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Computational Art

What value has the use of a computer for the

visual arts and music? The ultimate answer to this question must come from those practicing the arts. For each form of art the answer might be different. Although I feel inclined to state my opinion right away, based upon my experience with electronic music, I would rather tackle this query by taking a step back, reflecting on the possible uses of the ~om­puter in the arts.

Evidently, in many branches of scientific endeavor the u~e of the computer has known significant growth. Can a simi­lar growth be expected for the use of computers in the arts? At first sight there are many differences between the use of the computer in science and the use of the computer in art. Art or artistic experiments are not as likely to be put into numbers as, for instance, the experiments of the exact sciences. 'Moreover, whereas the goal or specification of the problem is usually clear in a scientific enterprise, one might not always be able to state a goal or criterion that must be met for an artistic enterprise.

I will not consider all possible uses of the computer in science, but will concentrate on a specific branch of Com­puter Science: Artificial Intelligence. Artificial Intelligence is relevant to our question since it is concerned with model­ling and implementing functions that are thought to be in­telligent. With this preference I state my first presuppo­sition: artistic behavior is intelligent behavior. Although some of the results of Artificial Intelligence are controver­sial, this discipline of science has known some generally rec­ognized successes, for instance in the field of computer chess.

Artificial Intelligence differs from other branches of Computer Science in that it is expressly concerned with 'symbolic computing'. This is exemplified in the research dealing with automated reasoning or computational logic, which involves investigating to what extent and how proof procedures can be effectively mechanized. The example of computational logic is of interest since, although it never at­tained its goal of providing procedures for discovering theorems, it has resulted in effective proof-verification pro­grams and logic-based programming languages. Another

well-known and significant application of automated rea­

soning techniques can be found in expert systems, which are increasingly becoming of interest in real-life situations.

Returning to our question, ''What value has the use of the computer in the visual arts and music?", I note that there are several ways to phrase thisquestion. For instance, it can be understood as ''What possible uses does the computer have in the arts?" But an inventory is not what I am primarily interested in. Rather, I would like to take it as querying the possibility of computational art, stressing the analogy with

A. Eliens, Centre for Mathematics and Computer Science, P.O. Box 40i9, 1009 AB Amsterdam, The Netherlands

Received 19 April 1988.

@19881SAST

Pergamon Press plc. Printed in Great Britain. 0024-094X/88 $3.00+0.0G

...

ABSTRACT

A. Eliiins

The author conducts a simple

thought experiment investigating the existence and scope of 'compu­tational art': the utilization of the computer in the visual arts and music. In the experiment he sets the task of constructing an artifact that is capable of producing works of art. Since it appears that the arti­fact needs at least the capability of imagination, he queries the nature of images and imagery and argues that imagination is strongly inten­tional. Next he introduces the con­cept of notational systems, since they seem to govern the artistic ac­tivity of (not exclusively) machines. Confronted with the question of whether we are able to develop a computational analogue for taste, he finds that notational systems prove to be necessary for mediat­ing the method of production of an artwork and the appraisal of its artis­tic value. Furthermore, the author shows that there are certain epistemological limits to the creativ­ity of an imaginative device. Al­though the outcome of this hypothe­tical construction task clearly denies the possibility of an autono­mously creative artifact, there seems to be no reason to worry about the opportunities for computa­tional art: the computer appears to be a unique tool in exploring the possibilities of artistic production, guided by artists.

computational logic: to what ex­tent can artistic behavior be auto­mated? Answering this question in its full depth is almost impossible. Therefore, I have chosen to follow a very particular method--constructing a creative artifact, a machine that is auton­omously capable of producing art. This hypothetical engineer­ing task is not of a practical na­ture, though. I will not deal with the pragmatics of constructing an artistic device, but rather with the philosophical issues in­volved: those concerning imagi­nation and taste. In other words, this thought experiment will function as a vehicle for devel­oping the argument concerning the possibility and scope of com­putational art: the approaches to the visual arts and music that in­volve thee use of a computer in some essential way.

The plan of this essay is as fol­

lows: I investigate the possibiiity of mechanizing the process of imagination by using techniques from Artificial Intelli­gence. Then I introduce notational systems as a means to formalize the production of art. I will here raise the ques­tion whether notational systems are appropriate for the visual arts. Finally, I will assess whether our device is crea­tive. To this end I will consider the possibility of imple­menting taste, since I regard the task of mechanizing crea­tivity to be dependent on the mechanization of taste.

No knowledge of Artificial Intelligence or the philosophy of art is presupposed, although it would certainly aid in appreciating the argument.

THE CONSTRUCTION OF AN IMAGINATIVE ARTIFACT

I have set the task of constructing an artifact that has the ability to imagine things, people or perhaps other artifacts and is also capable, as an artist, of producing images that can be appreciated by other people or artifacts. More specifi­cally, I ask the question "How do we program a computer to behave like an artist?"

The reason for choosing a computer for our engineering task instead of any other mechanical device is that the com­puter is a device with universal computational power. If art can be automated, then it can be automated by using a com­puter. The physical nature of the device we intend to pro­

LEONARDO, Ewc/ronic Art Suppi£mentallssue, pp. 21-25, 1988

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gram as an artist is not of interest. What is of importance, however, is the kind of function we are trying to im­plement: artistic behavior. It is obvious that a simple picture-processor is not what we are looking for.

Intentionality

The class of programs we are inter­ested in is, because of the nature of our problem, the class of programs that show 'intentionality'. Intentional be­havior in this context means goal­directed behavior; more specifically, behavior thaL is somehow driven by the goal to produce images. We must implement a behavioral [unction: a function that allows the machine to react to feedback and to enter into a dialogue about its images and repre­sentations [I].

ArtifiCial Intelligence has provided a computational model of human cog­nitive functioning. The strength of the model lies in the fact that it has enabled the development of a variety of intelligent programs, ranging from chess-playing programs to language­understanding systems. The working hypothesis underlying the model is that mental functioning can be mim­icked by symbolic computation. Sym­bolic computation must be under­stood as the manipulation of symbols. Regarding computation as symbol

manipulation has the advantage of separatinK the interpretation~ of the symbols from their representation~ It enables us to manipulate formally the representations according to some formal rules Wi'thout having to worry about the semantic content of the rep­resentations, provided that the rules are well chosen.

The success of the computational model of t~e human mind indicates that the image-the product of im­agining-need not resemble the inter­mediary representations which led to it. Imagery, for instance as occurring in dreams or delusions, is more likely to be the result of a chain of symbol manipulations [2]. To quote Cohen: ". . . representation of the visual world is certainly not exclusively in visual terms. . . . actually Jrepresentations] might better be regarded as tran­scripts. . ." [3].

Learning.

Assume that we are able to construct a machine that is capable of performing 'ordinary' intelligent functions such as perceiving and solving simple prob­lems. Moreover, we assume that the

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A. Eliiins, Computational Art

machine is equipped with the hard­ware to display images. The device we have in mind, however, must be able

not only to perform these functions, but ~lso to improve on its skills. To this end, the machine must be endowed ~th die capability to learn, whether from brute experience, from inten­tionally experimenting with its envi­ronmentor by being given the right eX3fllples.

Le.arning by Doing. The oldest ex­ample of a ma~hine th~t is able to form concepts of perceptual regulflrities is based on a 'constructive' vi~ of per­ception. Perception is regarded as a process of ana!ysis-by-synthesis. This view is of particular relevance" to our task because of the assumption of an image-generating process: the incom­ing information is matched with the generated information. By randomly varying the generated image, one can find the right concept without prior instruction [4]. Imagery, in this view, is simply constructive activity without any input to be matched. As an ex­planation of the adaptive power of the imagination, the notion of random­ness as an information-generating principle is somewhat unsatisfactory. Obviously, some mechanism is need­ed to attune the preference of the mechanism for finding regularities and structure.

Learning"by Discovery. AM, a pro­gram that discovers concepts of num­ber-theory; is an example of how

heuristics can guide the process of learning. Starting with some primitive built-in concepts, each concept that is discovered is evaluated in terms of its interestingness by means of heuristic rules. The measure of interestingness determines where the concept will be placed on the agenda for further ex­ploration. For example, the likeliness of discovering the concept prime is en­hanced by raising the interestingness of numbers having only two factors

[5]. At the time this program was developed, this 'induction' -principle meant a significant step forward in constructing learning programs. A possible objection to this approach, however, is that the range of discovery is limited by the built-in heuristics. The generalization of this approach, applying heuristics to improve on heuristics, has curcrently not been

achieved. Clearly, though, this use of heuristics demonstrates that it is pos­sible, in principle, to endow our device with the intention to learn and to im­prove on its imaginative skills.

Learning By Example. In reality, the intention to learn is not always suffi­cient. Significant advances, also among students of art, are often achieved by presenting the right ex­amples-in other words by teaching. Winston [6] describes a learning pro­gram that adapts its conceptual repre­sentation of a class of objects by re­acting to examples presented by its teacher. When presenting the object, the teacher tells whether the object is typical for the class of objects or how it deviates. The assumption here is that the program has the intention to learn a specific concept. The process of learning is governed by the presen­

~ tation of paradigmatic examples and

  counter-examples.

Motivation

The prospects for our hypothetical en­gineering task look good. We are able to build a machine that can form ab­stract percepwal categories, that can find interesting concepts, that can identify objects and, moreover, that is capable of consttUctire image-gener­ating activity. What is SIill lacking, however, is a motiv.nional or emo­tional component.

A motivational system can be com­putationally realized as an amplifica­tion mechanism of innare, built-in drives, such as the dIM fur seIf-preser­vation, a cognitire infunnation-seek­ing drive, etc.. ~~- MO£eO""'cr, we may grant the derice me pleasure of in­specting its inner life ~ 2llowing it to take its own s&ne 2IS a snnhol of itself [8]. Thus, we bare consnuaed an ar­tifact that is caprabIe of imagining in a nontrivial way- 11. does DOl. merely re­

produce stored ~ '::imigbi be an artist. Is it crearire. ~

NOTATIOXAL SYSTEMS

In the previous section ~ bare inves­tigated thej ~ of implement­ing imaginat:iwe behario£- To decide, however, wbether- ~ ...i:. succeed in constructing a c:lewice War is mJly cre­ative, we have ID G!le a closer look at the relationship beIJ';~ ihe percep­tual experience of;om ~ and the symbolic represencilloos War medi­ated its consuua:ioo­

Depiction ver:sus Description

The depictive qualin" of an image does not depend mereh- 011. lis congruence with visual reafuy bm: 2lso on the or­ganization of pmpenies om of which

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the image emerges. This is even more obvious when nothing is represented in the referential sense. From this point of view, resemblance to visual re­ality can be best understood as the sim­ilarity between the experience of per­ceiving the image of the object and the experience of perceiving the object itself.

We might model the experience of an image mechanically by taking the exploratory activity as a description of the experience of an image. For in­stance, the visual exploration of an image can be expressed in terms of transition probabilities between the elements ofthe matrix of pixels.

Assuming the validity of this ap­proach, does there exist a dual meth­od of image synthesis? Can an artifact, having the experience of an image, infer its construction rules? As a his­torical note, Paul Klee made what he called 'Rezeptiv-Bildem' (reception

images) using his visual scanning as a construction principle.

Production Methods

To avoid the referential problem, let us take music as an example. Accord­ing to Sartre, in hearing a melody we practice an 'imaginative reduction' and make an 'ideal' object of the music by de-temporalizing it to its the­matic configuration [9]. The other side of this process of imaginative re­duction clearly is the process of com­position. Related to the processes of experience and production, the role of notation in music is that of an inter­mediary: it allows one to identify a piece of music as a conceptual entity, apart from its history of production.

Music is the prime example of an art with a notation. From the point of view of music history, a score allows one to make a distinction between the constitutive properties or conceptual structure of the work and its acciden­tal, contingent properties that differ from interpretation to interpretation. From the perspective of composi­tional practice, systems of notation provide a method of production.

Although I shall not attempt to give a precise formal account of notational systems, following Goodman [10] I will try to delineate what I understand by notational systems in a sufficiently precise way. A notational system con­sists of a symbol scheme and an interpretation that defines the exten­sion of the symbols and their combina­tions. The notion of extension can be explained simply as follows: if a score

contains an F-sharp, then the intend­ed meaning is that an F-sharp will be played on the appropriate instrument. However, not all systems of symbols are notational. A notational system must adhere to certain restrictions. It must be unambiguous, in that one sym­

bol does not denote several things at a

time. It may, however, be redundant, in that one particular event is denoted by several distinct symbols. On a syn­tactic level and in a mathematical

sense the system must be discrete. A

nondiscrete or dense system allowing arbitrarily small differences between its symbols will lead to confusion. In summarizing, a notational system can be characterized as a system that is definite about its intended interpreta­tion by being unambiguous and suffi­ciently differentiated. This does not exclude all freedom of interpretation, though, since for instance an instru­mentalist may further differentiate be­tween the indications given in a score. The early history of electronic music, as made in the analog studios, shows how the pursuit of exact control and density of sound led to an abolishment of notation as a vehicle for composi­tion. In a sense, software sound synthe­sis reintroduced notation, although in a non-standard way, in the form of computer programs and input. Obvi­ously, programs share with scores the property of being definite and discrete and hence repeatable. But one must note a shift in meaning here from a product-oriented to a more process­oriented interpretation of notation. In effect, if computer music is to be taken seriously, it is partly for overthrowing

the monopoly of standard musical notation through the introduction of non-standard notation in the form of programs [11].

The Role of Notation in the Visual Arts

In the history of the visual arts there is no parallel to the development and use of notation in music. A sketch cannot be taken as the analogue of a score, since, in particular for non-rep­resentational paintings, none of the pictorial properties can be dismissed as irrelevant. Obviously, there is a problem of density; although we might digitize the image, we still have no con­ceptual abstraction of it. However, if we take a process-oriented view, we might be able to specify the method of production of the visual image in a sufficiently abstract way and thus cre­

ate the opportunity for developing a notational system [12].

To find a notational system for the visual arts we must above all concep­tualize the way an image is produced. In this respect, computational art forms a natural extension of the de­velopment of art in this century. Kan­dinsky, for instance, searched for a 'notation for painting', with which he could compose the score for an image-"correlating colors with musi­cal sensations to depict the inner space of subjectivity". Cubism provides another example, as it achieved a cer­tain independence between the 'rep­resentational' and the 'presenta­tional' aspects of painting. Somewhat

-Over-generalizing, one can say that re­flecting on the method of production has given a constructivist turn to mod­em painting, thus preparing the way for computational art [13].

Any notational system for the visual arts unavoidably will have a strongly process- or action-oriented flavor. The use of the computer actually creates the opportunity for employing such systems in a definite and repeatable way. A notational system for the visual arts is a promise that only the com­puter has in store.

THE ALGORITHMIC GENIUS

An art-producing artifact must have aesthetic sensibility. If the device we envisage is going to count as a genius, it must have taste. The concept of no­tational systems allows us to describe the productive activity as the manipu­lation of the symbols of a formal sys­tem. To establish if what it produces satisfies its intentions, the device must have the capability of judgement.

The Notion of Artificial Taste

Gips and Stiny [14] have provided a computa!i°nal solution to the prob­lem of artificial taste. They propose taking as the measurement of the aes­thetic value of an image the ratio of

. visual complexity to specificational sim­plicity. Aesthetic rating will be high with this method if a maximum of evocative effect is produced by as effi­cient means as possible. They obtain these measures by matching the image with the results of a generative system consisting of a number of primitive shapes and rules for composing more complex shapes out of those previ­ously generated. .Some refinements

A. Eliens, Computational Art

23


 

they built in include selection rules to determine what shapes are chosen and painting rules to govern the con­struction of compound shapes and the means to control the variability among the shapes that constitute the image. By selecting suitable shapes and apply­ing the appropriate rules, one can generate an image that is sufficiently

similar to the original image. As a measure of specificational simplicity we can then use, for instance, the num­

, ber of rul~s used to derive the image.

The scheme proposed by Gips and Stiny °relates the' appearance of an image to the constructive intentional­ity from which it originated. Can this scheme be applied in practice? There is clearly a trade-off here between generality and feasibility. To put it differently, one can allow a very large range of possible images, but then the search space will likely be too large for all possibilities to be generated and

tested. In addition, there may be a

more fundamental defect to the solu­tion proposed by Gips and Stiny. Their working hypothesis is, in effect, that

( one can identifY basic elements, rules of construction and organizational principles governing the selection of rules and elements that uniquely de­termine the appearance of an image. However, I must note that the priqci­pal difficulty'for developing a notation for the visual arts-density-may also preclude the mechanization of aes­thetic sensibility: almost impercep­tible changes in the basic elements might effect a completely different configuration.

Can the Machine Be Creative?

We can without doubt make our ma­chine creative in the sense of its being able to produce novelty. In the theory of creativity, the creative process is

often conceived of as consisting of a

stage of incubation in which, so to speak, the ingredients~of the work of art are being pre;>ared, and a stage of illumination, in which the final con­cept is formed. The recognition oC'a new idea as valid can be explained psy­chologically by assuming that the idea has some excitatory value for the 'pre­pared mind' [15].

In order to implement creativity we must further restrict the generative system developed to give a computa­tional description of taste such that at each step the choice that is made con­tributes to the novelty and 'interest­ingness' of the final product. Novelty as such is easily obtained by randomiz­

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A. Eliiins, Computational Art

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ing the choice. However, the use of stochastic processes, as for instance in serial music, is not very valuable unless the parameters over which they are varied are given a definite meaning and unleOSsAhe range of variation is

,delimited in an appropriate way [16]. So we must insist that the novelty that is produced satisfies our criteria of in­terestingness and validity.

Since we have assumed that the im­agination underlies' any artistic activ­ity, it seems necessary to reconsider this notion more carefully. In philo­

sophical terms, \ imagination is a spe­

cies oCthought that, is attuned to what is intrinsically meaningful [17]. Com­putational models that" reduce this activity of thought to "~ere represen­tational activity in the absence ()f input" [18] clearly lack the valuational aspect of the process of imagining.

To incorporate this valuational as­pect I propose installing some ,rules for assessing the interestingness of the image or idea. But this solution has sO-me intrinsic limitations. A problem arises similar to that guiding the discovery of mathematical concepts: sooner or later the built-in heuristics

for assessing the interestingness of an

idea are not able to cope with the com­plexity of the newly generated ideas. The inability of the device to adapt its notions of interestingness and mean­ing is of an epistemological nature. When a range of concepts is delimited by built-in rules, a machine can only fill up the gaps. It can explore, if given

sufficient time, all conceRts ~ithin this

range. ~t cannot, however, except to a minor extent, enlarge this range in a significant way. An artifact is not equipped to change its categorical framework because it cannot apper­ceive the meaning of such a frame­work in constituting possible reality.

Therefore, art cannot be auto­

mated. As Harold Co hen states [19], "art presumes [such] a flux of catego­ries". A machine simply cannot be the agent of such a reflection. In other words, art is not an objective a com­puter can have, nor is prog[ession in art an objective a!computer can have. To complete this argument, consider it from a s?ciological point of view. Since art might have as a theme not only the form of an art product, but also the function of a work of art in society, art by an-artifact can be fully appreciated only in a community of ar­tifacts [20]. And what kind of commu­nity would that be?

CONCLUSION

We must admit that we have failed in our engineering task of constructing an artistic device. Our failure is due to the fact that we are unable to endow the machine with the taste and creativ­ity necessary to an artist.

Nevertheless, we should not be dis­appointed, since we have encountered several valuable notions that clarifY the possible use of the computer in the visual arts and music. It appears that the computer is an excellent nota­tional device. Although, in effect, the

computer can have no more than an

instrumental status, it provides a hith­erto unknown amplification of the

'constructive and combinatorial pow­ers of the imagination. Moreover, the formalization necessary to make full use of the opportunities offered seems toche in line with the development of the arts toward a reflection on their methods of-production. I have intro­duced the concept of notational sys­tems to provide the means for descri b­ing an image in terms of its process of construction in an abstract but precise way. Taking conslTudivii)' (which in­cludes the selection of the material and the procedures for manipulating that material) and conceptuality (which can be characterized as the awareness of such a choice as consti­tuting artistic acti\ity), I conclude that we must give the maChine a chance. It lies in the hands of the artists to dis­cover where this pursuit of a notation for the visual arts ",ill lead us.

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References

1. H. Cohen, "Some ~cxes on ~lachine Gen­erated Art", in R.. Goganh. eeL, A>ptlrlm: De Com. puter in de vistute KD5t [IkusseIs: ICSAC, 1981).

2. Z.W. PyI}'5hyn. .Wbatme ~find's Ere Tells the Mind's Body:ACriUqueoHlenlalImagery", Psy­elwwgiad lJuIktm (July 1973].

3. Cohen [1].

4. D.MacKay, MEr' . 6' TllProblemforAuto­mala, Shannon and }lcCanhy,£ds.. AuIomala Stu. dies (Princeton, ~: l'rinceron Unn'efSity Press, 1956).

5. D. Lenat. "TIle L"biquitrofDisoJ\-ery", Artifi. cial Intelligma9, No.. 3197i',.

6. P.H. \\rmsron, .~ ~ (Reading, MA: Addison WesIef. Ig;-;).

7. Cf. W. Reitman, ~ As a Problem

Solving Coalition", in Tomlins aDd Yessick, eds.,

ComputerSimulatimt.t(lI ~~ofPsyclwl. ogical Theory (Ne..- YOri:: joIm \\'iIer and Sons, 1963).

8. JO. WISdom., ~km2Jiq- in M2drines", Proe. ArisL Sot:. SuppL 2& 1952:,.

9. JP. Sartre. L~ "'Paris: Presses Univ. de France, 1936j.

10. Goodman :1!r6;,.

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n. Cr. E. Karkoschka, Notation in New Music (To­towa, NJ: European American Music, 1972).

12. M. Bense, AestMtica (Baden Baden: Agis Ver­lag,I965).

13. Cr. A. Gehlen, Zeitbild£r zur Sozioiflgie urui As­thetik der modernen Materei (Atheneum Verlag, 1960).

14. J. Gips and G. Stiny, "An Investigation of Al­gorithmicAesthetics", Leonardo 8, No. 3, 213-220 (1975).

15. 0.0. Hebb, "What Psychology Is About", TM Ammcan Psychoiflgist (February 1974).

16. G:M. Koenig, Observations on Compositional TMory (Utrecht: Institute ofSonology, 1971).

17. R. Scruton, Art and Imagination (London: Me­thuen, 1974).

18. MacKay [4].

19. Cohen [I].

20. Cf. Burger (1974)

Additional Sources

M. Boden, Artificial Inl£lligence and Natural Man (New York: Basic Books, 1977).

B. Englert, "Automated Composition and Com­posed Automation", Computer Music Journal 5, No.4 (1981).

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A. Eliiins, Computational Art

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