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Emmanuel Dupoux

Publications and source records attributed to Emmanuel Dupoux.

At least 55 records · Page 3Linked to original sources

Generative Spoken Dialogue Language Modeling

We introduce dGSLM, the first "textless" model able to generate audio samples of naturalistic spoken dialogues. It uses recent work on unsupervised spoken unit discovery coupled with a dual-tower transformer architecture with cross-attention trained on 2000 hours of two-channel raw conversational audio (Fisher dataset) without any text or labels. We show that our model is able to generate speech, laughter and other paralinguistic signals in the two channels simultaneously and reproduces more naturalistic and fluid turn-taking compared to a text-based cascaded model.

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Introducing topography in convolutional neural networks

Parts of the brain that carry sensory tasks are organized topographically: nearby neurons are responsive to the same properties of input signals. Thus, in this work, inspired by the neuroscience literature, we proposed a new topographic inductive bias in Convolutional Neural Networks (CNNs). To achieve this, we introduced a new topographic loss and an efficient implementation to topographically organize each convolutional layer of any CNN. We benchmarked our new method on 4 datasets and 3 models in vision and audio tasks and showed equivalent performance to all benchmarks. Besides, we also showcased the generalizability of our topographic loss with how it can be used with different topographic organizations in CNNs. Finally, we demonstrated that adding the topographic inductive bias made CNNs more resistant to pruning. Our approach provides a new avenue to obtain models that are more memory efficient while maintaining better accuracy.

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Self-supervised language learning from raw audio: Lessons from the Zero Resource Speech Challenge

Recent progress in self-supervised or unsupervised machine learning has opened the possibility of building a full speech processing system from raw audio without using any textual representations or expert labels such as phonemes, dictionaries or parse trees. The contribution of the Zero Resource Speech Challenge series since 2015 has been to break down this long-term objective into four well-defined tasks -- Acoustic Unit Discovery, Spoken Term Discovery, Discrete Resynthesis, and Spoken Language Modeling -- and introduce associated metrics and benchmarks enabling model comparison and cumulative progress. We present an overview of the six editions of this challenge series since 2015, discuss the lessons learned, and outline the areas which need more work or give puzzling results.

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STOP: A dataset for Spoken Task Oriented Semantic Parsing

End-to-end spoken language understanding (SLU) predicts intent directly from audio using a single model. It promises to improve the performance of assistant systems by leveraging acoustic information lost in the intermediate textual representation and preventing cascading errors from Automatic Speech Recognition (ASR). Further, having one unified model has efficiency advantages when deploying assistant systems on-device. However, the limited number of public audio datasets with semantic parse labels hinders the research progress in this area. In this paper, we release the Spoken Task-Oriented semantic Parsing (STOP) dataset, the largest and most complex SLU dataset to be publicly available. Additionally, we define low-resource splits to establish a benchmark for improving SLU when limited labeled data is available. Furthermore, in addition to the human-recorded audio, we are releasing a TTS-generated version to benchmark the performance for low-resource domain adaptation of end-to-end SLU systems. Initial experimentation show end-to-end SLU models performing slightly worse than their cascaded counterparts, which we hope encourages future work in this direction.

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Emergent Communication: Generalization and Overfitting in Lewis Games

Lewis signaling games are a class of simple communication games for simulating the emergence of language. In these games, two agents must agree on a communication protocol in order to solve a cooperative task. Previous work has shown that agents trained to play this game with reinforcement learning tend to develop languages that display undesirable properties from a linguistic point of view (lack of generalization, lack of compositionality, etc). In this paper, we aim to provide better understanding of this phenomenon by analytically studying the learning problem in Lewis games. As a core contribution, we demonstrate that the standard objective in Lewis games can be decomposed in two components: a co-adaptation loss and an information loss. This decomposition enables us to surface two potential sources of overfitting, which we show may undermine the emergence of a structured communication protocol. In particular, when we control for overfitting on the co-adaptation loss, we recover desired properties in the emergent languages: they are more compositional and generalize better.

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Are word boundaries useful for unsupervised language learning?

Word or word-fragment based Language Models (LM) are typically preferred over character-based ones in many downstream applications. This may not be surprising as words seem more linguistically relevant units than characters. Words provide at least two kinds of relevant information: boundary information and meaningful units. However, word boundary information may be absent or unreliable in the case of speech input (word boundaries are not marked explicitly in the speech stream). Here, we systematically compare LSTMs as a function of the input unit (character, phoneme, word, word part), with or without gold boundary information. We probe linguistic knowledge in the networks at the lexical, syntactic and semantic levels using three speech-adapted black box NLP psycholinguistically-inpired benchmarks (pWUGGY, pBLIMP, pSIMI). We find that the absence of boundaries costs between 2\% and 28\% in relative performance depending on the task. We show that gold boundaries can be replaced by automatically found ones obtained with an unsupervised segmentation algorithm, and that even modest segmentation performance gives a gain in performance on two of the three tasks compared to basic character/phone based models without boundary information.

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Towards Interactive Language Modeling

Interaction between caregivers and children plays a critical role in human language acquisition and development. Given this observation, it is remarkable that explicit interaction plays little to no role in artificial language modeling -- which also targets the acquisition of human language, yet by artificial models. Moreover, an interactive approach to language modeling has the potential to make language models substantially more versatile and to considerably impact downstream applications. Motivated by these considerations, we pioneer the space of interactive language modeling. As a first contribution we present a road map in which we detail the steps that need to be taken towards interactive language modeling. We then lead by example and take the first steps on this road map, showing the initial feasibility of our approach. As such, this work aims to be the start of a larger research agenda on interactive language modeling.

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Are discrete units necessary for Spoken Language Modeling?

Recent work in spoken language modeling shows the possibility of learning a language unsupervisedly from raw audio without any text labels. The approach relies first on transforming the audio into a sequence of discrete units (or pseudo-text) and then training a language model directly on such pseudo-text. Is such a discrete bottleneck necessary, potentially introducing irreversible errors in the encoding of the speech signal, or could we learn a language model without discrete units at all? In this work, we study the role of discrete versus continuous representations in spoken language modeling. We show that discretization is indeed essential for good results in spoken language modeling. We show that discretization removes linguistically irrelevant information from the continuous features, helping to improve language modeling performances. On the basis of this study, we train a language model on the discrete units of the HuBERT features, reaching new state-of-the-art results in the lexical, syntactic and semantic metrics of the Zero Resource Speech Challenge 2021 (Track 1 - Speech Only).

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Is the Language Familiarity Effect gradual? A computational modelling approach

According to the Language Familiarity Effect (LFE), people are better at discriminating between speakers of their native language. Although this cognitive effect was largely studied in the literature, experiments have only been conducted on a limited number of language pairs and their results only show the presence of the effect without yielding a gradual measure that may vary across language pairs. In this work, we show that the computational model of LFE introduced by Thorburn, Feldmand and Schatz (2019) can address these two limitations. In a first experiment, we attest to this model's capacity to obtain a gradual measure of the LFE by replicating behavioural findings on native and accented speech. In a second experiment, we evaluate LFE on a large number of language pairs, including many which have never been tested on humans. We show that the effect is replicated across a wide array of languages, providing further evidence of its universality. Building on the gradual measure of LFE, we also show that languages belonging to the same family yield smaller scores, supporting the idea of an effect of language distance on LFE.

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DP-Parse: Finding Word Boundaries from Raw Speech with an Instance Lexicon

Finding word boundaries in continuous speech is challenging as there is little or no equivalent of a 'space' delimiter between words. Popular Bayesian non-parametric models for text segmentation use a Dirichlet process to jointly segment sentences and build a lexicon of word types. We introduce DP-Parse, which uses similar principles but only relies on an instance lexicon of word tokens, avoiding the clustering errors that arise with a lexicon of word types. On the Zero Resource Speech Benchmark 2017, our model sets a new speech segmentation state-of-the-art in 5 languages. The algorithm monotonically improves with better input representations, achieving yet higher scores when fed with weakly supervised inputs. Despite lacking a type lexicon, DP-Parse can be pipelined to a language model and learn semantic and syntactic representations as assessed by a new spoken word embedding benchmark.

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Text-Free Prosody-Aware Generative Spoken Language Modeling

Speech pre-training has primarily demonstrated efficacy on classification tasks, while its capability of generating novel speech, similar to how GPT-2 can generate coherent paragraphs, has barely been explored. Generative Spoken Language Modeling (GSLM) \cite{Lakhotia2021} is the only prior work addressing the generative aspects of speech pre-training, which replaces text with discovered phone-like units for language modeling and shows the ability to generate meaningful novel sentences. Unfortunately, despite eliminating the need of text, the units used in GSLM discard most of the prosodic information. Hence, GSLM fails to leverage prosody for better comprehension, and does not generate expressive speech. In this work, we present a prosody-aware generative spoken language model (pGSLM). It is composed of a multi-stream transformer language model (MS-TLM) of speech, represented as discovered unit and prosodic feature streams, and an adapted HiFi-GAN model converting MS-TLM outputs to waveforms. We devise a series of metrics for prosody modeling and generation, and re-use metrics from GSLM for content modeling. Experimental results show that the pGSLM can utilize prosody to improve both prosody and content modeling, and also generate natural, meaningful, and coherent speech given a spoken prompt. Audio samples can be found at https://speechbot.github.io/pgslm. Codes and models are available at https://github.com/pytorch/fairseq/tree/main/examples/textless_nlp/pgslm.

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On the role of population heterogeneity in emergent communication

Populations have often been perceived as a structuring component for language to emerge and evolve: the larger the population, the more structured the language. While this observation is widespread in the sociolinguistic literature, it has not been consistently reproduced in computer simulations with neural agents. In this paper, we thus aim to clarify this apparent contradiction. We explore emergent language properties by varying agent population size in the speaker-listener Lewis Game. After reproducing the experimental difference, we challenge the simulation assumption that the agent community is homogeneous. We first investigate how speaker-listener asymmetry alters language structure to examine two potential diversity factors: training speed and network capacity. We find out that emergent language properties are only altered by the relative difference of learning speeds between speaker and listener, and not by their absolute values. From then, we leverage this observation to control population heterogeneity without introducing confounding factors. We finally show that introducing such training speed heterogeneities naturally sort out the initial contradiction: larger simulated communities start developing more stable and structured languages.

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Probing phoneme, language and speaker information in unsupervised speech representations

Unsupervised models of representations based on Contrastive Predictive Coding (CPC)[1] are primarily used in spoken language modelling in that they encode phonetic information. In this study, we ask what other types of information are present in CPC speech representations. We focus on three categories: phone class, gender and language, and compare monolingual and bilingual models. Using qualitative and quantitative tools, we find that both gender and phone class information are present in both types of models. Language information, however, is very salient in the bilingual model only, suggesting CPC models learn to discriminate languages when trained on multiple languages. Some language information can also be retrieved from monolingual models, but it is more diffused across all features. These patterns hold when analyses are carried on the discrete units from a downstream clustering model. However, although there is no effect of the number of target clusters on phone class and language information, more gender information is encoded with more clusters. Finally, we find that there is some cost to being exposed to two languages on a downstream phoneme discrimination task.

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textless-lib: a Library for Textless Spoken Language Processing

Textless spoken language processing research aims to extend the applicability of standard NLP toolset onto spoken language and languages with few or no textual resources. In this paper, we introduce textless-lib, a PyTorch-based library aimed to facilitate research in this research area. We describe the building blocks that the library provides and demonstrate its usability by discuss three different use-case examples: (i) speaker probing, (ii) speech resynthesis and compression, and (iii) speech continuation. We believe that textless-lib substantially simplifies research the textless setting and will be handful not only for speech researchers but also for the NLP community at large. The code, documentation, and pre-trained models are available at https://github.com/facebookresearch/textlesslib/ .

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Shennong: a Python toolbox for audio speech features extraction

We introduce Shennong, a Python toolbox and command-line utility for speech features extraction. It implements a wide range of well-established state of art algorithms including spectro-temporal filters such as Mel-Frequency Cepstral Filterbanks or Predictive Linear Filters, pre-trained neural networks, pitch estimators as well as speaker normalization methods and post-processing algorithms. Shennong is an open source, easy-to-use, reliable and extensible framework. The use of Python makes the integration to others speech modeling and machine learning tools easy. It aims to replace or complement several heterogeneous software, such as Kaldi or Praat. After describing the Shennong software architecture, its core components and implemented algorithms, this paper illustrates its use on three applications: a comparison of speech features performances on a phones discrimination task, an analysis of a Vocal Tract Length Normalization model as a function of the speech duration used for training and a comparison of pitch estimation algorithms under various noise conditions.

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Generative Spoken Language Modeling from Raw Audio

We introduce Generative Spoken Language Modeling, the task of learning the acoustic and linguistic characteristics of a language from raw audio (no text, no labels), and a set of metrics to automatically evaluate the learned representations at acoustic and linguistic levels for both encoding and generation. We set up baseline systems consisting of a discrete speech encoder (returning pseudo-text units), a generative language model (trained on pseudo-text), and a speech decoder (generating a waveform from pseudo-text) all trained without supervision and validate the proposed metrics with human evaluation. Across 3 speech encoders (CPC, wav2vec 2.0, HuBERT), we find that the number of discrete units (50, 100, or 200) matters in a task-dependent and encoder-dependent way, and that some combinations approach text-based systems.

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The Zero Resource Speech Challenge 2021: Spoken language modelling

We present the Zero Resource Speech Challenge 2021, which asks participants to learn a language model directly from audio, without any text or labels. The challenge is based on the Libri-light dataset, which provides up to 60k hours of audio from English audio books without any associated text. We provide a pipeline baseline system consisting on an encoder based on contrastive predictive coding (CPC), a quantizer ($k$-means) and a standard language model (BERT or LSTM). The metrics evaluate the learned representations at the acoustic (ABX discrimination), lexical (spot-the-word), syntactic (acceptability judgment) and semantic levels (similarity judgment). We present an overview of the eight submitted systems from four groups and discuss the main results.

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VoxPopuli: A Large-Scale Multilingual Speech Corpus for Representation Learning, Semi-Supervised Learning and Interpretation

We introduce VoxPopuli, a large-scale multilingual corpus providing 100K hours of unlabelled speech data in 23 languages. It is the largest open data to date for unsupervised representation learning as well as semi-supervised learning. VoxPopuli also contains 1.8K hours of transcribed speeches in 16 languages and their aligned oral interpretations into 5 other languages totaling 5.1K hours. We provide speech recognition baselines and validate the versatility of VoxPopuli unlabelled data in semi-supervised learning under challenging out-of-domain settings. We will release the corpus at https://github.com/facebookresearch/voxpopuli under an open license.

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