Part II. Teaching Machines to Paint, Write, Compose, and Play

Part I introduced the field of generative deep learning and analyzed two of the most important advancements in recent years, variational autoencoders and generative adversarial networks. The rest of this book presents a set of case studies showing how generative modeling techniques can be applied to particular tasks. The next three chapters focus on three core pillars of human creativity: painting, writing, and musical composition.

In Chapter 5, we shall examine two techniques relating to machine painting. First we will look at CycleGAN, which as the name suggests is an adaptation of the GAN architecture that allows the model to learn how to convert a photograph into a painting in a particular style (or vice versa). Then we will also explore the neural style transfer technique contained within many photo editing apps that allows you to transfer the style of a painting onto a photograph, to give the impression that it is a painting by the same artist.

In Chapter 6, we shall turn our attention to machine writing, a task that presents different challenges to image generation. This chapter introduces the recurrent neural network (RNN) architecture that allows us to tackle problems involving sequential data. We shall also see how the encoder–decoder architecture works and build a simple question-answer generator.

Chapter 7 looks at music generation, which, while also a sequential generation problem, presents additional challenges such as modeling musical pitch and rhythm. We’ll see that many of the techniques that worked for text generation can still be applied in this domain, but we’ll also explore a deep learning architecture known as MuseGAN that applies ideas from Chapter 4 (on GANs) to musical data.

Chapter 8 shows how generative models can be used within other machine learning domains, such as reinforcement learning. This chapter presents one of the most exciting papers published in recent years, in which the authors show how a generative model can be used as the environment in which the agent trains, thus essentially allowing the agent to dream of possible future scenarios and imagine what might happen if it were to take certain actions, entirely within its own conceptual model of the environment.

Finally, Chapter 9 summarizes the current landscape of generative modeling and looks back on the techniques that have been presented in this book. We will also look to the future and explore how the most cutting-edge techniques available today might change the way in which we view creativity, and whether we will ever be able to create an artificial entity that can produce content that is creatively indistinguishable from works created by the human pioneers of art, literature, and music.

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