No Arabic abstract
Seismic inverse modeling is a common method in reservoir prediction and it plays a vital role in the exploration and development of oil and gas. Conventional seismic inversion method is difficult to combine with complicated and abstract knowledge on geological mode and its uncertainty is difficult to be assessed. The paper proposes an inversion modeling method based on GAN consistent with geology, well logs, seismic data. GAN is a the most promising generation model algorithm that extracts spatial structure and abstract features of training images. The trained GAN can reproduce the models with specific mode. In our test, 1000 models were generated in 1 second. Based on the trained GAN after assessment, the optimal result of models can be calculated through Bayesian inversion frame. Results show that inversion models conform to observation data and have a low uncertainty under the premise of fast generation. This seismic inverse modeling method increases the efficiency and quality of inversion iteration. It is worthy of studying and applying in fusion of seismic data and geological knowledge.
We present Generative Adversarial Capsule Network (CapsuleGAN), a framework that uses capsule networks (CapsNets) instead of the standard convolutional neural networks (CNNs) as discriminators within the generative adversarial network (GAN) setting, while modeling image data. We provide guidelines for designing CapsNet discriminators and the updated GAN objective function, which incorporates the CapsNet margin loss, for training CapsuleGAN models. We show that CapsuleGAN outperforms convolutional-GAN at modeling image data distribution on MNIST and CIFAR-10 datasets, evaluated on the generative adversarial metric and at semi-supervised image classification.
Uncertainty quantification is essential when dealing with ill-conditioned inverse problems due to the inherent nonuniqueness of the solution. Bayesian approaches allow us to determine how likely an estimation of the unknown parameters is via formulating the posterior distribution. Unfortunately, it is often not possible to formulate a prior distribution that precisely encodes our prior knowledge about the unknown. Furthermore, adherence to handcrafted priors may greatly bias the outcome of the Bayesian analysis. To address this issue, we propose to use the functional form of a randomly initialized convolutional neural network as an implicit structured prior, which is shown to promote natural images and excludes images with unnatural noise. In order to incorporate the model uncertainty into the final estimate, we sample the posterior distribution using stochastic gradient Langevin dynamics and perform Bayesian model averaging on the obtained samples. Our synthetic numerical experiment verifies that deep priors combined with Bayesian model averaging are able to partially circumvent imaging artifacts and reduce the risk of overfitting in the presence of extreme noise. Finally, we present pointwise variance of the estimates as a measure of uncertainty, which coincides with regions that are more difficult to image.
Score-based generative models (SGMs) have recently demonstrated impressive results in terms of both sample quality and distribution coverage. However, they are usually applied directly in data space and often require thousands of network evaluations for sampling. Here, we propose the Latent Score-based Generative Model (LSGM), a novel approach that trains SGMs in a latent space, relying on the variational autoencoder framework. Moving from data to latent space allows us to train more expressive generative models, apply SGMs to non-continuous data, and learn smoother SGMs in a smaller space, resulting in fewer network evaluations and faster sampling. To enable training LSGMs end-to-end in a scalable and stable manner, we (i) introduce a new score-matching objective suitable to the LSGM setting, (ii) propose a novel parameterization of the score function that allows SGM to focus on the mismatch of the target distribution with respect to a simple Normal one, and (iii) analytically derive multiple techniques for variance reduction of the training objective. LSGM obtains a state-of-the-art FID score of 2.10 on CIFAR-10, outperforming all existing generative results on this dataset. On CelebA-HQ-256, LSGM is on a par with previous SGMs in sample quality while outperforming them in sampling time by two orders of magnitude. In modeling binary images, LSGM achieves state-of-the-art likelihood on the binarized OMNIGLOT dataset.
Traditional online map tiles, widely used on the Internet such as Google Map and Baidu Map, are rendered from vector data. Timely updating online map tiles from vector data, of which the generating is time-consuming, is a difficult mission. It is a shortcut to generate map tiles in time from remote sensing images, which can be acquired timely without vector data. However, this mission used to be challenging or even impossible. Inspired by image-to-image translation (img2img) techniques based on generative adversarial networks (GAN), we proposed a semi-supervised Generation of styled map Tiles based on Generative Adversarial Network (SMAPGAN) model to generate styled map tiles directly from remote sensing images. In this model, we designed a semi-supervised learning strategy to pre-train SMAPGAN on rich unpaired samples and fine-tune it on limited paired samples in reality. We also designed image gradient L1 loss and image gradient structure loss to generate a styled map tile with global topological relationships and detailed edge curves of objects, which are important in cartography. Moreover, we proposed edge structural similarity index (ESSI) as a metric to evaluate the quality of topological consistency between generated map tiles and ground truths. Experimental results present that SMAPGAN outperforms state-of-the-art (SOTA) works according to mean squared error, structural similarity index, and ESSI. Also, SMAPGAN won more approval than SOTA in the human perceptual test on the visual realism of cartography. Our work shows that SMAPGAN is potentially a new paradigm to produce styled map tiles. Our implementation of the SMAPGAN is available at https://github.com/imcsq/SMAPGAN.
Generative Adversarial Networks (GAN) have become one of the most successful frameworks for unsupervised generative modeling. As GANs are difficult to train much research has focused on this. However, very little of this research has directly exploited game-theoretic techniques. We introduce Generative Adversarial Network Games (GANGs), which explicitly model a finite zero-sum game between a generator ($G$) and classifier ($C$) that use mixed strategies. The size of these games precludes exact solution methods, therefore we define resource-bounded best responses (RBBRs), and a resource-bounded Nash Equilibrium (RB-NE) as a pair of mixed strategies such that neither $G$ or $C$ can find a better RBBR. The RB-NE solution concept is richer than the notion of `local Nash equilibria in that it captures not only failures of escaping local optima of gradient descent, but applies to any approximate best response computations, including methods with random restarts. To validate our approach, we solve GANGs with the Parallel Nash Memory algorithm, which provably monotonically converges to an RB-NE. We compare our results to standard GAN setups, and demonstrate that our method deals well with typical GAN problems such as mode collapse, partial mode coverage and forgetting.