2023
DOI: 10.1007/s10462-023-10395-6
|View full text |Cite
|
Sign up to set email alerts
|

Games of GANs: game-theoretical models for generative adversarial networks

Abstract: Generative Adversarial Networks (GANs) have recently attracted considerable attention in the AI community due to their ability to generate high-quality data of significant statistical resemblance to real data. Fundamentally, GAN is a game between two neural networks trained in an adversarial manner to reach a zero-sum Nash equilibrium profile. Despite the improvement accomplished in GANs in the last few years, several issues remain to be solved. This paper reviews the literature on the game-theoretic aspects o… Show more

Help me understand this report
View preprint versions

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1

Citation Types

0
3
0

Year Published

2023
2023
2025
2025

Publication Types

Select...
8
1

Relationship

0
9

Authors

Journals

citations
Cited by 17 publications
(4 citation statements)
references
References 87 publications
0
3
0
Order By: Relevance
“…A GAN consists of a generator neural network and a discriminator neural network. The aim is for the generator to create synthetic data that are indistinguishable from real data, while the discriminator aims to correctly differentiate between real and synthetic data [ 48 ].…”
Section: Methodsmentioning
confidence: 99%
“…A GAN consists of a generator neural network and a discriminator neural network. The aim is for the generator to create synthetic data that are indistinguishable from real data, while the discriminator aims to correctly differentiate between real and synthetic data [ 48 ].…”
Section: Methodsmentioning
confidence: 99%
“…Font Generation Process: To generate realistic synthetic images, it is important to use fonts that are representative of the languages and writing systems. There are several methods for creating fonts, including the use of generative adversarial networks (GANs) [12,13] or variational autoencoders (VAEs) [14] or simply choosing fonts from libraries that already exist.…”
Section: Steps Of Training Dataset Generationmentioning
confidence: 99%
“…In particular, a concept called “game blending” was adopted by Gow and Coreneli to establish a framework that effectively produces new games from multiple existing games [ 25 ]; while the Long Short-Term Memory (LSTM) technique has also been applied to blend computer game levels based on Mario and Kid Icarus, then combine with the Variational AutoEncoder (VAE) model to generate more controllable game levels [ 26 , 27 ]. In recent years, Generative Adversarial Network (GAN) models have become popular, and have been incorporated into the framework of generating game levels and images under specific conditions and settings [ 28 , 29 ]. These black-box models allow users to design and generate levels in an automatic manner, thus Schrum et al [ 30 ] utilized such unique features to develop a latent model-based game designing tool; while Torrado et al [ 31 ] investigated the conditional GAN and established a new GAN-based architecture called “Conditional Embedding Self-Attention GAN”, then equipped it with the bootstrapping mechanism for the purpose of generating Role-Playing Games (RPG) levels.…”
Section: Introductionmentioning
confidence: 99%