Related papers: Procedural content generation of puzzle games usin…
Generative Adversarial Networks (GANs) are gaining increasing attention as a means for synthesising data. So far much of this work has been applied to use cases outside of the data confidentiality domain with a common application being the…
Originating from the premise that Generative Adversarial Networks (GANs) enrich creative processes rather than diluting them, we describe an ongoing PhD project that proposes to study GANs in a co-creative context. By asking How can GANs be…
In this article, we introduce a new mode for training Generative Adversarial Networks (GANs). Rather than minimizing the distance of evidence distribution $\tilde{p}(x)$ and the generative distribution $q(x)$, we minimize the distance of…
Procedural content generation (PCG) is a growing field, with numerous applications in the video game industry and great potential to help create better games at a fraction of the cost of manual creation. However, much of the work in PCG is…
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…
Recently, generative adversarial networks (GANs) have shown promising performance in generating realistic images. However, they often struggle in learning complex underlying modalities in a given dataset, resulting in poor-quality generated…
State-of-the-art offline handwriting text recognition systems tend to use neural networks and therefore require a large amount of annotated data to be trained. In order to partially satisfy this requirement, we propose a system based on…
This study proposes a new generative adversarial network (GAN) for generating realistic orders in financial markets. In some previous works, GANs for financial markets generated fake orders in continuous spaces because of GAN architectures'…
Generative Adversarial Networks (GANs) have obtained extraordinary success in the generation of realistic images, a domain where a lower pixel-level accuracy is acceptable. We study the problem, not yet tackled in the literature, of…
Recent procedural content generation via machine learning (PCGML) methods allow learning from existing content to produce similar content automatically. While these approaches are able to generate content for different games (e.g. Super…
In this paper, we propose novel generative models for creating adversarial examples, slightly perturbed images resembling natural images but maliciously crafted to fool pre-trained models. We present trainable deep neural networks for…
In this study, we employ Generative Adversarial Networks as an oversampling method to generate artificial data to assist with the classification of credit card fraudulent transactions. GANs is a generative model based on the idea of game…
Subtracting event samples is a common task in LHC simulation and analysis, and standard solutions tend to be inefficient. We employ generative adversarial networks to produce new event samples with a phase space distribution corresponding…
Generative Adversarial Networks (GAN) are trained to generate sample images of interest distribution. To this end, generator network of GAN learns implicit distribution of real data set from the classification with candidate generated…
In recent years, Generative Adversarial Networks (GANs) have become a hot topic among researchers and engineers that work with deep learning. It has been a ground-breaking technique which can generate new pieces of content of data in a…
We propose a novel procedure which adds "content-addressability" to any given unconditional implicit model e.g., a generative adversarial network (GAN). The procedure allows users to control the generative process by specifying a set…
A game process is a system where the decisions of one agent can influence the decisions of other agents. In the real world, social influences and relationships between agents may influence the decision makings of agents with game behaviors.…
We present a compression algorithm for parton densities using synthetic replicas generated from the training of a Generative Adversarial Network (GAN). The generated replicas are used to further enhance the statistics of a given Monte Carlo…
This paper proposes two important contributions for conditional Generative Adversarial Networks (cGANs) to improve the wide variety of applications that exploit this architecture. The first main contribution is an analysis of cGANs to show…
The generative adversarial network (GAN) framework has emerged as a powerful tool for various image and video synthesis tasks, allowing the synthesis of visual content in an unconditional or input-conditional manner. It has enabled the…