16.0HCMay 11, 2022
Explainable Computational CreativityMaria Teresa Llano, Mark d'Inverno, Matthew Yee-King et al.
Human collaboration with systems within the Computational Creativity (CC) field is often restricted to shallow interactions, where the creative processes, of systems and humans alike, are carried out in isolation, without any (or little) intervention from the user, and without any discussion about how the unfolding decisions are taking place. Fruitful co-creation requires a sustained ongoing interaction that can include discussions of ideas, comparisons to previous/other works, incremental improvements and revisions, etc. For these interactions, communication is an intrinsic factor. This means giving a voice to CC systems and enabling two-way communication channels between them and their users so that they can: explain their processes and decisions, support their ideas so that these are given serious consideration by their creative collaborators, and learn from these discussions to further improve their creative processes. For this, we propose a set of design principles for CC systems that aim at supporting greater co-creation and collaboration with their human collaborators.
11.3LGJul 12, 2021
Active Divergence with Generative Deep Learning -- A Survey and TaxonomyTerence Broad, Sebastian Berns, Simon Colton et al.
Generative deep learning systems offer powerful tools for artefact generation, given their ability to model distributions of data and generate high-fidelity results. In the context of computational creativity, however, a major shortcoming is that they are unable to explicitly diverge from the training data in creative ways and are limited to fitting the target data distribution. To address these limitations, there have been a growing number of approaches for optimising, hacking and rewriting these models in order to actively diverge from the training data. We present a taxonomy and comprehensive survey of the state of the art of active divergence techniques, highlighting the potential for computational creativity researchers to advance these methods and use deep generative models in truly creative systems.
Expressivity of Parameterized and Data-driven Representations in Quality Diversity SearchAlexander Hagg, Sebastian Berns, Alexander Asteroth et al.
We consider multi-solution optimization and generative models for the generation of diverse artifacts and the discovery of novel solutions. In cases where the domain's factors of variation are unknown or too complex to encode manually, generative models can provide a learned latent space to approximate these factors. When used as a search space, however, the range and diversity of possible outputs are limited to the expressivity and generative capabilities of the learned model. We compare the output diversity of a quality diversity evolutionary search performed in two different search spaces: 1) a predefined parameterized space and 2) the latent space of a variational autoencoder model. We find that the search on an explicit parametric encoding creates more diverse artifact sets than searching the latent space. A learned model is better at interpolating between known data points than at extrapolating or expanding towards unseen examples. We recommend using a generative model's latent space primarily to measure similarity between artifacts rather than for search and generation. Whenever a parametric encoding is obtainable, it should be preferred over a learned representation as it produces a higher diversity of solutions.
4.4AIMar 4, 2018
Exploring Novel Game Spaces with Fluidic GamesSwen E. Gaudl, Mark J. Nelson, Simon Colton et al.
With the growing integration of smartphones into our daily lives, and their increased ease of use, mobile games have become highly popular across all demographics. People listen to music, play games or read the news while in transit or bridging gap times. While mobile gaming is gaining popularity, mobile expression of creativity is still in its early stages. We present here a new type of mobile app -- fluidic games -- and illustrate our iterative approach to their design. This new type of app seamlessly integrates exploration of the design space into the actual user experience of playing the game, and aims to enrich the user experience. To better illustrate the game domain and our approach, we discuss one specific fluidic game, which is available as a commercial product. We also briefly discuss open challenges such as player support and how generative techniques can aid the exploration of the game space further.