Finding aesthetic pleasure on the edge of chaos: A proposal for robotic creativity Ron Chrisley COGS Department of Informatics University of Sussex Quick Time™ and a TIFF (Uncompressed) dec ompressor are needed to s ee this pic ture. Workshop on Computational Models of Creativity in the Arts Goldsmiths College, May 16th-17th 2006 Background • Goal: Design a robot/environment system likely to exhibit creative behaviour: – Novel (at least for the robot) – Of (aesthetic) value (for humans, if possible) • Engineering approach: – No direct modelling of human creativity – But exploit what is known about creativity in humans (and animals?), when expedient – Allow for possibility that insights into the human case may accrue anyway • Manifesto only: No implementation yet – Set of "axioms" – Assume case of musical output for examples Underlying architecture Expected Sensations D-map Predicted State T-map Action Key: Full Inter-Connection Between Layers Of Units Recurrent Connection (Copy) Previous Predicted State (Context Units) Underlying architecture • CNM: – Recurrent neural network – Forward model of environment • Learns to anticipate/predict the sensory input it will receive if it performs a given action in a given context • In conjunction with motivators can enable the robot to select actions that carry an expectation of "pleasure" Main idea • Add new motivators, corresponding to two dimensions of creativity: – Value – Novelty • Axiom 1: If you make your robot pleasure-seeking, and make creativity pleasurable, you'll make your robot creative Value: Appreciation • Axiom 2: To be a good creator, it helps to be an appreciator – The CNM should evaluate the output of itself and others – That is, it should be able to feel pleasure upon experiencing outputs – Use this to guide its creative process (action selection) Value: Reality • Axiom 3: Let the robot experience output in the real world, as we do – Avoids the input bottleneck • Robot can learn all the time • Learns reality, not our edited version of it – Increases likelihood of consonance between what we value and what it values Value: In our image • Axiom 4: We won’t like what it likes unless it likes what we like – Built-in motivators should resemble ours – E.g., a preference for integer frequency ratios Value: Sociability • Axiom 5: An important motivator is the approval or attention of others – Indirect: Preference for human proximity/input – Direct: Buttons on robot that allow listeners to provide approval or disapproval feedback QuickTime™ and a TIFF (LZW) decompressor are needed to see this picture. From Saunders, 2001 Novelty: Complexity • Axiom 6: Sometimes it is better not to try pursue novelty directly, but something that is correlated with it – Prefer outputs on the subjective "edge of chaos": That almost, but not quite, elude understanding of that agent at that time – Pleasure of an output is a hump-shaped function of the effort required to predict it – Result: Sing-song and white noise are boring, but catchy tunes are not Novelty: Dynamics • Axiom 7: Let dynamics play a role in appreciation – Process is temporally sensitive in several ways: 1. Pleasure associated with "getting it" depends on how much time it took to get there Even if earlier portions are unpredictable (=> not pleasurable), work as a whole can be if it is coherent Since the system learns, what it finds challenging, but possible, to predict (= pleasurable) will change over time 2. 3. Novelty: Self-appreciation • Axiom 8: Patterns in one's own states can be the objects of appreciation – Will only be a path to novelty if agent has limited access to its own processes • Can only change internal states indirectly, by changing world • Uses model of its processes to predict its own behaviour, rather than using those very processes themselves Novelty: Embodiment • Axiom 9: The best way to make outputs in the real world is to be embodied in the real world – Avoids the output bottleneck • Robot doesn’t require intervention for it to generate and appreciate – Allows for serendipity, in the space between expected and actual outcomes – Imposes naturalness relation, making some transitions non-arbitrary (value) Implementation issues • Intended platform: – Two AIBO ERS-7s QuickTime™ and a TIFF (Uncompressed) decompressor are needed to see this picture. • Problem: – Disembodied sound generation • Solution: – Translate bodily movements into sound Thank you! Thanks to: • • • • • • • • Maggie Boden Rob Clowes Simon Colton Jon Rowe Rob Saunders Aaron Sloman Dustin Stokes Mitchell Whitelaw for helpful comments and discussions
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