Artificial Intelligence and the Arts: Computational Creativity, Artistic Behavior, and Tools for Creatives
- Length: 395 pages
- Edition: 1
- Language: English
- Publisher: Springer
- Publication Date: 2021-11-09
- ISBN-10: 3030594742
- ISBN-13: 9783030594749
- Sales Rank: #0 (See Top 100 Books)
Emotions, creativity, aesthetics, artistic behavior, divergent thoughts, and curiosity are both fundamental to the human experience and instrumental in the development of human-centered artificial intelligence systems that can relate, communicate, and understand human motivations, desires, and needs. In this book the editors put forward two core propositions: creative artistic behavior is one of the key challenges of artificial intelligence research, and computer-assisted creativity and human-centered artificial intelligence systems are the driving forces for research in this area.
The invited chapters examine computational creativity and more specifically systems that exhibit artistic behavior or can improve humans’ creative and artistic abilities. The authors synthesize and reflect on current trends, identify core challenges and opportunities, and present novel contributions and applications in domains such as the visual arts, music, 3D environments, and games.
The book will be valuable for researchers, creatives, and others engaged with the relationship between artificial intelligence and the arts.
Preface References Contents List of Contributors Part I Visual Arts 1 Artificial Life and Artificial Intelligence Advances in the Visual Arts 1.1 Introduction 1.2 Swarm Art 1.2.1 Agent-Based Swarms 1.2.2 Ant Paintings Abstract Ant Paintings Representational Ant Paintings Ant-Behavior Art 1.3 Robotics 1.3.1 Virtual Robots 1.3.2 Physical Robots 1.4 Neural Nets and Deep Learning 1.4.1 Neural Nets 1.4.2 Deep Learning 1.4.3 Artistic Analysis 1.5 Computational Aesthetics and Creativity 1.5.1 Computational Aesthetics 1.5.2 Computational Creativity 1.5.3 Knowledge-Based Agents 1.5.4 Artificial Societies 1.6 Conclusion References 2 Aesthetics, Artificial Intelligence, and Search-Based Art 2.1 Introduction 2.2 Search, AI, and Art 2.2.1 What Drives Search in Creative Domains? 2.3 Aesthetic Theories 2.4 Imitation 2.4.1 Aesthetic Rescaling 2.4.2 Exposing Inner Workings 2.5 Skill and Expertise 2.6 Expression 2.6.1 Can Soulless Computers Express? 2.6.2 Expression Without Transmission 2.6.3 Expression, Emotion, and Expression Systems 2.6.4 Self-Contagion 2.6.5 Expression: Summary 2.7 Form 2.7.1 Form and Aesthetic Measure 2.7.2 Form and Corpus 2.7.3 Form and Multicriterion Optimisation 2.7.4 Form: Summary 2.8 Focus and Sake 2.9 Imaginative Experience 2.10 Criticism and the Artworld 2.11 Aesthetics as a Cluster Concept 2.12 Conclusions 2.12.1 Aesthetic Theories and AI Art 2.12.2 Expanding Theories for AI Art 2.12.3 Gaps and Assumptions 2.12.4 Understanding Human Art-Making 2.12.5 Future Directions References 3 Applicability of Convolutional Neural Network Artistic Style Transfer Algorithms 3.1 Artistic Style Transfer 3.1.1 Concept Formalization of Artistic Style Transfer 3.2 State of the Art Style Transfer 3.2.1 Analogy Style 3.2.2 Neural Style Other Networks Fast Style Transfer 3.2.3 Structural Semantic 3.3 Conclusion and Outlook References Images Part II Music 4 Artificial Musical Intelligence: Computational Creativity in a Closed Cognitive World 4.1 Music 4.2 What Is Music? 4.3 What Are the Components of Musical Behaviour? 4.4 What Does Music Mean? 4.5 What Does the Future Hold for Arti cial Musical Intelligence? 4.6 Where Is Creativity in AMI? References 5 Evolutionary Music, Deep Learning and Conceptual Blending: Enhancing User Involvement in Generative Music Systems 5.1 Introduction 5.2 Music, Information and Evolutionary Exploration of Alternatives 5.2.1 Symbolic Feature Extraction and Music Information 5.2.2 Generating Musical Alternatives with Given Specific Qualities 5.3 Power to the User: Exploring Variation and Human Preference in Generative Systems 5.3.1 User Involvement in Generating Variations Variation Using Features and Distance Towards a User-Machine Creative Loop 5.3.2 Interactive Evolution: Capturing, Assessing and Expanding User Preference 5.4 Breaking New Ground: Evolution, Machine Learning and Conceptual Blending 5.4.1 Cognitive Models of Creativity and Conceptual Blending 5.4.2 Evolutionary Computation, Machine Learning and User-Driven Conceptual Blending for Melody Generation Melodic Representation, Learning and Generation Explicit Melodic Features Implicit, Deep Machine Learning and System Architecture Example Scenario 5.5 Conclusion References 6 Representation Learning for the Arts: A Case Study Using Variational Autoencoders for Drum Loops 6.1 Introduction 6.2 Approaches and Issues in Representation Learning 6.2.1 Dimensionality Reduction 6.2.2 Manual Design of Representations 6.2.3 Representation Learning with Neural Networks Dimensionality Disentangled Representations L2 Normalisation 6.2.4 Neural Networks and Music 6.2.5 Evaluating Representation Learning 6.3 Case Study: Representation Learning for MIDI Drum Tracks 6.3.1 Data and Preprocessing 6.3.2 Proposed Model Hyperparameters 6.3.3 Evaluation Loss During Training Distribution of Latent Codes Numerical Experiments Samples Listening Tests and Reconstructions Interpolations User Interface and User Experience Disentanglement and the Beta VAE 6.4 Conclusions 6.4.1 Future Work References Part III 3D 7 Case Studies in Computer Graphics and AI 7.1 Introduction 7.2 Materials and Methods NodeBox Pattern 7.3 Results 7.3.1 Evolution (Agent-Based + Genetic Algorithm) 7.3.2 Creatures (Procedural Generation) 7.3.3 Perception (Knowledge Representation) 7.3.4 Timeline of Paintings (Knowledge Representation) 7.3.5 Valence (Human-Computer Interaction) 7.3.6 Virtual Underwater World (Human-Computer Interaction) 7.3.7 AI Stories (NLG + ML) 7.4 Analysis Evidence-based design Participatory design 7.5 Conclusions References 8 Setting the Stage for 3D Compositing with Machine Learning 8.1 Introduction 8.2 Challenges 8.2.1 Data 8.2.2 Frameworks 8.2.3 Introspection 8.2.4 Evaluation 8.3 Case Study: 3D Compositing 8.3.1 Typical Compositing Work ows 8.3.2 A Machine Learning Driven Compositing Workflow Perspective Environment Light Discrete Lighting Outdoor Lighting Indoor Lighting Final Steps 8.4 User Feedback 8.5 Machine Learning Lessons 8.5.1 Representation 8.5.2 Training 8.5.3 Evaluation 8.5.4 Con dence Classi cation 8.6 Conclusion References Part IV Other Art Forms 9 Computational Models of Narrative Creativity 9.1 Introduction 9.1.1 Overview of Chapter Organization 9.2 Relevant Concepts from Related Fields 9.2.1 Narratology 9.2.2 Natural Language Generation 9.2.3 Cognitive Science 9.3 Building Fabula: Inventing Content 9.3.1 Plot-Based Fabula Generation 9.3.2 Character-Based Fabula Generation Modelling Character Emotions Modelling Affnities Between Characters Modelling Social Norms Modelling Conflict 9.4 Constructing Discourse: Arranging the Telling of Stories 9.4.1 Systems That Generate Discourse Based on Accounts of Plot 9.4.2 Systems That Generate Discourse Based on Neural Networks 9.4.3 Emergent Discourse in Interactive Systems 9.4.4 Systems That Compose a Discourse for a Given Fabula or Storyworld Basic Concepts of Narrative Discourse Simple Instances of Narrative Composition Discourse Generation Based on Focalisation Discourse Generation Based on Chronology Discourse Generation Based on Suspense 9.4.5 Systems That Combine Fabula and Discourse Construction 9.5 Producing Renderings for Proto-literary Drafts 9.5.1 Systems That Generate Text Directly 9.5.2 Systems That Generate Renderings for a Given Discourse Prose Dialogue Visual Discourse 9.6 Modelling Cognitive Aspects of Literary Creation 9.6.1 Computational Appreciation of Proto-Literary Drafts 9.6.2 Generation Systems Based on Cognitive Accounts of Writing 9.6.3 Evolutionary Generation Systems 9.7 Conclusions References 10 Learning from Responses to Automated Videogame Design 10.1 Introduction 10.1.1 Stakeholders 10.1.2 Background 10.2 Press 10.2.1 Replacing Humans 10.2.2 Gender and Names 10.2.3 Secondary Sources 10.3 Public 10.3.1 Expectations Mass Production of Creative Artefacts Fear 10.3.2 Exhibition Structure 10.4 Peers 10.4.1 Optimism 10.4.2 Peer Communication 10.5 Conclusions 10.5.1 Everything Is Context 10.5.2 Stakeholder Goals 10.5.3 Relationships References 11 Artificial Intelligence for Designing Games 11.1 Introduction 11.2 Games as a Multi-faceted Creative Domain 11.2.1 Visuals 11.2.2 Audio 11.2.3 Narrative 11.2.4 Levels 11.2.5 Rules 11.2.6 Gameplay 11.3 Orchestration 11.4 Procedural Content Generation in Games 11.5 Arti cial Intelligence and Game Design 11.5.1 Generating Content Through AI 11.5.2 Orchestrating Game Generation 11.5.3 Cases of AI-Based Game Design 11.6 Conclusions 11.6.1 Future Directions 11.6.2 Challenges 11.6.3 Parting Words References Part V Artistic Perspectives 12 Bees Select Flowers, Humans Select Images: New Designs for Open-Ended Interactive Evolutionary Computation Inspired by Pollination Ecology 12.1 An Introduction to the Open-Ended Interactive Evolution of Images 12.1.1 What Is IEC? 12.1.2 What Are the Limitations of IEC? 12.1.3 What Is the Goal of IEC? 12.2 Creativity in Art and Evolution 12.2.1 Defining Creativity 12.2.2 Transformational Creativity and Painting Styles 12.2.3 Is Painting Open-Ended, or Dead? 12.2.4 Exploratory Creativity in Painting 12.2.5 Combinational Creativity 12.3 Creativity, Biological Evolution and Pollination Ecology 12.3.1 Evolution Doesn't Prefer Novelty (But Produces It All the Same) 12.3.2 Humans Prefer Novelty (But IEC Software Struggles to Produce It) 12.4 Creativity and Open-Endedness of Syles in Digital Image-Making 12.4.1 Rendering Lines with Turtle LOGO 12.4.2 Rendering Re ections, Ray-Tracing 12.4.3 Rendering Complexity, Fractals 12.4.4 Image Synthesis Techniques as Visual Styles 12.5 Open-Ended IEC 12.5.1 Are Existing IEC Implementations Open-Ended? 12.5.2 A Fundamental Diffculty of Navigating the Space of Images and Styles 12.5.3 Learning from the Bees to See Beyond the Limitations of Existing IEC 12.5.4 Insect-Pollinated Flowering Plants Form Part of a Community 12.5.5 Bees learn 12.5.6 Bees remember 12.5.7 Bee decision-making 12.5.8 Bees search collectively 12.6 Conclusion References 13 Breaking the Black Box: Procedural Reading, Creation of Meaning, and Closure in Computational Artworks 13.1 Introduction 13.2 Computational Artworks 13.3 Subface-Surface Duality 13.4 Ergodicity 13.5 Open-Ended Works 13.6 Meaning 13.7 Closure 13.8 Closure in Computational Media 13.9 Procedural Reading 13.10 Development of a Theory of the System 13.11 Consequences of Procedural Reading 13.12 Procedural Reading and Aesthetic Pleasure 13.13 Intersubjectivity and Computational Art References 14 Organism-Machine Hybrids 14.1 Introduction: Designing with Nature 14.2 Creating with Nature 14.2.1 The Organism as Programmable Builder 14.2.2 Trivariate Co-Creation 14.3 Classification of Approaches 14.3.1 Nano-Scale Interventions 14.3.2 Bio-Scaffolds 14.3.3 Fabricated Host Materials 14.3.4 Tropisms 14.3.5 Robotic Augmentation 14.4 Case Study: Mycelium Experiments 14.4.1 Material Explorations 14.4.2 Design Tectonics 14.4.3 Computational Simulation 14.4.4 Results 14.5 Conclusions References
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