Computational creativity (also known as artificial creativity, mechanical creativity or creative computation) is a multidisciplinary endeavour that is located at the intersection of the fields of artificial intelligence Artificial intelligence is the intelligence of machines and the branch of computer science that aims to create it. Textbooks define the field as "the study and design of intelligent agents," where an intelligent agent is a system that perceives its environment and takes actions that maximize its chances of success. John McCarthy, who, cognitive psychology Cognitive psychology is a discipline within psychology that investigates the internal mental processes of thought such as visual processing, memory, thinking, learning, feeling, problem solving, and language, philosophy Philosophy is the study of general and fundamental problems concerning matters such as existence, knowledge, values, reason, mind, and language. It is distinguished from other ways of addressing fundamental questions by its critical, generally systematic approach and its reliance on rational argument. The word "philosophy" comes from the, and the arts.

The goal of computational creativity is to model, simulate or replicate creativity using a computer, to achieve one of several ends:

The field of computational creativity concerns itself with theoretical and practical issues in the study of creativity. Theoretical work on the nature and proper definition of creativity is performed in parallel with practical work on the implementation of systems that exhibit creativity, with one strand of work informing the other.

Contents

Theoretical issues

As measured by the amount of activity in the field (e.g., publications, conferences and workshops), computational creativity is a growing area of research. But the field is still hampered by a number of fundamental problems:

These are problems that complicate the study of creativity in general, but certain problems attach themselves specifically to computational creativity:

Defining creativity in computational terms

Since no single perspective or definition seems to offer a complete picture of creativity, the AI researchers Newell, Shaw and Simon [2]developed the combination of novelty and usefulness into the corner-stone of a multi-pronged view of creativity, one that uses the following four criteria to categorize a given answer or solution as creative:

  1. The answer is novel and useful (either for the individual or for society)
  2. The answer demands that we reject ideas we had previously accepted
  3. The answer results from intense motivation and persistence
  4. The answer comes from clarifying a problem that was originally vague

Notice how these criteria touch on many of the stereotypical themes that are typically associated with creativity: newness and value (1), transformation and revolution (2), passion and drive (3), vision and insight (4). These four criteria also combine elements of the producer-perspective and the product-perspective described earlier: criterion (1) characterizes the two most important qualities of a creative product, while criteria (2) – (4) characterize the attitude and actions of the producer of such a product. A given product may satisfy all or none of these criteria, but we should expect products that exhibit all four to be widely perceived as creative, while products that exhibit just some of these criteria will be judged with greater subjectivity and variation. Though no criterion is likely to be either necessary or sufficient, criterion (1) is perhaps the most common hallmark of creativity and thus serves to anchor the others. From a computational perspective, then, one can consider (1) to be a must-have feature, and (2) – (4) as desirable extras.

Newell and Simon[3][4] are best known for their contribution to the search-in-a-state-space paradigm of AI, sometimes caricatured as Good Old Fashioned AI (GOFAI In artificial intelligence research, GOFAI is an ironic derogative description of the oldest original approach to achieving artificial intelligence, based on logic and problem solving in severely restricted problem domains, for example chess playing. In the robotics research, the term is extended as GOFAIR ("Good Old Fashioned Artificial), and it is interesting to consider how the GOFAI paradigm can incorporate these criteria. From a search perspective, criterion (1) characterizes the goal or end-state of a computational search, criterion (4) characterizes the starting state from which the search is launched, criterion (3) characterizes the scale of the search, suggesting that many dead-ends are likely to be encountered, while criterion (2) suggests that well-worn pathways through the search space are best avoided if a creative end-state is to be reached.

Key ideas

Some high-level and philosophical themes recur throughout the field of computational creativity.[clarification needed]

P-creativity and H-creativity

Margaret Boden[5][6] refers to creativity that is novel merely to the agent that produces it as "P-creativity" (or "psychological creativity"), and refers to creativity that is recognized as novel by society at large as "H-creativity" (or "historical creativity").

Exploratory and transformational creativity

Boden also distinguishes between the creativity that arises from an exploration within an established conceptual space, and the creativity that arises from a deliberate transformation or transcendence of this space. She labels the former as "exploratory creativity" and the latter as "transformational creativity", seeing the latter as a form of creativity far more radical, challenging, and rarer than the former. Following Newell and Simon’s criteria, we can see that both forms of creativity should produce results that are appreciably novel and useful (criterion 1), but exploratory creativity is more likely to arise from a thorough and persistent search of a well-understood space (criterion 3) while transformational creativity should involve the rejection of some of the constraints that define this space (criterion 2) or some of the assumptions that define the problem itself (criterion 4).

Boden’s insights have guided work in computational creativity at a very general level, providing more an inspirational touchstone for development work than a technical framework of algorithmic substance. However, Boden’s insights are the subject of formalization, most notably in the work by Geraint Wiggins[7].

Generation and evaluation

The criterion that creative products should be novel and useful means that creative computational systems are typically structured into two phases, generation and evaluation. In the first phase, novel (to the system itself, thus P-Creative) constructs are generated; unoriginal constructs that are already known to the system are filtered at this stage. This body of potentially creative constructs are then evaluated, to determine which are meaningful and useful and which are not. This two-phase structure conforms to the Geneplore model of Finke, Ward and Smith[8], which is a psychological model of creative generation based on empirical observation of human creativity.

Combinatorial creativity

A great deal, perhaps all, of human creativity can be understood as a novel combination of pre-existing ideas or objects. Common strategies for combinatorial creativity include:

The combinatorial perspective allows us to model creativity as a search process through the space of possible combinations. The combinations can arise from composition or concatenation of different representations, or through a rule-based or stochastic transformation of initial and intermediate representations. Genetic algorithms The genetic algorithm is a search heuristic that mimics the process of natural evolution. This heuristic is routinely used to generate useful solutions to optimization and search problems. Genetic algorithms belong to the larger class of evolutionary algorithms (EA), which generate solutions to optimization problems using techniques inspired by and neural networks Traditionally, the term neural network had been used to refer to a network or circuit of biological neurons; the modern usage of the term often refers to artificial neural networks, which are composed of artificial neurons or nodes. Thus the term has two distinct usages: can be used to generate blended or crossover representations that capture a combination of different inputs.

Bisociation

Arthur Koestler Arthur Koestler CBE was an author of essays, novels and autobiographies. Koestler was born in Budapest but, apart from his early school years, was educated in Austria. His early career was in journalism. In 1931 he joined the Communist Party of Germany but, disillusioned, he resigned from it in 1938 and in 1940 published a devastating anti- proposes a very general model of creative combination in his 1964 book The Act of Creation,[9] claiming that scientific discovery, art and humour are all linked by a common mechanism called "bisociation The Act of Creation is a 1964 book by Arthur Koestler. It is a study of the processes of creativity and imagination in which Koestler explains that humans are most creative when rational thought is abandoned during dreams and trances. Koestler affirms that all creatures have the capacity for creative activity, frequently suppressed by the". Koestler lacked a formal, computational vocabulary for describing bisociation, which he defined as a reconciliation of two orthogonal matrices of thought (conceptual structures, mental spaces).

Conceptual blending

Mark Turner and Gilles Fauconnier [10][11] propose a model called Conceptual Integration Networks that elaborates upon the ideas of Koestler by synthesizing ideas from Cognitive Linguistic research into mental spaces and conceptual metaphors. Their basic model defines an integration network as four connected spaces:

Fauconnier and Turner describe a collection of optimality principles that are claimed to guide the construction of a well-formed integration network. In essence, they see blending as a compression mechanism in which two or more input structures are compressed into a single blend structure. This compression operates on the level of conceptual relations. For example, a series of similarity relations between the input spaces can be compressed into a single identity relationship in the blend.

Blending theory is an elaborate framework that provides a rich terminology for describing the products of creative thinking, from metaphors to jokes to neologisms to adverts. It is most typically applied retrospectively, to describe how a blended conceptual structure could have arisen from a particular pair of input structures. These conceptual structures are often good examples of human creativity, but blending theory is not a theory of creativity, nor – despite its authors’ claims – does it describe a mechanism for creativity. The theory lacks an explanation for how a creative individual chooses the input spaces that should be blended to generate a desired result.

Nonetheless, some computational success has been achieved with the blending model by extending pre-existing computational models of analogical mapping that are compatible by virtue of their emphasis on connected semantic structures[12]. More recently, Francisco Câmara Pereira[13] presented an implementation of blending theory that employs ideas both from GOFAI In artificial intelligence research, GOFAI is an ironic derogative description of the oldest original approach to achieving artificial intelligence, based on logic and problem solving in severely restricted problem domains, for example chess playing. In the robotics research, the term is extended as GOFAIR ("Good Old Fashioned Artificial and from genetic algorithms A genetic algorithm is a search technique used in computing to find exact or approximate solutions to optimization and search problems. Genetic algorithms are categorized as global search heuristics. Genetic algorithms are a particular class of evolutionary algorithms (EA) that use techniques inspired by evolutionary biology such as inheritance, to realize some aspects of blending theory in a practical form; his example domains range from the linguistic to the visual, and the latter most notably includes the creation of mythical monsters by combining 3-D graphical models.

Show All>>

 

The above information uses material from Wikipedia and is licensed under the GNU Free Documentation License The purpose of this License is to make a manual, textbook, or other functional and useful document "free" in the sense of freedom: to assure everyone the effective freedom to copy and redistribute it, with or without modifying it, either commercially or noncommercially. Secondarily, this License preserves for the author and publisher a.
Some facts may not have been fully verified for accuracy. [Disclaimers Wikipedia is an online open-content collaborative encyclopedia, that is, a voluntary association of individuals and groups working to develop a common resource of human knowledge. The structure of the project allows anyone with an Internet connection to alter its content. Please be advised that nothing found here has necessarily been reviewed by]
This page was last archived by our server on Sun Sep 5 13:25:09 2010. [ refresh local cache ]
Displaying this page or its contents does not use any Wikimedia Foundation's resources.
The owners of this site proudly support the Wikimedia Foundation.


100 Worst Stimulus Projects - Motley Fool (blog)
caps.fool.com
100 Worst Stimulus Projects - Motley Fool (blog)
Tue, 03 Aug 2010 16:35:38 GMT+00:00
Motley Fool (blog) The lead designer plans to use artificial intelligence to create a comedic performance agent that will be funny no matter what it is talking about. ...
Google News Search: Artificial Creativity,
Sun Sep 5 13:25:10 2010
infosharing 1 png
thinkartificial.org
infosharing 1 png
149px x 150px | 18.60kB

[source page]

make sense to label it somehow Mainly I just wanted a name for it and I think Living Article sounds good Plus it allows for an ultra cool double helix banner Take Part in the Action To make this more exciting and informative I d like to ask you to send along questions or comments you might have on the artificial creativity To give you some ideas and get that gray

Yahoo Images Search: Artificial Creativity,
Sun Sep 5 13:25:10 2010
ubphoria: The History of Novelty
ubphoria.blogspot.com
ubphoria: The History of Novelty

Alex Wall

Fri, 15 Feb 2008 16:33:00 GM

"'. Creativity. ' is the principle of novelty. It is the universal of universals characterizing ultimate matter of fact. It is that ultimate principle by which the many, which are the universe disjunctively, become the one actual occasion, ... McKenna interpreted the fractal nature and resonances of the wave, as well as his theory of the I Ching's . artificial. arrangement, to show that the events of any given time are recursively related to the events of other times. ...

Google Blogs Search: Artificial Creativity,
Sun Sep 5 13:25:10 2010