我使用 Watson Assistant、Unity 中的语音转文本和文本转语音制作了一个应用程序,用户可以说出不同的城市来查找所述城市之间的可用机票。对话和互动效果很好,但有时我会遇到这样的问题:当用户说出某些城市时,它们无法被识别。比如柏林,有时它理解柏林,有时它理解时间燃烧。巴黎、伦敦和 Jakarta 等其他城市也是如此。
因此,城市名称的检测并不总是像我希望的那样准确。但我在一些帖子中看到,您可以制作自己的自定义模型来改进这些单词的检测。但我不知道如何设置它,制作自己的自定义模型以及如何将这些城市添加到模型中并训练它。是否可以在 Unity C# 脚本中做到这一点?我将如何开始?有一些我可以看的 C# 示例吗?任何帮助将不胜感激。
这些是我找到的一些链接和信息,但不知道如何在 C# 中实现它以及出于我自己提高城市检测准确性的目的。
DwAnswers1 DwAnswers2 StackOverflow IBM clouds docs Medium cURL tutorial
这是我用于 Watson API 和 Unity 之间交互的 C# 脚本。我想我也必须在此处添加自定义模型,但我不知道是否也应该在其中创建自定义模型,或者是否需要在单独的脚本中。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using IBM.Watson.DeveloperCloud.Services.TextToSpeech.v1;
using IBM.Watson.DeveloperCloud.Services.Conversation.v1;
using IBM.Watson.DeveloperCloud.Services.ToneAnalyzer.v3;
using IBM.Watson.DeveloperCloud.Services.SpeechToText.v1;
using IBM.Watson.DeveloperCloud.Logging;
using IBM.Watson.DeveloperCloud.Utilities;
using IBM.Watson.DeveloperCloud.Connection;
using IBM.Watson.DeveloperCloud.DataTypes;
using MiniJSON;
using UnityEngine.UI;
using FullSerializer;
public class WatsonAgent : MonoBehaviour
{
public string literalEntityCity;
public string destinationCity;
public string departureCity;
public string dateBegin;
public string dateEnd;
public WeatherJSON weather;
public GameObject FlightInfo;
[SerializeField]
private fsSerializer _serializer = new fsSerializer();
[System.Serializable]
public class CredentialInformation
{
public string username, password, url;
}
[System.Serializable]
public class Services
{
public CredentialInformation
textToSpeech,
conversation,
speechToText;
}
[Header("Credentials")]
[Space]
public Services
serviceCredentials;
[Space]
[Header("Agent voice settings")]
[Space]
public AudioSource
voiceSource;
public VoiceType
voiceType;
[Space]
[Header("Conversation settings")]
[Space]
public string
workspaceId;
[Space]
[Header("Feedback fields")]
[Space]
public Text
speechToTextField;
public Text
conversationInputField;
public Text
conversationOutputField;
public string
saying;
// services
SpeechToText
speechToText;
private int
recordingRoutine = 0,
recordingBufferSize = 1,
recordingHZ = 22050;
private string
microphoneID = null;
private AudioClip
recording = null;
TextToSpeech
textToSpeech;
Conversation
conversation;
private Dictionary<string, object>
conversationContext = null;
private void Start()
{
PrepareCredentials();
Initialize();
}
void PrepareCredentials()
{
speechToText = new SpeechToText(GetCredentials(serviceCredentials.speechToText));
textToSpeech = new TextToSpeech(GetCredentials(serviceCredentials.textToSpeech));
conversation = new Conversation(GetCredentials(serviceCredentials.conversation));
}
Credentials GetCredentials(CredentialInformation credentialInformation)
{
return new Credentials(credentialInformation.username, credentialInformation.password, credentialInformation.url);
}
void Initialize()
{
conversation.VersionDate = "2017-05-26";
Active = true;
StartRecording();
}
// speech to text
public bool Active
{
get { return speechToText.IsListening; }
set
{
if (value && !speechToText.IsListening)
{
speechToText.DetectSilence = true;
speechToText.EnableWordConfidence = true;
speechToText.EnableTimestamps = true;
speechToText.SilenceThreshold = 0.01f;
speechToText.MaxAlternatives = 0;
speechToText.EnableInterimResults = true;
speechToText.OnError = OnSpeechError;
speechToText.InactivityTimeout = -1;
speechToText.ProfanityFilter = false;
speechToText.SmartFormatting = true;
speechToText.SpeakerLabels = false;
speechToText.WordAlternativesThreshold = null;
speechToText.StartListening(OnSpeechRecognize);
//speechToText.CustomizationId = "customID"; // I guess i have to add the custom training model here with the customID
//speechToText.CustomizationWeight(0.2); //
}
else if (!value && speechToText.IsListening)
{
speechToText.StopListening();
}
}
}
private void StartRecording()
{
if (recordingRoutine == 0)
{
UnityObjectUtil.StartDestroyQueue();
recordingRoutine = Runnable.Run(RecordingHandler());
}
}
private void StopRecording()
{
if (recordingRoutine != 0)
{
Microphone.End(microphoneID);
Runnable.Stop(recordingRoutine);
recordingRoutine = 0;
}
}
private void OnSpeechError(string error)
{
Active = false;
Log.Debug("ExampleStreaming.OnError()", "Error! {0}", error);
}
private IEnumerator RecordingHandler()
{
recording = Microphone.Start(microphoneID, true, recordingBufferSize, recordingHZ);
yield return null; // let _recordingRoutine get set..
if (recording == null)
{
StopRecording();
yield break;
}
bool bFirstBlock = true;
int midPoint = recording.samples / 2;
float[] samples = null;
while (recordingRoutine != 0 && recording != null)
{
int writePos = Microphone.GetPosition(microphoneID);
if (writePos > recording.samples || !Microphone.IsRecording(microphoneID))
{
Debug.Log("Microphone disconnected.");
StopRecording();
yield break;
}
if ((bFirstBlock && writePos >= midPoint) || (!bFirstBlock && writePos < midPoint))
{
// front block is recorded, make a RecordClip and pass it onto our callback.
samples = new float[midPoint];
recording.GetData(samples, bFirstBlock ? 0 : midPoint);
AudioData record = new AudioData();
record.MaxLevel = Mathf.Max(Mathf.Abs(Mathf.Min(samples)), Mathf.Max(samples));
record.Clip = AudioClip.Create("Recording", midPoint, recording.channels, recordingHZ, false);
record.Clip.SetData(samples, 0);
speechToText.OnListen(record);
bFirstBlock = !bFirstBlock;
}
else
{
// calculate the number of samples remaining until we ready for a block of audio,
// and wait that amount of time it will take to record.
int remaining = bFirstBlock ? (midPoint - writePos) : (recording.samples - writePos);
float timeRemaining = (float)remaining / (float)recordingHZ;
yield return new WaitForSeconds(timeRemaining);
}
}
yield break;
}
private void OnSpeechRecognize(SpeechRecognitionEvent result, Dictionary<string, object> customData)
{
if (result != null && result.results.Length > 0)
{
foreach (var res in result.results)
{
foreach (var alt in res.alternatives)
{
string text = string.Format("{0} ({1}, {2:0.00})\n", alt.transcript, res.final ? "Final" : "Interim", alt.confidence);
if (speechToTextField != null)
{
speechToTextField.text = text;
}
if (res.final)
{
if (characterState == SocialState.listening)
{
Debug.Log("WATSON | Speech to text recorded: \n" + alt.transcript);
StartCoroutine(Message(alt.transcript));
}
}
else
{
if (characterState == SocialState.idle)
{
characterState = SocialState.listening;
}
}
}
}
}
}
// text to speech
private IEnumerator Synthesize(string text)
{
Debug.Log("WATSON CALL | Synthesize input: \n" + text);
textToSpeech.Voice = voiceType;
bool doSynthesize = textToSpeech.ToSpeech(HandleSynthesizeCallback, OnFail, text, true);
if (doSynthesize)
{
StartCoroutine(Analyze(text));
saying = text;
characterState = SocialState.talking;
}
yield return null;
}
void HandleSynthesizeCallback(AudioClip clip, Dictionary<string, object> customData = null)
{
if (Application.isPlaying && clip != null)
{
voiceSource.clip = clip;
voiceSource.Play();
}
}
// conversation
private IEnumerator Message(string text)
{
Debug.Log("WATSON | Conversation input: \n" + text);
MessageRequest messageRequest = new MessageRequest()
{
input = new Dictionary<string, object>()
{
{ "text", text }
},
context = conversationContext
};
bool doMessage = conversation.Message(HandleMessageCallback, OnFail, workspaceId, messageRequest);
if (doMessage)
{
characterState = SocialState.thinking;
if (conversationInputField != null)
{
conversationInputField.text = text;
}
}
yield return null;
}
void HandleMessageCallback(object resp, Dictionary<string, object> customData)
{
object _tempContext = null;
(resp as Dictionary<string, object>).TryGetValue("context", out _tempContext);
if (_tempContext != null)
conversationContext = _tempContext as Dictionary<string, object>;
string contextList = conversationContext.ToString();
Dictionary<string, object> dict = Json.Deserialize(customData["json"].ToString()) as Dictionary<string, object>;
Dictionary<string, object> output = dict["output"] as Dictionary<string, object>;
Debug.Log("JSON INFO: " + customData["json"].ToString());
// Send new/update context variables to the Watson Conversation Service
if (weather.temperatureCity != null && !conversationContext.ContainsKey("temperature"))
{
string currentTemperature = weather.temperatureNumber.ToString();
conversationContext.Add("temperature", currentTemperature);
}
else if (conversationContext.ContainsKey("temperature"))
{
string currentTemperature = weather.temperatureNumber.ToString();
conversationContext.Remove("temperature");
conversationContext.Add("temperature", currentTemperature);
//Debug.Log("Current Temperature: " + currentTemperature);
}
// $ call context variables
var context = dict["context"] as Dictionary<string, object>;
if (context["destination_city"] != null)
{
destinationCity = context["destination_city"].ToString();
Debug.Log("Destination city: " + destinationCity);
}
if (context["departure_city"] != null)
{
departureCity = context["departure_city"].ToString();
}
List<object> text = output["text"] as List<object>;
string answer = text[0].ToString(); //Geeft alleen de eerste response terug
Debug.Log("WATSON | Conversation output: \n" + answer);
if (conversationOutputField != null)
{
conversationOutputField.text = answer;
}
fsData fsdata = null;
fsResult r = _serializer.TrySerialize(resp.GetType(), resp, out fsdata);
if (!r.Succeeded)
{
throw new WatsonException(r.FormattedMessages);
}
//convert fsdata to MessageResponse
MessageResponse messageResponse = new MessageResponse();
object obj = messageResponse;
r = _serializer.TryDeserialize(fsdata, obj.GetType(), ref obj);
if (!r.Succeeded)
{
throw new WatsonException(r.FormattedMessages);
}
if (resp != null)
{
//Recognize intents & entities
if (messageResponse.intents.Length > 0 && messageResponse.entities.Length > 0)
{
string intent = messageResponse.intents[0].intent;
string entity = messageResponse.entities[0].entity;
string literalEntity = messageResponse.entities[0].value;
if (entity == "city")
{
literalEntityCity = literalEntity;
}
if (intent == "weather" && entity == "city")
{
literalEntityCity = literalEntity;
}
}
if (messageResponse.intents.Length > 0)
{
string intent = messageResponse.intents[0].intent;
//Debug.Log("Intent: " + intent); //intent name
}
if (messageResponse.entities.Length > 0)
{
string entity = messageResponse.entities[0].entity;
//Debug.Log("Entity: " + entity); //entity name
string literalEntity = messageResponse.entities[0].value;
//Debug.Log("Entity Literal: " + literalEntity); //literal spoken entity
if (entity == "city")
{
literalEntityCity = literalEntity;
}
}
}
StartCoroutine(Synthesize(answer));
}
}
最佳答案
你问的问题相当复杂。我相信如果你训练一个模型,它应该使用 Watson 的工具,而不是与 Unity 相关的工具。
但是,您在 Unity 中可以做的是更正返回字。也就是说,如果您希望只获得城市名称,您可以下载所有城市的列表,假设有超过 100.000 名居民(您已经可以在互联网上找到这个),然后检查返回的单词是否在这份 list 。例如:
http://download.geonames.org/export/dump/
如果不是,您可以认为 Watson 检测不到它,因此您可以使用编辑距离之类的东西来纠正返回的单词。检查this
基本上,该算法试图找出两个单词的不同之处。可以使用其他算法来检查给定单词,该单词与列表中最相似。您可以从 here 得到一些想法或其他 one
关于c# - 如何使用 Watson Unity SDK 制作语音到文本的自定义模型?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/50367052/