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

Journal: Neural networks : the official journal of the International Neural Network Society
Published Date:

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.

Authors

  • Jürgen Schmidhuber
    Swiss AI Lab IDSIA, Istituto Dalle Molle di Studi sull'Intelligenza Artificiale, University of Lugano & SUPSI, Galleria 2, 6928 Manno-Lugano, Switzerland. juergen@idsia.ch