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Deep reinforcement learning (DRL) has emerged as a promising approach for robotic control, but its realworld deployment remains challenging due to its vulnerability to environmental perturbations. Existing white-box adversarial attack…
We describe a method to use discrete human feedback to enhance the performance of deep learning agents in virtual three-dimensional environments by extending deep-reinforcement learning to model the confidence and consistency of human…
Multimodal learning helps to comprehensively understand the world, by integrating different senses. Accordingly, multiple input modalities are expected to boost model performance, but we actually find that they are not fully exploited even…
Robotic technology has been widely used in nowadays society, which has made great progress in various fields such as agriculture, manufacturing and entertainment. In this paper, we focus on the topic of drumming robots in entertainment. To…
Reading, much like music listening, is an immersive experience that transports readers while taking them on an emotional journey. Listening to complementary music has the potential to amplify the reading experience, especially when the…
With the advent of modern AI architectures, a shift has happened towards end-to-end architectures. This pivot has led to neural architectures being trained without domain-specific biases/knowledge, optimized according to the task. We in…
This paper introduces M2M Gen, a multi modal framework for generating background music tailored to Japanese manga. The key challenges in this task are the lack of an available dataset or a baseline. To address these challenges, we propose…
Sheet music, audio, and lyrics are three main modalities during writing a song. In this paper, we propose an unsupervised generative adversarial alignment representation (UGAAR) model to learn deep discriminative representations shared…
In classification tasks, the classification accuracy diminishes when the data is gathered in different domains. To address this problem, in this paper, we investigate several adversarial models for domain adaptation (DA) and their effect on…
Recent studies have shown that post-deployment adaptation can improve the robustness of speech enhancement models in unseen noise conditions. However, existing methods often incur prohibitive computational and memory costs, limiting their…
This paper presents a novel neural network training approach for faster convergence and better generalization abilities in deep reinforcement learning. Particularly, we focus on the enhancement of training and evaluation performance in…
Every sound that we hear is the result of successive convolutional operations (e.g. room acoustics, microphone characteristics, resonant properties of the instrument itself, not to mention characteristics and limitations of the sound…
We study real-time audio-responsive character control as a deployment-faithful problem: strictly causal, bounded-latency streaming that must generate coherent full-body motion at interactive frame rates while the audio condition can change…
In recent years, there has been growing focus on the study of automated recommender systems. Music recommendation systems serve as a prominent domain for such works, both from an academic and a commercial perspective. A fundamental aspect…
This paper proposes a time-domain method to improve speech intelligibility in noisy scenarios. In the proposed approach, a series of Gammatone filters are adopted to detect the harmonic components of speech. The filters outputs are…
Recent reinforcement learning algorithms, though achieving impressive results in various fields, suffer from brittle training effects such as regression in results and high sensitivity to initialization and parameters. We claim that some of…
In this paper, we explore the Transformer based architectures for reinforcement learning in both online and offline settings within the Doom game environment. Our investigation focuses on two primary approaches: Deep Transformer Q- learning…
Most applications of generative AI involve a sequential interaction in which a person inputs a prompt and waits for a response, and where reaction time and adaptivity are not important factors. In contrast, live jamming is a collaborative…
We introduce a reinforcement learning environment based on Heroic - Magic Duel, a 1 v 1 action strategy game. This domain is non-trivial for several reasons: it is a real-time game, the state space is large, the information given to the…
In this paper, we present Self-DACE++, an improved unsupervised and lightweight framework for Low-Light Image Enhancement (LLIE), building upon our previous Self-Reference Deep Adaptive Curve Estimation (Self-DACE). To better address the…