Generative Adversarial Network
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A generative adversarial network (GAN) is a class of
machine learning Machine learning (ML) is a field of study in artificial intelligence concerned with the development and study of Computational statistics, statistical algorithms that can learn from data and generalise to unseen data, and thus perform Task ( ...
frameworks and a prominent framework for approaching
generative artificial intelligence Generative artificial intelligence (Generative AI, GenAI, or GAI) is a subfield of artificial intelligence that uses generative models to produce text, images, videos, or other forms of data. These models Machine learning, learn the underlyin ...
. The concept was initially developed by Ian Goodfellow and his colleagues in June 2014. In a GAN, two
neural network A neural network is a group of interconnected units called neurons that send signals to one another. Neurons can be either biological cells or signal pathways. While individual neurons are simple, many of them together in a network can perfor ...
s compete with each other in the form of a
zero-sum game Zero-sum game is a Mathematical model, mathematical representation in game theory and economic theory of a situation that involves two competition, competing entities, where the result is an advantage for one side and an equivalent loss for the o ...
, where one agent's gain is another agent's loss. Given a training set, this technique learns to generate new data with the same statistics as the training set. For example, a GAN trained on photographs can generate new photographs that look at least superficially authentic to human observers, having many realistic characteristics. Though originally proposed as a form of
generative model In statistical classification, two main approaches are called the generative approach and the discriminative approach. These compute classifiers by different approaches, differing in the degree of statistical modelling. Terminology is inconsiste ...
for
unsupervised learning Unsupervised learning is a framework in machine learning where, in contrast to supervised learning, algorithms learn patterns exclusively from unlabeled data. Other frameworks in the spectrum of supervisions include weak- or semi-supervision, wh ...
, GANs have also proved useful for semi-supervised learning, fully
supervised learning In machine learning, supervised learning (SL) is a paradigm where a Statistical model, model is trained using input objects (e.g. a vector of predictor variables) and desired output values (also known as a ''supervisory signal''), which are often ...
, and
reinforcement learning Reinforcement learning (RL) is an interdisciplinary area of machine learning and optimal control concerned with how an intelligent agent should take actions in a dynamic environment in order to maximize a reward signal. Reinforcement learnin ...
. The core idea of a GAN is based on the "indirect" training through the discriminator, another neural network that can tell how "realistic" the input seems, which itself is also being updated dynamically. This means that the generator is not trained to minimize the distance to a specific image, but rather to fool the discriminator. This enables the model to learn in an unsupervised manner. GANs are similar to
mimicry In evolutionary biology, mimicry is an evolved resemblance between an organism and another object, often an organism of another species. Mimicry may evolve between different species, or between individuals of the same species. In the simples ...
in
evolutionary biology Evolutionary biology is the subfield of biology that studies the evolutionary processes such as natural selection, common descent, and speciation that produced the diversity of life on Earth. In the 1930s, the discipline of evolutionary biolo ...
, with an evolutionary arms race between both networks.


Definition


Mathematical

The original GAN is defined as the following
game A game is a structured type of play usually undertaken for entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work (such as professional players of spectator sports or video games) or art ...
:
Each
probability space In probability theory, a probability space or a probability triple (\Omega, \mathcal, P) is a mathematical construct that provides a formal model of a random process or "experiment". For example, one can define a probability space which models ...
(\Omega, \mu_) defines a GAN game. There are 2 players: generator and discriminator. The generator's strategy set is \mathcal P(\Omega), the set of all probability measures \mu_G on \Omega. The discriminator's strategy set is the set of
Markov kernel In probability theory, a Markov kernel (also known as a stochastic kernel or probability kernel) is a map that in the general theory of Markov processes plays the role that the transition matrix does in the theory of Markov processes with a finit ...
s \mu_D: \Omega \to \mathcal P
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/math>, where \mathcal P
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/math> is the set of probability measures on
, 1 The comma is a punctuation mark that appears in several variants in different languages. Some typefaces render it as a small line, slightly curved or straight, but inclined from the vertical; others give it the appearance of a miniature fille ...
/math>. The GAN game is a
zero-sum game Zero-sum game is a Mathematical model, mathematical representation in game theory and economic theory of a situation that involves two competition, competing entities, where the result is an advantage for one side and an equivalent loss for the o ...
, with objective functionL(\mu_G, \mu_D) := \operatorname E_ ln y+ \operatorname E_ ln (1-y) The generator aims to minimize the objective, and the discriminator aims to maximize the objective.
The generator's task is to approach \mu_G \approx \mu_, that is, to match its own output distribution as closely as possible to the reference distribution. The discriminator's task is to output a value close to 1 when the input appears to be from the reference distribution, and to output a value close to 0 when the input looks like it came from the generator distribution.


In practice

The ''generative'' network generates candidates while the ''discriminative'' network evaluates them. The contest operates in terms of data distributions. Typically, the generative network learns to map from a latent space to a data distribution of interest, while the discriminative network distinguishes candidates produced by the generator from the true data distribution. The generative network's training objective is to increase the error rate of the discriminative network (i.e., "fool" the discriminator network by producing novel candidates that the discriminator thinks are not synthesized (are part of the true data distribution)). A known dataset serves as the initial training data for the discriminator. Training involves presenting it with samples from the training dataset until it achieves acceptable accuracy. The generator is trained based on whether it succeeds in fooling the discriminator. Typically, the generator is seeded with randomized input that is sampled from a predefined latent space (e.g. a
multivariate normal distribution In probability theory and statistics, the multivariate normal distribution, multivariate Gaussian distribution, or joint normal distribution is a generalization of the one-dimensional ( univariate) normal distribution to higher dimensions. One d ...
). Thereafter, candidates synthesized by the generator are evaluated by the discriminator. Independent
backpropagation In machine learning, backpropagation is a gradient computation method commonly used for training a neural network to compute its parameter updates. It is an efficient application of the chain rule to neural networks. Backpropagation computes th ...
procedures are applied to both networks so that the generator produces better samples, while the discriminator becomes more skilled at flagging synthetic samples. When used for image generation, the generator is typically a deconvolutional neural network, and the discriminator is a
convolutional neural network A convolutional neural network (CNN) is a type of feedforward neural network that learns features via filter (or kernel) optimization. This type of deep learning network has been applied to process and make predictions from many different ty ...
.


Relation to other statistical machine learning methods

GANs are implicit generative models, which means that they do not explicitly model the likelihood function nor provide a means for finding the latent variable corresponding to a given sample, unlike alternatives such as flow-based generative model. Compared to fully visible belief networks such as WaveNet and PixelRNN and autoregressive models in general, GANs can generate one complete sample in one pass, rather than multiple passes through the network. Compared to
Boltzmann machine A Boltzmann machine (also called Sherrington–Kirkpatrick model with external field or stochastic Ising model), named after Ludwig Boltzmann, is a spin glass, spin-glass model with an external field, i.e., a Spin glass#Sherrington–Kirkpatrick m ...
s and linear ICA, there is no restriction on the type of function used by the network. Since neural networks are universal approximators, GANs are asymptotically consistent. Variational autoencoders might be universal approximators, but it is not proven as of 2017.


Mathematical properties


Measure-theoretic considerations

This section provides some of the mathematical theory behind these methods. In modern probability theory based on
measure theory In mathematics, the concept of a measure is a generalization and formalization of geometrical measures (length, area, volume) and other common notions, such as magnitude (mathematics), magnitude, mass, and probability of events. These seemingl ...
, a probability space also needs to be equipped with a
σ-algebra In mathematical analysis and in probability theory, a σ-algebra ("sigma algebra") is part of the formalism for defining sets that can be measured. In calculus and analysis, for example, σ-algebras are used to define the concept of sets with a ...
. As a result, a more rigorous definition of the GAN game would make the following changes:
Each probability space (\Omega, \mathcal B, \mu_) defines a GAN game. The generator's strategy set is \mathcal P(\Omega, \mathcal B), the set of all probability measures \mu_G on the measure-space (\Omega, \mathcal B). The discriminator's strategy set is the set of
Markov kernel In probability theory, a Markov kernel (also known as a stochastic kernel or probability kernel) is a map that in the general theory of Markov processes plays the role that the transition matrix does in the theory of Markov processes with a finit ...
s \mu_D: (\Omega, \mathcal B) \to \mathcal P(
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\mathcal B(
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), where \mathcal B(
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is the
Borel σ-algebra In mathematics, a Borel set is any subset of a topological space that can be formed from its open sets (or, equivalently, from closed sets) through the operations of countable union (set theory), union, countable intersection (set theory), intersec ...
on
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/math>.
Since issues of measurability never arise in practice, these will not concern us further.


Choice of the strategy set

In the most generic version of the GAN game described above, the strategy set for the discriminator contains all Markov kernels \mu_D: \Omega \to ,1/math>, and the strategy set for the generator contains arbitrary
probability distribution In probability theory and statistics, a probability distribution is a Function (mathematics), function that gives the probabilities of occurrence of possible events for an Experiment (probability theory), experiment. It is a mathematical descri ...
s \mu_G on \Omega. However, as shown below, the optimal discriminator strategy against any \mu_G is deterministic, so there is no loss of generality in restricting the discriminator's strategies to deterministic functions D:\Omega \to
, 1 The comma is a punctuation mark that appears in several variants in different languages. Some typefaces render it as a small line, slightly curved or straight, but inclined from the vertical; others give it the appearance of a miniature fille ...
/math>. In most applications, D is a
deep neural network Deep learning is a subset of machine learning that focuses on utilizing multilayered neural network (machine learning), neural networks to perform tasks such as Statistical classification, classification, Regression analysis, regression, and re ...
function. As for the generator, while \mu_G could theoretically be any computable probability distribution, in practice, it is usually implemented as a pushforward: \mu_G = \mu_Z \circ G^. That is, start with a random variable z \sim \mu_Z, where \mu_Z is a probability distribution that is easy to compute (such as the uniform distribution, or the
Gaussian distribution In probability theory and statistics, a normal distribution or Gaussian distribution is a type of continuous probability distribution for a real number, real-valued random variable. The general form of its probability density function is f(x ...
), then define a function G: \Omega_Z \to \Omega. Then the distribution \mu_G is the distribution of G(z). Consequently, the generator's strategy is usually defined as just G, leaving z \sim \mu_Z implicit. In this formalism, the GAN game objective isL(G, D) := \operatorname E_ ln D(x)+ \operatorname E_ ln (1-D(G(z)))


Generative reparametrization

The GAN architecture has two main components. One is casting optimization into a game, of form \min_G \max_D L(G, D), which is different from the usual kind of optimization, of form \min_\theta L(\theta). The other is the decomposition of \mu_G into \mu_Z \circ G^, which can be understood as a reparametrization trick. To see its significance, one must compare GAN with previous methods for learning generative models, which were plagued with "intractable probabilistic computations that arise in maximum likelihood estimation and related strategies". At the same time, Kingma and Welling and Rezende et al. developed the same idea of reparametrization into a general stochastic backpropagation method. Among its first applications was the
variational autoencoder In machine learning, a variational autoencoder (VAE) is an artificial neural network architecture introduced by Diederik P. Kingma and Max Welling. It is part of the families of probabilistic graphical models and variational Bayesian metho ...
.


Move order and strategic equilibria

In the original paper, as well as most subsequent papers, it is usually assumed that the generator ''moves first'', and the discriminator ''moves second'', thus giving the following minimax game:\min_\max_ L(\mu_G, \mu_D) := \operatorname E_ ln y+ \operatorname E_ ln (1-y) If both the generator's and the discriminator's strategy sets are spanned by a finite number of strategies, then by the
minimax theorem In the mathematical area of game theory and of convex optimization, a minimax theorem is a theorem that claims that : \max_ \min_ f(x,y) = \min_ \max_f(x,y) under certain conditions on the sets X and Y and on the function f. It is always true that ...
,\min_\max_ L(\mu_G, \mu_D)= \max_\min_ L(\mu_G, \mu_D)that is, the move order does not matter. However, since the strategy sets are both not finitely spanned, the minimax theorem does not apply, and the idea of an "equilibrium" becomes delicate. To wit, there are the following different concepts of equilibrium: * Equilibrium when generator moves first, and discriminator moves second:\hat \mu_G \in \arg\min_\max_ L(\mu_G,\mu_D),\quad \hat \mu_D \in \arg\max_ L(\hat\mu_G, \mu_D), \quad * Equilibrium when discriminator moves first, and generator moves second:\hat \mu_D \in \arg\max_\min_ L(\mu_G, \mu_D), \quad \hat \mu_G \in \arg\min_ L(\mu_G,\hat \mu_D), *
Nash equilibrium In game theory, the Nash equilibrium is the most commonly used solution concept for non-cooperative games. A Nash equilibrium is a situation where no player could gain by changing their own strategy (holding all other players' strategies fixed) ...
(\hat \mu_D, \hat\mu_G) , which is stable under simultaneous move order:\hat \mu_D \in \arg\max_ L(\hat\mu_G, \mu_D), \quad \hat \mu_G \in \arg\min_ L(\mu_G, \hat\mu_D) For general games, these equilibria do not have to agree, or even to exist. For the original GAN game, these equilibria all exist, and are all equal. However, for more general GAN games, these do not necessarily exist, or agree.


Main theorems for GAN game

The original GAN paper proved the following two theorems: Interpretation: For any fixed generator strategy \mu_G, the optimal discriminator keeps track of the likelihood ratio between the reference distribution and the generator distribution:\frac = \frac(x) = \frac; \quad D(x) = \sigma(\ln\mu_(dx) - \ln\mu_G(dx))where \sigma is the
logistic function A logistic function or logistic curve is a common S-shaped curve ( sigmoid curve) with the equation f(x) = \frac where The logistic function has domain the real numbers, the limit as x \to -\infty is 0, and the limit as x \to +\infty is L. ...
. In particular, if the prior probability for an image x to come from the reference distribution is equal to \frac 12, then D(x) is just the posterior probability that x came from the reference distribution:D(x) = \Pr(x \text \mid x).


Training and evaluating GAN


Training


Unstable convergence

While the GAN game has a unique global equilibrium point when both the generator and discriminator have access to their entire strategy sets, the equilibrium is no longer guaranteed when they have a restricted strategy set. In practice, the generator has access only to measures of form \mu_Z \circ G_\theta^, where G_\theta is a function computed by a neural network with parameters \theta, and \mu_Z is an easily sampled distribution, such as the uniform or normal distribution. Similarly, the discriminator has access only to functions of form D_\zeta, a function computed by a neural network with parameters \zeta. These restricted strategy sets take up a ''vanishingly small proportion'' of their entire strategy sets. Further, even if an equilibrium still exists, it can only be found by searching in the high-dimensional space of all possible neural network functions. The standard strategy of using
gradient descent Gradient descent is a method for unconstrained mathematical optimization. It is a first-order iterative algorithm for minimizing a differentiable multivariate function. The idea is to take repeated steps in the opposite direction of the gradi ...
to find the equilibrium often does not work for GAN, and often the game "collapses" into one of several failure modes. To improve the convergence stability, some training strategies start with an easier task, such as generating low-resolution images or simple images (one object with uniform background), and gradually increase the difficulty of the task during training. This essentially translates to applying a curriculum learning scheme.


Mode collapse

GANs often suffer from mode collapse where they fail to generalize properly, missing entire modes from the input data. For example, a GAN trained on the MNIST dataset containing many samples of each digit might only generate pictures of digit 0. This was termed "the Helvetica scenario". One way this can happen is if the generator learns too fast compared to the discriminator. If the discriminator D is held constant, then the optimal generator would only output elements of \arg\max_x D(x). So for example, if during GAN training for generating MNIST dataset, for a few epochs, the discriminator somehow prefers the digit 0 slightly more than other digits, the generator may seize the opportunity to generate only digit 0, then be unable to escape the local minimum after the discriminator improves. Some researchers perceive the root problem to be a weak discriminative network that fails to notice the pattern of omission, while others assign blame to a bad choice of
objective function In mathematical optimization and decision theory, a loss function or cost function (sometimes also called an error function) is a function that maps an event or values of one or more variables onto a real number intuitively representing some "cost ...
. Many solutions have been proposed, but it is still an open problem. Even the state-of-the-art architecture, BigGAN (2019), could not avoid mode collapse. The authors resorted to "allowing collapse to occur at the later stages of training, by which time a model is sufficiently trained to achieve good results".


Two time-scale update rule

The two time-scale update rule (TTUR) is proposed to make GAN convergence more stable by making the learning rate of the generator lower than that of the discriminator. The authors argued that the generator should move slower than the discriminator, so that it does not "drive the discriminator steadily into new regions without capturing its gathered information". They proved that a general class of games that included the GAN game, when trained under TTUR, "converges under mild assumptions to a stationary local Nash equilibrium". They also proposed using the Adam stochastic optimization to avoid mode collapse, as well as the Fréchet inception distance for evaluating GAN performances.


Vanishing gradient

Conversely, if the discriminator learns too fast compared to the generator, then the discriminator could almost perfectly distinguish \mu_, \mu_. In such case, the generator G_\theta could be stuck with a very high loss no matter which direction it changes its \theta, meaning that the gradient \nabla_\theta L(G_\theta, D_\zeta) would be close to zero. In such case, the generator cannot learn, a case of the vanishing gradient problem. Intuitively speaking, the discriminator is too good, and since the generator cannot take any small step (only small steps are considered in gradient descent) to improve its payoff, it does not even try. One important method for solving this problem is the Wasserstein GAN.


Evaluation

GANs are usually evaluated by
Inception score ''Inception'' is a 2010 science fiction film, science fiction Action film, action heist film written and directed by Christopher Nolan, who also produced it with Emma Thomas, his wife. The film stars Leonardo DiCaprio as a professional thi ...
(IS), which measures how varied the generator's outputs are (as classified by an image classifier, usually Inception-v3), or Fréchet inception distance (FID), which measures how similar the generator's outputs are to a reference set (as classified by a learned image featurizer, such as Inception-v3 without its final layer). Many papers that propose new GAN architectures for image generation report how their architectures break the state of the art on FID or IS. Another evaluation method is the Learned Perceptual Image Patch Similarity (LPIPS), which starts with a learned image featurizer f_\theta: \text \to \R^n, and finetunes it by supervised learning on a set of (x, x', \operatorname(x, x')), where x is an image, x' is a perturbed version of it, and \operatorname(x, x') is how much they differ, as reported by human subjects. The model is finetuned so that it can approximate \, f_\theta(x) - f_\theta(x')\, \approx \operatorname(x, x'). This finetuned model is then used to define \operatorname(x, x') := \, f_\theta(x) - f_\theta(x')\, . Other evaluation methods are reviewed in.


Variants

There is a veritable zoo of GAN variants. Some of the most prominent are as follows:


Conditional GAN

Conditional GANs are similar to standard GANs except they allow the model to conditionally generate samples based on additional information. For example, if we want to generate a cat face given a dog picture, we could use a conditional GAN. The generator in a GAN game generates \mu_G, a probability distribution on the probability space \Omega. This leads to the idea of a conditional GAN, where instead of generating one probability distribution on \Omega, the generator generates a different probability distribution \mu_G(c) on \Omega, for each given class label c. For example, for generating images that look like ImageNet, the generator should be able to generate a picture of cat when given the class label "cat". In the original paper, the authors noted that GAN can be trivially extended to conditional GAN by providing the labels to both the generator and the discriminator. Concretely, the conditional GAN game is just the GAN game with class labels provided:L(\mu_G, D) := \operatorname E_ ln D(x, c)+ \operatorname E_ ln (1-D(x, c))/math>where \mu_C is a probability distribution over classes, \mu_(c) is the probability distribution of real images of class c, and \mu_G(c) the probability distribution of images generated by the generator when given class label c. In 2017, a conditional GAN learned to generate 1000 image classes of ImageNet.


GANs with alternative architectures

The GAN game is a general framework and can be run with any reasonable parametrization of the generator G and discriminator D. In the original paper, the authors demonstrated it using multilayer perceptron networks and
convolutional neural network A convolutional neural network (CNN) is a type of feedforward neural network that learns features via filter (or kernel) optimization. This type of deep learning network has been applied to process and make predictions from many different ty ...
s. Many alternative architectures have been tried. Deep convolutional GAN (DCGAN): For both generator and discriminator, uses only deep networks consisting entirely of convolution-deconvolution layers, that is, fully convolutional networks. Self-attention GAN (SAGAN): Starts with the DCGAN, then adds residually-connected standard self-attention modules to the generator and discriminator. Variational autoencoder GAN (VAEGAN): Uses a
variational autoencoder In machine learning, a variational autoencoder (VAE) is an artificial neural network architecture introduced by Diederik P. Kingma and Max Welling. It is part of the families of probabilistic graphical models and variational Bayesian metho ...
(VAE) for the generator. Transformer GAN (TransGAN): Uses the pure
transformer In electrical engineering, a transformer is a passive component that transfers electrical energy from one electrical circuit to another circuit, or multiple Electrical network, circuits. A varying current in any coil of the transformer produces ...
architecture for both the generator and discriminator, entirely devoid of convolution-deconvolution layers. Flow-GAN: Uses flow-based generative model for the generator, allowing efficient computation of the likelihood function.


GANs with alternative objectives

Many GAN variants are merely obtained by changing the loss functions for the generator and discriminator. Original GAN: We recast the original GAN objective into a form more convenient for comparison:\begin \min_D L_D(D, \mu_G) = -\operatorname E_ ln D(x)- \operatorname E_ ln (1-D(x))\ \min_G L_G(D, \mu_G) = -\operatorname E_ ln (1-D(x))\end Original GAN, non-saturating loss: This objective for generator was recommended in the original paper for faster convergence.L_G = \operatorname E_ ln D(x)/math>The effect of using this objective is analyzed in Section 2.2.2 of Arjovsky et al. Original GAN, maximum likelihood: L_G = \operatorname E_ \circ \sigma^ \circ D) (x)/math>where \sigma is the logistic function. When the discriminator is optimal, the generator gradient is the same as in
maximum likelihood estimation In statistics, maximum likelihood estimation (MLE) is a method of estimation theory, estimating the Statistical parameter, parameters of an assumed probability distribution, given some observed data. This is achieved by Mathematical optimization, ...
, even though GAN cannot perform maximum likelihood estimation ''itself''. Hinge loss GAN: L_D = -\operatorname E_\left min\left(0, -1 + D(x)\right)\right-\operatorname E_\left min\left(0, -1 - D\left(x\right)\right)\right L_G = -\operatorname E_ (x)Least squares GAN:L_D = \operatorname E_ D(x)-b)^2+ \operatorname E_ D(x)-a)^2/math>L_G = \operatorname E_ D(x)-c)^2/math>where a, b, c are parameters to be chosen. The authors recommended a = -1, b = 1, c = 0.


Wasserstein GAN (WGAN)

The Wasserstein GAN modifies the GAN game at two points: * The discriminator's strategy set is the set of measurable functions of type D: \Omega \to \R with bounded Lipschitz norm: \, D\, _L \leq K , where K is a fixed positive constant. * The objective isL_(\mu_G, D) := \operatorname E_ (x)-\mathbb E_ (x)/math> One of its purposes is to solve the problem of mode collapse (see above). The authors claim "In no experiment did we see evidence of mode collapse for the WGAN algorithm".


GANs with more than two players


Adversarial autoencoder

An adversarial autoencoder (AAE) is more autoencoder than GAN. The idea is to start with a plain autoencoder, but train a discriminator to discriminate the latent vectors from a reference distribution (often the normal distribution).


InfoGAN

In conditional GAN, the generator receives both a noise vector z and a label c, and produces an image G(z, c). The discriminator receives image-label pairs (x, c), and computes D(x, c). When the training dataset is unlabeled, conditional GAN does not work directly. The idea of InfoGAN is to decree that every latent vector in the latent space can be decomposed as (z, c): an incompressible noise part z, and an informative label part c, and encourage the generator to comply with the decree, by encouraging it to maximize I(c, G(z, c)), the
mutual information In probability theory and information theory, the mutual information (MI) of two random variables is a measure of the mutual Statistical dependence, dependence between the two variables. More specifically, it quantifies the "Information conten ...
between c and G(z, c), while making no demands on the mutual information z between G(z, c). Unfortunately, I(c, G(z, c)) is intractable in general, The key idea of InfoGAN is Variational Mutual Information Maximization: indirectly maximize it by maximizing a lower bound (G,Q)=\mathbb _ ln Q(c\mid G(z,c)) \quad I(c, G(z, c)) \geq \sup_Q \hat I(G, Q)where Q ranges over all
Markov kernel In probability theory, a Markov kernel (also known as a stochastic kernel or probability kernel) is a map that in the general theory of Markov processes plays the role that the transition matrix does in the theory of Markov processes with a finit ...
s of type Q: \Omega_Y \to \mathcal P(\Omega_C). The InfoGAN game is defined as follows:
Three probability spaces define an InfoGAN game: * (\Omega_X, \mu_), the space of reference images. * (\Omega_Z, \mu_Z), the fixed random noise generator. * (\Omega_C, \mu_C), the fixed random information generator. There are 3 players in 2 teams: generator, Q, and discriminator. The generator and Q are on one team, and the discriminator on the other team. The objective function isL(G, Q, D) = L_(G, D) - \lambda \hat I(G, Q)where L_(G, D) = \operatorname E_ ln D(x)+ \operatorname E_ ln (1-D(G(z, c)))/math> is the original GAN game objective, and \hat I(G, Q) = \mathbb E_ ln Q(c \mid G(z, c))/math> Generator-Q team aims to minimize the objective, and discriminator aims to maximize it:\min_ \max_D L(G, Q, D)


Bidirectional GAN (BiGAN)

The standard GAN generator is a function of type G: \Omega_Z\to \Omega_X, that is, it is a mapping from a latent space \Omega_Z to the image space \Omega_X. This can be understood as a "decoding" process, whereby every latent vector z\in \Omega_Z is a code for an image x\in \Omega_X, and the generator performs the decoding. This naturally leads to the idea of training another network that performs "encoding", creating an autoencoder out of the encoder-generator pair. Already in the original paper, the authors noted that "Learned approximate inference can be performed by training an auxiliary network to predict z given x". The bidirectional GAN architecture performs exactly this. The BiGAN is defined as follows:
Two probability spaces define a BiGAN game: *(\Omega_X, \mu_), the space of reference images. * (\Omega_Z, \mu_Z), the latent space. There are 3 players in 2 teams: generator, encoder, and discriminator. The generator and encoder are on one team, and the discriminator on the other team. The generator's strategies are functions G:\Omega_Z \to \Omega_X, and the encoder's strategies are functions E:\Omega_X \to \Omega_Z. The discriminator's strategies are functions D:\Omega_X \to
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/math>. The objective function isL(G, E, D) = \mathbb E_ ln D(x, E(x))+ \mathbb E_ ln (1-D(G(z), z))/math> Generator-encoder team aims to minimize the objective, and discriminator aims to maximize it:\min_ \max_D L(G, E, D)
In the paper, they gave a more abstract definition of the objective as:L(G, E, D) = \mathbb E_ ln D(x, z)+ \mathbb E_ ln (1-D(x, z))/math>where \mu_(dx, dz) = \mu_X(dx) \cdot \delta_(dz) is the probability distribution on \Omega_X\times \Omega_Z obtained by pushing \mu_X forward via x \mapsto (x, E(x)), and \mu_(dx, dz) = \delta_(dx)\cdot \mu_Z(dz) is the probability distribution on \Omega_X\times \Omega_Z obtained by pushing \mu_Z forward via z \mapsto (G(x), z). Applications of bidirectional models include semi-supervised learning, interpretable machine learning, and neural machine translation.


CycleGAN

CycleGAN is an architecture for performing translations between two domains, such as between photos of horses and photos of zebras, or photos of night cities and photos of day cities. The CycleGAN game is defined as follows:
There are two probability spaces (\Omega_X, \mu_X), (\Omega_Y, \mu_Y), corresponding to the two domains needed for translations fore-and-back. There are 4 players in 2 teams: generators G_X: \Omega_X \to \Omega_Y, G_Y: \Omega_Y \to \Omega_X, and discriminators D_X: \Omega_X\to
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D_Y:\Omega_Y\to
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/math>. The objective function isL(G_X, G_Y, D_X, D_Y) = L_(G_X, D_X) +L_(G_Y, D_Y) + \lambda L_(G_X, G_Y) where \lambda is a positive adjustable parameter, L_ is the GAN game objective, and L_ is the ''cycle consistency loss'':L_(G_X, G_Y) = E_ \, G_X(G_Y(x)) - x\, + E_ \, G_Y(G_X(y)) - y\, The generators aim to minimize the objective, and the discriminators aim to maximize it:\min_ \max_ L(G_X, G_Y, D_X, D_Y)
Unlike previous work like pix2pix, which requires paired training data, cycleGAN requires no paired data. For example, to train a pix2pix model to turn a summer scenery photo to winter scenery photo and back, the dataset must contain pairs of the same place in summer and winter, shot at the same angle; cycleGAN would only need a set of summer scenery photos, and an unrelated set of winter scenery photos.


GANs with particularly large or small scales


BigGAN

The BigGAN is essentially a self-attention GAN trained on a large scale (up to 80 million parameters) to generate large images of ImageNet (up to 512 x 512 resolution), with numerous engineering tricks to make it converge.


Invertible data augmentation

When there is insufficient training data, the reference distribution \mu_ cannot be well-approximated by the empirical distribution given by the training dataset. In such cases, data augmentation can be applied, to allow training GAN on smaller datasets. Naïve data augmentation, however, brings its problems. Consider the original GAN game, slightly reformulated as follows:\begin \min_D L_D(D, \mu_G) = -\operatorname E_ ln D(x)- \operatorname E_ ln (1-D(x))\ \min_G L_G(D, \mu_G) = -\operatorname E_ ln (1-D(x))\endNow we use data augmentation by randomly sampling semantic-preserving transforms T: \Omega \to \Omega and applying them to the dataset, to obtain the reformulated GAN game:\begin \min_D L_D(D, \mu_G) = -\operatorname E_ ln D(T(x))- \operatorname E_ ln (1-D(x))\ \min_G L_G(D, \mu_G) = -\operatorname E_ ln (1-D(x))\endThis is equivalent to a GAN game with a different distribution \mu_', sampled by T(x), with x\sim \mu_, T\sim \mu_\text. For example, if \mu_ is the distribution of images in ImageNet, and \mu_\text samples identity-transform with probability 0.5, and horizontal-reflection with probability 0.5, then \mu_' is the distribution of images in ImageNet and horizontally-reflected ImageNet, combined. The result of such training would be a generator that mimics \mu_'. For example, it would generate images that look like they are randomly cropped, if the data augmentation uses random cropping. The solution is to apply data augmentation to both generated and real images:\begin \min_D L_D(D, \mu_G) = -\operatorname E_ ln D(T(x))- \operatorname E_ ln (1-D(T(x)))\ \min_G L_G(D, \mu_G) = -\operatorname E_ ln (1-D(T(x)))\endThe authors demonstrated high-quality generation using just 100-picture-large datasets. The StyleGAN-2-ADA paper points out a further point on data augmentation: it must be ''invertible''. Continue with the example of generating ImageNet pictures. If the data augmentation is "randomly rotate the picture by 0, 90, 180, 270 degrees with ''equal'' probability", then there is no way for the generator to know which is the true orientation: Consider two generators G, G', such that for any latent z, the generated image G(z) is a 90-degree rotation of G'(z). They would have exactly the same expected loss, and so neither is preferred over the other. The solution is to only use invertible data augmentation: instead of "randomly rotate the picture by 0, 90, 180, 270 degrees with ''equal'' probability", use "randomly rotate the picture by 90, 180, 270 degrees with 0.1 probability, and keep the picture as it is with 0.7 probability". This way, the generator is still rewarded to keep images oriented the same way as un-augmented ImageNet pictures. Abstractly, the effect of randomly sampling transformations T: \Omega \to \Omega from the distribution \mu_\text is to define a Markov kernel K_\text: \Omega \to \mathcal P (\Omega). Then, the data-augmented GAN game pushes the generator to find some \hat \mu_G\in \mathcal P(\Omega), such that K_\text*\mu_ = K_\text*\hat\mu_where * is the Markov kernel convolution. A data-augmentation method is defined to be ''invertible'' if its Markov kernel K_\text satisfiesK_\text*\mu= K_\text*\mu' \implies \mu = \mu' \quad \forall \mu, \mu' \in \mathcal P(\Omega)Immediately by definition, we see that composing multiple invertible data-augmentation methods results in yet another invertible method. Also by definition, if the data-augmentation method is invertible, then using it in a GAN game does not change the optimal strategy \hat \mu_G for the generator, which is still \mu_. There are two prototypical examples of invertible Markov kernels: Discrete case: Invertible stochastic matrices, when \Omega is finite. For example, if \Omega = \ is the set of four images of an arrow, pointing in 4 directions, and the data augmentation is "randomly rotate the picture by 90, 180, 270 degrees with probability p, and keep the picture as it is with probability (1-3p)", then the Markov kernel K_\text can be represented as a stochastic matrix: _\text= \begin (1-3p) & p & p & p \\ p & (1-3p) & p & p \\ p & p & (1-3p) & p \\ p & p & p & (1-3p) \end and K_\text is an invertible kernel iff _\text/math> is an invertible matrix, that is, p \neq 1/4. Continuous case: The gaussian kernel, when \Omega = \R^n for some n \geq 1. For example, if \Omega = \R^ is the space of 256x256 images, and the data-augmentation method is "generate a gaussian noise z\sim \mathcal N(0, I_), then add \epsilon z to the image", then K_\text is just convolution by the density function of \mathcal N(0, \epsilon^2 I_). This is invertible, because convolution by a gaussian is just convolution by the
heat kernel In the mathematical study of heat conduction and diffusion, a heat kernel is the fundamental solution to the heat equation on a specified domain with appropriate boundary conditions. It is also one of the main tools in the study of the spectrum ...
, so given any \mu\in\mathcal P(\R^n), the convolved distribution K_\text * \mu can be obtained by heating up \R^n precisely according to \mu, then wait for time \epsilon^2/4. With that, we can recover \mu by running the
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''backwards in time'' for \epsilon^2/4. More examples of invertible data augmentations are found in the paper.


SinGAN

SinGAN pushes data augmentation to the limit, by using only a single image as training data and performing data augmentation on it. The GAN architecture is adapted to this training method by using a multi-scale pipeline. The generator G is decomposed into a pyramid of generators G = G_1 \circ G_2 \circ \cdots \circ G_N, with the lowest one generating the image G_N(z_N) at the lowest resolution, then the generated image is scaled up to r(G_N(z_N)), and fed to the next level to generate an image G_(z_ + r(G_N(z_N))) at a higher resolution, and so on. The discriminator is decomposed into a pyramid as well.


StyleGAN series

The StyleGAN family is a series of architectures published by
Nvidia Nvidia Corporation ( ) is an American multinational corporation and technology company headquartered in Santa Clara, California, and incorporated in Delaware. Founded in 1993 by Jensen Huang (president and CEO), Chris Malachowsky, and Curti ...
's research division.


Progressive GAN

Progressive GAN is a method for training GAN for large-scale image generation stably, by growing a GAN generator from small to large scale in a pyramidal fashion. Like SinGAN, it decomposes the generator asG = G_1 \circ G_2 \circ \cdots \circ G_N, and the discriminator as D = D_1 \circ D_2 \circ \cdots \circ D_N. During training, at first only G_N, D_N are used in a GAN game to generate 4x4 images. Then G_, D_ are added to reach the second stage of GAN game, to generate 8x8 images, and so on, until we reach a GAN game to generate 1024x1024 images. To avoid shock between stages of the GAN game, each new layer is "blended in" (Figure 2 of the paper). For example, this is how the second stage GAN game starts: * Just before, the GAN game consists of the pair G_N, D_N generating and discriminating 4x4 images. * Just after, the GAN game consists of the pair ((1-\alpha) + \alpha\cdot G_)\circ u \circ G_N, D_N \circ d \circ ((1-\alpha) + \alpha\cdot D_) generating and discriminating 8x8 images. Here, the functions u, d are image up- and down-sampling functions, and \alpha is a blend-in factor (much like an
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in image composing) that smoothly glides from 0 to 1.


StyleGAN-1

StyleGAN-1 is designed as a combination of Progressive GAN with neural style transfer. The key architectural choice of StyleGAN-1 is a progressive growth mechanism, similar to Progressive GAN. Each generated image starts as a constant 4\times 4 \times 512 array, and repeatedly passed through style blocks. Each style block applies a "style latent vector" via affine transform ("adaptive instance normalization"), similar to how neural style transfer uses Gramian matrix. It then adds noise, and normalize (subtract the mean, then divide by the variance). At training time, usually only one style latent vector is used per image generated, but sometimes two ("mixing regularization") in order to encourage each style block to independently perform its stylization without expecting help from other style blocks (since they might receive an entirely different style latent vector). After training, multiple style latent vectors can be fed into each style block. Those fed to the lower layers control the large-scale styles, and those fed to the higher layers control the fine-detail styles. Style-mixing between two images x, x' can be performed as well. First, run a gradient descent to find z, z' such that G(z)\approx x, G(z')\approx x'. This is called "projecting an image back to style latent space". Then, z can be fed to the lower style blocks, and z' to the higher style blocks, to generate a composite image that has the large-scale style of x, and the fine-detail style of x'. Multiple images can also be composed this way.


StyleGAN-2

StyleGAN-2 improves upon StyleGAN-1, by using the style latent vector to transform the convolution layer's weights instead, thus solving the "blob" problem. This was updated by the StyleGAN-2-ADA ("ADA" stands for "adaptive"), which uses invertible data augmentation as described above. It also tunes the amount of data augmentation applied by starting at zero, and gradually increasing it until an "overfitting heuristic" reaches a target level, thus the name "adaptive".


StyleGAN-3

StyleGAN-3 improves upon StyleGAN-2 by solving the "texture sticking" problem, which can be seen in the official videos. They analyzed the problem by the
Nyquist–Shannon sampling theorem The Nyquist–Shannon sampling theorem is an essential principle for digital signal processing linking the frequency range of a signal and the sample rate required to avoid a type of distortion called aliasing. The theorem states that the sample r ...
, and argued that the layers in the generator learned to exploit the high-frequency signal in the pixels they operate upon. To solve this, they proposed imposing strict lowpass filters between each generator's layers, so that the generator is forced to operate on the pixels in a way faithful to the continuous signals they represent, rather than operate on them as merely discrete signals. They further imposed rotational and translational invariance by using more signal filters. The resulting StyleGAN-3 is able to solve the texture sticking problem, as well as generating images that rotate and translate smoothly.


Other uses

Other than for generative and discriminative modelling of data, GANs have been used for other things. GANs have been used for transfer learning to enforce the alignment of the latent feature space, such as in deep reinforcement learning. This works by feeding the embeddings of the source and target task to the discriminator which tries to guess the context. The resulting loss is then (inversely) backpropagated through the encoder.


Applications


Science

* Iteratively reconstruct astronomical images * Simulate
gravitational lens A gravitational lens is matter, such as a galaxy cluster, cluster of galaxies or a point particle, that bends light from a distant source as it travels toward an observer. The amount of gravitational lensing is described by Albert Einstein's Ge ...
ing for dark matter research. * Model the distribution of
dark matter In astronomy, dark matter is an invisible and hypothetical form of matter that does not interact with light or other electromagnetic radiation. Dark matter is implied by gravity, gravitational effects that cannot be explained by general relat ...
in a particular direction in space and to predict the gravitational lensing that will occur. * Model high energy jet formation and showers through calorimeters of
high-energy physics Particle physics or high-energy physics is the study of fundamental particles and forces that constitute matter and radiation. The field also studies combinations of elementary particles up to the scale of protons and neutrons, while the stu ...
experiments. * Approximate bottlenecks in computationally expensive simulations of particle physics experiments. Applications in the context of present and proposed
CERN The European Organization for Nuclear Research, known as CERN (; ; ), is an intergovernmental organization that operates the largest particle physics laboratory in the world. Established in 1954, it is based in Meyrin, western suburb of Gene ...
experiments have demonstrated the potential of these methods for accelerating simulation and/or improving simulation fidelity. * Reconstruct velocity and scalar fields in turbulent flows. GAN-generated molecules were validated experimentally in mice.


Medical

One of the major concerns in medical imaging is preserving patient privacy. Due to these reasons, researchers often face difficulties in obtaining medical images for their research purposes. GAN has been used for generating synthetic medical images, such as
MRI Magnetic resonance imaging (MRI) is a medical imaging technique used in radiology to generate pictures of the anatomy and the physiological processes inside the body. MRI scanners use strong magnetic fields, magnetic field gradients, and rad ...
and
PET A pet, or companion animal, is an animal kept primarily for a person's company or entertainment rather than as a working animal, livestock, or a laboratory animal. Popular pets are often considered to have attractive/ cute appearances, inte ...
images to address this challenge. GAN can be used to detect glaucomatous images helping the early diagnosis which is essential to avoid partial or total loss of vision. GANs have been used to create
forensic facial reconstruction Forensic facial reconstruction (or forensic facial approximation) is the process of recreating the face of an individual (whose identity is often not known) from their skeletal remains through an amalgamation of artistry, anthropology, osteolog ...
s of deceased historical figures.


Malicious

Another example of a GAN generated portrait Concerns have been raised about the potential use of GAN-based human image synthesis for sinister purposes, e.g., to produce fake, possibly incriminating, photographs and videos. GANs can be used to generate unique, realistic profile photos of people who do not exist, in order to automate creation of fake social media profiles. In 2019 the state of California considered and passed on October 3, 2019, th
bill AB-602
which bans the use of human image synthesis technologies to make fake pornography without the consent of the people depicted, an
bill AB-730
which prohibits distribution of manipulated videos of a political candidate within 60 days of an election. Both bills were authored by Assembly member Marc Berman and signed by Governor
Gavin Newsom Gavin Christopher Newsom ( ; born October 10, 1967) is an American politician and businessman serving since 2019 as the 40th governor of California. A member of the Democratic Party (United States), Democratic Party, he served from 2011 to 201 ...
. The laws went into effect in 2020. DARPA's Media Forensics program studies ways to counteract fake media, including fake media produced using GANs.


Fashion, art and advertising

GANs can be used to generate art; ''
The Verge ''The Verge'' is an American Technology journalism, technology news website headquarters, headquartered in Lower Manhattan, New York City and operated by Vox Media. The website publishes news, feature stories, guidebooks, product reviews, cons ...
'' wrote in March 2019 that "The images created by GANs have become the defining look of contemporary AI art." GANs can also be used to * inpaint photographs * generate fashion models, shadows, photorealistic renders of
interior design Interior design is the art and science of enhancing the interior of a building to achieve a healthier and more aesthetically pleasing environment for the people using the space. With a keen eye for detail and a Creativity, creative flair, an ...
,
industrial design Industrial design is a process of design applied to physical Product (business), products that are to be manufactured by mass production. It is the creative act of determining and defining a product's form and features, which takes place in adva ...
, shoes, etc. Such networks were reported to be used by
Facebook Facebook is a social media and social networking service owned by the American technology conglomerate Meta Platforms, Meta. Created in 2004 by Mark Zuckerberg with four other Harvard College students and roommates, Eduardo Saverin, Andre ...
. Some have worked with using GAN for artistic creativity, as "creative adversarial network". A GAN, trained on a set of 15,000 portraits from WikiArt from the 14th to the 19th century, created the 2018 painting ''
Edmond de Belamy ''Edmond de Belamy'', sometimes referred to as ''Portrait of Edmond de Belamy'', is a generative adversarial network (GAN) portrait painting constructed by Paris-based arts collective Obvious in 2018 from WikiArt artwork database. Printed on canv ...
,'' which sold for US$432,500. GANs were used by the
video game modding Video game modding (short for "modifying") is the process of alteration by players or fans of one or more aspects of a video game, such as how it looks or behaves, and is a sub-discipline of general ''modding''. A set of modifications, commonly c ...
community to up-scale low-resolution 2D textures in old video games by recreating them in 4k or higher resolutions via image training, and then down-sampling them to fit the game's native resolution (resembling supersampling anti-aliasing). In 2020, Artbreeder was used to create the main antagonist in the sequel to the psychological web horror series '' Ben Drowned''. The author would later go on to praise GAN applications for their ability to help generate assets for independent artists who are short on budget and manpower. In May 2020,
Nvidia Nvidia Corporation ( ) is an American multinational corporation and technology company headquartered in Santa Clara, California, and incorporated in Delaware. Founded in 1993 by Jensen Huang (president and CEO), Chris Malachowsky, and Curti ...
researchers taught an AI system (termed "GameGAN") to recreate the game of ''
Pac-Man ''Pac-Man,'' originally called in Japan, is a 1980 maze video game developed and published by Namco for arcades. In North America, the game was released by Midway Manufacturing as part of its licensing agreement with Namco America. The pla ...
'' simply by watching it being played. In August 2019, a large dataset consisting of 12,197 MIDI songs each with paired lyrics and melody alignment was created for neural melody generation from lyrics using conditional GAN-LSTM (refer to sources at GitHu
AI Melody Generation from Lyrics
.


Miscellaneous

GANs have been used to * show how an individual's appearance might change with age. * reconstruct 3D models of objects from images, * generate novel objects as 3D point clouds, * model patterns of motion in video. * inpaint missing features in maps, transfer map styles in cartography or augment street view imagery. * use feedback to generate images and replace image search systems. * visualize the effect that climate change will have on specific houses. * reconstruct an image of a person's face after listening to their voice. * produces videos of a person speaking, given only a single photo of that person. * recurrent sequence generation.


History

In 1991, Juergen Schmidhuber published "artificial curiosity",
neural network A neural network is a group of interconnected units called neurons that send signals to one another. Neurons can be either biological cells or signal pathways. While individual neurons are simple, many of them together in a network can perfor ...
s in a
zero-sum game Zero-sum game is a Mathematical model, mathematical representation in game theory and economic theory of a situation that involves two competition, competing entities, where the result is an advantage for one side and an equivalent loss for the o ...
. The first network is a
generative model In statistical classification, two main approaches are called the generative approach and the discriminative approach. These compute classifiers by different approaches, differing in the degree of statistical modelling. Terminology is inconsiste ...
that models a
probability distribution In probability theory and statistics, a probability distribution is a Function (mathematics), function that gives the probabilities of occurrence of possible events for an Experiment (probability theory), experiment. It is a mathematical descri ...
over output patterns. The second network learns by
gradient descent Gradient descent is a method for unconstrained mathematical optimization. It is a first-order iterative algorithm for minimizing a differentiable multivariate function. The idea is to take repeated steps in the opposite direction of the gradi ...
to predict the reactions of the environment to these patterns. GANs can be regarded as a case where the environmental reaction is 1 or 0 depending on whether the first network's output is in a given set. Other people had similar ideas but did not develop them similarly. An idea involving adversarial networks was published in a 2010 blog post by Olli Niemitalo. This idea was never implemented and did not involve stochasticity in the generator and thus was not a generative model. It is now known as a conditional GAN or cGAN. An idea similar to GANs was used to model animal behavior by Li, Gauci and Gross in 2013. Another inspiration for GANs was noise-contrastive estimation, which uses the same loss function as GANs and which Goodfellow studied during his PhD in 2010–2014. Adversarial machine learning has other uses besides generative modeling and can be applied to models other than neural networks. In control theory, adversarial learning based on neural networks was used in 2006 to train robust controllers in a game theoretic sense, by alternating the iterations between a minimizer policy, the controller, and a maximizer policy, the disturbance. In 2017, a GAN was used for image enhancement focusing on realistic textures rather than pixel-accuracy, producing a higher image quality at high magnification. In 2017, the first faces were generated. These were exhibited in February 2018 at the Grand Palais. Faces generated by StyleGAN in 2019 drew comparisons with Deepfakes.


See also

* * * * * *


References


External links

* *
This Person Does Not Exist
photorealistic images of people who do not exist, generated by StyleGAN
This Cat Does Not Exist
photorealistic images of cats who do not exist, generated by StyleGAN * {{Artificial intelligence navbox Neural network architectures Cognitive science Unsupervised learning Generative artificial intelligence