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Ryan Thomas

dblp:97/9284 · DBLP profile ↗
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4ranked-venue papers
0as first author
1since 2021 · last 2024
0000-0002-4531-1035ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 2 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2Applied, interdisciplinary, general and emerging computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
1 paper
Question answering and dialogue systems · 87% Knowledge representation and reasoning · 13%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Natural language and speech › Question answering and dialogue systems
dialogue generation
0.812024
Ontologically Faithful Generation of Non-Player Character Dialogues · EMNLP 2024
Natural language and speech › Question answering and dialogue systems › dialogue generation
knowledge-grounded dialogue generation
0.812024
Ontologically Faithful Generation of Non-Player Character Dialogues · EMNLP 2024

Methods — techniques the papers use, named apart from their topics

supervised learning · 0.8in-context learning · 0.8
YearPublicationVenuePosition
2024 Ontologically Faithful Generation of Non-Player Character Dialogues
abstract
We introduce a language generation dataset grounded in a popular video game.KNUDGE (KNowledge Constrained User-NPC Dialogue GEneration) requires models to produce trees of dialogue between video game characters that accurately reflect quest and entity specifications stated in natural language.KNUDGE is constructed from side quest dialogues drawn directly from game data of Obsidian Entertainment's The Outer Worlds, leading to real-world complexities in generation: (1) utterances must remain faithful to the game lore, including character personas and backstories; (2) a dialogue must accurately reveal new quest details to the human player; and (3) dialogues are large trees as opposed to linear chains of utterances.We report results for a set of neural generation models using supervised and in-context learning techniques; we find competent performance but room for future work addressing the challenges of creating realistic, game-quality dialogues.
Nathaniel Weir, Ryan Thomas, Randolph D'Amore, Kellie Hill, Benjamin Van Durme, Harsh Jhamtani
EMNLP2
2020 Airborne Dual-Band Microwave Radar System for Snow Thickness Measurement
abstract
An ultrawide-band radar system was developed to measure snow thickness from an airborne platform. It is a second-generation device, improving upon a system that was deployed to Antarctica in 2018-2019. The radar operates from 2.7 -10.7 GHz and from 10-18 GHz for a theoretical resolution of less than 2 cm, It was deployed to the Grand Mesa National Forest in Colorado on a Twin Otter DHC-6 aircraft in March of 2019. The system successfully mapped the air-snow and snow-ground interfaces as well as some internal layering over both vegetative and non-vegetative areas. In this paper, we discuss the design, development and deployment of this radar and show some preliminary results.
Drew Taylor, Stephen Yan, Charles R. O'Neill, Sivaprasad Gogineni, Sevgi Zubeyde Gurbuz, Barbaros Aslan, Jordan D. Larson, Deepak Elluru, Shriniwas Kolpuke, Farin Mahjabeen, Joshua Nunn, Omid Reyhani, Christopher D. Simpson, Ryan Thomas, Shashank Wattal, Jonathan Blake, Carter Boyle, John Glidden, MacKenzie Higgs
IGARSS16
2018 Monophone-Based Background Modeling for Two-Stage On-Device Wake Word Detection
abstract
Accurate on-device wake word detection is crucial to products with far-field voice control such as the Amazon Echo. It is quite challenging to build a wake word system with both low False Reject Rate (FRR) and low False Alarm Rate (FAR) in real scenarios where there are various types of background speech, music or noise, especially when computational resources on the device is limited. In this paper, we introduce a two-stage wake word system based on Deep Neural Network (DNN) acoustic modeling, propose a new way to model the non-keyword background events using monophone-based units and present how richer information can be extracted from those monophone units for final wake word detection. Under the new system, we could get around 16% relative reduction in FRR when fixing the false alarm level, and about 37% relative reduction in FAR on the other hand if we maintain the miss rate. For the 2nd stage classifier itself, it is able to reduce the false alarm rate relatively by about 67% on top of 1st stage hypothesis with very few computational resources.
Minhua Wu, Sankaran Panchapagesan, Ming Sun 0007, Jiacheng Gu, Ryan Thomas, Shiv Vitaladevuni, Björn Hoffmeister, Arindam Mandal
ICASSP5
2003 Grapheme to phoneme conversion and dictionary verification using graphonemes
Paul Vozila, Jeff Adams, Yuliya Lobacheva, Ryan Thomas
INTERSPEECH4