Related papers: World-GAN: a Generative Model for Minecraft Worlds
Generative Adversarial Networks (GANs) enjoy great success at image generation, but have proven difficult to train in the domain of natural language. Challenges with gradient estimation, optimization instability, and mode collapse have lead…
In this work, we present an interesting attempt on mixture generation: absorbing different image concepts (e.g., content and style) from different domains and thus generating a new domain with learned concepts. In particular, we propose a…
Prediction of human actions in social interactions has important applications in the design of social robots or artificial avatars. In this paper, we focus on a unimodal representation of interactions and propose to tackle interaction…
Emojis have become a very popular part of daily digital communication. Their appeal comes largely in part due to their ability to capture and elicit emotions in a more subtle and nuanced way than just plain text is able to. In line with…
GAN is a deep-learning based generative approach to generate contents such as images, languages and speeches. Recently, studies have shown that GAN can also be applied to generative adversarial attack examples to fool the machine-learning…
We propose an approach to address two issues that commonly occur during training of unsupervised GANs. First, since GANs use only a continuous latent distribution to embed multiple classes or clusters of data, they often do not correctly…
Generative Adversarial Networks (GANs) have shown great capacity on image generation, in which a discriminative model guides the training of a generative model to construct images that resemble real images. Recently, GANs have been extended…
Automatically generating coherent and semantically meaningful text has many applications in machine translation, dialogue systems, image captioning, etc. Recently, by combining with policy gradient, Generative Adversarial Nets (GAN) that…
In this paper, we propose Dynamics Transfer GAN; a new method for generating video sequences based on generative adversarial learning. The spatial constructs of a generated video sequence are acquired from the target image. The dynamics of…
Generative Adversarial Networks (GANs) have shown great promise recently in image generation. Training GANs for language generation has proven to be more difficult, because of the non-differentiable nature of generating text with recurrent…
We introduce Genie, the first generative interactive environment trained in an unsupervised manner from unlabelled Internet videos. The model can be prompted to generate an endless variety of action-controllable virtual worlds described…
This paper proposes the decision tree latent controller generative adversarial network (DTLC-GAN), an extension of a GAN that can learn hierarchically interpretable representations without relying on detailed supervision. To impose a…
Generative Adversarial Networks (GANs) are a powerful framework for deep generative modeling. Posed as a two-player minimax problem, GANs are typically trained end-to-end on real-valued data and can be used to train a generator of…
Generative adversarial networks (GANs) are emerging machine learning models for generating synthesized data similar to real data by jointly training a generator and a discriminator. In many applications, data and computational resources are…
We propose the HumanGAN, a generative adversarial network (GAN) incorporating human perception as a discriminator. A basic GAN trains a generator to represent a real-data distribution by fooling the discriminator that distinguishes real and…
In this paper, we propose a generative model which learns the relationship between language and human action in order to generate a human action sequence given a sentence describing human behavior. The proposed generative model is a…
Procedural Content Generation (PCG) refers to the practice, in videogames and other games, of generating content such as levels, quests, or characters algorithmically. Motivated by the need to make games replayable, as well as to reduce…
Since its appearance, Generative Adversarial Networks (GANs) have received a lot of interest in the AI community. In image generation several projects showed how GANs are able to generate photorealistic images but the results so far did not…
This paper introduces the Procedural Content Generation Benchmark for evaluating generative algorithms on different game content creation tasks. The benchmark comes with 12 game-related problems with multiple variants on each problem.…
As academic interest in procedural content generation (PCG) for games has increased, so has the need for methodologies for comparing and contrasting the output spaces of alternative PCG systems. In this paper we introduce and evaluate a…