer speech prompts. Audio samples can be found in https://mega-tts.github.io/mega2_demo/.

  • 11 authors
·
Jul 14, 2023 10

RL Zero: Zero-Shot Language to Behaviors without any Supervision

Rewards remain an uninterpretable way to specify tasks for Reinforcement Learning, as humans are often unable to predict the optimal behavior of any given reward function, leading to poor reward design and reward hacking. Language presents an appealing way to communicate intent to agents and bypass reward design, but prior efforts to do so have been limited by costly and unscalable labeling efforts. In this work, we propose a method for a completely unsupervised alternative to grounding language instructions in a zero-shot manner to obtain policies. We present a solution that takes the form of imagine, project, and imitate: The agent imagines the observation sequence corresponding to the language description of a task, projects the imagined sequence to our target domain, and grounds it to a policy. Video-language models allow us to imagine task descriptions that leverage knowledge of tasks learned from internet-scale video-text mappings. The challenge remains to ground these generations to a policy. In this work, we show that we can achieve a zero-shot language-to-behavior policy by first grounding the imagined sequences in real observations of an unsupervised RL agent and using a closed-form solution to imitation learning that allows the RL agent to mimic the grounded observations. Our method, RLZero, is the first to our knowledge to show zero-shot language to behavior generation abilities without any supervision on a variety of tasks on simulated domains. We further show that RLZero can also generate policies zero-shot from cross-embodied videos such as those scraped from YouTube.

  • 9 authors
·
Dec 7, 2024 2

Beyond One World: Benchmarking Super Heros in Role-Playing Across Multiversal Contexts

Large language models (LLMs) are increasingly used as role-playing agents, yet their capacity to faithfully and consistently portray version-specific characters -- for example, superheroes across comic and cinematic universes -- remains underexplored. Superhero canons such as Marvel and DC provide a rich testbed: decades of storytelling yield multiple incarnations of the same character with distinct histories, values, and moral codes. To study this problem, we introduce Beyond One World, a benchmark for character-grounded roleplay spanning 30 iconic heroes and 90 canon-specific versions. The benchmark comprises two tasks: (i) Canon Events, which probes factual recall of pivotal life stages, and (ii) Moral Dilemmas, which confronts models with ethically charged scenarios. We score responses for canonical accuracy and reasoning fidelity under a framework that separates internal deliberation ("thinking") from outward decisions ("acting"). We further propose Think-Act Matching, a metric that quantifies alignment between reasons and actions and serves as a proxy for model trustworthiness. Experiments across reasoning- and non-reasoning-oriented models yield three findings: (1) chain-of-thought prompting improves narrative coherence in weaker models but can reduce canonical accuracy in stronger ones; (2) cross-version generalization within a character remains a major obstacle; and (3) models often excel at either thinking or acting, but rarely both. Beyond One World exposes critical gaps in multiversal consistency and reasoning alignment, offering a challenging evaluation for role-playing LLMs.

Character-lab
·
Oct 16 2

VStyle: A Benchmark for Voice Style Adaptation with Spoken Instructions

Spoken language models (SLMs) have emerged as a unified paradigm for speech understanding and generation, enabling natural human machine interaction. However, while most progress has focused on semantic accuracy and instruction following, the ability of SLMs to adapt their speaking style based on spoken instructions has received limited attention. We introduce Voice Style Adaptation (VSA), a new task that examines whether SLMs can modify their speaking style, such as timbre, prosody, or persona following natural language spoken commands. To study this task, we present VStyle, a bilingual (Chinese & English) benchmark covering four categories of speech generation: acoustic attributes, natural language instruction, role play, and implicit empathy. We also introduce the Large Audio Language Model as a Judge (LALM as a Judge) framework, which progressively evaluates outputs along textual faithfulness, style adherence, and naturalness, ensuring reproducible and objective assessment. Experiments on commercial systems and open source SLMs demonstrate that current models face clear limitations in controllable style adaptation, highlighting both the novelty and challenge of this task. By releasing VStyle and its evaluation toolkit, we aim to provide the community with a foundation for advancing human centered spoken interaction. The dataset and code are publicly available at https://junzhan2000.github.io/VStyle.github.io/{project's homepage}.

FURINA: A Fully Customizable Role-Playing Benchmark via Scalable Multi-Agent Collaboration Pipeline

As large language models (LLMs) advance in role-playing (RP) tasks, existing benchmarks quickly become obsolete due to their narrow scope, outdated interaction paradigms, and limited adaptability across diverse application scenarios. To address this gap, we introduce FURINA-Builder, a novel multi-agent collaboration pipeline that automatically constructs fully customizable RP benchmarks at any scale. It enables evaluation of arbitrary characters across diverse scenarios and prompt formats, as the first benchmark builder in RP area for adaptable assessment. FURINA-Builder simulates dialogues between a test character and other characters drawn from a well-constructed character-scene pool, while an LLM judge selects fine-grained evaluation dimensions and adjusts the test character's responses into final test utterances. Using this pipeline, we build FURINA-Bench, a new comprehensive role-playing benchmark featuring both established and synthesized test characters, each assessed with dimension-specific evaluation criteria. Human evaluation and preliminary separability analysis justify our pipeline and benchmark design. We conduct extensive evaluations of cutting-edge LLMs and find that o3 and DeepSeek-R1 achieve the best performance on English and Chinese RP tasks, respectively. Across all models, established characters consistently outperform synthesized ones, with reasoning capabilities further amplifying this disparity. Interestingly, we observe that model scale does not monotonically reduce hallucinations. More critically, for reasoning LLMs, we uncover a novel trade-off: reasoning improves RP performance but simultaneously increases RP hallucinations. This trade-off extends to a broader Pareto frontier between RP performance and reliability for all LLMs. These findings demonstrate the effectiveness of FURINA-Builder and the challenge posed by FURINA-Bench.

  • 8 authors
·
Oct 8

Constructing a Singing Style Caption Dataset

Singing voice synthesis and conversion have emerged as significant subdomains of voice generation, leading to much demands on prompt-conditioned generation. Unlike common voice data, generating a singing voice requires an understanding of various associated vocal and musical characteristics, such as the vocal tone of the singer or emotional expressions. However, existing open-source audio-text datasets for voice generation tend to capture only a very limited range of attributes, often missing musical characteristics of the audio. To fill this gap, we introduce S2Cap, an audio-text pair dataset with a diverse set of attributes. S2Cap consists of pairs of textual prompts and music audio samples with a wide range of vocal and musical attributes, including pitch, volume, tempo, mood, singer's gender and age, and musical genre and emotional expression. Utilizing S2Cap, we suggest an effective novel baseline algorithm for singing style captioning. Singing style captioning is a relative task to voice generation that generates text descriptions of vocal characteristics, which we first suggested. First, to mitigate the misalignment between the audio encoder and the text decoder, we present a novel mechanism called CRESCENDO, which utilizes positive-pair similarity learning to synchronize the embedding spaces of a pretrained audio encoder to get similar embeddings with a text encoder. We additionally supervise the model using the singer's voice, which is demixed by the accompaniment. This supervision allows the model to more accurately capture vocal characteristics, leading to improved singing style captions that better reflect the style of the singer. The dataset and the codes are available at https://github.com/HJ-Ok/S2cap.

  • 2 authors
·
Sep 15, 2024

ESC-Eval: Evaluating Emotion Support Conversations in Large Language Models

Emotion Support Conversation (ESC) is a crucial application, which aims to reduce human stress, offer emotional guidance, and ultimately enhance human mental and physical well-being. With the advancement of Large Language Models (LLMs), many researchers have employed LLMs as the ESC models. However, the evaluation of these LLM-based ESCs remains uncertain. Inspired by the awesome development of role-playing agents, we propose an ESC Evaluation framework (ESC-Eval), which uses a role-playing agent to interact with ESC models, followed by a manual evaluation of the interactive dialogues. In detail, we first re-organize 2,801 role-playing cards from seven existing datasets to define the roles of the role-playing agent. Second, we train a specific role-playing model called ESC-Role which behaves more like a confused person than GPT-4. Third, through ESC-Role and organized role cards, we systematically conduct experiments using 14 LLMs as the ESC models, including general AI-assistant LLMs (ChatGPT) and ESC-oriented LLMs (ExTES-Llama). We conduct comprehensive human annotations on interactive multi-turn dialogues of different ESC models. The results show that ESC-oriented LLMs exhibit superior ESC abilities compared to general AI-assistant LLMs, but there is still a gap behind human performance. Moreover, to automate the scoring process for future ESC models, we developed ESC-RANK, which trained on the annotated data, achieving a scoring performance surpassing 35 points of GPT-4. Our data and code are available at https://github.com/haidequanbu/ESC-Eval.

  • 13 authors
·
Jun 21, 2024

Orca: Enhancing Role-Playing Abilities of Large Language Models by Integrating Personality Traits

Large language models has catalyzed the development of personalized dialogue systems, numerous role-playing conversational agents have emerged. While previous research predominantly focused on enhancing the model's capability to follow instructions by designing character profiles, neglecting the psychological factors that drive human conversations. In this paper, we propose Orca, a framework for data processing and training LLMs of custom characters by integrating personality traits. Orca comprises four stages: (1) Personality traits inferring, leverage LLMs to infer user's BigFive personality trait reports and scores. (2) Data Augment, simulate user's profile, background story, and psychological activities. (3) Dataset construction, personality-conditioned instruction prompting (PCIP) to stimulate LLMs. (4) Modeling and Training, personality-conditioned instruction tuning (PTIT and PSIT), using the generated data to enhance existing open-source LLMs. We introduce OrcaBench, the first benchmark for evaluating the quality of content generated by LLMs on social platforms across multiple scales. Our experiments demonstrate that our proposed model achieves superior performance on this benchmark, demonstrating its excellence and effectiveness in perceiving personality traits that significantly improve role-playing abilities. Our Code is available at https://github.com/Aipura/Orca.

  • 1 authors
·
Nov 15, 2024

ISDrama: Immersive Spatial Drama Generation through Multimodal Prompting

Multimodal immersive spatial drama generation focuses on creating continuous multi-speaker binaural speech with dramatic prosody based on multimodal prompts, with potential applications in AR, VR, and others. This task requires simultaneous modeling of spatial information and dramatic prosody based on multimodal inputs, with high data collection costs. To the best of our knowledge, our work is the first attempt to address these challenges. We construct MRSDrama, the first multimodal recorded spatial drama dataset, containing binaural drama audios, scripts, videos, geometric poses, and textual prompts. Then, we propose ISDrama, the first immersive spatial drama generation model through multimodal prompting. ISDrama comprises these primary components: 1) Multimodal Pose Encoder, based on contrastive learning, considering the Doppler effect caused by moving speakers to extract unified pose information from multimodal prompts. 2) Immersive Drama Transformer, a flow-based mamba-transformer model that generates high-quality drama, incorporating Drama-MOE to select proper experts for enhanced prosody and pose control. We also design a context-consistent classifier-free guidance strategy to coherently generate complete drama. Experimental results show that ISDrama outperforms baseline models on objective and subjective metrics. The demos and dataset are available at https://aaronz345.github.io/ISDramaDemo.

  • 6 authors
·
Apr 29 2

One-shot Talking Face Generation from Single-speaker Audio-Visual Correlation Learning

Audio-driven one-shot talking face generation methods are usually trained on video resources of various persons. However, their created videos often suffer unnatural mouth shapes and asynchronous lips because those methods struggle to learn a consistent speech style from different speakers. We observe that it would be much easier to learn a consistent speech style from a specific speaker, which leads to authentic mouth movements. Hence, we propose a novel one-shot talking face generation framework by exploring consistent correlations between audio and visual motions from a specific speaker and then transferring audio-driven motion fields to a reference image. Specifically, we develop an Audio-Visual Correlation Transformer (AVCT) that aims to infer talking motions represented by keypoint based dense motion fields from an input audio. In particular, considering audio may come from different identities in deployment, we incorporate phonemes to represent audio signals. In this manner, our AVCT can inherently generalize to audio spoken by other identities. Moreover, as face keypoints are used to represent speakers, AVCT is agnostic against appearances of the training speaker, and thus allows us to manipulate face images of different identities readily. Considering different face shapes lead to different motions, a motion field transfer module is exploited to reduce the audio-driven dense motion field gap between the training identity and the one-shot reference. Once we obtained the dense motion field of the reference image, we employ an image renderer to generate its talking face videos from an audio clip. Thanks to our learned consistent speaking style, our method generates authentic mouth shapes and vivid movements. Extensive experiments demonstrate that our synthesized videos outperform the state-of-the-art in terms of visual quality and lip-sync.

  • 4 authors
·
Dec 5, 2021

Know You First and Be You Better: Modeling Human-Like User Simulators via Implicit Profiles

User simulators are crucial for replicating human interactions with dialogue systems, supporting both collaborative training and automatic evaluation, especially for large language models (LLMs). However, existing simulators often rely solely on text utterances, missing implicit user traits such as personality, speaking style, and goals. In contrast, persona-based methods lack generalizability, as they depend on predefined profiles of famous individuals or archetypes. To address these challenges, we propose User Simulator with implicit Profiles (USP), a framework that infers implicit user profiles from human-machine conversations and uses them to generate more personalized and realistic dialogues. We first develop an LLM-driven extractor with a comprehensive profile schema. Then, we refine the simulation through conditional supervised fine-tuning and reinforcement learning with cycle consistency, optimizing it at both the utterance and conversation levels. Finally, we adopt a diverse profile sampler to capture the distribution of real-world user profiles. Experimental results demonstrate that USP outperforms strong baselines in terms of authenticity and diversity while achieving comparable performance in consistency. Furthermore, dynamic multi-turn evaluations based on USP strongly align with mainstream benchmarks, demonstrating its effectiveness in real-world applications.

  • 6 authors
·
Feb 26 3

Voice Cloning for Dysarthric Speech Synthesis: Addressing Data Scarcity in Speech-Language Pathology

This study explores voice cloning to generate synthetic speech replicating the unique patterns of individuals with dysarthria. Using the TORGO dataset, we address data scarcity and privacy challenges in speech-language pathology. Our contributions include demonstrating that voice cloning preserves dysarthric speech characteristics, analyzing differences between real and synthetic data, and discussing implications for diagnostics, rehabilitation, and communication. We cloned voices from dysarthric and control speakers using a commercial platform, ensuring gender-matched synthetic voices. A licensed speech-language pathologist (SLP) evaluated a subset for dysarthria, speaker gender, and synthetic indicators. The SLP correctly identified dysarthria in all cases and speaker gender in 95% but misclassified 30% of synthetic samples as real, indicating high realism. Our results suggest synthetic speech effectively captures disordered characteristics and that voice cloning has advanced to produce high-quality data resembling real speech, even to trained professionals. This has critical implications for healthcare, where synthetic data can mitigate data scarcity, protect privacy, and enhance AI-driven diagnostics. By enabling the creation of diverse, high-quality speech datasets, voice cloning can improve generalizable models, personalize therapy, and advance assistive technologies for dysarthria. We publicly release our synthetic dataset to foster further research and collaboration, aiming to develop robust models that improve patient outcomes in speech-language pathology.

  • 2 authors
·
Mar 3 1

STARLING: Self-supervised Training of Text-based Reinforcement Learning Agent with Large Language Models

Interactive fiction games have emerged as an important application to improve the generalization capabilities of language-based reinforcement learning (RL) agents. Existing environments for interactive fiction games are domain-specific or time-consuming to generate and do not train the RL agents to master a specific set of skills. In this work, we introduce an interactive environment for self-supervised RL, STARLING, for text-based games that bootstraps the text-based RL agents with automatically generated games (based on the seed set of game ideas) to boost the performance and generalization capabilities to reach a goal of the target environment. These games let the agent hone their skills on a predefined set of tasks. We create and test an environment with 100 games, generated using this automated framework that uses large language models (GPT-3) and an interactive fiction game engine (based on Inform7) to provide the user with the ability to generate more games under minimal human supervision. Experimental results based on both the human participants and baseline text-based RL agents reveal that current state-of-the-art text-based RL agents cannot use previously learned skills in new situations at the level humans can. These results enforce STARLING's potential to serve as a sandbox environment for further research in self-supervised text-based RL.

  • 3 authors
·
Jun 9, 2024

Concept Incongruence: An Exploration of Time and Death in Role Playing

Consider this prompt "Draw a unicorn with two horns". Should large language models (LLMs) recognize that a unicorn has only one horn by definition and ask users for clarifications, or proceed to generate something anyway? We introduce concept incongruence to capture such phenomena where concept boundaries clash with each other, either in user prompts or in model representations, often leading to under-specified or mis-specified behaviors. In this work, we take the first step towards defining and analyzing model behavior under concept incongruence. Focusing on temporal boundaries in the Role-Play setting, we propose three behavioral metrics--abstention rate, conditional accuracy, and answer rate--to quantify model behavior under incongruence due to the role's death. We show that models fail to abstain after death and suffer from an accuracy drop compared to the Non-Role-Play setting. Through probing experiments, we identify two main causes: (i) unreliable encoding of the "death" state across different years, leading to unsatisfactory abstention behavior, and (ii) role playing causes shifts in the model's temporal representations, resulting in accuracy drops. We leverage these insights to improve consistency in the model's abstention and answer behaviors. Our findings suggest that concept incongruence leads to unexpected model behaviors and point to future directions on improving model behavior under concept incongruence.

  • 4 authors
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May 20

InstructTTSEval: Benchmarking Complex Natural-Language Instruction Following in Text-to-Speech Systems

In modern speech synthesis, paralinguistic information--such as a speaker's vocal timbre, emotional state, and dynamic prosody--plays a critical role in conveying nuance beyond mere semantics. Traditional Text-to-Speech (TTS) systems rely on fixed style labels or inserting a speech prompt to control these cues, which severely limits flexibility. Recent attempts seek to employ natural-language instructions to modulate paralinguistic features, substantially improving the generalization of instruction-driven TTS models. Although many TTS systems now support customized synthesis via textual description, their actual ability to interpret and execute complex instructions remains largely unexplored. In addition, there is still a shortage of high-quality benchmarks and automated evaluation metrics specifically designed for instruction-based TTS, which hinders accurate assessment and iterative optimization of these models. To address these limitations, we introduce InstructTTSEval, a benchmark for measuring the capability of complex natural-language style control. We introduce three tasks, namely Acoustic-Parameter Specification, Descriptive-Style Directive, and Role-Play, including English and Chinese subsets, each with 1k test cases (6k in total) paired with reference audio. We leverage Gemini as an automatic judge to assess their instruction-following abilities. Our evaluation of accessible instruction-following TTS systems highlights substantial room for further improvement. We anticipate that InstructTTSEval will drive progress toward more powerful, flexible, and accurate instruction-following TTS.

  • 9 authors
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Jun 19

OpenVoice: Versatile Instant Voice Cloning

We introduce OpenVoice, a versatile voice cloning approach that requires only a short audio clip from the reference speaker to replicate their voice and generate speech in multiple languages. OpenVoice represents a significant advancement in addressing the following open challenges in the field: 1) Flexible Voice Style Control. OpenVoice enables granular control over voice styles, including emotion, accent, rhythm, pauses, and intonation, in addition to replicating the tone color of the reference speaker. The voice styles are not directly copied from and constrained by the style of the reference speaker. Previous approaches lacked the ability to flexibly manipulate voice styles after cloning. 2) Zero-Shot Cross-Lingual Voice Cloning. OpenVoice achieves zero-shot cross-lingual voice cloning for languages not included in the massive-speaker training set. Unlike previous approaches, which typically require extensive massive-speaker multi-lingual (MSML) dataset for all languages, OpenVoice can clone voices into a new language without any massive-speaker training data for that language. OpenVoice is also computationally efficient, costing tens of times less than commercially available APIs that offer even inferior performance. To foster further research in the field, we have made the source code and trained model publicly accessible. We also provide qualitative results in our demo website. Prior to its public release, our internal version of OpenVoice was used tens of millions of times by users worldwide between May and October 2023, serving as the backend of MyShell.

  • 4 authors
·
Dec 3, 2023

PITCH: AI-assisted Tagging of Deepfake Audio Calls using Challenge-Response

The rise of AI voice-cloning technology, particularly audio Real-time Deepfakes (RTDFs), has intensified social engineering attacks by enabling real-time voice impersonation that bypasses conventional enrollment-based authentication. To address this, we propose PITCH, a robust challenge-response method to detect and tag interactive deepfake audio calls. We developed a comprehensive taxonomy of audio challenges based on the human auditory system, linguistics, and environmental factors, yielding 20 prospective challenges. These were tested against leading voice-cloning systems using a novel dataset comprising 18,600 original and 1.6 million deepfake samples from 100 users. PITCH's prospective challenges enhanced machine detection capabilities to 88.7% AUROC score on the full unbalanced dataset, enabling us to shortlist 10 functional challenges that balance security and usability. For human evaluation and subsequent analyses, we filtered a challenging, balanced subset. On this subset, human evaluators independently scored 72.6% accuracy, while machines achieved 87.7%. Acknowledging that call environments require higher human control, we aided call receivers in making decisions with them using machines. Our solution uses an early warning system to tag suspicious incoming calls as "Deepfake-likely." Contrary to prior findings, we discovered that integrating human intuition with machine precision offers complementary advantages. Our solution gave users maximum control and boosted detection accuracy to 84.5%. Evidenced by this jump in accuracy, PITCH demonstrated the potential for AI-assisted pre-screening in call verification processes, offering an adaptable and usable approach to combat real-time voice-cloning attacks. Code to reproduce and access data at https://github.com/mittalgovind/PITCH-Deepfakes.

  • 5 authors
·
Feb 28, 2024

SyncTalk: The Devil is in the Synchronization for Talking Head Synthesis

Achieving high synchronization in the synthesis of realistic, speech-driven talking head videos presents a significant challenge. Traditional Generative Adversarial Networks (GAN) struggle to maintain consistent facial identity, while Neural Radiance Fields (NeRF) methods, although they can address this issue, often produce mismatched lip movements, inadequate facial expressions, and unstable head poses. A lifelike talking head requires synchronized coordination of subject identity, lip movements, facial expressions, and head poses. The absence of these synchronizations is a fundamental flaw, leading to unrealistic and artificial outcomes. To address the critical issue of synchronization, identified as the "devil" in creating realistic talking heads, we introduce SyncTalk. This NeRF-based method effectively maintains subject identity, enhancing synchronization and realism in talking head synthesis. SyncTalk employs a Face-Sync Controller to align lip movements with speech and innovatively uses a 3D facial blendshape model to capture accurate facial expressions. Our Head-Sync Stabilizer optimizes head poses, achieving more natural head movements. The Portrait-Sync Generator restores hair details and blends the generated head with the torso for a seamless visual experience. Extensive experiments and user studies demonstrate that SyncTalk outperforms state-of-the-art methods in synchronization and realism. We recommend watching the supplementary video: https://ziqiaopeng.github.io/synctalk

  • 9 authors
·
Nov 29, 2023

PersonaTalk: Bring Attention to Your Persona in Visual Dubbing

For audio-driven visual dubbing, it remains a considerable challenge to uphold and highlight speaker's persona while synthesizing accurate lip synchronization. Existing methods fall short of capturing speaker's unique speaking style or preserving facial details. In this paper, we present PersonaTalk, an attention-based two-stage framework, including geometry construction and face rendering, for high-fidelity and personalized visual dubbing. In the first stage, we propose a style-aware audio encoding module that injects speaking style into audio features through a cross-attention layer. The stylized audio features are then used to drive speaker's template geometry to obtain lip-synced geometries. In the second stage, a dual-attention face renderer is introduced to render textures for the target geometries. It consists of two parallel cross-attention layers, namely Lip-Attention and Face-Attention, which respectively sample textures from different reference frames to render the entire face. With our innovative design, intricate facial details can be well preserved. Comprehensive experiments and user studies demonstrate our advantages over other state-of-the-art methods in terms of visual quality, lip-sync accuracy and persona preservation. Furthermore, as a person-generic framework, PersonaTalk can achieve competitive performance as state-of-the-art person-specific methods. Project Page: https://grisoon.github.io/PersonaTalk/.

  • 4 authors
·
Sep 9, 2024

Persona is a Double-edged Sword: Enhancing the Zero-shot Reasoning by Ensembling the Role-playing and Neutral Prompts

Recent studies demonstrate that prompting an appropriate role-playing persona to an LLM improves its reasoning capability. However, assigning a proper persona is difficult since an LLM's performance is extremely sensitive to assigned prompts; therefore, personas sometimes hinder LLMs and degrade their reasoning capabilities. In this paper, we propose a novel framework, Jekyll \& Hyde, which ensembles the results of role-playing and neutral prompts to eradicate performance degradation via unilateral use of role-playing prompted LLM and enhance the robustness of an LLM's reasoning ability. Specifically, Jekyll \& Hyde collects two potential solutions from both role-playing and neutral prompts and selects a better solution after cross-checking via an LLM evaluator. However, LLM-based evaluators tend to be affected by the order of those potential solutions within the prompt when selecting the proper solution; thus, we also propose a robust LLM evaluator to mitigate the position bias. The experimental analysis demonstrates that role-playing prompts distract LLMs and degrade their reasoning abilities in 4 out of 12 datasets, even when using GPT-4. In addition, we reveal that Jekyll \& Hyde improves reasoning capabilities by selecting better choices among the potential solutions on twelve widely-used reasoning datasets. We further show that our proposed LLM evaluator outperforms other baselines, proving the LLMs' position bias is successfully mitigated.

  • 3 authors
·
Aug 16, 2024

Simulating User Agents for Embodied Conversational-AI

Embodied agents designed to assist users with tasks must engage in natural language interactions, interpret instructions, execute actions, and communicate effectively to resolve issues. However, collecting large-scale, diverse datasets of situated human-robot dialogues to train and evaluate such agents is expensive, labor-intensive, and time-consuming. To address this challenge, we propose building a large language model (LLM)-based user agent that can simulate user behavior during interactions with an embodied agent in a virtual environment. Given a user goal (e.g., make breakfast), at each time step, the user agent may observe" the robot actions or speak" to either intervene with the robot or answer questions. Such a user agent assists in improving the scalability and efficiency of embodied dialogues dataset generation and is critical for enhancing and evaluating the robot's interaction and task completion ability, as well as for research in reinforcement learning using AI feedback. We evaluate our user agent's ability to generate human-like behaviors by comparing its simulated dialogues with the TEACh dataset. We perform three experiments: zero-shot prompting to predict dialogue acts, few-shot prompting, and fine-tuning on the TEACh training subset. Results show the LLM-based user agent achieves an F-measure of 42% with zero-shot prompting and 43.4% with few-shot prompting in mimicking human speaking behavior. Through fine-tuning, performance in deciding when to speak remained stable, while deciding what to say improved from 51.1% to 62.5%. These findings showcase the feasibility of the proposed approach for assessing and enhancing the effectiveness of robot task completion through natural language communication.

The Entity-Deduction Arena: A playground for probing the conversational reasoning and planning capabilities of LLMs

Large language models (LLMs) are effective at answering questions that are clearly asked. However, when faced with ambiguous queries they can act unpredictably and produce incorrect outputs. This underscores the need for the development of intelligent agents capable of asking clarification questions to resolve ambiguities effectively. This capability requires complex understanding, state tracking, reasoning and planning over multiple conversational turns. However, directly measuring this can be challenging. In this paper, we offer a surrogate problem which assesses an LLMs's capability to deduce an entity unknown to itself, but revealed to a judge, by asking the judge a series of queries. This entity-deducing game can serve as an evaluation framework to probe the conversational reasoning and planning capabilities of language models. We systematically evaluate various LLMs and discover significant differences in their performance on this task. We find that strong LLMs like GPT-4 outperform human players by a large margin. We further employ Behavior Cloning (BC) to examine whether a weaker model is capable of imitating a stronger model and generalizing to data or domains, using only the demonstrations from a stronger model. We finally propose to use Reinforcement Learning to enhance reasoning and planning capacity of Vicuna models through episodes of game playing, which lead to significant performance improvement. We hope that this problem offers insights into how autonomous agents could be trained to behave more intelligently in ambiguous circumstances.

  • 3 authors
·
Oct 2, 2023

Learn to Sing by Listening: Building Controllable Virtual Singer by Unsupervised Learning from Voice Recordings

The virtual world is being established in which digital humans are created indistinguishable from real humans. Producing their audio-related capabilities is crucial since voice conveys extensive personal characteristics. We aim to create a controllable audio-form virtual singer; however, supervised modeling and controlling all different factors of the singing voice, such as timbre, tempo, pitch, and lyrics, is extremely difficult since accurately labeling all such information needs enormous labor work. In this paper, we propose a framework that could digitize a person's voice by simply "listening" to the clean voice recordings of any content in a fully unsupervised manner and predict singing voices even only using speaking recordings. A variational auto-encoder (VAE) based framework is developed, which leverages a set of pre-trained models to encode the audio as various hidden embeddings representing different factors of the singing voice, and further decodes the embeddings into raw audio. By manipulating the hidden embeddings for different factors, the resulting singing voices can be controlled, and new virtual singers can also be further generated by interpolating between timbres. Evaluations of different types of experiments demonstrate the proposed method's effectiveness. The proposed method is the critical technique for producing the AI choir, which empowered the human-AI symbiotic orchestra in Hong Kong in July 2022.

  • 4 authors
·
May 9, 2023

SPeCtrum: A Grounded Framework for Multidimensional Identity Representation in LLM-Based Agent

Existing methods for simulating individual identities often oversimplify human complexity, which may lead to incomplete or flattened representations. To address this, we introduce SPeCtrum, a grounded framework for constructing authentic LLM agent personas by incorporating an individual's multidimensional self-concept. SPeCtrum integrates three core components: Social Identity (S), Personal Identity (P), and Personal Life Context (C), each contributing distinct yet interconnected aspects of identity. To evaluate SPeCtrum's effectiveness in identity representation, we conducted automated and human evaluations. Automated evaluations using popular drama characters showed that Personal Life Context (C)-derived from short essays on preferences and daily routines-modeled characters' identities more effectively than Social Identity (S) and Personal Identity (P) alone and performed comparably to the full SPC combination. In contrast, human evaluations involving real-world individuals found that the full SPC combination provided a more comprehensive self-concept representation than C alone. Our findings suggest that while C alone may suffice for basic identity simulation, integrating S, P, and C enhances the authenticity and accuracy of real-world identity representation. Overall, SPeCtrum offers a structured approach for simulating individuals in LLM agents, enabling more personalized human-AI interactions and improving the realism of simulation-based behavioral studies.

  • 11 authors
·
Feb 12

X-Actor: Emotional and Expressive Long-Range Portrait Acting from Audio

We present X-Actor, a novel audio-driven portrait animation framework that generates lifelike, emotionally expressive talking head videos from a single reference image and an input audio clip. Unlike prior methods that emphasize lip synchronization and short-range visual fidelity in constrained speaking scenarios, X-Actor enables actor-quality, long-form portrait performance capturing nuanced, dynamically evolving emotions that flow coherently with the rhythm and content of speech. Central to our approach is a two-stage decoupled generation pipeline: an audio-conditioned autoregressive diffusion model that predicts expressive yet identity-agnostic facial motion latent tokens within a long temporal context window, followed by a diffusion-based video synthesis module that translates these motions into high-fidelity video animations. By operating in a compact facial motion latent space decoupled from visual and identity cues, our autoregressive diffusion model effectively captures long-range correlations between audio and facial dynamics through a diffusion-forcing training paradigm, enabling infinite-length emotionally-rich motion prediction without error accumulation. Extensive experiments demonstrate that X-Actor produces compelling, cinematic-style performances that go beyond standard talking head animations and achieves state-of-the-art results in long-range, audio-driven emotional portrait acting.

  • 11 authors
·
Aug 4

Emotional RAG: Enhancing Role-Playing Agents through Emotional Retrieval

As LLMs exhibit a high degree of human-like capability, increasing attention has been paid to role-playing research areas in which responses generated by LLMs are expected to mimic human replies. This has promoted the exploration of role-playing agents in various applications, such as chatbots that can engage in natural conversations with users and virtual assistants that can provide personalized support and guidance. The crucial factor in the role-playing task is the effective utilization of character memory, which stores characters' profiles, experiences, and historical dialogues. Retrieval Augmented Generation (RAG) technology is used to access the related memory to enhance the response generation of role-playing agents. Most existing studies retrieve related information based on the semantic similarity of memory to maintain characters' personalized traits, and few attempts have been made to incorporate the emotional factor in the retrieval argument generation (RAG) of LLMs. Inspired by the Mood-Dependent Memory theory, which indicates that people recall an event better if they somehow reinstate during recall the original emotion they experienced during learning, we propose a novel emotion-aware memory retrieval framework, termed Emotional RAG, which recalls the related memory with consideration of emotional state in role-playing agents. Specifically, we design two kinds of retrieval strategies, i.e., combination strategy and sequential strategy, to incorporate both memory semantic and emotional states during the retrieval process. Extensive experiments on three representative role-playing datasets demonstrate that our Emotional RAG framework outperforms the method without considering the emotional factor in maintaining the personalities of role-playing agents. This provides evidence to further reinforce the Mood-Dependent Memory theory in psychology.

  • 5 authors
·
Oct 30, 2024