Computational Creativity: Coming of Age

Total Page:16

File Type:pdf, Size:1020Kb

Computational Creativity: Coming of Age Editorial Computational Creativity: 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, computational creativity 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 computer 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 Artificial Intelligence. 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 problem solving 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- computers 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 jokes 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 computer music on the realization of most intelligent capabilities. almost since its beginning in the 1950s. However, The computational humor 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)
Recommended publications
  • Combinational Creativity and Computational Creativity
    Combinational Creativity and Computational Creativity By Ji HAN Dyson School of Design Engineering Imperial College London A thesis submitted for the degree of Doctor of Philosophy April 2018 Originality Declaration The coding of the Combinator and the Retriever was accomplished in collaboration with Feng SHI, a PhD colleague in the Creativity Design and Innovation Lab at the Dyson School of Design Engineering, Imperial College London, and co-author with me of relevant publications. Except where otherwise stated, this thesis is the result of my own research. This research was conducted in the Dyson School of Design Engineering at Imperial College London, between October 2014 and December 2017. I certify that this thesis has not been submitted in whole or in parts as consideration for any other degree or qualification at this or any other institute of learning. Ji HAN April 2018 II Copyright Declaration The copyright of this thesis rests with the author and is made available under a Creative Commons Attribution Non-Commericial No Derivitives licence. Researchers are free to copy, distribute or transmit the thesis on the condition that they attribute it, that they do not use it for commercial purposes and that they do not alter, transform or build upon it. For any reuse or redistribution, researchers must make clear to others the license terms of this work. Ji HAN April 2018 III List of Publications The following journal and conference papers were published during this PhD research. Journal Publications 1. Han J., Shi F., Chen L., Childs P. R. N., 2018. The Combinator – A computer-based tool for creative idea generation based on a simulation approach.
    [Show full text]
  • Computational Creativity
    Computational Creativity Hannu Toivonen University of Helsinki [email protected] www.cs.helsinki.fi/hannu.toivonen ECSS, Gothenburg, 9 Oct 2018 8.10.2018 1 The following video clips, pictures and audio files have been removed from this file to save space: – Video: Poemcatcher tests ”Brain Poetry” machine at Frankfurt Book Fair: https://www.youtube.com/watch?v=cNnbTQL8j B4 – Images produced by Deep Dream, see e.g. https://en.wikipedia.org/wiki/DeepDream – Audio clip: music produced by a programme by Turing and his colleagues www.helsinki.fi/yliopisto 9.10.2018 2 Remote Associates Test (RAT) – What word relates to all of these three words? – coin – silver coin – quick – quick silver – spoon – silver spoon – Measures the ability to discover relationships between remotely associated concepts – A (controversial) psychometrical test of creativity – Correlates with IQ and originality in brain storming www.helsinki.fi/yliopisto 8.10.2018 3 Modeling RATs computationally – A single RAT question is a quadruple – A probabilistic approach: find that maximizes – Maximize (cf. naïve Bayes) www.helsinki.fi/yliopisto 8.10.2018 4 Modeling RATs computationally – Learn word frequencies from a large corpus – Use Google 1 and 2-grams to estimate probabilities and – (Google n-grams: a large, publically available collection of word sequences and their probabilities) – A lot more could be done, but we want to keep things as simple as possible – Creative behavior without an explicit semantic resource (such as WordNet) www.helsinki.fi/yliopisto 8.10.2018
    [Show full text]
  • Collaboratively Designing Metrics to Evaluate Creative Machines
    ISEA 2020 MEASURING COMPUTATIONAL CREATIVITY: COLLABORATIVELY DESIGNING METRICS TO EVALUATE CREATIVE MACHINES EUNSU KANG JEAN OH ROBERT TWOMEY WELCOME! :D WE UNDERSTAND WE CANNOT MEASURE EVERY ASPECT OF CREATIVITY BUT WE WANT TO FIGURE OUT THE MEASURABLE ASPECTS OF CREATIVITY WE ARE HERE FOR • Collectively brainstorming evaluation metrics and producing a set of metrics. • Creating a map of metrics to help us have a better view on the problem • Building a community that contributes to this difficult task OUR SCHEDULE TODAY IS • Introduction (20 min) • Small group discussion: Elements of creative AI (30 min) • Sharing the first discussion results (15 min) • Invited speaker panel 1 (35 min) • Small group discussion 2: Evaluating selected projects (30 min) • Sharing the second discussion results (15 min) • Invited speaker panel 2 (35 min) • Small group discussion 3: Revising metrics, evaluating the second project (30 min) • Presentation of results and Q&A (30 min) • 5 min breaks as needed PANEL DISCUSSIONS BY INVITED SPEAKERS Panel 1: Graham Wakefield, Haru Ji, Fabrizio Poltronieri, Allison Parrish, Aaron Hertzmann • What are your methods and metrics for evaluating the creative AI system that you and your colleagues have developed? • How does the study of creative AI systems inform human creative practice? • How do we attribute (who is responsible for) the creativity in collaborative creative systems? • Do you think there is a difference between creative AI and human creativity? What would be the difference? If not, why not. PANEL DISCUSSIONS
    [Show full text]
  • Explainable Computational Creativity
    Explainable Computational Creativity Maria Teresa Llano Mark d’Inverno Matthew Yee-King SensiLab, Monash University Goldsmiths, University of London Goldsmiths, University of London Melbourne, Australia London, United Kingdom London, United Kingdom Jon McCormack Alon Ilsar Alison Pease Simon Colton SensiLab, Monash University SensiLab, Monash University Dundee University SensiLab, Monash University Melbourne, Australia Melbourne, Australia Dundee, United Kingdom Queen Mary, University of London Abstract for intermediate explanations as the process progresses, let Human collaboration with systems within the Computational alone place for exchanges of information that can exploit Creativity (CC) field is often restricted to shallow interac- human-machine co-creation. tions, where the creative processes, of systems and humans alike, are carried out in isolation, without any (or little) inter- In this paper we propose Explainable Computational Cre- vention from the user, and without any discussion about how ativity (XCC) as a subfield of XAI. The focus of this subfield the unfolding decisions are taking place. Fruitful co-creation is the study of bidirectional explainable models in the con- requires a sustained ongoing interaction that can include dis- text of computational creativity – where the term explainable cussions of ideas, comparisons to previous/other works, in- is used with a broader sense to cover not only one shot-style cremental improvements and revisions, etc. For these interac- explanations, but also for co-creative interventions
    [Show full text]
  • Proceedings of 3Rd International Workshop on Computational Humor
    Computational Humor 2012 EXTENDED ABSTRACTS OF THE (3rd INTERNATIONAL) WORKSHOP ON COMPUTATIONAL HUMOR Amsterdam, June 8, 2012 Anton Nijholt (ed.) CIP GEGEVENS KONINKLIJKE BIBLIOTHEEK, DEN HAAG Nijholt, A. Computational Humor 2012 Proceeding of 3rd International Workshop on Computational Humor A. Nijholt (ed.) Amsterdam, Universiteit Twente, Faculteit Elektrotechniek, Wiskunde en Informatica ISSN 0929–0672 CTIT Workshop Proceedings Series WP12-02 Keywords: humor, humor models, humor theory, humor generation, corpora, jokes, semantics ontologies, natural language processing © Copyright 2012; Universiteit Twente, Enschede Book orders: Ms. C. Bijron University of Twente Faculty of Electrical Engineering, Mathematics and Computer Science P.O. Box 217 NL 7500 AE Enschede tel: +31 53 4893740 fax: +31 53 4893503 Email: [email protected] Druk- en bindwerk: Ipskamp Drukkers, Enschede. Preface to Computational Humor 2012 Like its predecessors in 1996 (University of Twente, the Netherlands) and 2002 (ITC-irst, Trento, Italy), this Third International Workshop on Computational Humor (IWCH 2012) focusses on the possibility to find algorithms that allow understanding and generation of humor. There is the general aim of modeling humor, and if we can do that, it will provide us with lots of information about our cognitive abilities in general, such as reasoning, remembering, understanding situations, and understanding conversational partners. But it also provides us with information about being creative, making associations, storytelling and language use. Many more subtleties in face-to-face and multiparty interaction can be added, such as using humor to persuade and dominate, to soften or avoid a face threatening act, to ease a tense situation or to establish a friendly or romantic relationship.
    [Show full text]
  • Computational Humor [email protected] Kim Binsted, University of Hawaii
    Trends & Controversies Steven Staab University of Karlsruhe Computational Humor [email protected] Kim Binsted, University of Hawaii No, this is no April Fool’s prank. Computer scientists at labs around the world are conducting serious research into … humor. Although it might seem whimsical, many excellent reasons exist to take a closer look at this fascinating aspect of human cognition and interaction. cally addressed language phenomena that are amenable to Humor affects attention and memory, facilitates social interaction, combinatorial approaches using static and stereotypical and ameliorates communication problems. If computers are ever semantic representations. Although such approaches are going to communicate naturally and effectively with humans, they adequate for much of language, they’re not easily extended must be able to use humor. Moreover, humor provides insight into to capture humans’ more creative language interpretation how humans process language—real, complex, creative language, capacities. An alternative tack is to begin by modeling less not just a tractable subset of standard sentences. By modeling humor typical, more complex phenomena, with the goal of generation and understanding on computers, we can gain a better encompassing standard language as a trivial case.1 picture of how the human brain handles not just humor but language and cognition in general. Semantic interpretation In popular perception, computers will never be able to use or Suppose you hear someone saying, “Everyone had so appreciate humor. Fictional computers and robots are almost always much fun diving from the tree into the swimming pool, we portrayed as humorless, even if they’re skilled at natural language, decided to put in a little … ” At the point in the sentence graceful bipedal motion, and other human behaviors that current where you hear the words “put in,” you’ve already com- machines find challenging.
    [Show full text]
  • Download Thesis
    Department of Computer Science Series of Publications A Report A-2021-4 Computational Understanding, Generation and Evaluation of Creative Expressions Khalid Alnajjar Doctoral dissertation, to be presented for public discussion with the permission of the Faculty of Science of the University of Helsinki, in Auditorium B123, Exactum, Pietari Kalmin katu 5, on the 22nd of March, 2021 at 12:00 o’clock. The defence is also open for the audience through remote access. University of Helsinki Finland Supervisor Hannu Toivonen, University of Helsinki, Finland Pre-examiners Josep Blat, Universitat Pompeu Fabra, Spain Tapio Salakoski, University of Turku, Finland Opponent Pablo Gervás, Universidad Complutense de Madrid, Spain Custos Hannu Toivonen, University of Helsinki, Finland Faculty Representative Teemu Roos, University of Helsinki, Finland Contact information Department of Computer Science P.O. Box 68 (Pietari Kalmin katu 5) FI-00014 University of Helsinki Finland Email address: [email protected].fi URL: https://cs.helsinki.fi/ Telephone: +358 2941 911 Copyright c 2021 Khalid Alnajjar ISSN 1238-8645 ISBN 978-951-51-7145-0 (paperback) ISBN 978-951-51-7146-7 (PDF) Helsinki 2021 Unigrafia Computational Understanding, Generation and Evaluation of Creative Expressions Khalid Alnajjar Department of Computer Science P.O. Box 68, FI-00014 University of Helsinki, Finland khalid.alnajjar@helsinki.fi https://www.khalidalnajjar.com/ https://www.rootroo.com/ PhD Thesis, Series of Publications A, Report A-2021-4 Helsinki, March 2021, 56 pages ISSN 1238-8645 ISBN 978-951-51-7145-0 (paperback) ISBN 978-951-51-7146-7 (PDF) Abstract Computational creativity has received a good amount of research interest in generating creative artefacts programmatically.
    [Show full text]
  • Teaching Computational Creativity Margareta Ackerman1, Ashok Goel2, Colin G
    Teaching Computational Creativity Margareta Ackerman1, Ashok Goel2, Colin G. Johnson3, Anna Jordanous3, Carlos Le´on4, Rafael P´erezy P´erez5, Hannu Toivonen6, and Dan Ventura7. 1 Computer Engineering Department, Santa Clara University. [email protected]. 2 School of Interactive Computing, Georgia Tech. [email protected] 3 School of Computing, University of Kent. fC.G.Johnson, [email protected] 4 Department of Software Engineering and Artificial Intelligence, Complutense University of Madrid. [email protected] 5 Depto. de Tecnolog´ıasde la Informaci´on,Universidad Aut´onomaMetropolitana. [email protected] 6 Department of Computer Science, University of Helsinki. [email protected] 7 Computer Science Department, Brigham Young University. [email protected] Abstract • Master theoretical and conceptual tools for analysing and discussing creative systems The increasing popularity of computational creativity (CC) in recent years gives rise to the need for educa- • Develop and understand one's own creative processes tional resources. This paper presents several modules that together act as a guide for developing new CC • Become familiar with the latest advances in CC, and courses as well as improving existing curricula. As well be able to critically discuss current state-of-the-art as introducing core CC concepts, we address pedagog- • Become able to create CC systems and/or techniques ical approaches to this interdisciplinary subject. An accessible overview of the field lets this paper double • Gain the ability to describe, employ and debate as an introductory tutorial to computational creativity. methods for evaluation of computational creativity • Be able to identify appropriate contexts for using CC Introduction In what follows, we offer examples of extant CC sys- As computational creativity (CC) grows in popular- tems that can be used as archetypes for introducing ity, it is increasingly being taught in some form as a key questions in the field; discuss different modeling university-level course.
    [Show full text]
  • The Computational Creativity Complex
    The Computational Creativity Complex Dan Ventura Abstract We briefly examine the subject of computational creativity through the lenses of three different systems for producing creative artifacts in three different domains: music, visual art and cookery. From these we attempt to abstract some- thing of a “general-purpose” computationally creative agent and examine how this agent might behave in the context of an archetypical “algorithm” for creativity. Fi- nally, we consider this agent’s behavior from the point of view of the theory of (Turing) computability and suggest that computational creativity as a field provides an interesting opportunity for looking at computational complexity in new ways. 1 Inception The question of computational creativity can be approached from several different angles. Here we assume that creativity is possible in computational systems and examine the idea of a general, abstract mechanism for computational creativity that exists somehow independently from any particular domain. This is a difficulty ques- tion, and it is clear that much of creativity is not a domain independent construct. However, we posit that there does exist some core abstraction or creativity “algo- rithm” that can be applied to any domain (with suitable domain-specific augmen- tation, of course). Given this hypothesis, we attempt an inductive approach to the problem by first examining three computationally creative systems in three differ- ent domains and then attempt to generalize from these specific examples an abstract model of a creative system. As a complementary view of the problem, we also discuss an abstract “al- gorithm” for creativity and relate this “algorithm” to the abstract system, asking whether this “algorithm” could, in fact, become an algorithm in the formal sense, Dan Ventura Computer Science Department, Brigham Young University, e-mail: [email protected] 1 2 Dan Ventura and attempt to reason about the answer to that question.
    [Show full text]
  • A Critical Review of Computational Creativity in Built Environment Design
    buildings Review A Critical Review of Computational Creativity in Built Environment Design Ning Gu * and Peiman Amini Behbahani UniSA Creative, University of South Australia, Adelaide 5001, Australia; [email protected] * Correspondence: [email protected] Abstract: Computational creativity in built environment (BE) design has been a subject of research interest in the discipline. This paper presents a critical review of various ways computational creativ- ity has been and can be defined and approached in BE design. The paper examines a comprehensive body of contemporary literature on the topics of creativity, computational creativity, and their assess- ment to identify levels of computational creativity. The paper then proceeds to a further review of the implications of these levels specifically in BE design. The paper identifies four areas in BE design where computational creativity is relevant. In two areas—synthesis (generation) and analysis—there is considerable literature on lower levels of computational creativity. However, in two other areas— interfacing and communication—even the definition of computational creativity is not as defined and clear for the discipline, and most works only consider the role of computers as a supporting tool or medium. These open up future research opportunities for the discipline. Keywords: computational creativity; human–computer (co-)creativity; creativity support tools; built environment design 1. Introduction As the use of computation and artificial intelligence has increased in built environment Citation: Gu, N.; Amini Behbahani, P. (BE) design, their roles in supporting creativity, a quintessential quality of design, have A Critical Review of Computational been examined more frequently [1–4]. Each of these topics—computation, creativity, and Creativity in Built Environment Design.
    [Show full text]
  • Learning to Laugh (Automatically): Computational Models for Humor
    Computational Intelligence, Volume 22, Number 2, 2006 LEARNING TO LAUGH (AUTOMATICALLY): COMPUTATIONAL MODELS FOR HUMOR RECOGNITION RADA MIHALCEA Department of Computer Science, University of North Texas, Denton, TX 76203 CARLO STRAPPARAVA ITC – irst, Istituto per la Ricerca Scientifica e Tecnologica, I-38050, Povo, Trento, Italy Humor is one of the most interesting and puzzling aspects of human behavior. Despite the attention it has received in fields such as philosophy, linguistics, and psychology, there have been only few attempts to create computational models for humor recognition or generation. In this article, we bring empirical evidence that compu- tational approaches can be successfully applied to the task of humor recognition. Through experiments performed on very large data sets, we show that automatic classification techniques can be effectively used to distinguish between humorous and non-humorous texts, with significant improvements observed over a priori known baselines. Key words: computational humor, humor recognition, sentiment analysis, one-liners. 1. INTRODUCTION ... pleasure has probably been the main goal all along. But I hesitate to admit it, because computer scientists want to maintain their image as hard-working individuals who deserve high salaries. Sooner or later society will realize that certain kinds of hard work are in fact admirable even though they are more fun than just about anything else. (Knuth 1993) Humor is an essential element in personal communication. While it is merely consid- ered a way to induce amusement, humor also has a positive effect on the mental state of those using it and has the ability to improve their activity. Therefore computational humor deserves particular attention, as it has the potential of changing computers into a creative and motivational tool for human activity (Stock, Strapparava, and Nijholt 2002; Nijholt et al.
    [Show full text]
  • Artistic Creativity in Artificial Intelligence
    Artistic Creativity in Artificial Intelligence a dissertation presented by Deniz E. Kurt to The Department of Creative Industries in partial fulfillment of the requirements for the degree of Master of Arts in the subject of Arts & Culture Radboud University Nijmegen, Netherlands April 2018 ©2018 – Deniz E. Kurt all rights reserved. Thesis advisor: Dr. Vincent Meelberg Deniz E. Kurt Artistic Creativity in Artificial Intelligence Abstract Computational art is a creative field that indicates to a futuristic idea of artificial intelligence. De- spite the common belief that a machine is unable to create art, current developments and examples in computational art present a new form of art. Reaching to a broad variety of artistic dimensions, artificial intelligence programs are generating poetry, music, visual art, architecture and design. This study introduces artificial intelligence as an artistic phenomenon and analyzes the artifacts that are produced by computer algorithms. Thus, it provides a theoretical framework and a philosophical dis- cussion on the creative abilities of artificial intelligence. Furthermore, it concerns with the entitlement of artiness, by presenting a reflection on the dynamics between the artwork, the art-maker and the art audience. The analysis of computational artworks and the computer programs that generate those artworks show that the function of artificial intelligence is far beyond being merely a tool to create art, it is rather an actor that have an artistic and creative agency. With this study, I suggest an alternative approach in the conceptual definition of art, which can help to explore the possibilities of a new art genre. iii Contents 0 Introduction 1 1 Human Intelligence vs.
    [Show full text]