Evidence of the Transmutation of Creative Elements Using a Computational Creativity Approach

Azlan Iqbal
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Abstract

Computational creativity is a relatively new subfield of artificial intelligence (AI). In short, it focuses on the ability of computers to generate objects that most humans with sufficient domain knowledge would consider having creative value, e.g., music, art, puzzles. In this article, the author presents rare evidence of the transmutation of creative elements or properties from one domain to another using a computational creativity approach, i.e., the Digital Synaptic Neural Substrate (DSNS). Specifically, in the domain of chess problem composition. This evidence suggests that creative elements, typically in the form of fragmented information or data, can indeed be transferred between domains. For instance, by drawing upon the characteristics of seemingly unrelated images (e.g., paintings, photographs) and sequences taken from chess games, valid chess problems or puzzles can be automatically generated. It is generally difficult to fully trace this kind of transmutation and simultaneously rule out algorithmic repetition or chance. However, there was at least one distinct example that left little room for contention. The author presents arguments for this "creative transmutation," additional supportive examples that were discovered, and likely directions for future work.
使用计算创造力方法的创造性元素嬗变的证据
计算创造力是人工智能(AI)的一个相对较新的分支领域。简而言之,它关注的是计算机生成大多数具有足够领域知识的人认为具有创造性价值的对象的能力,例如音乐、艺术、谜题。在这篇文章中,作者提出了利用计算创造力方法,即数字突触神经基质(DSNS),从一个领域到另一个领域的创造性元素或属性嬗变的罕见证据。具体来说,在国际象棋问题组成领域。这一证据表明,创造性元素,通常以碎片化的信息或数据的形式,确实可以在不同的领域之间转移。例如,通过绘制看似不相关的图像(如绘画、照片)的特征和取自象棋游戏的序列,可以自动生成有效的象棋问题或谜题。通常很难完全跟踪这种嬗变,同时排除算法重复或机会。然而,至少有一个明显的例子几乎没有留下争论的余地。作者提出了这种“创造性转化”的论据,发现了额外的支持性例子,以及未来工作的可能方向。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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