9,696 research outputs found
Report on the eighth international conference on computational creativity
The Eighth International Conference on Computational Creativity (ICCCâ17)1 was hosted at the Georgia Institute of Technology in Atlanta, Georgia, USA from June 19th - June 23rd, 2017. The ICCCâ17 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
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
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
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
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
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
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
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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