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Computers and Creativity - Part 8
Wrap Up

by Richard P. Ten Dyke

We can now summarize some conclusions from our shared experiences.

In Part 1, we optimized a ballistic missile to achieve a given range for a minimum lift off weight. This was a straight forward optimization made possible by the existence of a computer program which could evaluate each proposed design.

In Part 2, randomness helped to find magic squares of any size. We used a swapping technique to modify each proposed square until we found one that met our criteria of having each row, column, and diagonal add to the same total. We also had to “shake things up” from time to time, as we would get trapped in some path that would not lead directly to an acceptable solution.

In Part 3, in the Black Box problem, we found that learning was possible, but also that overlearning could lead to a loss of randomness and then a loss of creativity as a result.

In Part 4, we played poker on the computer, and used an evolutionary approach to find the best strategies. In a surprising result, we observed a “strategy bifurcation” where two distinctly different strategies emerged, both able to survive in the same environment.

In Part 5, using the classic “Traveling Salesman Problem,” we learned that the human has unique capabilities to process visual information. We can process image data as images, without converting them into digital form, and use these capabilities to create and evaluate ideas. It is called imagination.

In Part 6, Neural Networks, a statistical optimization technique, looks for patterns in data. It has been used successfully to create models of human judgment, in cases where the problems can be stated in some digital form. In one case, this meant using Fourier Transforms to digitize sound.

In Part 7, we considered Genetic Algorithms and Evolutionary Computing, which are still in early stages of development.
So here we are. What have our toy problems told us? Remember, we are trying to answer the question: “can computers be creative?”

The answer is, within limits, yes. The computer is effective in searching through millions, billions or more of possible potential solutions to problems if they can be stated in digital form. The model that the computer uses looks more like evolution than does the use of human imagination.

The common denominator in everything that we tried revolved around using some method of evaluation. Here is where the computer’s capability is most critical. The need for evaluation goes beyond just deciding whether something is good or bad. It is critical to know when something is better. The creative process follows a path; new ideas derive from old ones. But the connection from something to something better does not need to be, nor should it be smooth or continuous. It is necessary, at some point, to know, or to guess, when we have gone as far as one direction will take us, and make a leap to a new one.
So, it is vital to have some means by which we can determine, with some probability, that changes are moving us in a better direction. We do not say “the right direction” because there may not be one, but some directions may lead to better results, and we need to be able to measure that. Nor is there always a best solution, just as there no perfect plant or animal in the kingdom of life.

In the biological world, better is measured by survival and reproduction. The political world is similar. In the world of worldly goods, better is often measured by the buyers in the market place. In engineering, as in the design of a ballistic missile, an airplane wing or an electrical circuit, we can use the laws of physics for our evaluation model. In situations calling for a creative strategy, it may be possible to create games that do a good job of replicating a real world situation.
In biochemistry, the idea of creating a model of the protein folding process, and then creating a model of that molecule after it has folded, is daunting both in its scope and in its implications.

Art, literature, and music, are evaluated by survival in the world of viewers, readers, listeners, (and also buyers). The computer does not make aesthetic judgments—that is, we have found no instances where that is the case. If we could really model the human mind, we could create aesthetics, such as, music or art or literature that would be considered good, or beautiful. But we can’t. We are limited to finding rules that seem to have worked for things that we have already heard, or seen and make evaluations based on the rules. Today, the creative power of the computer is limited to those situations where evaluations can be measured. That is a serious limitation, but not a destroying one.

So we can draw a somewhat fuzzy line that defines the limits of the computer’s creative capabilities. Its powers are limited to areas where results can be measured. It is not true, or at least not a fair statement, to say that creativity is something which a computer can not do. It is fair to say that the computer has some powers of creativity not possessed by the human, and the human has powers that are different and not possessed by the computer. Imagination is a very powerful creative force, but it is not the only one. Perhaps a more important force is selection.

An interesting question that remains is whether a computer will be designed or invented that can process images as images. It would scan, store, evaluate and create images based on image content, not digitized. Now there is a problem that requires creativity, doesn’t it?


Richard Ten Dyke, a member of the Danbury Area Computer Society, has previously contributed to this newsletter on the topic of Digital Photography. He is retired from IBM and can be reached at tendyke@bedfordny.com. All opinions are his own, and he welcomes comments.

© 2005 Richard P. Ten Dyke

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