No Arabic abstract
In this paper, we introduce PeerGAN, a generative adversarial network (GAN) solution to improve the stability of the generated samples and to mitigate mode collapse. Built upon the Vanilla GANs two-player game between the discriminator $D_1$ and the generator $G$, we introduce a peer discriminator $D_2$ to the min-max game. Similar to previous work using two discriminators, the first role of both $D_1$, $D_2$ is to distinguish between generated samples and real ones, while the generator tries to generate high-quality samples which are able to fool both discriminators. Different from existing methods, we introduce another game between $D_1$ and $D_2$ to discourage their agreement and therefore increase the level of diversity of the generated samples. This property alleviates the issue of early mode collapse by preventing $D_1$ and $D_2$ from converging too fast. We provide theoretical analysis for the equilibrium of the min-max game formed among $G, D_1, D_2$. We offer convergence behavior of PeerGAN as well as stability of the min-max game. Its worth mentioning that PeerGAN operates in the unsupervised setting, and the additional game between $D_1$ and $D_2$ does not need any label supervision. Experiments results on a synthetic dataset and on real-world image datasets (MNIST, Fashion MNIST, CIFAR-10, STL-10, CelebA, VGG) demonstrate that PeerGAN outperforms competitive baseline work in generating diverse and high-quality samples, while only introduces negligible computation cost.
A recent technical breakthrough in the domain of machine learning is the discovery and the multiple applications of Generative Adversarial Networks (GANs). Those generative models are computationally demanding, as a GAN is composed of two deep neural networks, and because it trains on large datasets. A GAN is generally trained on a single server. In this paper, we address the problem of distributing GANs so that they are able to train over datasets that are spread on multiple workers. MD-GAN is exposed as the first solution for this problem: we propose a novel learning procedure for GANs so that they fit this distributed setup. We then compare the performance of MD-GAN to an adapted version of Federated Learning to GANs, using the MNIST and CIFAR10 datasets. MD-GAN exhibits a reduction by a factor of two of the learning complexity on each worker node, while providing better performances than federated learning on both datasets. We finally discuss the practical implications of distributing GANs.
The Deep Neural Networks are vulnerable toadversarial exam-ples(Figure 1), making the DNNs-based systems collapsed byadding the inconspicuous perturbations to the images. Most of the existing works for adversarial attack are gradient-based and suf-fer from the latency efficiencies and the load on GPU memory. Thegenerative-based adversarial attacks can get rid of this limitation,and some relative works propose the approaches based on GAN.However, suffering from the difficulty of the convergence of train-ing a GAN, the adversarial examples have either bad attack abilityor bad visual quality. In this work, we find that the discriminatorcould be not necessary for generative-based adversarial attack, andpropose theSymmetric Saliency-based Auto-Encoder (SSAE)to generate the perturbations, which is composed of the saliencymap module and the angle-norm disentanglement of the featuresmodule. The advantage of our proposed method lies in that it is notdepending on discriminator, and uses the generative saliency map to pay more attention to label-relevant regions. The extensive exper-iments among the various tasks, datasets, and models demonstratethat the adversarial examples generated by SSAE not only make thewidely-used models collapse, but also achieves good visual quality.The code is available at https://github.com/BravoLu/SSAE.
Recently, convolutional neural networks (CNNs) have achieved great improvements in single image dehazing and attained much attention in research. Most existing learning-based dehazing methods are not fully end-to-end, which still follow the traditional dehazing procedure: first estimate the medium transmission and the atmospheric light, then recover the haze-free image based on the atmospheric scattering model. However, in practice, due to lack of priors and constraints, it is hard to precisely estimate these intermediate parameters. Inaccurate estimation further degrades the performance of dehazing, resulting in artifacts, color distortion and insufficient haze removal. To address this, we propose a fully end-to-end Generative Adversarial Networks with Fusion-discriminator (FD-GAN) for image dehazing. With the proposed Fusion-discriminator which takes frequency information as additional priors, our model can generator more natural and realistic dehazed images with less color distortion and fewer artifacts. Moreover, we synthesize a large-scale training dataset including various indoor and outdoor hazy images to boost the performance and we reveal that for learning-based dehazing methods, the performance is strictly influenced by the training data. Experiments have shown that our method reaches state-of-the-art performance on both public synthetic datasets and real-world images with more visually pleasing dehazed results.
We propose a unified game-theoretical framework to perform classification and conditional image generation given limited supervision. It is formulated as a three-player minimax game consisting of a generator, a classifier and a discriminator, and therefore is referred to as Triple Generative Adversarial Network (Triple-GAN). The generator and the classifier characterize the conditional distributions between images and labels to perform conditional generation and classification, respectively. The discriminator solely focuses on identifying fake image-label pairs. Under a nonparametric assumption, we prove the unique equilibrium of the game is that the distributions characterized by the generator and the classifier converge to the data distribution. As a byproduct of the three-player mechanism, Triple-GAN is flexible to incorporate different semi-supervised classifiers and GAN architectures. We evaluate Triple-GAN in two challenging settings, namely, semi-supervised learning and the extreme low data regime. In both settings, Triple-GAN can achieve excellent classification results and generate meaningful samples in a specific class simultaneously. In particular, using a commonly adopted 13-layer CNN classifier, Triple-GAN outperforms extensive semi-supervised learning methods substantially on more than 10 benchmarks no matter data augmentation is applied or not.
A Triangle Generative Adversarial Network ($Delta$-GAN) is developed for semi-supervised cross-domain joint distribution matching, where the training data consists of samples from each domain, and supervision of domain correspondence is provided by only a few paired samples. $Delta$-GAN consists of four neural networks, two generators and two discriminators. The generators are designed to learn the two-way conditional distributions between the two domains, while the discriminators implicitly define a ternary discriminative function, which is trained to distinguish real data pairs and two kinds of fake data pairs. The generators and discriminators are trained together using adversarial learning. Under mild assumptions, in theory the joint distributions characterized by the two generators concentrate to the data distribution. In experiments, three different kinds of domain pairs are considered, image-label, image-image and image-attribute pairs. Experiments on semi-supervised image classification, image-to-image translation and attribute-based image generation demonstrate the superiority of the proposed approach.