9,696 research outputs found

    Report on the eighth international conference on computational creativity

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    The Eighth International Conference on Computational Creativity (ICCC’17)1 was hosted at the Georgia Institute of Technology in Atlanta, Georgia, USA from June 19th - June 23rd, 2017. The ICCC’17 organising committee consisted of Ashok Goel (General Chair), Kazjon Grace (Workshop Co-chair), Matthew Guzdial (Media Chair), Mikhail Jacob (Local Chair), Anna Jordanous (Program Co-chair), Ruli Manurung (Workshop Co-chair) and Alison Pease (Program Co-chair). This report summarises the main topics addressed

    Implementing feedback in creative systems : a workshop approach

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    One particular challenge in AI is the computational modelling and simulation of creativity. Feedback and learning from experience are key aspects of the creative process. Here we investigate how we could implement feedback in creative systems using a social model. From the field of creative writing we borrow the concept of a Writers Workshop as a model for learning through feedback. The Writers Workshop encourages examination, discussion and debates of a piece of creative work using a prescribed format of activities. We propose a computational model of the Writers Workshop as a roadmap for incorporation of feedback in artificial creativity systems. We argue that the Writers Workshop setting describes the anatomy of the creative process. We support our claim with a case study that describes how to implement the Writers Workshop model in a computational creativity system. We present this work using patterns other people can follow to implement similar designs in their own systems. We conclude by discussing the broader relevance of this model to other aspects of AI

    Learning the Designer's Preferences to Drive Evolution

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    This paper presents the Designer Preference Model, a data-driven solution that pursues to learn from user generated data in a Quality-Diversity Mixed-Initiative Co-Creativity (QD MI-CC) tool, with the aims of modelling the user's design style to better assess the tool's procedurally generated content with respect to that user's preferences. Through this approach, we aim for increasing the user's agency over the generated content in a way that neither stalls the user-tool reciprocal stimuli loop nor fatigues the user with periodical suggestion handpicking. We describe the details of this novel solution, as well as its implementation in the MI-CC tool the Evolutionary Dungeon Designer. We present and discuss our findings out of the initial tests carried out, spotting the open challenges for this combined line of research that integrates MI-CC with Procedural Content Generation through Machine Learning.Comment: 16 pages, Accepted and to appear in proceedings of the 23rd European Conference on the Applications of Evolutionary and bio-inspired Computation, EvoApplications 202

    On the Similarities Between Native, Non-native and Translated Texts

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    We present a computational analysis of three language varieties: native, advanced non-native, and translation. Our goal is to investigate the similarities and differences between non-native language productions and translations, contrasting both with native language. Using a collection of computational methods we establish three main results: (1) the three types of texts are easily distinguishable; (2) non-native language and translations are closer to each other than each of them is to native language; and (3) some of these characteristics depend on the source or native language, while others do not, reflecting, perhaps, unified principles that similarly affect translations and non-native language.Comment: ACL2016, 12 page

    Computational Sociolinguistics: A Survey

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    Language is a social phenomenon and variation is inherent to its social nature. Recently, there has been a surge of interest within the computational linguistics (CL) community in the social dimension of language. In this article we present a survey of the emerging field of "Computational Sociolinguistics" that reflects this increased interest. We aim to provide a comprehensive overview of CL research on sociolinguistic themes, featuring topics such as the relation between language and social identity, language use in social interaction and multilingual communication. Moreover, we demonstrate the potential for synergy between the research communities involved, by showing how the large-scale data-driven methods that are widely used in CL can complement existing sociolinguistic studies, and how sociolinguistics can inform and challenge the methods and assumptions employed in CL studies. We hope to convey the possible benefits of a closer collaboration between the two communities and conclude with a discussion of open challenges.Comment: To appear in Computational Linguistics. Accepted for publication: 18th February, 201

    Deep Learning Techniques for Music Generation -- A Survey

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    This paper is a survey and an analysis of different ways of using deep learning (deep artificial neural networks) to generate musical content. We propose a methodology based on five dimensions for our analysis: Objective - What musical content is to be generated? Examples are: melody, polyphony, accompaniment or counterpoint. - For what destination and for what use? To be performed by a human(s) (in the case of a musical score), or by a machine (in the case of an audio file). Representation - What are the concepts to be manipulated? Examples are: waveform, spectrogram, note, chord, meter and beat. - What format is to be used? Examples are: MIDI, piano roll or text. - How will the representation be encoded? Examples are: scalar, one-hot or many-hot. Architecture - What type(s) of deep neural network is (are) to be used? Examples are: feedforward network, recurrent network, autoencoder or generative adversarial networks. Challenge - What are the limitations and open challenges? Examples are: variability, interactivity and creativity. Strategy - How do we model and control the process of generation? Examples are: single-step feedforward, iterative feedforward, sampling or input manipulation. For each dimension, we conduct a comparative analysis of various models and techniques and we propose some tentative multidimensional typology. This typology is bottom-up, based on the analysis of many existing deep-learning based systems for music generation selected from the relevant literature. These systems are described and are used to exemplify the various choices of objective, representation, architecture, challenge and strategy. The last section includes some discussion and some prospects.Comment: 209 pages. This paper is a simplified version of the book: J.-P. Briot, G. Hadjeres and F.-D. Pachet, Deep Learning Techniques for Music Generation, Computational Synthesis and Creative Systems, Springer, 201

    Linguistic Markers of Influence in Informal Interactions

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    There has been a long standing interest in understanding `Social Influence' both in Social Sciences and in Computational Linguistics. In this paper, we present a novel approach to study and measure interpersonal influence in daily interactions. Motivated by the basic principles of influence, we attempt to identify indicative linguistic features of the posts in an online knitting community. We present the scheme used to operationalize and label the posts with indicator features. Experiments with the identified features show an improvement in the classification accuracy of influence by 3.15%. Our results illustrate the important correlation between the characteristics of the language and its potential to influence others.Comment: 10 pages, Accepted in NLP+CSS workshop for ACL (Association for Computational Linguistics) 201

    Understanding Task Design Trade-offs in Crowdsourced Paraphrase Collection

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    Linguistically diverse datasets are critical for training and evaluating robust machine learning systems, but data collection is a costly process that often requires experts. Crowdsourcing the process of paraphrase generation is an effective means of expanding natural language datasets, but there has been limited analysis of the trade-offs that arise when designing tasks. In this paper, we present the first systematic study of the key factors in crowdsourcing paraphrase collection. We consider variations in instructions, incentives, data domains, and workflows. We manually analyzed paraphrases for correctness, grammaticality, and linguistic diversity. Our observations provide new insight into the trade-offs between accuracy and diversity in crowd responses that arise as a result of task design, providing guidance for future paraphrase generation procedures.Comment: Published at ACL 201
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