~=------------------------------------------ '"C::'~"': " """ |
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 |
21 |
",,~___ =':'"C' "' |
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 |
22 |
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 |
~--"-' |
I t I t |
I I , |
/" |
.. |
\ \ |
. |
~ |
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 |
24 |
A. Eliiins, Computational Art |
oh |
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. |
i J J I f |
J. |
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;,. |
" |
I I ; 1 I \ .. |
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). |
--- |
A. Eliiins, Computational Art |
25 |