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26. Improved Techniques for Training GANs.pdf
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2021-02-23
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Improved Techniques for Training GANs
Tim Salimans
tim@openai.com
Ian Goodfellow
ian@openai.com
Wojciech Zaremba
woj@openai.com
Vicki Cheung
vicki@openai.com
Alec Radford
alec.radford@gmail.com
Xi Chen
peter@openai.com
Abstract
We present a variety of new architectural features and training procedures that we
apply to the generative adversarial networks (GANs) framework. We focus on two
applications of GANs: semi-supervised learning, and the generation of images
that humans find visually realistic. Unlike most work on generative models, our
primary goal is not to train a model that assigns high likelihood to test data, nor do
we require the model to be able to learn well without using any labels. Using our
new techniques, we achieve state-of-the-art results in semi-supervised classifica-
tion on MNIST, CIFAR-10 and SVHN. The generated images are of high quality
as confirmed by a visual Turing test: our model generates MNIST samples that
humans cannot distinguish from real data, and CIFAR-10 samples that yield a hu-
man error rate of 21.3%. We also present ImageNet samples with unprecedented
resolution and show that our methods enable the model to learn recognizable fea-
tures of ImageNet classes.
1 Introduction
Generative adversarial networks [1] (GANs) are a class of methods for learning generative models
based on game theory. The goal of GANs is to train a generator network G(z; θ
(G)
) that produces
samples from the data distribution, p
data
(x), by transforming vectors of noise z as x = G(z; θ
(G)
).
The training signal for G is provided by a discriminator network D(x) that is trained to distinguish
samples from the generator distribution p
model
(x) from real data. The generator network G in turn
is then trained to fool the discriminator into accepting its outputs as being real.
Recent applications of GANs have shown that they can produce excellent samples [2, 3]. However,
training GANs requires finding a Nash equilibrium of a non-convex game with continuous, high-
dimensional parameters. GANs are typically trained using gradient descent techniques that are
designed to find a low value of a cost function, rather than to find the Nash equilibrium of a game.
When used to seek for a Nash equilibrium, these algorithms may fail to converge [4].
In this work, we introduce several techniques intended to encourage convergence of the GANs game.
These techniques are motivated by a heuristic understanding of the non-convergence problem. They
lead to improved semi-supervised learning peformance and improved sample generation. We hope
that some of them may form the basis for future work, providing formal guarantees of convergence.
All code and hyperparameters may be found at: https://github.com/openai/
improved_gan
1
arXiv:1606.03498v1 [cs.LG] 10 Jun 2016
2 Related work
Several recent papers focus on improving the stability of training and the resulting perceptual quality
of GAN samples [2, 3, 5, 6]. We build on some of these techniques in this work. For instance, we
use some of the “DCGAN” architectural innovations proposed in Radford et al. [3], as discussed
below.
One of our proposed techniques, feature matching, discussed in Sec. 3.1, is similar in spirit to
approaches that use maximum mean discrepancy [7, 8, 9] to train generator networks [10, 11].
Another of our proposed techniques, minibatch features, is based in part on ideas used for batch
normalization [12], while our proposed virtual batch normalization is a direct extension of batch
normalization.
One of the primary goals of this work is to improve the effectiveness of generative adversarial
networks for semi-supervised learning (improving the performance of a supervised task, in this case,
classification, by learning on additional unlabeled examples). Like many deep generative models,
GANs have previously been applied to semi-supervised learning [13, 14], and our work can be seen
as a continuation and refinement of this effort.
3 Toward Convergent GAN Training
Training GANs consists in finding a Nash equilibrium to a two-player non-cooperative game.
Each player wishes to minimize its own cost function, J
(D)
(θ
(D)
, θ
(G)
) for the discriminator and
J
(G)
(θ
(D)
, θ
(G)
) for the generator. A Nash equilibirum is a point (θ
(D)
, θ
(G)
) such that J
(D)
is at a
minimum with respect to θ
(D)
and J
(G)
is at a minimum with respect to θ
(G)
. Unfortunately, find-
ing Nash equilibria is a very difficult problem. Algorithms exist for specialized cases, but we are not
aware of any that are feasible to apply to the GAN game, where the cost functions are non-convex,
the parameters are continuous, and the parameter space is extremely high-dimensional.
The idea that a Nash equilibrium occurs when each player has minimal cost seems to intuitively mo-
tivate the idea of using traditional gradient-based minimization techniques to minimize each player’s
cost simultaneously. Unfortunately, a modification to θ
(D)
that reduces J
(D)
can increase J
(G)
, and
a modification to θ
(G)
that reduces J
(G)
can increase J
(D)
. Gradient descent thus fails to converge
for many games. For example, when one player minimizes xy with respect to x and another player
minimizes xy with respect to y, gradient descent enters a stable orbit, rather than converging to
x = y = 0, the desired equilibrium point [15]. Previous approaches to GAN training have thus
applied gradient descent on each player’s cost simultaneously, despite the lack of guarantee that this
procedure will converge. We introduce the following techniques that are heuristically motivated to
encourage convergence:
3.1 Feature matching
Feature matching addresses the instability of GANs by specifying a new objective for the generator
that prevents it from overtraining on the current discriminator. Instead of directly maximizing the
output of the discriminator, the new objective requires the generator to generate data that matches
the statistics of the real data, where we use the discriminator only to specify the statistics that we
think are worth matching. Specifically, we train the generator to match the expected value of the
features on an intermediate layer of the discriminator. This is a natural choice of statistics for the
generator to match, since by training the discriminator we ask it to find those features that are most
discriminative of real data versus data generated by the current model.
Letting f (x) denote activations on an intermediate layer of the discriminator, our new objective for
the generator is defined as: ||E
xp
data
f (x) E
zp
z
(z)
f (G(z))||
2
2
. The discriminator, and hence
f (x), are trained in the usual way. As with regular GAN training, the objective has a fixed point
where G exactly matches the distribution of training data. We have no guarantee of reaching this
fixed point in practice, but our empirical results indicate that feature matching is indeed effective in
situations where regular GAN becomes unstable.
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