相关论文: Alternating the Population and Control Neural Netw…
A mean-field selective optimal control problem of multipopulation dynamics via transient leadership is considered. The agents in the system are described by their spatial position and their probability of belonging to a certain population.…
We consider the problem of representing collective behavior of large populations and predicting the evolution of a population distribution over a discrete state space. A discrete time mean field game (MFG) is motivated as an interpretable…
We introduce the Probabilistic Generative Adversarial Network (PGAN), a new GAN variant based on a new kind of objective function. The central idea is to integrate a probabilistic model (a Gaussian Mixture Model, in our case) into the GAN…
Multi-agent reinforcement learning methods have shown remarkable potential in solving complex multi-agent problems but mostly lack theoretical guarantees. Recently, mean field control and mean field games have been established as a…
Training generative adversarial networks (GANs) is known to be difficult, especially for financial time series. This paper first analyzes the well-posedness problem in GANs minimax games and the convexity issue in GANs objective functions.…
The paper focuses on mean-field type multi-agent control problems with finite state and action spaces where the dynamics and cost structures are symmetric and homogeneous, and are affected by the distribution of the agents. A standard…
Generative Adversarial Networks (GANs) are formulated as minimax game problems, whereby generators attempt to approach real data distributions by virtue of adversarial learning against discriminators. The intrinsic problem complexity poses…
This paper proposes a multiscale method for solving the numerical solution of mean field games which accelerates the convergence and addresses the problem of determining the initial guess. Starting from an approximate solution at the…
We propose an efficient solution approach for high-dimensional nonlocal mean-field game (MFG) systems based on the Monte Carlo approximation of interaction kernels via random features. We avoid costly space-discretizations of interaction…
The wide applications of Generative adversarial networks benefit from the successful training methods, guaranteeing that an object function converges to the local minima. Nevertheless, designing an efficient and competitive training method…
Generative adversarial networks (GANs) can generate high-quality images from sampled latent codes. Recent works attempt to edit an image by manipulating its underlying latent code, but rarely go beyond the basic task of attribute…
This article proposes a novel approach for augmenting generative adversarial network (GAN) with a self-supervised task in order to improve its ability for encoding video representations that are useful in downstream tasks such as human…
Generative Adversarial Networks (GANs) have recently attracted considerable attention in the AI community due to its ability to generate high-quality data of significant statistical resemblance to real data. Fundamentally, GAN is a game…
In this work, we introduce a novel strategy for tackling constrained optimization problems through a modified penalty method. Conventional penalty methods convert constrained problems into unconstrained ones by incorporating constraints…
A mean field feedback artificial neural network algorithm is developed and explored for the set covering problem. A convenient encoding of the inequality constraints is achieved by means of a multilinear penalty function. An approximate…
The Generative Adversarial Networks (GANs) have demonstrated impressive performance for data synthesis, and are now used in a wide range of computer vision tasks. In spite of this success, they gained a reputation for being difficult to…
In this work, we attempt to bridge the two fields of finite-agent and infinite-agent games, by studying how the optimal policies of agents evolve with the number of agents (population size) in mean-field games, an agent-centric perspective…
This paper presents a novel multi-fake evolutionary generative adversarial network(MFEGAN) for handling imbalance hyperspectral image classification. It is an end-to-end approach in which different generative objective losses are considered…
In graph-structured multi-agent reinforcement learning (MARL) adversarial tasks such as pursuit and confrontation, agents must coordinate under highly dynamic interactions, where sparse rewards hinder efficient policy learning. We propose…
Congestion Control (CC), as the core networking task to efficiently utilize network capacity, received great attention and widely used in various Internet communication applications such as 5G, Internet-of-Things, UAN, and more. Various CC…