Generative Adversarial Networks are special cases of Artificial Curiosity (1990) and also closely related to Predictability Minimization (1991)

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Abstract

I review unsupervised or self-supervised neural networks playing minimax games in game-theoretic settings: (i) Artificial Curiosity (AC, 1990) is based on two such networks. One network learns to generate a probability distribution over outputs, the other learns to predict effects of the outputs. Each network minimizes the objective function maximized by the other. (ii) Generative Adversarial Networks (GANs, 2010-2014) are an application of AC where the effect of an output is 1 if the output is in a given set, and 0 otherwise. (iii) Predictability Minimization (PM, 1990s) models data distributions through a neural encoder that maximizes the objective function minimized by a neural predictor of the code components. I correct a previously published claim that PM is not based on a minimax game.
Original languageEnglish (US)
Pages (from-to)58-66
Number of pages9
JournalNeural Networks
Volume127
DOIs
StatePublished - Jul 1 2020
Externally publishedYes

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