We present a framework to understand GAN training as alternating density ratio estimation and approximate divergence minimization. This provides an interpretation for the mismatched GAN generator and discriminator objectives often used in practice, and explains the problem of poor sample diversity. We also derive a family of generator objectives that target arbitrary @math -divergences without minimizing a lower bound, and use them to train generative image models that target either improved sample quality or greater sample diversity.
More generically, the training process can be thought of as two interacting systems: one that identifies a statistic of the model and data, and another that uses that statistic to make the model closer to the data. @cite_1 discusses many approaches similar to the one presented here, but do not present experimental results.
@cite_1
2099471712 2120708938 2128614648 2115213191
We propose a new framework for estimating generative models via an adversarial process, in which we simultaneously train two models: a generative model G that captures the data distribution, and a discriminative model D that estimates the probability that a sample came from the training data rather than G. The training procedure for G is to maximize the probability of D making a mistake. This framework corresponds to a minimax two-player game. In the space of arbitrary functions G and D, a unique solution exists, with G recovering the training data distribution and D equal to ½ everywhere. In the case where G and D are defined by multilayer perceptrons, the entire system can be trained with backpropagation. There is no need for any Markov chains or unrolled approximate inference networks during either training or generation of samples. Experiments demonstrate the potential of the framework through qualitative and quantitative evaluation of the generated samples. The most basic assumption used in statistical learning theory is that training data and test data are drawn from the same underlying distribution. Unfortunately, in many applications, the "in-domain" test data is drawn from a distribution that is related, but not identical, to the "out-of-domain" distribution of the training data. We consider the common case in which labeled out-of-domain data is plentiful, but labeled in-domain data is scarce. We introduce a statistical formulation of this problem in terms of a simple mixture model and present an instantiation of this framework to maximum entropy classifiers and their linear chain counterparts. We present efficient inference algorithms for this special case based on the technique of conditional expectation maximization. Our experimental results show that our approach leads to improved performance on three real world tasks on four different data sets from the natural language processing domain. Co-training is a method for combining labeled and unlabeled data when examples can be thought of as containing two distinct sets of features. It has had a number of practical successes, yet previous theoretical analyses have needed very strong assumptions on the data that are unlikely to be satisfied in practice. In this paper, we propose a much weaker "expansion" assumption on the underlying data distribution, that we prove is sufficient for iterative co-training to succeed given appropriately strong PAC-learning algorithms on each feature set, and that to some extent is necessary as well. This expansion assumption in fact motivates the iterative nature of the original co-training algorithm, unlike stronger assumptions (such as independence given the label) that allow a simpler one-shot co-training to succeed. We also heuristically analyze the effect on performance of noise in the data. Predicted behavior is qualitatively matched in synthetic experiments on expander graphs. We describe a real-time computer vision and machine learning system for modeling and recognizing human behaviors in a visual surveillance task. The system deals in particularly with detecting when interactions between people occur and classifying the type of interaction. Examples of interesting interaction behaviors include following another person, altering one's path to meet another, and so forth. Our system combines top-down with bottom-up information in a closed feedback loop, with both components employing a statistical Bayesian approach. We propose and compare two different state-based learning architectures, namely, HMMs and CHMMs for modeling behaviors and interactions. Finally, a synthetic "Alife-style" training system is used to develop flexible prior models for recognizing human interactions. We demonstrate the ability to use these a priori models to accurately classify real human behaviors and interactions with no additional tuning or training.