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Computational Creativity

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Computational Intelligence 4 (1): 42-53, 1988. Creativity: A survey of AI approaches, J. Rowe and D. Patridge. Artificial Intelligence Review 7, 43--70, 1993. – PowerPoint PPT presentation

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Title: Computational Creativity


1
ComputationalCreativity
  • Richie Abraham(05005010)
  • Pramod Mudrakarta(05005030)
  • Shashank Samant(05D05011)
  • Sumedh Ambokar(05D05013)

2
Computational Creativity
  • Creativity is a process involving the generation
    of new ideas or concepts, or new associations
    between existing ideas or concepts

  • -- Wikipedia.
  • Humans are creative. Ability to think out of the
    box.
  • Goal of Computational Creativity To model,
    simulate or replicate creativity using a
    computer.
  • Reflections are images of tarnished
    aspirations
  • --a quotation generated by the program RACTER,
    in 1984

3
Roadmap
  • Motivation
  • Formalizing the notion
  • Creative Flexibility
  • Meta- level
  • Analogy
  • Discovery Programs
  • Case studies
  • AARON
  • BRUTUS

4
Why Creativity?
  • To construct a program/computer capable of
    human-level creativity.
  • To better understand human creativity and to
    formulate an algorithmic perspective on creative
    behavior in humans.
  • To design programs that can enhance human
    creativity without necessarily being creative
    themselves.

5
Essential Characteristics of a Creative Idea
  • Ideas of Newell, Shaw and Simon
  • Novelty and usefulness (either for the individual
    or society)
  • Rejection of previous ideas
  • Results from intense motivation and persistence
  • Clarification of vague ideas
  • Margaret Bodens view
  • P-Creativity (Psychological or Individual)
  • H-Creativity (Historical or Collective)

6
Formalizing the Philosophical Concepts
  • Exploration Within a conceptual space
  • Transformation Out of the box(space)
  • Formalization
  • Conceptual Space C a strict subset of set of all
    concepts U
  • Axiom1Every concept c is a distinct member of U
  • Axiom2Every conceptual space includes F (empty
    concept)

7
Formalization (contd)
  • Rules R(Existsence in a space) and
    T(Transformation in a space) R , T subsets of L
  • Interpretation function . and Traversal
    function lt.gt
  • Exploratory concepual space as a tuple
    (U,L,R,T,E)
  • Beginning of exploratory creative process ltR
    Tgt(F)
  • Evaluating concepts (E) E(C) value of the
    conceptual space.

8
Formalization(contd)
  • Partitioning a conceptual space into concepts
    achieved and concepts not achieved yet
  • Exploratory search involves experimenting with T
  • Transformation search involves experimenting with
    R
  • T is the technique of the individual to search
  • R is the mutually agreed domain specified.
  • Meta level Rules for changing R and T

9
Where is the AI?
  • RACTER, 1984 generates poems, stories, etc.
  • Syntax directives
  • Sentences too bizarre at first look
  • Deeper meaning on repeated thought
  • Creativity is in the readers mind
  • Sentences become insignificant soon
  • Need for more control

10
Need for Flexibility
  • Rule-based systems are monotonous
  • Example Generating a story (TALE-SPIN)
  • Each object tries to satisfy its goals
  • Creativity is shown only when the plot turns an
    unexpected way
  • Object need not try to reach goals at every step
  • Solution Use the meta- approach
  • Develop rules for rules

11
Using meta- rules
  • MUSCADET Theorem prover for linear spaces
  • Heuristics used in proving
  • Meta- rules over heuristics
  • Drawbacks Does not distinguish important and
    trivial issues from a math point of view.
  • Example Trying to be creative in proving 11
    versus trying to be creative in proving prime
    factorization

12
Another example(problem?)
  • DAY-DREAMER planner
  • Operates on two interacting domains(personal,
    objective)
  • Each works on its own goals.
  • Preprocessing Determines situations where
    personal goals are met
  • In action Tries to match the succesful plans
    with the objective world situations
  • Drawbacks Determining the parameters of personal
    world is hard.

13
The meta- question Analogies
  • Meta-rule based systems not very different
  • Need for meta-meta-rule based systems
  • Deja vu?
  • Alternate approach Working by analogy
  • Concepts from other domains applied

14
Analogy contd.
  • Mapping (electron, nucleus) to (planet, sun)
  • Problem Choosing variables whichdetermine
    similarity
  • Planets on orbit
  • Planets have moons
  • Sun loses energy, emits light
  • Drawback Solving the problem is hard

15
Discovery Programs
  • Shashank

16
Discovery Programs Overview
  • Able to discover new facts on a domain
  • Three major families
  • AM Family
  • Domain Mathematics
  • AM , Euresco , Cyrano
  • BACON
  • Domain experimental data
  • BACON, GLAUBER, STAHL, DALTON
  • GT
  • Domain Graph Theory

17
AM Overview
  • Starts with set of concepts arranged in a
    specialization hierarchy
  • Concept
  • Definition, Examples, Domain, Range,
    Specializations, Worth
  • Initial concepts Sets, List, Ordered pairs and
    some operations
  • Heuristics
  • Fill, Check, Suggest, Interest
  • Task
  • Applying heuristics on set of concepts
  • Output concept as a code

18
AM
  • Discoveries
  • Natural numbers, addition, primes
  • Prime factorization, Goldbachs conjecture
  • Limitations
  • Heuristics too theory specific
  • Many theories ignored
  • Interpretation of concepts ambiguous

19
BACON Family
  • Operate on a data driven basis
  • Heuristically guided process
  • Mostly an ad-hoc curve fitting exercise
  • BACON
  • Syntactic number games to summarize data
  • GLAUBER
  • Generalization from specific examples
  • STAHL
  • Model building using three rules
  • Infer, Substitute and Reduce
  • DALTON
  • Atomic Modelling

20
Graph Theorist (GT)
  • Discovers and proves properties of graphs
  • Graph property
  • A property p represents a set of graphs P iff
    every graph in P satisfies p
  • Represented by a concept
  • Examples TREE, ACYCLIC, COMPLETE.

21
Concept
  • Defined by a triple ltf, S, sgt
  • f operator
  • To transform a member to a new member
  • S seed set
  • Minimal graphs satisfying the property
  • s selector
  • Restrictions for binding variables appearing in f
  • Example
  • Acyclic ltAxAyzAz K1 y in V, x, z not in Vgt

22
p-Generator
  • Exhaustively generates P described by p
  • Checks if particular graph is a member of P
  • A can be used
  • Still quite inefficient
  • Not of much interest

23
4 Types of Graph Theorems
  • If a graph has a property p, then it has property
    q
  • A graph has property p if and only if it has
    property q
  • If a graph has property p and property q, then it
    has property r
  • It is not possible for a graph to have both
    property p and property q

24
Subsumption and Merger
  • Property p for class P subsumes property q for
    class Q iff Q is a subset of P
  • Merger of p and q is the property representing
    intersection of P and Q
  • The four rules rewritten as
  • q subsumes p
  • p subsumes q and q subsumes p
  • r subsumes merger of p and q
  • merger of p and q is empty

25
Proofs of Subsumption
  • p1ltf1,S1,s1gt, p2ltf2,S2,s2gt
  • p1 subsumes p2 if-
  • f2 is a special case of f1
  • Every graph in S2 has property p1.
  • s2 is more restrictive than s1
  • Example
  • GRAPH subsumes TREE.

26
Proof Involving Mergers
  • p1ltf1,S1,s1gt, p2ltf2,S2,s2gt
  • P is the merger of p1 and p2
  • If p1 subsumes p2, p is p1.
  • Three more complex rules.
  • Example-
  • ACYCLIC merged with CONNECTED is TREE

27
Construction of new concepts
  • By specialization
  • constrain the seed set, operator or selector
  • combination of above
  • By generalization
  • expand the seed set, operator or selector
  • combination of above
  • By merger

28
Final word on GT
  • Generates many new concepts and proves
    properties.
  • Power increases with increased knowledge base
  • Limitations
  • does not assign worth to concepts
  • only properties of graph theory.

29
Case Studies
  • Sumedh

30
AARON Overview
  • By Harold Cohen
  • Creates original artistic images
  • Since 1973
  • Initially only black and white images
  • Colored images since 1992
  • See it to believe it !

31
AARON Techniques
  • Structure of core-figures embedded
  • Body parts
  • Postures
  • Starts scribbling randomly
  • Next step based on what is drawn so far
  • Coloring after sketching
  • Core-figures determine colour

32
Is AARON creative?
  • Can create infinite distinct images
  • Cannot learn imagery on its own
  • Output follows a noticeable formula
  • Real artist is Cohen
  • Cohen If it is not thinking, what exactly is it
    doing?

33
BRUTUS Overview
  • A creative story generator
  • Should have wide variability
  • Plot, characters, settings, themes, imagery
  • Earlier strategy
  • Each variable aspect parameterized
  • Wide variability not achieved

34
BRUTUS approach
  • Designed to satisfy seven characteristics
  • Capable of raw imagination
  • Generate imagery
  • Defines mental state and actions of characters
  • Mathematize themes
  • Interesting stories
  • Topics like sex, money and death
  • Structured stories
  • Avoid mechanical prose

35
Conclusion
  • Many philosophical issues
  • Lack of universally accepted definition of
    creativity
  • Light at the end of tunnel
  • One of the fastest growing areas of research in
    AI.

36
Current Research
  • IJWCC 2003, Acapulco, Mexico, as part of
    IJCAI'2003
  • IJWCC 2004, Madrid, Spain, as part of ECCBR'2004
  • IJWCC 2005, Edinburgh, UK, as part of IJCAI'2005
  • IJWCC 2006, Riva del Garda, Italy, as part of
    ECAI'2006
  • IJWCC 2007, London, UK, a stand-alone event

37
Journals
  • Journal of Knowledge-Based Systems, volume 9,
    issue 7, November 2006
  • New Generation Computing, volume 24, issue 6,
    2006
  • http//www.thinkartificial.org/artificial-creativi
    ty/

38
References
  • Learning and Discovery One Systems Search for
    Mathematical Knowledge. Epstein. Computational
    Intelligence 4 (1) 42-53, 1988.
  • Creativity A survey of AI approaches, J. Rowe
    and D. Patridge. Artificial Intelligence Review
    7, 43--70, 1993.
  • Colouring Without Seeing a Problem in Machine
    Creativity. Harold Cohen, Dept. of visual arts,
    UC San Diego, 2003

39
References
  • The further exploits of AARON-painter, Harold
    Cohen, 2001.
  • Towards a more precise characterisation of
    creativity in AI, IJWCC 2005
  • www.wikipedia.org
  • www.kurzweilcyberart.com
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