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Generating long and coherent text is an important but challenging task, particularly for open-ended language generation tasks such as story generation. Despite the success in modeling intra-sentence coherence, existing generation models (e.g., BART) still struggle to maintain a coherent event sequence throughout the generated text. We conjecture that this is because of the difficulty for the decoder to capture the high-level semantics and discourse structures in the context beyond token-level co-occurrence. In this paper, we propose a long text generation model, which can represent the prefix sentences at sentence level and discourse level in the decoding process. To this end, we propose two pretraining objectives to learn the representations by predicting inter-sentence semantic similarity and distinguishing between normal and shuffled sentence orders. Extensive experiments show that our model can generate more coherent texts than state-of-the-art baselines.
76 - Tianyang Shi 2019
Character customization system is an important component in Role-Playing Games (RPGs), where players are allowed to edit the facial appearance of their in-game characters with their own preferences rather than using default templates. This paper prop oses a method for automatically creating in-game characters of players according to an input face photo. We formulate the above artistic creation process under a facial similarity measurement and parameter searching paradigm by solving an optimization problem over a large set of physically meaningful facial parameters. To effectively minimize the distance between the created face and the real one, two loss functions, i.e. a discriminative loss and a facial content loss, are specifically designed. As the rendering process of a game engine is not differentiable, a generative network is further introduced as an imitator to imitate the physical behavior of the game engine so that the proposed method can be implemented under a neural style transfer framework and the parameters can be optimized by gradient descent. Experimental results demonstrate that our method achieves a high degree of generation similarity between the input face photo and the created in-game character in terms of both global appearance and local details. Our method has been deployed in a new game last year and has now been used by players over 1 million times.
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