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Generative Adversarial Networks (GAN) is an adversarial model, and it has been demonstrated to be effective for various generative tasks. However, GAN and its variants also suffer from many training problems, such as mode collapse and…
Generative adversarial networks (GANs) have drawn enormous attention due to the simple yet effective training mechanism and superior image generation quality. With the ability to generate photo-realistic high-resolution (e.g.,…
There is a recent surge in interest for imitation learning, with large human video-game and robotic manipulation datasets being used to train agents on very complex tasks. While deep neuroevolution has recently been shown to match the…
Generative adversarial networks (GANs) are powerful tools for learning generative models. In practice, the training may suffer from lack of convergence. GANs are commonly viewed as a two-player zero-sum game between two neural networks.…
Generative adversarial networks have been very successful in generative modeling, however they remain relatively challenging to train compared to standard deep neural networks. In this paper, we propose new visualization techniques for the…
In recent years, Generative Adversarial Networks (GANs) have received significant attention from the research community. With a straightforward implementation and outstanding results, GANs have been used for numerous applications. Despite…
Generative Adversarial Networks (GANs) have become one of the dominant methods for deep generative modeling. Despite their demonstrated success on multiple vision tasks, GANs are difficult to train and much research has been dedicated…
I present IGAN (Inferent Generative Adversarial Networks), a neural architecture that learns both a generative and an inference model on a complex high dimensional data distribution, i.e. a bidirectional mapping between data samples and a…
We investigate how reinforcement learning can be used to train level-designing agents. This represents a new approach to procedural content generation in games, where level design is framed as a game, and the content generator itself is…
Generative Adversarial Networks (GANs) have proven to be a powerful framework for learning to draw samples from complex distributions. However, GANs are also notoriously difficult to train, with mode collapse and oscillations a common…
We propose a new approach to Generative Adversarial Networks (GANs) to achieve an improved performance with additional robustness to its so-called and well recognized mode collapse. We first proceed by mapping the desired data onto a…
In the years since Goodfellow et al. introduced Generative Adversarial Networks (GANs), there has been an explosion in the breadth and quality of generative model applications. Despite this work, GANs still have a long way to go before they…
Generative adversarial networks (GANs) have emerged as a powerful tool for generating high-fidelity data. However, the main bottleneck of existing approaches is the lack of supervision on the generator training, which often results in…
Levels are a key component of many different video games, and a large body of work has been produced on how to procedurally generate game levels. Recently, Machine Learning techniques have been applied to video game level generation towards…
This paper investigates the suitability of using Generative Adversarial Networks (GANs) to generate stable structures for the physics-based puzzle game Angry Birds. While previous applications of GANs for level generation have been mostly…
Despite the recency of their conception, Generative Adversarial Networks (GANs) constitute an extensively researched machine learning sub-field for the creation of synthetic data through deep generative modeling. GANs have consequently been…
Generative Adversarial Networks (GANs) are a class of generative models used for various applications, but they have been known to suffer from the mode collapse problem, in which some modes of the target distribution are ignored by the…
Recent years, there has been growing interests in experience-driven procedural level generation. Various metrics have been formulated to model player experience and help generate personalised levels. In this work, we question whether…
Generative adversarial networks (GAN) present state-of-the-art results in the generation of samples following the distribution of the input dataset. However, GANs are difficult to train, and several aspects of the model should be previously…
Generative Adversarial Networks (GANs) have received a great deal of attention due in part to recent success in generating original, high-quality samples from visual domains. However, most current methods only allow for users to guide this…