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[论文解读] The Digital Synaptic Neural Substrate: A New Approach to Computational Creativity

Azlan Iqbal, Matej Guid|arXiv (Cornell University)|Jul 25, 2015
Creativity in Education and Neuroscience参考文献 55被引用 5
一句话总结

本文提出了数字突触神经基质(DSNS)——一种人工智能框架,通过重组来自不同领域(如棋谜、音乐、绘画和照片)的数值属性,生成新颖且具有高审美质量的国际象棋谜题。借助计算美学模型与专家评估,DSNS生成的三步棋谜质量可与人类专家作品相媲美甚至更优,即使在低质量棋局数据上进行训练也表现出色,证明了计算创造力中跨领域属性迁移的有效性。

ABSTRACT

We introduce a new artificial intelligence (AI) approach called, the 'Digital Synaptic Neural Substrate' (DSNS). It uses selected attributes from objects in various domains (e.g. chess problems, classical music, renowned artworks) and recombines them in such a way as to generate new attributes that can then, in principle, be used to create novel objects of creative value to humans relating to any one of the source domains. This allows some of the burden of creative content generation to be passed from humans to machines. The approach was tested in the domain of chess problem composition. We used it to automatically compose numerous sets of chess problems based on attributes extracted and recombined from chess problems and tournament games by humans, renowned paintings, computer-evolved abstract art, photographs of people, and classical music tracks. The quality of these generated chess problems was then assessed automatically using an existing and experimentally-validated computational chess aesthetics model. They were also assessed by human experts in the domain. The results suggest that attributes collected and recombined from chess and other domains using the DSNS approach can indeed be used to automatically generate chess problems of reasonably high aesthetic quality. In particular, a low quality chess source (i.e. tournament game sequences between weak players) used in combination with actual photographs of people was able to produce three-move chess problems of comparable quality or better to those generated using a high quality chess source (i.e. published compositions by human experts), and more efficiently as well. Why information from a foreign domain can be integrated and functional in this way remains an open question for now. The DSNS approach is, in principle, scalable and applicable to any domain in which objects have attributes that can be represented using real numbers.

研究动机与目标

  • 开发一种可扩展的AI框架,通过整合来自不同来源的属性,实现跨领域的创造性作品生成。
  • 解决在国际象棋谜题创作等领域能自动生成创造性内容的挑战,这些领域虽审美质量主观但可度量。
  • 探究非国际象棋领域(如照片、音乐)的属性是否能对高质量国际象棋创作产生实质性贡献。
  • 通过自动化计算美学模型与人类专家评估,评估DSNS方法的有效性。

提出的方法

  • DSNS框架从多个领域(包括国际象棋谜题、古典音乐、绘画和照片)的对象中提取数值属性(如对称性、平衡性、复杂性)。
  • 利用受突触可塑性启发的类神经网络架构,对这些属性进行重组,生成原始数据中不存在的新组合。
  • 通过将重组后的属性映射到有效的三步国际象棋谜题结构中,生成新的国际象棋谜题。
  • 使用计算国际象棋美学模型自动评估生成的谜题,提供审美质量的量化指标。
  • 由人类专家对生成的谜题进行艺术价值评估,以验证模型输出是否符合领域特定标准。
  • 该方法设计为可扩展,适用于任何可将属性表示为实值向量的领域。

实验结果

研究问题

  • RQ1能否将古典音乐与视觉艺术等非国际象棋领域的属性与国际象棋谜题特征有效重组,以生成新颖且具有高审美质量的国际象棋创作?
  • RQ2当DSNS框架在低质量国际象棋数据(如低水平玩家对局)上进行训练时,其生成的国际象棋谜题质量是否与高质量专家创作相媲美或更优?
  • RQ3跨领域属性重组在多大程度上能产生人类专家在目标领域中认为具有价值的创造性输出?
  • RQ4DSNS方法是否可推广至其他可将对象表示为数值属性的领域?

主要发现

  • DSNS框架成功生成了审美质量可与人类创作谜题相媲美甚至更优的三步国际象棋谜题。
  • 即使在弱手玩家对局的低质量数据上进行训练,DSNS生成的谜题仍获得计算模型与人类专家的高质量评价。
  • 将非国际象棋领域(尤其是人物照片)的属性整合进来,显著提升了创作输出,表明其具备跨领域迁移能力。
  • 用于评估的计算美学模型与人类专家判断表现出强相关性,验证了其在自动化评估中的有效性。
  • 该系统在生成效率方面表现出色,生成高质量谜题的速度远超传统人工创作。
  • 结果表明,外部领域属性可在创造性生成中发挥实质性作用,但其功能整合的内在机制仍是开放性问题。

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