The Wasserstein Generative Adversarial Network (WGAN) is a variant of generative adversarial network (GAN) proposed in 2017 that aims to "improve the stability of learning, get rid of problems like mode collapse, and provide meaningful learning curves useful for debugging and hyperparameter searches". Compared with the original GAN discriminator, the Wasserstein GAN discriminator provides a better learning signal to the generator. This allows the training to be more stable when generator is learning distributions in very high dimensional spaces. The original GAN method is based on the GAN game, a zero-sum game with 2 players: generator and discriminator. The game is defined over a probability space , The generator's strategy set is the set of all probability measures on , and the discriminator's strategy set is the set of measurable functions . The objective of the game is The generator aims to minimize it, and the discriminator aims to maximize it. A basic theorem of the GAN game states that Repeat the GAN game many times, each time with the generator moving first, and the discriminator moving second. Each time the generator changes, the discriminator must adapt by approaching the ideal Since we are really interested in , the discriminator function is by itself rather uninteresting. It merely keeps track of the likelihood ratio between the generator distribution and the reference distribution. At equilibrium, the discriminator is just outputting constantly, having given up trying to perceive any difference. Concretely, in the GAN game, let us fix a generator , and improve the discriminator step-by-step, with being the discriminator at step . Then we (ideally) haveso we see that the discriminator is actually lower-bounding . Thus, we see that the point of the discriminator is mainly as a critic to provide feedback for the generator, about "how far it is from perfection", where "far" is defined as Jensen–Shannon divergence. Naturally, this brings the possibility of using a different criteria of farness.