9 research outputs found
Human-AI Co-Creation Approach to Find Forever Chemicals Replacements
Generative models are a powerful tool in AI for material discovery. We are
designing a software framework that supports a human-AI co-creation process to
accelerate finding replacements for the ``forever chemicals''-- chemicals that
enable our modern lives, but are harmful to the environment and the human
health. Our approach combines AI capabilities with the domain-specific tacit
knowledge of subject matter experts to accelerate the material discovery. Our
co-creation process starts with the interaction between the subject matter
experts and a generative model that can generate new molecule designs. In this
position paper, we discuss our hypothesis that these subject matter experts can
benefit from a more iterative interaction with the generative model, asking for
smaller samples and ``guiding'' the exploration of the discovery space with
their knowledge.Comment: 5 pages, Generative AI and HCI (GenAICHI) Workshop at CHI 23 (ACM CHI
Conference on Human Factors in Computing Systems
Image generation techniques using generative adversarial networks
GANs were first described in a year 2014, which is quite recently for algorithms. Although, during its time of existence, lots of various modifications and areas of possible usage were found. One of such area is image generation sphere, in which this algorithm is able to achieve results that, in some cases, do not differ from pictures drawn by a person or photographs of certain objects
Image generations techniques using Generative adversarial networks
The object of research is image generation algorithms based on GAN. The article reviews the main uses of these networks for image generation and main types of such algorithms, which can be used for this. Generative Adversarial Networks (GANs) have been a significant breakthrough in machine learning, allowing the generation of images that are indistinguishable from those created by humans. Although GANs have only been around since 2014, there get significant improvements due to changes in algorithms, usage of bigger datasets, and increase of computing power over the past eight years, resulting in various modifications of the network that are actively used today. Generally, all GANs can be divided into four main categories: Conditional GAN (CGAN), Progressive GAN (PGAN), StyleGAN, and CycleGAN, which are used for different tasks and cover most of the use cases of described algorithm. The GAN model consists of two main parts: a generator and a discriminator. The generator creates new instances from input data in the latent space, while the discriminator determines whether the instances are real or fake. Both models are trained based on the predictions of the discriminator, while coefficients are changed based on the MinMax algorithm. After that, some of the main modifications, such as StyleSwin, CWGAN, Layered Recursive GAN and CVAE-GAN were described, They can be used to improve the model and its main parameters such as the learning speed of the model, the quality of the obtained result and the number of artifacts that can appear during its operation.
Ref. 13, pic.
Bayesian Reasoning with Trained Neural Networks
We showed how to use trained neural networks to perform Bayesian reasoning in
order to solve tasks outside their initial scope. Deep generative models
provide prior knowledge, and classification/regression networks impose
constraints. The tasks at hand were formulated as Bayesian inference problems,
which we approximately solved through variational or sampling techniques. The
approach built on top of already trained networks, and the addressable
questions grew super-exponentially with the number of available networks. In
its simplest form, the approach yielded conditional generative models. However,
multiple simultaneous constraints constitute elaborate questions. We compared
the approach to specifically trained generators, showed how to solve riddles,
and demonstrated its compatibility with state-of-the-art architectures
CCDCGAN: Inverse design of crystal structures
Autonomous materials discovery with desired properties is one of the ultimate
goals for modern materials science. Applying the deep learning techniques, we
have developed a generative model which can predict distinct stable crystal
structures by optimizing the formation energy in the latent space. It is
demonstrated that the optimization of physical properties can be integrated
into the generative model as on-top screening or backwards propagator, both
with their own advantages. Applying the generative models on the binary Bi-Se
system reveals that distinct crystal structures can be obtained covering the
whole composition range, and the phases on the convex hull can be reproduced
after the generated structures are fully relaxed to the equilibrium. The method
can be extended to multicomponent systems for multi-objective optimization,
which paves the way to achieve the inverse design of materials with optimal
properties.Comment: 14 pages, 3 figure
Intelligent Generation of Graphical Game Assets: A Conceptual Framework and Systematic Review of the State of the Art
Procedural content generation (PCG) can be applied to a wide variety of tasks
in games, from narratives, levels and sounds, to trees and weapons. A large
amount of game content is comprised of graphical assets, such as clouds,
buildings or vegetation, that do not require gameplay function considerations.
There is also a breadth of literature examining the procedural generation of
such elements for purposes outside of games. The body of research, focused on
specific methods for generating specific assets, provides a narrow view of the
available possibilities. Hence, it is difficult to have a clear picture of all
approaches and possibilities, with no guide for interested parties to discover
possible methods and approaches for their needs, and no facility to guide them
through each technique or approach to map out the process of using them.
Therefore, a systematic literature review has been conducted, yielding 200
accepted papers. This paper explores state-of-the-art approaches to graphical
asset generation, examining research from a wide range of applications, inside
and outside of games. Informed by the literature, a conceptual framework has
been derived to address the aforementioned gaps
Генерація аватарів за категоріями з використанням мережі GAN
Пояснювальна записка магістерської дисертації складається з п’яти розділів, містить 39 рисунків, 13 таблиць, 4 додатки та 45 джерел.
Об`єкт дослідження:
процес генерації зображень у вигляді аватарів у соціальні мережі за категоріями.
Мета дипломного проекту: модифікація моделі GAN для її використання у генерації аватарів за певними категоріями. При цьому, підвищення її ефективності за рахунок зниження часу навчання моделі, не знижуючи якості отриманого зображення.
Практична цінність даної роботи полягає у розробці моделі, що дозволяє генерувати аватари користувачів для використання на веб-ресурсах за запитами за категоріями.The explanatory note of the master’s dissertation consists of five sections, contains 39 pictures, 13 tables, 4 appendixes, 45 sources.
The object of study: the process of generating images in the form of avatars in social media by categories.
The aim of the diploma project:
modification of the GAN model for its usage in a avatars generation process by specific categories. At the same time, improving its efficiency by reducing the speed of generation and model training without compromising the quality of the resulting image.
The practical value of this work lies in the development of a model that allows to generate user avatars for further usage on web resources based on category based requests