In this work we present a modified neural network model which is capable to simulate Markov Chains. We show how to express and train such a network, how to ensure given statistical properties reflected in the training data and we demonstrate several applications where the network produces non-deterministic outcomes. One example is a random walker model, e.g. useful for simulation of Brownian motions or a natural Tic-Tac-Toe network which ensures non-deterministic game behavior. Foundations and Stochastic Neural NetworksThis section summarizes the foundations and some stateof-the art for this work with a focus on Markov Chains and Neural Networks. Graphical ModelsA probabilistic graphical model (PGM) is a probabilistic model for which a graph G = (V, E) with given edges
Image generating neural networks are mostly viewed as black boxes, where any change in the input can have a number of globally effective changes on the output. In this work, we propose a method for learning disentangled representations to allow for localized image manipulations. We use face images as our example of choice. Depending on the image region, identity and other facial attributes can be modified. The proposed network can transfer parts of a face such as shape and color of eyes, hair, mouth, etc. directly between persons while all other parts of the face remain unchanged. The network allows to generate modified images which appear like realistic images. Our model learns disentangled representations by weak supervision. We propose a localized resnet autoencoder optimized using several loss functions including a loss based on the semantic segmentation, which we interpret as masks, and a loss which enforces disentanglement by decomposition of the latent space into statistically independent subspaces. We evaluate the proposed solution w.r.t. disentanglement and generated image quality. Convincing results are demonstrated using the CelebA dataset [24].
This work introduces World-GAN, the first method to perform data-driven Procedural Content Generation via Machine Learning in Minecraft from a single example. Based on a 3D Generative Adversarial Network (GAN) architecture, we are able to create arbitrarily sized world snippets from a given sample. We evaluate our approach on creations from the community as well as structures generated with the Minecraft World Generator. Our method is motivated by the dense representations used in Natural Language Processing (NLP) introduced with word2vec [1]. The proposed block2vec representations make World-GAN independent from the number of different blocks, which can vary a lot in Minecraft, and enable the generation of larger levels. Finally, we demonstrate that changing this new representation space allows us to change the generated style of an already trained generator. World-GAN enables its users to generate Minecraft worlds based on parts of their creations.
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