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Cyborg dancing: generative systems for man-machine musical improvisation.
Alice Eldridge
.
Creative systems lab., Evolutionary and Adaptive Systems group, University of Sussex, UK.
alicee@sussex.ac.uk 
 AbstractOne of the major motivating forces in generative art is the desire to explore uncharted spaces, to createartefacts that escape the designer’s control: to attain emergence. This paper focuses on the design of digitalsystems that would be suitable partners for man-machine collaborative exploration of these spaces.Limitations of existing approaches that impede the artist/user’s creative explorations are reviewed. Thecentral problem is framed as a constraint on the variety of outcomes that are possible. Taking inspirationfrom existing musical practices, an alternative approach is proposed and illustrated with a working exampleof a generative man-machine system for improvised musical performance. The principle difference betweenthis and many other digital generative artistic tools is that whereas the material from which the final artefactis made is usually defined, here it is provided in real time by the performer. This appears to increase thecreative freedom of the user, whilst preserving the independence of the digital generative process and offersa practical alternative to the slippery concept of creative emergence in increasing the variability of possibleartistic artefacts.Key words: Generative art, Alife art, man-machine improvisation, music performance tools, creativeemergence.
 
 
1. Introduction
From process experimentalists such as Cage, through conceptual artists such as Hanns Hacke to practitionerstoday such as Jon McCormack and Ken Rinaldo, the use of generative processes reflects a desire to at oncerelinquish control, and to explore the open-ended dynamics of the universe. These endeavours are inevitablyand fruitfully informed through a close and mutual exchange with Artificial life (ALife) and Adaptivesystems research, both in terms of conceptual agendas and practical mechanisms. It has been suggested thatthe application of Alife techniques holds promise for digital generative systems to overcome “the hackneyedreplicable paths of interactivity that have thus far been presented by the arts community” [1], and suggestsways of creating a “cybernetic ballet of experience with machine and human involved in a grand dance of each sensing and responding to the other” [ibid]. Such possibilities spark the imagination and fuel the desireto explore and express the “computational sublime” [2], and create “sculptural and virtual algorithmicmanifestations which will surpass our wildest dreams” [1].This paper presents a consideration of the characteristics that we might desire in a generative system suitablefor man-machine collaborative exploration of these realms and illustrates these choices with a workingexample of a generative system for man-machine musical improvisation. Whilst there exist many examplesof truly engaging interactive exhibits [see 3 for a review], examples of generative tools, particularly for live performance, are less evident
1
. Some of the limitations of existing design approaches to generative tools areconsidered in section 1. These can be framed as constraints on the variety of possible artistic outcomes (dueto both design decisions, and the inherent restraints of digital systems). Taking cues from autonomousrobotics, it has been suggested that one way of overcoming these constraints is the creation of systems whichexhibit ‘creative emergence’ [6,7]. Apart from the fact that this concept is difficult to define and has yet to bedemonstrated in digital systems, it is suggested that the associated characteristics of such systems may not beamenable to the creation of artefacts that tickle the human aesthetic. In section 2, McCormack’s [2] schemeof the generative process is presented and applied to standard musical practices. Taking inspiration fromthese, a practical alternative to creative emergence in autonomous systems is proposed which preserves thegenerative aesthetic and liberates the user’s creative freedom, broadening the arena for true cyborg dancing.Section 3 outlines a working implementation of this framework which is currently being used for generativeman-machine improvised musical performance.
1.1. The creative limitations of existing generative tools
In [8] Dorin presents an pictorial version of Borges’ [9]
 Library of Babel 
and puts it to the reader that wemight question Picasso’s artistic genius if he had merely picked the
weeping woman
, along with all his other works, from its vaults. This is presented as an analogy for aesthetic selection which he suggests is, for thenon-programmer user, a creatively empty tool: “the ‘art’ of creating an image using aesthetic selection is
1
 
A notable exception is Al Biles’ GenJam [4] which has perhaps made more public performances than any other generative system.It is pertinent however, that over the years, the principle system has moved away from evolutionary computation to a knowledge based system containing a database of 1001 best jazz licks [5]
.
 
indeed mindless” [p.6 ibid]. Whilst there are a myriad of other generative processes and methods for user interaction, the creative potential of most generative digital systems to date are severely constrained by thedesigner’s programming decisions.
1.1.1. The constraints of digital tools
 Design constraints are a problem for software tools in general. Almost any tool or medium leaves itscharacteristic mark on the artwork with which it is created. And often it is these very characteristics thatinspire their use. Although these characteristics could be seen as constraints, they can be distinguished fromthe
creative potential 
of a tool or instrument, which can be considered in terms of both the possibilities itaffords, and its usability. As Golan Levin puts it: “a feature of a successful instrument is that its results areinexhaustible and extremely variable” [10, p.54]. Variable results are of course little use, if they are difficultor impossible to control. Another of Levin’s desiderata then is that an instrument be “instantly knowable, andindefinitely masterable”. [10, p.56] i.e, that the rules of operation should be simple, but the possibilitiesendless. This is achieved in physical tools like the humble pencil, which has the extraordinary property “thatan individual may eventually, through its use, reveal a unique and personal voice in that medium”. This israre in any digital tool. As Dorin notes, in systems such as Latham’s
Mutator 
[10]: “none of the pixels voicethe thoughts of the wanderer” [8, p.10]. Whilst the interface may be instantly knowable it offers no scope for excellence : “there is no means for distinguishing a master from a relatively inexperienced user” [8, p.6].Dorin goes on to suggest that the designer’s control may be relinquished by using aesthetic selection to steer the non-linear interactions of self-organising primitives in order to generate complex higher level emergent phenomena. The programmer would still specify the basic elements and how they interact, but the user couldthen enter an open-ended conceptual space, sculpting the system into a unique complex emergent structureun-envisaged by the author. This seems to open the space of artistic possibilities, as offered by other tools i.e.to readdress the balance between the artistic skill of the tools’ creator (e.g. Stradivarius) and it’s user (e.g.Menhuin). Within a generative art framework the thought of such control whisks us away for a brief cyborg pas de deux around the grounds of the computational sublime. But the problem is, as has been notedelsewhere [6], that whilst certain types of emergent behaviour can be demonstrated in silico, there exists noun-contended digital system that exhibits truly open-ended dynamics [12]. The emergence of multi-level phenomenon is a deep open problem in biology [13], leaving intuition as the principle guide in the initialselection of suitable primitives. Finally as Bird and Webster [6] suggest, the mapping of these (yet-to-be-digitally-attained) dynamics into a perceptual medium for artistic ends is non-trivial.
1.1.2 The problem with creative emergence
An alternative proposal for escaping the designer’s control and broadening the scope of possible outcomes, isthe creation and artistic application of ‘creatively emergent’ systems [6,7]. The concept is linked to Cariani’staxonomy of adaptive robotic systems and refers to a system’s capability for constructing new primitives[14]. In robotics terms, these would be the sensors, effectors and control mechanisms that map sensory input
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