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Editorial

Computational : Coming of Age

Simon Colton, Ramon López de Mántaras, and Oliviero Stock

n This editorial provides an introduction to current AI research on computationally created A artifacts as well as to the papers and topics cov- t its heart, is the study of build- ered by this special issue on computational cre- ing software that exhibits behavior that would be deemed cre- ativity. ative in humans. Such creative software can be used for autonomous creative tasks, such as inventing mathematical the- ories, writing poems, painting pictures, and composing music. However, computational creativity studies also enable us to understand human creativity and to produce programs for cre- ative people to use, where the software acts as a creative collab- orator rather than a mere tool. Historically, it’s been difficult for society to come to terms with machines that purport to be intel- ligent and even more difficult to admit that they might be cre- ative. For instance, in 1934, some professors at the University of Manchester in the United Kingdom built meccano models that were able to solve some mathematical equations. Groundbreak- ing for its time, this project was written up in a piece in Mecca- no Magazine. The article was titled “Are Thinking Machines Pos- sible” and was very upbeat, but surprisingly ends by stating that “Truly creative thinking of course will always remain beyond the power of any machine.” Surely, though, this attitude has changed in light of the amaz- ing advances in hardware and software technology that fol- lowed those meccano models? Sadly, no. Not much. Even with- in science, people are still skeptical about the creative potential of software. For instance, in Non-Photorealistic Render- ing, a graphics textbook published in 2000, authors Thomas Stothotte and Stefan Schlechtweg boldly state that “simulating artistic techniques means also simulating human thinking and reasoning, especially creative thinking. This is impossible to do using algorithms or information processing systems.” We could-

Copyright © 2009, Association for the Advancement of . All rights reserved. ISSN 0738-4602 FALL 2009 11 Editorial

n’t disagree more. As is hopefully evident from the ue are produced by increasingly autonomous cre- articles in this volume, creativity is not some mys- ative systems. tical gift that is beyond scientific study but rather In the article by Amilcar Cardoso, Geraint Wig- something that can be investigated, simulated, and gins, and Tony Veale (“Converging on the Diver- harnessed for the good of society. And while soci- gent: The History [and Future] of the Internation- ety might still be catching up, computational cre- al Joint Workshops in Computational Cre- ativity as a discipline has come of age. This matu- ativity”), more of the issues about which the com- rity is evident in the amount of activity related to munity is coming to consensus are explored. This computational creativity in recent years; in the is done within the context of a survey of 10 years sophistication of the creative software we are of computational creativity workshops. The building; in the cultural value of the artifacts being authors start by separating the word creativity produced by our software; and most importantly, from the concept of “creativity,” and put both of in the consensus we are finding on general issues these into historical context. In addition to his- of computer creativity. torical case studies, they survey, compare, and In the early days of AI research, many of the contrast the philosophical and practical contribu- projects had grand goals: to build software able to tions made by key players in the field over the compose sonatas, invent mathematical theories, years and describe some logistics, such as the rise and so on. In those days, the artifact-generation of the “show and tell” sessions at the annual paradigm reigned supreme: the emphasis was on meetings. They end by highlighting the prospects software that simulated entire reasoning and for research in this area and arguing that the field invention processes in order to build artifacts of of computational creativity is very close to hav- real value. However, as further studies highlighted ing firm enough foundations for rigorous scien- how difficult it is to implement artificially intelli- tific investigations in the future. This will be test- gent programs, AI researchers adopted the prob- ed in coming years, as the series of computational lem-solving paradigm. Here, an intelligent task is creativity workshops evolves into the first com- immediately broken down into manageable sub- putational creativity conference, to be held in Lis- parts and characterized as either a machine-learn- bon in January 2010.1 ing problem, a planning problem, a theorem-prov- Margaret Boden has been a key player in the ing problem, and so on. This kind of shoehorning field of computational creativity for a long time, enabled AI research to advance and—important- having authored a number of influential books ly—to demonstrate advances in concrete terms. and papers. Her scholarly article here (“Computer Research in these subareas flourished, but it frag- Models of Creativity”) examines some of the mented AI research: how many people regularly go thorny philosophical issues surrounding human to both machine-learning and theorem-proving and computer creativity. Unlike some authors conferences, for instance? working on creativity issues, she starts from the While certainly requires cre- premise that creativity isn’t a magical process that ativity, the majority of computational creativity should be held in awe. From this starting point, researchers are more interested in the artifact-gen- Boden goes on to describe various ways in which eration paradigm and are actively engaged in put- can—and do—exhibit the same kinds ting the pieces back together again. In this way, by of behaviors that creative humans do. With special combining AI systems, we are able to “climb the emphasis on humor and visual arts as application metamountain.” By this, we mean that individual domains, and looking at evolutionary processes as techniques from AI and other areas of computing particularly valuable for computational creativity, such as graphics are sufficiently powerful enough Boden characterizes creative behaviors in terms of for us to enable software to take on tasks at increas- computer exploration, whether combinatorial and ing metalevels. For instance, automated painting transformational. The article ends by posing a has largely been associated with graphics research, question about whether computers can be truly where researchers have produced great tools that creative and by pointing out that through AI simulate some physical aspects of the painting research, we now have an understanding of what process but not the cognitive aspects. Computa- sort of phenomenon creativity is. tional creativity researchers take their techniques, The article by Gerhard Widmer, Sebastian Floss- and ones from machine vision and other areas of mann, and Maarten Grachten (“YQX Plays AI, and simulate the way in which artists use these Chopin”) describes a computer program that tools, for instance, by implementing scene con- learns to expressively perform classical piano struction methods. After this, we can look at the music. The approach is data intensive and based motivation for scene construction to express cer- on statistical learning. Performing music expres- tain concepts and ideas, and so on. In this fashion, sively certainly requires high levels of creativity, more of the cognitive aspects of creative processes but the authors take a very pragmatic view to the are simulated, and artifacts of higher cultural val- question of whether their program can be said to

12 AI MAGAZINE Editorial be creative or not and claim that “creativity is in humor. To some, the field may sound too ambi- the eye of the beholder.” In fact, the main goal of tious: many people view humor as one of the most the authors is to investigate and better under- intriguing and distinguished forms of intelligence. stand music performance as a creative human In fact, if an artificial system were to produce behavior by means of AI methods. AI has played and forms of humor of all sorts, it would be based a crucial role in the history of on the realization of most intelligent capabilities. almost since its beginning in the 1950s. However, The scope is currently much until quite recently, most effort had been on com- narrower, but some interesting forms of humor, positional and improvisational systems and little like puns, funny ambiguous references, or for that efforts had been devoted to expressive perform- matter ironical expressions, can be produced auto- ance. matically. Ritchie provides an overview of some The article by Pablo Gervás (“Computational realizations, which in fact display a certain level of Approaches to Storytelling and Creativity”) first creativity, and discusses various aspects involved. addresses the issue of creativity from a general per- Our final article is a surprise, a kind of special spective, not only emphasizing the main features guest for this issue of AI Magazine. It is a pleasure of interest in any creative process, such as novelty, to include in this collection of written contribu- unexpectedness, and usefulness (or goal satisfac- tions something different, food for the brain in an tion) of the output of the creative process, but also artistic literary form, produced by EWI: an essay in considering who is the intended audience and the style of . Well, we cannot whether the output is expected to be novel with say more, you have to read it. respect to previous outputs by the same system (or Computational creativity is a very lively subject only with respect to an inspiring set). He then area, with many issues still open to debate. For focuses on computational creativity and discusses instance, many people still turn to the Turing test a number of issues that have been identified as rel- (and variants of it) to approximate the value of the evant to the computational modeling of creativity artifacts produced by their software. That is, if a (whether it can be reduced to search or whether it certain number of people cannot determine which should involve transforming a space, and to what artifacts were produced by computer and which extent it is influenced by the social context in were produced by a human, then the software is which it takes place). Next he discusses the main doing well. Other people believe that the Turing features of interest in storytelling in terms of basic test is inappropriate for creative software. One has concepts from literary theory and then reviews to ask the question, “Under full disclosure, would representative storytelling systems and discusses people value the artifacts produced by a computer them both in terms of how they deal with the fea- as highly as they would the human produced tures of interest in storytelling discussed in the first ones?” In some domains, the answer could be yes: part of the paper and in terms of whether they for instance, a is still funny whether or not it introduce new additional features that need to be is produced by a computer. In other domains, such contemplated. as the visual arts, however, the answer is very like- Chess has been a traditional challenge for AI. It ly to be no. This highlights the fact that the pro- took longer than expected, but now there is little duction process is taken into account when assess- controversy about the fact that the best programs ing artworks. Hence, one could argue that such outperform the best human players. At some Turing-style tests are essentially setting the com- recent matches between a series of outstanding puters up for a fall. “Aha,” says the Turing tester, champions and Bushinsky’s and Ban’s Deep Junior “these were produced by a human artist…. And (of course won by the latter, still computer chess these were produced by a convicted murderer!” We world champion), the most appreciated feature of hope this makes the point without being too crass. the program that emerged in the after-match com- Building creative software provides both a techni- ments of the losers and of the independent spe- cal challenge and a societal one. To proceed fur- cialized commentators was its creativity. The paper ther, we need to embrace the fact that computers by Shay Bushinsky (“Deus Ex Machina—A Higher aren’t human. We should be loud and proud about Creative Species in the Game of Chess”) talks the artifacts being produced by our software, not specifically about that, with a number of very ashamed that they weren’t produced by humans. interesting examples and discussions about the We should celebrate the sophistication of the AI prospects for the field. Even if it achieved remark- techniques we’ve employed to endow the software able results, Bushinsky points out that there are with creative behavior. And we should help the still several challenging developments ahead. general public to appreciate the value of these The article by Graeme Ritchie (“Can Computers computer creations by describing the methods Create Humor?”) deals with computational employed by the software to create them. humor, that is, the field devoted to the automated New technologies, and in particular artificial generation of humor and to the appreciation of intelligence, are drastically changing the nature of

FALL 2009 13 Editorial

creative processes. Computers are playing very sig- machines, please mention the automated painters, nificant roles in creative activities such as music, writers, composers, and scientists we’re building architecture, fine arts, and science. Indeed, the specifically to encourage them to think more. computer is already a canvas, a brush, a musical instrument, and so on. However, we believe that Note we must aim at more ambitious relations between 1. See creative-systems.dei.uc.pt/icccx. computers and creativity. Rather than just seeing the computer as a tool to help human creators, we could see it as a creative entity in its own right. Creativity seems mysterious because when we have Simon Colton (www.doc.ic.ac.uk/~sgc) is a senior lectur- creative ideas it is very difficult to explain how we er in computing at Imperial College, London. He leads got them and we often talk about vague notions the Computational Creativity Group, which investigates like “inspiration” and “intuition” when we try to the application of AI and human-computer interaction explain creativity. The fact that we are not con- techniques to creative applications in mathematics, scious of how a creative idea manifests itself does graphic design, the visual arts, and video game design. In not necessarily imply that a scientific explanation particular, Colton has developed the HR system, which cannot exist. As a matter of fact, we are not aware has produced mathematical discoveries worthy of the of how we perform other activities such as lan- mathematical literature; is currently working with video guage understanding, pattern recognition, and so games companies on developing adaptive games; and has developed the Painting Fool, an automated artist that he on, but we have better and better AI techniques hopes will be taken seriously as a creative painter in its able to replicate such activities. We agree with own right—one day (www.thepaintingfool.com). He those that believe that creativity is an advanced served on the AISB committee from 2001 to 2007, serves form of our reasoning that involves memory, anal- on the automated reasoning workshop committee and ogy, learning, and reasoning under constraints, the Computational Creativity Conference steering group, among others, and is therefore possible to replicate and is one of the leaders of the AI and Games Academ- by means of computers. This special issue address- ic/Industry research network. He is the author of more es the question of the possibility of achieving arti- than 100 research papers and his research has won ficial creativity through some examples of com- awards both nationally (BCS/CPHC distinguished disser- tation award 2001) and internationally (AAAI best paper puter programs capable of replicating some aspects award 2000). of creative behavior in several areas. We did not intend to cover the full range of AI approaches to Ramon López de Mántaras (www.iiia.csic.es/ ~man- computational creativity and we could not include taras) is a research professor of the CSIC (Spanish Nation- all areas of application. The issue contains details al Research Council) and director of the Artificial Intelli- gence Research Institute of the CSIC. He holds an M.Sc. of projects in the visual arts, music, storytelling, in computer science from the University of California chess, and humor, in addition to providing an Berkeley, a Ph.D. in physics from the University of overview of the recent history of computational Toulouse III, and a Ph.D. in computer science from the creativity and plenty of fuel for thought from a Technical University of Barcelona. His research focuses philosophical perspective. on case-based reasoning, autonomous robots, and AI and To end, a final thought that helps to distinguish music. Former editor-in-chief of Artificial Intelligence Com- computational creativity research from other areas munications, he is currently associate editor of the Artifi- of artificial intelligence, and that might provide cial Intelligence Journal and editorial board member of oth- some ammunition against people who worry er international journals including the Autonomous about our technological future. Good art makes Robots Journal and AI Magazine. He is an ECCAI Fellow and recipient of several awards including the City of you think. Whether it is a quick belly laugh at the Barcelona Research Prize. He was president of the Board punch line from a comedian or an in-depth reflec- of Trustees of IJCAI from 2007 to 2009. tion on the futility of war when viewing a painting like Picasso’s Guernica, people who create artifacts Oliviero Stock (cit.fbk.eu/stock) is an Istitutoper la Ricer- do so in the hope that the artifact will make peo- ca Scientifica e Tecnologica (IRST) senior fellow. He has been at IRST since 1988 and was its director from 1997 to ple engage their brains at an emotional or a cogni- 2001. His activity is mainly in AI, natural language pro- tive level. This could be taken as our stated aim in cessing (including verbal humor), intelligent interfaces, computational creativity research: to build and cognitive technologies. He is the author of 200 peer- machines that can challenge us through artistic reviewed papers and author or editor of 12 volumes. He and scientific means. Of course, this will require has also been an invited speaker at over 60 conferences the simulation of intelligence, but simulating and participant or coordinator at over 20 panels. He has thought processes is only one of our aims: we want been chairman of the European Coordinating Commit- to encourage thought processes in others, which is tee for AI, president of the Association for Computation- where we differ from other areas of AI. And when al Linguistics and of the Italian AI Association, and is an someone worries about the human race losing the ECCAI Fellow and an AAAI Fellow. ability to think for themselves because of smart

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