From GAN to WGAN
This post explains the maths behind a generative adversarial network (GAN) model and why it is hard to be trained. Wasserstein GAN is intended to improve GANs' training by adopting a smooth metric for measuring the distance between two probability distributions. Generative adversarial network (GAN) has shown great results in many generative tasks to replicate the real-world rich content such as images, human language, and music. It is inspired by game theory: two models, a generator and a critic, are competing with each other while making each other stronger at the same time. However, it is rather challenging to train a GAN model, as people are facing issues like training instability or failure to converge. Here I would like to explain the maths behind the generative adversarial network framework, why it is hard to be trained, and finally introduce a modified version of GAN intended to solve the training difficulties.
Feb-5-2018, 17:19:45 GMT