Professional Documents
Culture Documents
ANTHONY DEKKER
National University of Singapore
and
PAUL FARROW
University of Queensland
1. Introduction
What is creativity, and how is it produced? In this paper we provide a limited answer
to these questions, and provide suggestions for the design of a creative AI system.
We define creativity, somewhat similarly to George (1979), as the ability to
solve problems by generating novel ideas which do not follow from the problem by
formal deductive steps.
217
T. Dartnall (ed.), Artificial Intelligence and Creativity, 217-231.
© 1994 Kluwer Academic Publishers.
218 AN1HONY DEKKER AND PAUL FARROW
chaos, giving a 'strange attractor'. Indeed, on reflection our brains must do this-
pure chaos and rigid rules both exclude creative thought. The relationship between
creativity and strange attractors is supported by the experiments on perception and
brain function reported in Freeman (1991) and May (1989). The theory of evolution
explains the creative origin of species by a similar mixture of randomness and rules.
4. A creativity algorithm
We can formalise our creative search strategy in simplified form as follows. Later
we show how to refine the details using neural networks.
repeat
repeat
randomly select a suitable point in the idea space
until that point is useful for deduction;
perform further deductive steps
until a solution is obtained
This closely resembles the 'PO' lateral thinking technique of de Bono (1971). As
an example, consider a monkey in a room containing various items, and a bunch of
CREATIVITY, CHAOS AND ARfIFICIAL INTELLIGENCE 219
output
y = 0.16466
bananas hanging from the ceiling out of reach. One route to achieving the solution
(Le. the bananas) is to randomly stand on a box, and then deduce that the bananas
could be reached if the box was under them.
the difference between a hurricane and a calm day, hence the name of the effect.
Kohonen (1989), Linsker (1990) and Ritter and Schulten (1987) show how a one-
or two-dimensional neural network can self-organise by learning to topologically
map an N-dimensional space, effectively reducing the space to a collection of
individual concepts. Each neuron in the map responds to a greater or lesser extent
to N-tuples of numbers provided as input. Figure 3 shows such a mapping for a
three-dimensional space. Neurons are shown as the intersections oflines, positioned
at the point in the space they respond to most strongly. Adjacent neurons in the
network are connected to give a •sheet' , which the Kohonen learning process has
curved to fill the entire space. The surface defined by the mapping is a space-filling
curve with a fractal dimension between two and three. As a result, a region in
the space can be described by indicating the neuron closest to that region, i.e. the
neuron which responds most strongly to inputs from that region.
Such a neural map may also have associative linkages between its components,
which are not shown in Figure 3. These linkages are connections between neurons
with particular weight values, which in general are subject to change by learning.
They encode relationships between the concepts or regions of idea space which the
neurons represent.
We can use such a map to perform the creative selection step in our algorithm
as follows:
1. Partially activate those regions of the network relevant to the problem using
the associative linkages between neurons.
2. Use a collection of N chaotic networks to produce an N-tuple of random
numbers.
3. Provide the N-tuple as input to the map, thus causing the activation of the neuron
in the network which responds most strongly. Neurons in the partially activated
CREATIVITY. CHAOS AND ARI1FICIAL INTElLIGENCE 221
Activated
.At.:::::~M~--::;;=:;;<::-;(t- Region
Chosen
Point
7. A two-level system
Having outlined a possible neural implementation of creati vity in the brain, we now
propose a two-level system that can apply this to practical AI. Contrary to other two-
level systems, our main level is that of rule-based behaviour (a theorem-proving
system), and our meta-level is a neural network providing creativity. We assume
a hashing function (Aho et al., 1983) mapping terms to N-tuples of numbers, thus
providing a connection between the two levels. We also assume a neural network
which has self-organised by learning many terms, as well as developing associative
222 ANTHONY DEKKER AND PAUL FARROW
links between related terms. The network will thus cover the space of terms it has
been taught, with the associative links recording relationships between the tenns.
The theorem-prover can operate mainly by fonnal deduction, but when it is not
able to choose a rule, it invokes the creative network. For example, consider the
problem shown in Figure 4.
Working backwards we can deduce that to prove f( a, b, c) it is sufficient to
prove b > 0, and using rule 3, this can be derived from 0 < b. We now can choose
either rule 4 or rule 7 to prove 0 < b, and in the face of uncertainty (since we don't
know that proving 0 < b is of benefit) we ask the network for a choice of rule.
Activating rules involving b, 0, and < it is plausible that it will choose rule 7 (with
o < a & a < b =? 0 < b), thus creating 0 < a and a < bas subgoals. Since a < b
is given, all that remains is to prove 0 < a from a > 0 using rule 4.
8. Experimental results-Experiment 1
Our simplest experimental example involves a universe of two-word sentences such
as 'eat chair', where each word is encoded as a number between 0 and 1. Sentences
are thus points in a 2-dimensional space, as shown in Figure 5. The first word in
each sentence provides the horizontal coordinate, and the second word provides the
vertical coordinate. A I-dimensional neural network of 42 neurons was trained to
map the following subset of 19 sentences:
KT climb table ST see table
KC climb chair SC see chair
KX climb box SX see box
GC get chair SB see banana
GX get box SO see orange
GB get banana EB eat banana
GO get orange EO eat orange
TB table banana XB box banana
TO table orange XO box orange
TX table box
The words 'table' and 'box' are being used here as both nouns and verbs. Figure
6 shows how the trained network spans the given set of sentences. Neurons are
shown as dots positioned at the point in the space they respond to most strongly, and
CREATIVITY, CHAOS AND ARTIFICIAL INTELLIGENCE 223
TX KX GX SX
KC GC SC
KT ST
TO XO EO GO SO
TB XB EB GB SB
TX
III KX
KC
GX
GC
SX
SC
!cr ST
TO XO EO GO SO
TB XB EB GB SB
GX get box
TX table box
KT climb table
KX climb box
GB get banana
The neurons activated by the 50 random inputs to the network shown in Figure
8 corresponded to the following sentences:
226 ANlHONY DEKKER AND PAUL FARROW
9. Experimental results-Experiment 2
Our second experiment involves a network of 120 neurons trained with all 50
sentences of the form x < y or x > y, where x and y are one of 0,1, a, b, or
c. These sentences were encoded as triples of numbers. Strong associative links
were provided between x < yand y > x, medium-strength links were provided
between x < x or x > x and 1 < 0 (which was used to represent 'False'), and
weak links were provided between x < y and y < z, and between x > y and
y > z. These associative links were intended to reflect knowledge about proofs
using inequalities. In a more sophisticated system, the associative links would be
created as a result of training with successful proofs. The particular problem at
hand is shown in Figure 9:
Given a>l,b>l,b<c
To show c>O
Axiom ZERO. 0<1
Rules COMl. x<y=:}y>x FLSE. x<x=:}l<O
COM2. x>y=:}y<x TRAN. x<y&y<z=:}x<z
Fig. 9. Formal deduction system for Experiment 2.
Since only 5 letters of a word were encoded, unknown letters were replaced
with 'z' to give:
what is creazzzzzy and how is creazzzzzy prodzzzd
The network learned to map these words, and associative links were provided
between words which followed each other in the training sentence. Each random
input to the network was biased by the associative link with the previous output,
producing the following result:
how is creazzzzzy and how is creazzzzzy and
how is creazzzzzy prodzzzd
what is creazzzzzy prodzzzd
nrrkzi
and how is creazzzzzy prodzzzd
nrrkzi nrrkzi prodzzzd nrrkzi prodzzzd
what is creazzzzzy prodzzzd
Effectively, the network has learned to babble randomly, based on the text
provided to it. Output begins with a random word, which is followed by other
words which plausibly follow it. Since there is no information on words following
'produced' that word is followed by another random word (which in some cases is
the untaught word 'nrrkzi '), and the process is repeated.
Better results would be obtained by encoding words in a three-stage process:
first phonemes encoded as described in Kohonen (1989), then syllables encoded
as groups of phonemes, and finally words encoded as groups of syllables. This
would make similarity between words more meaningful than in this experiment.
Associative links should also reflect semantic links to shared concepts and e.g.
visual input, in addition to grammatical information from sample speech. The
grammatical information itself should provide more context than the immediately
preceding word. With such extensions, the network should creatively produce
plausible speech. This might provide a way of automating some of the functions of
politicians.
230 ANTHONY DEKKER AND PAUL FARROW
12. Conclusion
We have suggested a technique for using experience to guide random choice in
a neural network. We believe that this technique provides a step in the direction
of machine intelligence and creativity. We have demonstrated by experiment how
it can be used to provide problem-related guesses which are useful in theorem-
proving and other areas. The final word on what aspects of human behaviour are
amenable to automation will, however, probably come only after many more years
of experimentation with artificial neural networks.
Acknowledgements
Many thanks are due to Marilyn Ford, Takashi Kato and Terry Dartnall for useful
discussions on neural networks; to Andrew Rock, whose GetThePicture desk ac-
cessory was used to produce Figures 2, 5, 6, 7 and 8 from computer output; and to
Pushkar Piggott, who provided valuable programming assistance with Experiment
4 and helpful comments on the text of the paper.
References
Aho,A. V., Hopcroft,I.E. and Ullman, I. D.: 1983,DataStructuresandAlgorithms,Addison-Wesley.
Aihara, K.and Matsumoto, G.: 1986, Chaotic oscillations and bifurcations in squid giant axons, in
Holden, A. V. (ed.), Chaos, Manchester University Press, pp. 257-269.
de Bono, E.: 1971, Lateral Thinkingfor Management, Penguin.
Devaney, R. L.: 1989, An Introduction to Chaotic Dynamical Systems, Addison-Wesley.
Freeman, W. I.: 1991, The physiology of perception, Scientific American, 264(2): 34-41.
George, F. H.: 1979, Philosophical Foundations of Cybernetics, Abacus Press, Tunbridge Wells,
Kent.
Gleick, I.: 1987, Chaos: Making a New Science, Cardinal/Sphere Books.
Hecht-Nielsen, R.: 1990, Neurocomputing, Addison-Wesley.
Kohonen, T.: 1989, Self-Organization and Associative Memory, Springer-Verlag, Berlin.
Linsker, R.: 1990, Self-organization in a perceprnal system: how network models and information
theory may shed light on neural organization, in Hanson, S. I. and Olson, C. R. (ed.), Connectionist
Modeling and Brain Function, MIT Press, pp. 351-392.
May, R.: 1989, The Chaotic Rhythms of Life, New Scientist, 18 November, pp. 21-25.
Mero, L.: 1990, Ways of Thinking: The Limits ofRational Thought and Artificial Intelligence, World
Scientific.
Nicolis, J. S.: 1991, Chaos and Information Processing: A Heuristic Outline, World Scientific.
Pask, G and Curran, S.: 1982, Micro Man, Cenrnry Publishing, London.
Ritter, H and Schulten, K.: 1987, Extending Kohonen's self-organizing mapping algorithm to learn
ballistic movements, Proceedings of the NATO Advanced Research Workshop on Neural Comput-
ers, Springer-Verlag, Berlin, pp. 393-406.
CREATIVITY, CHAOS AND ARTIFICIAL INTELLIGENCE 231
2.240 I
2.2601
2.280 I
2.300 I
2.3201
2.3401
2.3601
2.3801
2.400 I
2.420 I
2.4401
2.4601
2.480 I
2.5001
2.5201
2.5401
2.5601
2.5801
2.6001
2.6201
2.6401
2.6601
2.6801
2.1001
2.7201
2.7401
2.7601
2.7801
2.8001
2.8201
2.8401
2.8601
2.8801
2.9001
2.9201
2.9401
2.9601
:'iil.9801
3.0001
3.0201
3.0401
3.0601
3.0801
3.1001
3.120/
3.1401
3.160 I
3.1801
3.2001
3.2201
3.240 , . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .