Unsupervised learning with generative adversarial networks (GANs) has proven hugely successful. Regular GANs hypothesize the discriminator as a classifier with the sigmoid cross entropy loss function. However, we found that this loss function may lead to the vanishing gradients problem during the learning process. To overcome such a problem, we propose in this paper the Least Squares Generative Adversarial Networks (LSGANs) which adopt the least squares loss function for the discriminator. We show that minimizing the objective function of LSGAN yields minimizing the Pearson $x^{2}$ divergence. There are two benefits of LSGANs over regular GANs. First, LSGANs are able to generate higher quality images than regular GANs. Second, LSGANs perform more stable during the learning process. We train LSGANs on several datasets, and the experimental results show that the images generated by LSGANs are of better quality than regular GANs. Furthermore, we evaluate the stability of LSGANs in two groups. One is to compare between LSGANs and regular GANs without gradient penalty. The other one is to compare between LSGANs with gradient penalty and WGANs with gradient penalty. We conduct four experiments to illustrate the stability of LSGANs. The other one is to compare between LSGANs with gradient penalty (LSGANs-GP) and WGANs with gradient penalty (WGANs-GP). The experimental results show that LSGANs-GP succeed in training for all the difficult architectures used in WGANs-GP, including 101-layer ResNet.
The decoy effect is a cognitive bias documented in behavioural economics by which the presence of a third, (partly) inferior choice causes a significant shift in people’s preference for other items. Here, we performed an experiment with human volunteers who played a variant of the repeated prisoner’s dilemma game in which the standard options of “cooperate” and “defect” are supplemented with a new, decoy option, “reward”. We show that although volunteers rarely chose the decoy option, its availability sparks a significant increase in overall cooperativeness and improves the likelihood of success for cooperative individuals in this game. The presence of the decoy increased willingness of volunteers to cooperate in the first step of each game, leading to subsequent propagation of such willingness by (noisy) tit-for-tat. Our study thus points to decoys as a means to elicit voluntary prosocial action across a spectrum of collective endeavours.