Finding aesthetic pleasure on the edge of chaos: A proposal for robotic creativity - PowerPoint PPT Presentation

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Finding aesthetic pleasure on the edge of chaos: A proposal for robotic creativity

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A proposal for robotic creativity Ron Chrisley COGS Department of Informatics University of Sussex Workshop on Computational Models of Creativity in the Arts – PowerPoint PPT presentation

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Title: Finding aesthetic pleasure on the edge of chaos: A proposal for robotic creativity


1
Finding aesthetic pleasure on the edge of
chaosA proposal for robotic creativity
  • Ron Chrisley
  • COGS
  • Department of Informatics
  • University of Sussex

Workshop on Computational Models of Creativity in
the Arts Goldsmiths College, May 16th-17th 2006
2
Background
  • Goal Design a robot/environment system likely
    to exhibit creative behaviour
  • Novel (at least for the robot)
  • Of (aesthetic) value (for humans, if possible)
  • Engineering approach
  • No direct modelling of human creativity
  • But exploit what is known about creativity in
    humans (and animals?), when expedient
  • Allow for possibility that insights into the
    human case may accrue anyway
  • Manifesto only No implementation yet
  • Set of "axioms"
  • Assume case of musical output for examples

3
Underlying architecture
4
Underlying architecture
  • CNM
  • Recurrent neural network
  • Forward model of environment
  • Learns to anticipate/predict the sensory input it
    will receive if it performs a given action in a
    given context
  • In conjunction with motivators can enable the
    robot to select actions that carry an expectation
    of "pleasure"

5
Main idea
  • Add new motivators, corresponding to two
    dimensions of creativity
  • Value
  • Novelty
  • Axiom 1 If you make your robot
    pleasure-seeking, and make creativity
    pleasurable, you'll make your robot creative

6
Value Appreciation
  • Axiom 2 To be a good creator, it helps to be an
    appreciator
  • The CNM should evaluate the output of itself and
    others
  • That is, it should be able to feel pleasure upon
    experiencing outputs
  • Use this to guide its creative process (action
    selection)

7
Value Reality
  • Axiom 3 Let the robot experience output in the
    real world, as we do
  • Avoids the input bottleneck
  • Robot can learn all the time
  • Learns reality, not our edited version of it
  • Increases likelihood of consonance between what
    we value and what it values

8
Value In our image
  • Axiom 4 We wont like what it likes unless it
    likes what we like
  • Built-in motivators should resemble ours
  • E.g., a preference for integer frequency ratios

9
Value Sociability
  • Axiom 5 An important motivator is the approval
    or attention of others
  • Indirect Preference for human proximity/input
  • Direct Buttons on robot that allow listeners to
    provide approval or disapproval feedback

10
  • From Saunders, 2001

11
Novelty Complexity
  • Axiom 6 Sometimes it is better not to try
    pursue novelty directly, but something that is
    correlated with it
  • Prefer outputs on the subjective "edge of chaos"
    That almost, but not quite, elude understanding
    of that agent at that time
  • Pleasure of an output is a hump-shaped function
    of the effort required to predict it
  • Result Sing-song and white noise are boring, but
    catchy tunes are not

12
Novelty Dynamics
  • Axiom 7 Let dynamics play a role in
    appreciation
  • Process is temporally sensitive in several ways
  • Pleasure associated with "getting it" depends on
    how much time it took to get there
  • Even if earlier portions are unpredictable (gt
    not pleasurable), work as a whole can be if it is
    coherent
  • Since the system learns, what it finds
    challenging, but possible, to predict (
    pleasurable) will change over time

13
Novelty Self-appreciation
  • Axiom 8 Patterns in one's own states can be the
    objects of appreciation
  • Will only be a path to novelty if agent has
    limited access to its own processes
  • Can only change internal states indirectly, by
    changing world
  • Uses model of its processes to predict its own
    behaviour, rather than using those very processes
    themselves

14
Novelty Embodiment
  • Axiom 9 The best way to make outputs in the
    real world is to be embodied in the real world
  • Avoids the output bottleneck
  • Robot doesnt require intervention for it to
    generate and appreciate
  • Allows for serendipity, in the space between
    expected and actual outcomes
  • Imposes naturalness relation, making some
    transitions non-arbitrary (value)

15
Implementation issues
  • Intended platform
  • Two AIBO ERS-7s
  • Problem
  • Disembodied sound generation
  • Solution
  • Translate bodily movements into sound

16
Thank you!
  • Thanks to
  • Maggie Boden
  • Rob Clowes
  • Simon Colton
  • Jon Rowe
  • Rob Saunders
  • Aaron Sloman
  • Dustin Stokes
  • Mitchell Whitelaw
  • for helpful comments and discussions
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