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Computational Synthesis and Creative Systems
Penousal Machado
Juan Romero
Gary Greenfield Editors
Artificial
Intelligence
and the Arts
Computational Creativity, Artistic
Behavior, and Tools for Creatives
Computational Synthesis and Creative Systems
Series Editors
François Pachet, Paris, France
Pablo Gervás, Madrid, Spain
Andrea Passerini, Trento, Italy
Mirko Degli Esposti, Bologna, Italy
Creativity has become the motto of the modern world: everyone, every institution,
and every company is exhorted to create, to innovate, to think out of the box. This
calls for the design of a new class of technology, aimed at assisting humans in tasks
that are deemed creative.
Developing a machine capable of synthesizing completely novel instances from a
certain domain of interest is a formidable challenge for computer science, with
potentially ground-breaking applications in fields such as biotechnology, design,
and art. Creativity and originality are major requirements, as is the ability to interact
with humans in a virtuous loop of recommendation and feedback. The problem
calls for an interdisciplinary perspective, combining fields such as machine
learning, artificial intelligence, engineering, design, and experimental psychology.
Related questions and challenges include the design of systems that effectively
explore large instance spaces; evaluating automatic generation systems, notably in
creative domains; designing systems that foster creativity in humans; formalizing
(aspects of) the notions of creativity and originality; designing productive
collaboration scenarios between humans and machines for creative tasks; and
understanding the dynamics of creative collective systems.
This book series intends to publish monographs, textbooks and edited books with
a strong technical content, and focuses on approaches to computational synthesis
that contribute not only to specific problem areas, but more generally introduce new
problems, new data, or new well-defined challenges to computer science.
Artificial Intelligence
and the Arts
Computational Creativity, Artistic Behavior,
and Tools for Creatives
Editors
Penousal Machado Juan Romero
Department of Informatics Engineering Faculty of Computer Science
University of Coimbra University of A Coruña
Coimbra, Portugal A Coruña, Spain
Gary Greenfield
Department of Mathematics and Computer Science
University of Richmond
Richmond, VA, USA
This Springer imprint is published by the registered company Springer Nature Switzerland AG
The registered company address is: Gewerbestrasse 11, 6330 Cham, Switzerland
This book is dedicated to our parents for their unconditional
love, support and encouragement.
Preface
VII
VIII Preface
Acknowledgement. This book would have never been possible without the continu-
ous support and dedication of many.
We take this opportunity to thank the authors for their willingness to participate
in this project and for their contributions and patience. Likewise, we would also like
to thank the reviewers for their dedication, expertise and feedback, for assisting the
authors in further improving their chapters, and Iria Santos who provided invaluable
help in the proofreading and editing tasks. We also express our gratitude towards
Springer’s editorial staff, especially Ronan Nugent, for their encouragement and
support.
The research in this area of knowledge has been nurtured throughout the years
by a large and varied group of researchers that have become part of our family and
X Preface
enriched our lives. As such, we take this opportunity to thank and acknowledge the
work done by the evoMUSART, evo* and Computational Creativity communities
who created an environment that allowed this area to flourish.
A final word of thanks goes to our research groups and colleagues for being there
whenever we needed them.
References
Part II Music
XI
XII Contents
Part III 3D
XIII
XIV List of Contributors
Visual Arts
1
Artificial Life and Artificial Intelligence
Advances in the Visual Arts
Gary Greenfield
1.1 Introduction
In A Handbook on Evolutionary Art and Music [93], Matthew Lewis [65] provided a
comprehensive survey of evolutionary visual art and design that covered the years
1990-2007. Even though his principal focus was on the use of genetic algorithms in
the visual arts, his survey touched upon some aspects of artificial intelligence (AI)
by including commentary about the use of automated fitness functions in generative
art, and neural nets, in addition to artificial life (AL) techniques in generative art,
as well as the emergence of automated art critics, computational aesthetics and
computational creativity. Since 2007 many more articles, surveys and artworks have
continued to advance what one might call the “vanilla” generative art and genetic
algorithms visual arts tradition. The classification scheme Lewis developed serves as
a touchstone for surveying mainstream AI and AL themes that have come to the fore
since 2007. Further, the exhaustive list of references Lewis tabulated, provide the
time line necessary for documenting our survey of subsequent developments. More
precisely, Lewis’ references serve as our entry point for surveying AI and AL advances
in the visual arts involving swarm art, robotic art (both virtual and physical), neural
nets and deep learning, and creativity since 2007.
A few caveats. It is difficult to classify or categorize some of the works we will
discuss. Several could be included under multiple topics and it must be emphasized
that where we have placed them is therefore subjective. We also occasionally com-
mingle AI and AL thematic work without trying to distinguish between the two.
Moreover, in this survey we seldom include technical details or comments, referring
the reader to the references instead. We should also emphasize that this chapter
is devoted wholly to visual fine art, thus material devoted to games and gaming
appears elsewhere in this volume.
Jacob et al. [61, 67] have continued their exploration of swarm art using swarms in
three dimensions via their Swarmart system. Urbano [110] has experimented with
a two-dimensional time-based “firefly” system that yields video as artistic output.
McCormack [76] has employed agent-based swarms for his “niche constructions”.
Barrass [10] explored the artistic potential of swarms inspired by ant behavior but
using neural nets (see Figure 1.1). Video of his work is can be found online [11].
Barrass was very careful to distance himself from any notion that he was attempting
to simulate ant biology or ant behavior as evidenced by the following quote, which
explains why we have noted his work here rather than below:
I should note that the ant metaphor is only a starting point for the work,
and a convenient way to think about the agents in the system. I am not
making any serious comparison with the behaviour of living creatures [10,
p. 63]
As mentioned previously, Aupetit et al. [8] first introduced the term “ant paint-
ings” in conjunction with interactively evolving abstract images where virtual agents
treated color as a simulated pheromone. Greenfield [42] extended this method to
evolve similar abstract imagery using fitness functions. Urbano [107, 108] created
ant paintings where the environment exuded simulated scent that attracted ants
and where image coloring was determined by which ants reached the scent first.
1 Artificial Life and Artificial Intelligence Advances in the Visual Arts 5
Fig. 1.1: somant329-50. Still from a video by Tim Barrass. c Tim Barrass
2004
Semet et al. [101] appear to be the first to combine image processing techniques
with ant colony simulation methods to develop non-photorealistic rendering styles
by using swarms of virtual ants roaming over digital photographs to yield represen-
tational, as opposed to abstract, imagery.
There are several contributions by al-Rifaie et al. in this domain [1, 2, 3, 4, 5, 14]
although the titles of some of their papers don’t always reflect this. Following on
al-Rifaie et al. [1] and Bishop and al-Rifaie [14], the culmination is al-Rifaie et al.
[2] which invokes a multi-stage algorithm using a swarm to stylize line drawings by
6 Gary Greenfield
first having agents use stochastic diffusion search to locate salient lines and then
dispersive flies optimization to generate corresponding stylized lines.
Fernandes and his various co-authors [27, 28, 29, 30, 31, 32] have used ant colony
algorithms as a clustering technique for identifying and abstracting salient parts of
images. Some impressive results have come from unleashing his version of virtual
ants on digital reproductions of well-known paintings by Mondrian, Kandinsky, Miro
and Pollock (see Figure 1.3) to “abstract the abstract” [28].
Machado and Pereira [72] describe the non-photorealistic rendering system Pho-
togrowth, relying on a model where simulated ants roam over an image under the
control of a fitness function while depositing “paint” on a separate virtual canvas
(see Figure 1.4). Machado et al. [68, 70] later modified their system so that users
could design fitness functions to guide evolution. Martins and Machado have also
created a bot that is described in a web site [74] such that users can submit photos
using Instagram and have them returned as ant painting reproductions.
Putri and Mukundan [89] use a (particle) swarm for image analysis to help guide
stroke placement for non-photorealistic painterly rendering of an input image.
Ant-Behavior Art
Advances in ant painting techniques have also come about by considering ant behav-
iors that are not related to pheromones. Urbano [109] initiated this line of inquiry
by exploring artistic possibilities derived from the nest building behavior of T. al-
bipennis ants who build circular bivouac nests by gathering and depositing grains
of sand, an example of the principle of stigmergy. We include two artworks of this
type as described by Greenfield [52, 54]: Figure 1.5 highlights the basic technique
1 Artificial Life and Artificial Intelligence Advances in the Visual Arts 7
wherein multiple ant colonies search, find, return and deposit sand grains according
to the grain color they prefer, while Figure 1.6 uses the technique to reproduce as an
ant painting an historic computer programmed design from the 1960s by computer
art pioneer Manuel Quejido.
Greenfield [38] used a stylized model of the seed foraging behavior of P. barbatus
ants — a species that strikes out from the nest individually, but repeatedly, in
preferred directions to search, find and return with seeds — in order to make ant
paintings (see Figure 1.7).
Following a model by Jones for simulating the formation of the nutrient transport
networks of the slime mold Physarum that was implemented by using remote sensing
of virtual pheromones by virtual ants [62], Greenfield [37] adapted this method to
create abstracts that were overlays of the resulting patterns that are formed (see
Figure 1.8). It should be noted that although remote visual sensing by ants has been
reported in the literature, how widespread and to what extent it occurs is unknown.
Fig. 1.3: Abstract ant paintings derived from well-known paintings. c Carlos
Fernandes 2014
8 Gary Greenfield
1.3 Robotics
Lewis lists Moura and Ramos’ “nonhuman art” [87] under swarm art since, even
though these paintings were executed using a small number of physical robots,
“swarm art” was part of the title of their 2002 paper. Moura and Pereira clari-
fied this somewhat in 2004 [86] by referring to the paintings as “symbiotic art” and
including “man + robots” in their title. Lewis also cites Greenfield [50] for his vir-
tual robot simulation modeled after Khepera robots and includes a figure of one of
his evolved virtual robot paintings.
Under virtual robots, we wish to include agent-based artwork where the agents use
controllers to navigate in a simulated (usually two-dimensional) environment.
Greenfield has described further projects involving his Khepera inspired virtual
drawing robots including: using an algorithm to transcribe mouse DNA into con-
troller commands via look-up tables [44], evolving higher level language controller
programs [39] and modifying his virtual robot design so that it supported curvilinear
pen path motion while the robots traveled in a straight line [47].
The difficulty in deciding what is or isn’t a virtual robot painting comes into
sharp focus with the work of Chappell [17, 18], who posits a software agent with
multiple sensing mechanisms that responds to marks it has previously made. Green-
field [51] used a simplified version of Chappell’s agents to create labyrinths drawn by
a virtual robot executing a self-avoiding walk (see Figure 1.9). He also used multiple
instances of these simplified robots to evolve both “avoidance drawings” [40] where
robots avoid the paths of other robots but are allowed to recross their own paths
(see Figure 1.10) and “deflection drawings” where, in addition, the robots must
avoid physical obstacles strategically placed in their environment [43]. Another clas-
sification problem is presented by Greenfield [53] who, after modifying the agents
discussed in Section 1.2 that were modeled after T. Albipennis ants, caused them to
be re-conceptualized as “pick-up, carry and drop mobile automata” since the result-
ing grain collection patterns were no longer obtained by obeying a strike out radially
from the nest and then return behavior. This blurring of software swarms, automata,
and virtual robots has a long history reaching as far back as Turk’s “Turmites” [22]
and Annunziato’s Nagual experiments [6, 7].
A rare exception to virtual robots operating in a two-dimensional environment
is provided by Murray-Rust and von Jungenfeld [88] who describe Lichtsuchende,
Fig. 1.7: Stylized ant painting based on a P. barbatus seed foraging model.
c Gary Greenfield 2013
Stanley, along with his students and collaborators, has continued to develop projects
based on NEAT, most notably the interactive “PicBreeder” system [99, 100], as
well as additional projects using compositional pattern producing networks [103,
105]. NeuroEvolution of Augmenting Topologies (NEAT) is a genetic algorithm for
evolving artificial neural networks.
Mordvintsev et al. [85] convincingly demonstrate why “deep learning”, which refers
to the use of convolutional neural nets with many hidden layers, is useful in evo-
lutionary and generative art. As the time of this writing, this is the most active
12 Gary Greenfield
Fig. 1.8: Overlay pattern formed by swarms of remote sensing virtual ants.
c Gary Greenfield 2011
area of AI visual art. Evidence for this comes from the recent sale at Christie’s of
a painting titled “The Portrait of Edmund Belamy” executed by deep learning AI
software from the Paris based collective Obvious for US $432,500 even though the
original auction estimate had been US $7,000-10,000 (see Molina [84] or Flynn [33]).
1 Artificial Life and Artificial Intelligence Advances in the Visual Arts 13
The roots of the use of deep learning in the arts lie in image style transfer which
refers to the problem of trying to recolor an image so that it looks as though it was
done in the style of a well-known painter. For example, one might seek to recolorize a
landscape photograph so that it looks as though it might have been painted by, say,
14 Gary Greenfield
Fig. 1.12: Image style transfer examples by Gatys et al. c Leon Gatys 2016
Van Gogh. Gatys et al. [35, 36] have achieved convincing results using convolutional
neural nets (see Figure 1.12). Joshi et al. [63] describe its use in a production setting.
Generative adversarial nets (GANs) were first introduced by Goodfellow et al.
[58]. The idea is similar to examples found in evolutionary art such as the co-
evolutionary arms race designed by Greenfield featuring a competition between
“hosts” (digital images) and “parasites” (digital filters) [48] or the system of
Machado et al. [69] where an image generator process (a genetic programming algo-
rithm) competes against an image discriminator process (a neural net). With GANs
one neural net classifies images while a competing neural net tries to find data sets
that challenge the accuracy of the classifier. Using this scheme to find novel imagery,
Elgammal et al. [25] developed their “creative adversarial network” (CAN) system
for generative art (see Figure 1.13).
Not all of the most recent work being done has appeared in the research litera-
ture. For example, in an online article Vincent [114] describes the creative process
underlying a 2017 series of prints called “The Treachery of ImageNet” by Tom
White of the School of Design at Victoria University of Wellington. These prints use
as their starting point source imagery that machine learning algorithms misclassified
as everyday objects such as lawnmowers or electric fans (see Figure 1.14). Similarly,
Schwab [98] narrates the AI story behind Klingemann’s “Memories of Passerby I”
installation. Also relevant is a Google Arts and Culture app that allows users to
take a selfie and attempt to match it with a famous work of art. The Christie’s
auction establishes that there are various individuals and collectives using GANs
for art-making. McCormack et al. [81] provide a timely and erudite analysis of the
impact of GANs on computer art.
Fig. 1.13: Highly ranked aesthetic imagery from the generative adversarial
network (GAN) system of Elgammal et al. c Ahmed Elgammal 2017 — Art
& AI Lab, Rutgers University.
image data set they used the key features were wavelet and texture features, while
for the abstract image data set they used the key features were color-based features.
Campbell et al. [15] first used self-organizing maps to try and identify key features
in high quality images from a data set of evolved abstract images, and subsequently
Campbell et al. [16] used deep learning to examine its efficacy in classifying and
explaining the features of such high quality images.
Saleh et al. [94] use machine learning with a dataset containing a total of 1710
images of art works by 66 artists to analyze similarity between artists and influence
among artists. Elgammal and Saleh [26] use machine learning and a dataset with
over 62,000 paintings and sculptures to assess creativity in artworks.
Verkoelen et al. [112] take a first step towards developing a “robot curator” by
using deep neural networks — restricted Boltzmann machines — to analyze semi-
structured series of artworks in order to understand the relationship between works
and series, uncover underlying features and dimensions, and generate new images.
coined the term “critics” for software agents that have this as all or part of their
goal. In Lewis’ (first chapter) conclusion section he refers readers to McCormack’s
last chapter [77] which provides a speculative essay on creativity that sets the tone
for future research about this topic.
Consistent with the Romero et al. [92] sense of what a “critic” should be, Soderland
and Blair [106] view their adversarial neural net as a critic and Vickers et al. [113]
assert their HERCL programs whose inputs are generative art software outputs are
critics.
McCormack et al. [80] address questions about aesthetics when adapting their
open problems approach to evolutionary music and art to an open problems approach
to generative computer art. Greenfield [46] examined the tangled and disparate use of
terms such as simulated aesthetics, artificial aesthetics and computational aesthetics
by tracing their history in his attempt to isolate “computational aesthetics” as the
practice of developing software agents to make aesthetic judgments. This has not
proved tenable as the annual Computational Aesthetics (CAe) conference which
subsequently morphed into the annual Expressive symposium is primarily devoted to
non-photorealistic rendering for graphics and animation not the practice of aesthetic
judgments from software.
1 Artificial Life and Artificial Intelligence Advances in the Visual Arts 17
A 2009 editorial by Colton et al. [21] explains that “computational creativity is the
study of building software that exhibits behavior that would be deemed creative
in humans”. And in that vein, as early as 2007 one finds a paper of Ritchie [91]
addressing criteria for attributing creativity to a computer program. There is now
an annual International Conference on Computational Creativity (ICCC) run by
the Association for Computational Creativity (http://computationalcreativity.
net/home/) as well as a new Springer series titled Computational Synthesis and
Creative Systems (https://www.springer.com/series/15219) whose first volume
edited by Veale and Cardoso [111] is “intended to be a canonical text for this new
discipline”. The book Computers and Creativity edited by McCormack and d’Inverno
[82] includes six chapters under the heading “theory”. Contributions range from
Galanter [34] addressing creativity from a computational aesthetics standpoint (see
also Greenfield [41]) to Schmidhuber [97] proposing a full-fledged formal model for
creativity.
Machado and Cardoso [73] propose a theory for “constructed artists”, i.e., com-
puter programs capable of creating artworks with little or no human intervention.
The essential characteristic of constructed artists is the capacity to make aesthetic
judgments. The historical antecedent is Cohen’s AARON [75]. The most prominent
effort to construct a full-fledged autonomous gallery artist in software currently
Colton’s The Painting Fool [20].
Although it has “artificial creativity” in its title, Saunders and Gero [95] investigate
a software model for a society of agents situated in a cultural environment such
that agents interact with other agents to exchange artefacts and evaluations. They
test their framework by giving each agent access to a Sim’s like evolutionary art
system. Similarly, Greenfield and Machado [56] attempt to simulate an artificial
society populated by artists who produce ant paintings and critics who produce
rankings in a back and forth exchange.
It is difficult to know how to categorize AL artwork inspired by societies in the
form of ecosystems (see Dorin [23]). On the one hand, we listed the installation
described by Murray-Rust and von Jungenfeld [88] under virtual robotics because
the authors referred to their agents as robots. On the other hand, we listed the virtual
software agent niche construction project by McCormack [76] which has “ecosystem”
in its title under swarm art since it seems to pay homage to Annuziato [6] whose
work has traditionally been regarded that way. Lying somewhere in between, for
example, is Dorin [24] who describes an installation inspired by epidemiology that
is much more faithful to biological principles and where the “society” has limited
mobility but rich agent-agent interaction.
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