=Paper= {{Paper |id=Vol-1907/2_mici_devendorf |storemode=property |title=Exploring Unstable AIs for Creative Expansion |pdfUrl=https://ceur-ws.org/Vol-1907/2_mici_devendorf.pdf |volume=Vol-1907 |authors=Laura Devendorf |dblpUrl=https://dblp.org/rec/conf/chi/Devendorf17 }} ==Exploring Unstable AIs for Creative Expansion== https://ceur-ws.org/Vol-1907/2_mici_devendorf.pdf
                             Exploring Unstable AIs for
                             Creative Expansion

Laura Devendorf                                                       Abstract
ATLAS Institute &                                                     This workshop proposal explores a concept for
Information Science                                                   engaging AI in a non-deterministic manner in order to
University of Colorado, Boulder                                       collaboratively produce physical artworks with a digital
laura.devendorf@colorado.edu                                          system. It draws from a lineage of “games” played by
                                                                      artists, from Surrealists to Situationists, that were
                                                                      targeted towards automatism and creative exploration
                                                                      as opposed to the expression of a preconceived idea.

                                                                      Author Keywords
                                                                      Creative practice, non-determinism, AI, human-
                                                                      computer collaboration

                                                                      ACM Classification Keywords
                                                                      H.5.m. Information interfaces and presentation (e.g.,
                                                                      HCI): Miscellaneous;

                                                                      Introduction
                                                                      Descriptions of creative practices offered by designers,
                                                                      artists, and crafts people alike often highlight the non-
                                                                      linear and non-deterministic elements of a creative
                                                                      practice. For instance, ideas often come from chance
                                                                      encounters in the everyday world or stem from
                                                                      accidents. In order to expand their space of ideas and
                                                                      sensitivities, many artists turn away from a pre-existing
Copyright © 2017 for this paper is held by the author(s).             goal or vision and instead, look for ways to work with
Proceedings of MICI 2017: CHI Workshop on Mixed-Initiative Creative
                                                                      his or her materials (be they digital or physical) in
Interfaces.
                                                                      open-ended, exploratory ways that may give rise to
unexpected or serendipitous outcomes or “happy                practices. On a more specific level, it seeks a mode of
accidents.” In such practices, technology does not            engagement with AI that can give rise to surprising and
necessarily need to be enrolled as an assistant or            beautiful results.
instrument of productivity. Instead, I have argued that
digital systems for creative practice can be thought of       Unstable & Collective AIs
as “translations” [5] —tools that allows creative             At the workshop, I would like to present a concept for a
practitioners to experience their idea though a new           future MICI or unstable tool that is informed by
symbolic and technical frame, for instance, exploring         “games” historically played by artists called AI Reverb.
how a 3D printing can map 3D models to sonic profiles,
or how a machine learning algorithm might see an              Artists Games
image [6]. In the role of translator, a computational         Artists games are unstable by design and typically bring
system needn’t only “assist” the creative practitioner or     multiple creative actors together to produce objects
advance them closer to some predetermined goal state,         unique to the situation of production, a form of extreme
but can actively resist the maker, push back, or “break”      collaboration where “players” correspond in an open
their ideas in ways that may reveal new creative              field of creative possibility. For instance, Surrealist
potentials. As such, engaging the concept of translation      artists created several games for generating artwork
in design leads to tools that are unstable in the sense       automatically and in a stream of consciousness fashion,
that they preserve risk and unpredictability. These           “Solitary and collective automatic techniques, and the
unstable tools are to be used for inspiration, providing      exploitation of chance are central to many surrealist
the maker with a new way of seeing or understanding           games…automatic techniques may be used as a
their particular object of inquiry that they can take up      beginning of a creative activity, to stimulate and
and fold into their practice in whatever way they             encourage spontaneity of utterance or image-making”
choose [3,4].                                                 [1]. The most famous of these games is “exquisite
                                                              corpse,” a procedural game in which one artists draw a
While I have studied AI and computer science formally,        head, hides what he or she draws, and invites another
I have yet to engage advanced algorithmic techniques          to fill in the remaining body and legs. The result is an
in the unstable prototypes that I have created to date. I     outcome that neither artist could plan or anticipate. It
used to see these advanced algorithms as mechanisms           is an artistic product born from a collective, creative
that reduced engagement in the physical world, or             intelligence.
eliminated the “risk” that I and others find so valuable
in a creative practice. I would like to attend this           Led by the writings of Guy Debord, The Situationist
workshop to explore alternative engagements of AI and         International extended surrealist games into the ream
machine learning in what I have be calling “unstable          of everyday life, developing tactics for engaging the
tools,” thus, unstable AI’s. At a broad level, this project   everyday that could denature the habitual and lead to
joins wider calls for exploring where technology can          experiences to allow someone to see beyond spectacle
participate within non-linear and chance-based creative       [2]. As such, these games turned away from a concrete
artistic product and into a mode of sensitizing the            understanding as opposed to a particular creative
player. Furthermore, they fused games with life,               “object” outcome.
suggesting ludic engagements in everyday space. Such
themes resonate through related art movements, like            AI Reverb: Fusing AI and Artists’ Games
the chance inspired “event scores” of Fluxus artists           Drawing from this lineage of artists’ games or event
Yoko Ono [7] and La Monte Young [8] which prompt               scores, I imagine a system called AI Reverb that
aesthetic engagements in the more mundane                      prompts an artist to take action in response to
happenings of the everyday. For instance, one of Ono’s         directives supplied by an artificial intelligence agent. In
event scores, entitled Tunafish Sandwich Piece,                keeping with my interest in engaging with the everyday
requires its viewers/actors to:                                and materials, I imagine a system composed of a
                                                               camera and text output screen. The camera captures
       Imagine one thousand suns in the                        the present scene, say, the maker sketching on a piece
       sky at the same time.                                   of paper. That scene (i.e. the paper) is processed as
       Let them shine for one hour.                            input to an AI that classifies what the object that the
       Then, let them gradually melt into                      maker is drawing (much like Google’s Quick Draw
       the sky.                                                application 1.) Based on how the AI identifies the
       Make one tunafish sandwich and eat. [7]                 object (for instance, if it thinks the artist is drawing a
                                                               cat), it can supply instructions for the maker to perform
Ono’s event score fuses poetry with practice, creating a       on the drawing (e.g. draw multiple tails on cat, throw
prompt for a sensory engagement in sun and                     away drawing of cat and draw a dog instead, etc.). As
sandwiches alike. The goal of the work is less oriented        the artist performs the command, the drawing changes,
around a “thing” produced, and more focused on how             the classification of the drawing changes and a new set
the execution of the instructions shaped the person            of commands is born ad infinitum. The outcome of such
who executed them.                                             a system represents a reverberation between an artist
                                                               and a machine, a surrealist drawing born out of a
While each example is targeted towards different               collective human-machine intelligence.
outcomes and audiences, whether it be an
automatically generating thing, a critique of spectacle,       In AI Reverb accuracy and the correctness no longer
or an attempt at anti-art, they share in common a              function as meaningful bounds for the design space of
vision of making where control extends beyond an               interaction. Like a game of telephone, the pleasure
individual maker or audience. They position the artist         emerges from the moments in which the AI makes an
as one of many numbers of forces capable of producing          incorrect prediction or works in an imperfect manner.
creative work, not necessarily the individual who stands       And while I have illustrated the concept within the
above controlling what is produced. As such, these             relatively simplistic realm of drawing, one could
games tend to be oriented towards sensitization and
                                                           1
                                                               https://quickdraw.withgoogle.com/
 Figure 1: A concept sketch for AI                                                    embraced everyday life. For instance, an AI agent that
  Reverb demonstrating feedback                                                       feeds back on signage in shop windows and billboards
between human doing sketching,                                                        in order to direct artists to take different actions within
        AI interpreting sketches in                                                   public space.
progress and offering instructions
            for human to interpret.
                                                                                      The tension with a project AI Reverb this is
                                                                                      differentiating between a system that “breaks” well and
                                                                                      a system that is just plain broken. At the present
                                                                                      concept stage, I cannot predict exactly where those
                                                                                      lines will be drawn. I see the sketch provided here as a
                                                                                      benchmark for a new way of thinking about AI more
                                                                                      than a set of plans for a system that I plan to enact.
                                                                                      One of my goals for the workshop, then, is to refine
                                                                                      this direction, learn more about the tools and
                                                                                      techniques available, and hopefully gather feedback
                                                                                      from artists in the group about how such a system
                                                                                      might adapt into exploratory phases of their own
                                                                                      practice.

                                                                                      References
                                                                                      1. Alastair Brotchie and Mel Gooding. 1995. A Book of
                                                                                         Surrealist Games. Shambhala, Boston.
                                                                                      2. Guy Debord. 2000. Society Of The Spectacle. Black
                                                                                         & Red, Detroit.
                                                                                      3. Laura Devendorf. 2016. Strange and Unstable
                                                                                         Fabrication.
                                                                                      4. Laura Devendorf, Abigail De Kosnik, Kate Mattingly,
                                                                                         and Kimiko Ryokai. 2016. Probing the Potential of
                                                                                         Post-Anthropocentric 3D Printing. In Proceedings of
                                                                                         the 2016 ACM Conference on Designing Interactive
                                                                                         Systems (DIS ’16), 170–181.
                                                                                         https://doi.org/10.1145/2901790.2901879
                                                                                      5. Laura Devendorf and Kimiko Ryokai. 2015. Being
                                                                                         the Machine: Reconfiguring Agency and Control in
                                                                                         Hybrid Fabrication. In Proceedings of the 33rd
                                                                                         Annual ACM Conference on Human Factors in

                                      imagine a mode of AI reverb that more readily
   Computing Systems (CHI ’15), 2477–2486.
   https://doi.org/10.1145/2702123.2702547
6. Lucian Leahu. 2016. Ontological Surprises: A
   Relational Perspective on Machine Learning. In
   Proceedings of the 2016 ACM Conference on
   Designing Interactive Systems (DIS ’16), 182–186.
   https://doi.org/10.1145/2901790.2901840
7. Yoko Ono and John Lennon. 2000. Grapefruit: A
   Book of Instructions and Drawings by Yoko Ono.
   Simon & Schuster, New York.
8. La Monte Young (ed.). 1963. An Anthology of
   Chance Operations. La Monte Young & Jackson Mac
   Low.