creative systems as dynamical systems

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Creative Systems as Dynamical Systems Alessandro Valitutti University College Dublin ICCBR15 28 September 2015

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Creative Systems

as Dynamical Systems Alessandro  Valitutti  

University  College  Dublin  

ICCBR-­‐15  

28  September  2015  

Rationale

•  A  conceptual  space  of  a  creative  system  can  be  decomposed  in  several  regions  called  “basins  of  attractions”,  each  associated  to  a  specific  type  of  artefacts.  

•  “Classic”  CBR  is  “conservative”,  i.e.  generates  solutions  included  in  the  basin  of  attraction  containing  the  past  examples.  

• We  propose  two  forms  of  similarity  between  artefacts,  according  to  typicality  (t-­‐similarity)  and  value  (v-­‐similarity).  Their  combined  use  allows  CBR  to  reach  different  basins  of  attractions  and  makes  it  more  creative.  

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Outline

1.  Creative  Systems  

2.  The  Fractal  Tree  

3.  Analogies  

4.  Key  Ideas  

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Creative Systems

(Wiggins  2006):  

•  The  conceptual  space  is  a  set  of  artefacts  (in  Boden’s  terms,  concepts)  which  are  in  some  quasi-­‐syntactic  sense  deemed  to  be  acceptable  as  examples  of  whatever  is  being  created.  Implicitly,  the  conceptual  space  may  include  partially  defined  artefacts  too.  

•  Exploratory  creativity  is  the  process  of  exploring  a  given  conceptual  space    

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Creative Systems (Wiggins  2006):  

A  creative  system  is  represented  by  the  following  symbols:  

•  L  is  a  language  in  which  to  express  concepts  (artefacts)  and  rules

•  U  is  the  (abstract)  set  of  all  possible  partial  and  complete  artefacts  describable  in  the  creative  system  being  modelled  

•  T  is  a  set  of  rules  which  [...]  describe  the  behaviour  of  a  creative  agent  as  it  traverses  the  conceptual  space  from  known  artefacts  to  unknown  ones  [...]  and  possibly  back  again  

•  R  is  a  set  of  rules,  expressed  using  the  language  L,  which  select  an  “acceptable”  or  “relevant”  subset  of  U  which  corresponds  with  Boden’s1  conceptual  space    

•  ℇ is  a  set  of  rules  by  which  value  is  attributed  to  a  created  artefact    

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Creative Systems

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(Ritchie  2007):  

•  set  of  basic  items  B  =  data  types  (e.g.  string  of  words,  arrays  of  pixels)  characterising  the  artefacts  produced  by  the  program  

•  set  of  results  R  =  set  of  artefacts  produced  by  the  program  with  a  specific  set  of  setting  parameters  

•  inspiring  set  I:  The  construction  of  the  program  is  influenced  (either  explicitly  or  implicitly)  by  some  subset  of  the  available  basic  items.  This  subset,  which  we  will  call  the  inspiring  set,  could  be  all  the  relevant  artefacts  known  to  the  program  designer,  or  items  which  the  program  is  designed  to  replicate,  or  a  knowledge  base  of  known  examples  which  drives  the  computation  within  the  program.    

Creative Systems

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(Ritchie  2007):  

•  typ(X)  =  value  of  typicality  associated  to  the  artefact  X  

•  val(X)  =  value  of  quality  associated  to  X  •  Tα,β(X)  =  {x  ∈  X  |  α  ≤  typ(X)  ≤  β}  

•  Vα,β(X)  =  {x  ∈  X  |  α  ≤  val(X)  ≤  β}  

B

Set  of  basic  items  

B

I  

Inspiring  set  

B

I  

Set  of  results  

R

B

I  R

Typical  artefacts  Tα,1(R)  =  {x  ∈  R  |  α  ≤  typ(X)  ≤  1}  

Tα,1(R)  

B

I  R

Valuable  artefacts  Vγ,1(R)  =  {x  ∈  R  |  γ  ≤  val(X)  ≤  1}  

Vγ,1(R)  

The Fractal Tree

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The  Fractal  Tree  

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Observations  

•  Shape  types:  polygon,  snow  flake,  vegetable  

•  Shape  dimensions:  curvature,  aperture,  symmetry  

• Optimal  configurations  

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Main Analogies

Creative  System  

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Problem  Solver  

Dynamical  System  

Creative System as Dynamical System

What  is  a  path  in  the  “square  of  fractal  trees”?  

1.  A  search  in  the  conceptual  space  of  a  creative  system  

2.  A  trajectory  in  the  phase  space  of  a  dynamical  system  

An  attractor  is  a  set  of  states  (i.e.,  elements  of  the  state  space  of  a  dynamical  system)  towards  which  a  set  of  dynamical  paths  tend  to  evolve.  

The  set  of  dynamical  paths  pointing  to  the  attractor  is  called  basin  of  attraction.  

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Basin Jumping and Creativity

•  The  conceptual  space  can  be  decomposed  in  basins  of  attraction.    

•  Starting  from  a  set  of  past  examples  (inspiration  set),  a  creative  system  can  reach    from  which  a  specific  basin  of  attraction  can  be  explored.  

•  “Classic  CBR”  allows  a  creative  system  to  explore  the  basin  of  attraction  containing  the  set  of  past  examples  (assumed  to  be  the  inspiration  set)  

•  “Creative  CBR”  should  allows  a  creative  system  to  reach  basin  of  attractions  not  containing  the  past  examples  

•  In  summary,  if  we  assume  the  creativity  as  a  search  in  the  conceptual  space,  a  higher  degree  of  creativity  is  associated  to  the  search  of  new  basins  of  attraction  (basin  jumping).    

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Double Similarity •  CBR  is  based  on  the  capability  to  recognize  a  new  case  as  

similar  to  one  of  the  past  cases  

•  Creative  CBR  should  employ  two  forms  of  similarity:  •  T-­‐Similarity:  degree  to  which  two  artefacts  are  recognised  as  

belonging  to  the  same  type  •  V-­‐Similarity:  degree  to  which  the  value  of  two  artefacts  is  

recognised  as  similar  

•  T-­‐similarity  allows  the  system  to  explore  the  current  basin  of  attraction  

•  V-­‐similarity  allows  the  system  to  reach  different  basins  of  attraction  

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Types of Attraction Basins

•  Types  of  artefacts  

•  Creative  Ideation:  different  renderings  of  the  same  idea  

•  Components  of  an  artefact  (e.g.  lexical  component  of  a  text)  

• Different  styles  or  patterns  

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Summary of Key Ideas

• Analogies  •  problem  solving:  state/search  space  •  generative  system:  space  of  configuration  •  creative  system:  conceptual  space  •  dynamical  system:  phase  space  •  CBR:  past  examples,  inspiring  set  and  basin  of  

attraction  

•  Multiplicity  of  attraction  basins  

• Double  similarity  and  basin  jumping  

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Future Work

•  Exploiting  creative  systems  complexity  (Typ  vs.  Val,  truth  inference  vs.  valence  inference)  

• Application  to  fictional  ideation:  different  renderings  of  the  same  idea  

• Application  to  linguistic  creativity:  parametrisation  and  connection  of  different  patterns  

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References

•  G.  Wiggins  (2006).  Searching  for  Computational  Creativity.  New  Generation  Computing,  24(3).  

•  G.  Ritchie  (2007).  Some  Empirical  Criteria  for  Attributing  Creativity  to  a  Computer  Program.  Minds  and  Machines,  17(1).  

•  R.  Gibbs  (2012).  Metaphors,  snowflakes,  and  termite  nests.  How  nature  creates  such  beautiful  things.  Chapter  published  in:  Metaphor  in  Use:  Context,  culture,  and  communication.    Amsterdam:  John  Benjamins.  

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