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Yavuz Alp Sencer Öztürk

Publications and source records attributed to Yavuz Alp Sencer Öztürk.

2 recordsLinked to original sources

FreyaTTS: A Compact Tokenizer-Free Flow-Matching Transformer for Turkish-First Speech Synthesis

We introduce Freya-TTS, a compact, tokenizer-free, Turkish-first text-to-speech model designed for highly reliable and efficient conversational synthesis. Freya-TTS is a 183.2M-parameter non-autoregressive conditional flow-matching Diffusion Transformer (DiT) that operates in the continuous latent space of the frozen AudioVAE2 (16 kHz encode, 48 kHz decode), allowing the model to focus its capacity on text-to-latent mapping while inheriting high-quality 48 kHz reconstruction. We advance the framework along three key dimensions: (1) rule-free end-to-end modeling from a 92-symbol Turkish character vocabulary without a phonemizer, grapheme-to-phoneme frontend, or discrete speech tokenizer, with digit strings expanded to their spoken form at the text frontend; (2) non-autoregressive parallel denoising, which predicts the entire latent sequence simultaneously over a predicted duration; and (3) a production-oriented two-stage post-training recipe consisting of single-speaker voice locking and short-utterance coverage, improving speaker consistency and robustness on short inputs. On the Freya-TR-Eval benchmark, Freya-TTS achieves a band-matched word error rate (WER) of 8.0% and character error rate (CER) of 3.0%, lower error than both larger open systems in its field, XTTS-v2 and F5-TTS, at 40-55% of their parameter count, together with the highest naturalness (MOS) among the compact systems. The model achieves a real-time factor of 0.11 on a consumer GPU (RTX 4090; ~0.14 mean on an H100) and synthesizes in real time on a laptop CPU, making it well suited for resource-constrained edge deployment. We release the model weights, training and inference code, and evaluation benchmark under the Apache-2.0 license.

cs.CL↗

Agents in the Sandbox: End-to-End Crash Bug Reproduction for Minecraft

Reproducing game bugs, particularly crash bugs in continuously evolving games like Minecraft, is a notoriously manual, time-consuming, and challenging process to automate; insights from a key decision maker from Minecraft we interviewed confirm this, highlighting that a substantial portion of crash reports necessitate manual scenario reconstruction. Despite the success of LLM-driven bug reproduction in other software domains, games, with their complex interactive environments, remain largely unaddressed. This paper introduces BugCraft, a novel end-to-end framework designed to automate the reproduction of crash bugs in Minecraft directly from user-submitted bug reports, addressing the critical gap in automated game bug reproduction. BugCraft employs a two-stage approach: first, a Step Synthesizer leverages LLMs and Minecraft Wiki knowledge to transform bug reports into high-quality, structured steps to reproduce (S2R). Second, an Action Model, powered by a vision-based LLM agent and a custom macro API, executes these S2R steps within Minecraft to trigger the reported crash. To facilitate evaluation, we introduce BugCraft-Bench, a curated dataset of Minecraft crash bug reports. On BugCraft-Bench, our framework end-to-end reproduced 34.9% of crash bugs with GPT-4.1, outperforming baseline computer-use models by 37%. BugCraft demonstrates the feasibility of automated reproduction of crash bugs in complex game environments using LLMs, opening promising avenues for game testing and development. Finally, we make our code open at https://bugcraft2025.github.io

cs.SE↗