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      <title-group>
        <article-title>Biometrics and Arti cial Creativity</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Pietro Galliani</string-name>
          <email>Pietro.Galliani@unibz.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Free University of Bozen-Bolzano</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>I argue that neither explicit user evaluation nor self-directed exploration of pre-determined spaces of possibilities are viable approaches for implementing arti cial systems whose products are recognizable by humans as creative and valuable and, at the same time, as genuinely authored by the arti cial system (rather than by the original designer or by the human users): indeed, self-directed creativity requires critical engagement with a creative community, and for now arti cial systems are not capable of interacting with human creative communities as peers. I suggest a possible alternative, which might hypothetically be used to grant some degree of authorship to arti cial systems without having general arti cial intelligence as a prerequisite: in brief, arti cial systems could be trained, through the use of biometrics, to generate products that induce the same types of reactions in humans of recognized creative works. As this would not draw conscious human decision-making into the production process, there would then be grounds to argue that the products of such a system would have indeed non-human authorship.</p>
      </abstract>
      <kwd-group>
        <kwd>computational creativity</kwd>
        <kwd>authorship</kwd>
        <kwd>biometrics</kwd>
      </kwd-group>
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  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>the natures of their contents and the reasons why they are so well-regarded by
the zots are truly anyone's guess.</p>
      <p>The night before the start of the competition, Carol and Bob | two of the
human participants | are discussing about their submissions over a glass of
space ale:
Carol: \I thought a lot about this, and I'm pretty sure I made the right choice
in picking bluethings as the main theme of my work."
Bob: \Bluethings? What are they?"
Carol: \I'm not sure, to be honest, but they are blue. And spiky. Zots love
them, that's for certain."
Bob: \Uh. Seems di cult, painting something without knowing what it is or
what signi cance it has..."
Carol: \Yes, but I studied their works, and many of their most greatest pieces
are all about bluethings. Well, bluethings and shinythings."
Bob: \And the shinythings are..."
Carol: \No idea, again, but they are shiny | shiny and round. The zots draw
them a lot too, so they must be pretty important to them. Oh, and I noticed
that whenever a composition contains bluethings, it never contains
shinythings unless there is a jagged line separating them, so of course I did the
same | it must be a cultural taboo of some sort, and it would not do to
o end our guests. But enough about me, what is your piece about?"
Bob: \Well, it is just a group of children playing board games..."
Carol: \What? But we do not even know if the zots have any notion of
childhood! And how are they supposed to recognize a board game? I really hope
you won't lose us the competition..."</p>
      <p>Mutatis mutandis, this would not be too out of place as a hypothetical
dialogue between two computer programs for automatically generating creative
works for human consumption. No arti cial system has yet been built which
contains an acceptable model of the overall themes and motivations which drive
human creative production and the appreciation thereof, largely because we
ourselves are not entirely clear on what these themes and motivations are; but a
good number of systems have been built which, much like Carol, generate
automatically works in accordance to the \rules" typical of certain categories of
human creations. There also exist Bob-like systems, which eschew human
imitation entirely and operate through the iterative application of rules which have
very little to do with human stylistic conventions; but then, very careful
tuning of their parameters and algorithms is necessary if their products are to be
appreciable by most humans beyond their novelty value.</p>
      <p>If it is not easy to nd a common artistic ground between zots and humans,
it cannot be much simpler to nd one between humans and non-sapient,
nonbiological, arti cial processes; and the fact that such processes are human-made
does not by itself imply that they are human-like in any meaningful sense, no
matter the super cial similarities (or lack thereof) between their results and
other forms of human expression.</p>
      <p>But there is one approach to the problem of painting for zots that the artists
of our story failed to consider: they could have attempted to show a variety of
works to zots, measured accurately their physiological reactions, and compared
them to those observed when they are shown well-regarded works of zot origin.
If the zots' reactions in the two cases were similar, then | regardless of the
the many ways in which their psychological makeup might di er from that of
human beings | there would be reason to suspect that their psychological
reactions would be also similar; and if instead they were di erent, it would not be
unreasonable to conclude that their psychological reactions are also di erent.1</p>
      <p>In what follows, I will argue that essentially the same process, with us taking
the role of the zot subjects and our machines taking the role of the human
examiners, provides us with a promising avenue for the exploration of creativity
through arti cial means.
-3.</p>
    </sec>
    <sec id="sec-2">
      <title>Two approaches to arti cial creativity</title>
      <p>One of the main challenges faced in the study of creativity | and, at the same
time, one of its most intriguing aspects | is the fact that recognizing the
products of creative endeavors is a very context-dependent task. To mention a rather
infamous example, a urinal may or may not be considered a creative work
depending on whether it is placed in a museum or in its more typical habitat; and,
in the former case, its possible recognition as such presupposes the appreciation
of a complex set of cultural and historical circumstances. A hypothetical alien,
bereft of any knowledge of the history of European artistic movements and of
human biological functions, would presumably nd the same object just as
confusing in both circumstances; and, while they may notice that the placement of
such an object in a museum is less common than its placement in a bathroom,
they would have little way to infer the signi cance attributed to the urinal in
the second case.</p>
      <p>More prosaically, cross-cultural recognition and evaluation of creative works
is a notoriously di cult enterprise; and it would not be unreasonable to expect
this di culty to only worsen in the case of works generated by nonhuman,
articial processes whose structures and behaviours are, after all, vastly dissimilar
from the ones of human beings.</p>
      <p>
        For many products of arti cial processes, this is not at all the case. Instead,
the processes they originate from are tailor-built to imitate known forms of
human creative activity, be it musical composition
        <xref ref-type="bibr" rid="ref10">(Loy, 1989)</xref>
        , development of
mathematical theories
        <xref ref-type="bibr" rid="ref2">(Colton, 2002)</xref>
        , or story creation
        <xref ref-type="bibr" rid="ref12">(Meehan, 1977)</xref>
        , and
their performance is evaluated on the basis of the degree up to which their
outputs can pass as genuine human creations. With some partial exceptions (in
particular, Colton's Painting Fool
        <xref ref-type="bibr" rid="ref3">(Colton, 2012)</xref>
        ), these processes do not contain
any attempt to represent the motivations and concerns of a hypothetical, even
1 It is also not entirely impossible that the Zot Empire might take umbrage at the
kidnapping and probing of its citizens, but you cannot make an omelette without
provoking an interstellar war.
vaguely human-like author, contenting themselves instead with exploring, more
or less arbitrarily, a xed and well-de ned \conceptual space"
        <xref ref-type="bibr" rid="ref1">(Boden, 2001)</xref>
        whose rules have been known to be compatible with the production of valuable
human works.
      </p>
      <p>It is worth emphasizing here that relaxing the constraints of such a system,
for example by allowing it to arbitrarily break out from some of the boundaries
of the target conceptual space, would not in itself make it more creative. For
instance, the fact that the numbering of the sections of the present work starts
from minus four rather than from one is a largely pointless deviation from the
common conventions of writing which does not increase in any sense its quality.
Further changes to this work along similar lines could only make the experience
of reading it more and more frustrating: the subversion of expectations can at
times be used to convey interesting e ects, but breaking them at random is
unlikely to improve the quality of the product.</p>
      <p>
        On the other hand, there are also works of generative creativity that cannot
be reasonably described as mere attempts to imitate the super cial features of
human products. These works emerge from processes, often based on notions
from arti cial life, which develop and unfold freely and without any expectation
of compliance with the conventions of human genres: as an example of this kind
of approach, we can mention here Reas' Process Compendium
        <xref ref-type="bibr" rid="ref13">(Reas, 2010)</xref>
        . This
very quality, however, makes their evaluation quite problematic. In which sense
can we claim such processes to be creative, when the processes producing other
non-human but similarly aesthetically-appealing phenomena | for instance, the
shapes taken by clouds, or the sound of the sea | are not commonly regarded as
creative? Furthermore, when these arti cial processes generate truly compelling
works, it is generally the result of the careful exploration of their parameter
space by part of a human experimenter. But then, could not one argue that this
human experimenter, not the arti cial process, is the true locus of creativity, and
that therefore these arti cial life-based approaches are simply another medium
for the production of artistic works | an intriguing and largely unexplored one,
certainly, but not one that succeeds in separating the phenomenon of creativity
from the rest of the human experience?
-2.
      </p>
    </sec>
    <sec id="sec-3">
      <title>Two loops in human creativity</title>
      <p>
        Many theoretical models of the human creative process have been produced
        <xref ref-type="bibr" rid="ref14 ref9">(Runco and Albert, 1990; Kozbelt et al., 2010)</xref>
        , and it is not within the scope
of this work to discuss any of them in detail. One fairly non-controversial
observation, however, is that creative activities involve on one hand the individual
author as they incrementally build and evaluate their works, and on the other the
society in which the author lives as it provides them with established techniques
or conventions and in uences their self-evaluation criteria.2
2 A topic which is somewhat controversial, instead, is the relative degrees of in uence
of the characteristics of individual author and of those on their their society on the
results of the author's activity.
      </p>
      <p>Thus, without making any strong commitment to any theory of creativity,
we can reasonably recognize at least two distinct feedback loops as having a role
in the creative process:
1. The internal loop, through which the author evaluates the products of their
own activity and uses the results of such evaluations to direct their future
activity;
2. The external loop, through which the very criteria used by the author to
evaluate their own work are updated by such means as the observation of
other people's reactions to the author's works or the author's own evaluation
of others' works.</p>
      <p>These two loops are necessary components of any genuinely creative process:
indeed, the activity of an author bereft of the internal loop would be nothing
but mere automatic reaction to external stimuli, whereas an author bereft of the
external loop would lack any means for updating their own evaluation criteria,
and would thus have no way out of their solipsistic cycle of self-evaluation and
optimization according to a pre-de ned, static ideals.</p>
      <p>But this poses a serious problem for arti cial creativity. Building an arti cial
agent with an external loop towards a human creative community of richness
comparable to that of the loops linking humans authors to it would appear
to require endowing the arti cial agent with human-comparable cognitive and
linguistic abilities; and this, despite the advances of arti cial intelligence, still
remains an unsolved task. Do we have to give up, and accept that arti cial
creativity requires general-purpose arti cial intelligence?</p>
      <p>
        Maybe not. A potential alternative solution, perhaps, might be to piggyback
on the evaluation functions of human users, for instance by having them rate
the quality of the arti cial agent's products and attempting to incrementally
improve the average quality of its solutions. This is the approach exempli ed by
much interactive evolutionary art, from Dawkins' Biomorphs
        <xref ref-type="bibr" rid="ref5">(Dawkins, 2003)</xref>
        to Draves' Electric Sheep
        <xref ref-type="bibr" rid="ref6">(Draves, 2005)</xref>
        . However, in this case, it is not at all
clear that the arti cial agents involved | as opposed to the systems composed
by these agents and the human evaluators | may be considered in any sense
creative.
      </p>
      <p>Indeed, the locus of agency | and, therefore, of creativity | of such systems
does not lie within the arti cial process, but instead solidly within the human
beings evaluating its products. If the human users wanted the process' results
to become dull and uninteresting, they could easily succeed; and if they wanted
them to improve, they could only succeed up to the degree to which they can
correctly evaluate the quality of partial improvements on the current product.
The machine takes part to the internal loop, but not to the external loop, whereas
the human evaluators take part to the external and to the internal loop; thus,
the arti cial agent appears to be taking a role more akin to that of a tool (if a
somewhat unpredictable one) than to that of a creator. Nevertheless, interactive
evolutionary algorithms show much promise: by providing human authors with a
vast repertoire of themes and possibilities that they might not necessarily have
developed autonomously, these algorithms are very well-suited for performing
the role of creativity-enhancing tools.</p>
    </sec>
    <sec id="sec-4">
      <title>Arti cial creativity through biometrics</title>
      <p>In the previous section, I suggested that interactive evolutionary art is not
usually quite an example of arti cial creativity because the onus of evaluating the
results of the algorithm lies entirely with the human user. But a natural
question at this point would be: how does this di er anyway from the way in which
the creations of a human author are evaluated by their community? The
answer, in short, is that peer evaluations do not generally rob human authors of
their autonomy, because human authors are not typically in thrall of their peers.
They instead listen to their opinions and motivations, arguing | occasionally
quite vociferously | about their validity or lack thereof, and more than
occasionally rejecting them altogether. It might not be incorrect to claim that,
nonetheless, this implies that authorship is in some sense shared between the
direct creator and the community whose teachings and overall opinions a ected
their choices; but, in any case, it is clear that while human authors do generally
seek the approval of their public, their activity is up to some not insigni cant
degree self-directed | they face their critics as peers, not as slaves. This is not
the case for generative programs, whose activity is entirely determined by their
users' evaluations, by random or pseudo-random events, and by the possibilities
and preferences inherent to their programming. The rst two kinds of in uences
mentioned cannot be reasonably compared to a human author's own autonomous
decisions; and as for the third one, it constitutes a true case of arti cial
authorship only insofar as such possibilities and preference have not been designed by
the programmer with the express purpose of causing the program's products to
be of a certain speci c quality.</p>
      <p>Our imaginary critic is, thus, not entirely wrong, and we have to retract to
some degree the overly strong claim made in the previous section: an interactive
evolutionary system can indeed be granted authorship, but only up to the
measure in which its behaviour is not a function of the user's evaluations, of random
events, or of the designs of its own author. This, however, does not resolve all
our problems: indeed, what we would ideally want to have would be an arti cial
creative system whose products were \human-like" enough for us to evaluate and
appreciate. This puts us in the same situation of the zots mentioned in Section
-4: we want works of value to us, and we want them out of entities which are
almost entirely unlike ourselves, whose choices we do not want to have to
micromanage, which lack any even vaguely accurate model of ourselves, and which are
not capable of communicating with us as equals. How can they possibly succeed?</p>
      <p>
        One possible answer, the one this work has been driving towards, is the
following: if an arti cial process could measure human involuntary reactions to
high-quality works of human creativity, it could then | at least in principle |
iteratively update its products3 while attempting to increase the degree of
simi3 Far more ambitiously, if we wished for the machine to eventually become capable of
generating valuable works without constant biological feedback, we might attempt
to make it optimize its production algorithm through some form of genetic
programming, rather than its individual products. In essence, this would be equivalent to
having the machine attempt to iteratively build a model of the features of humankind
larity between our responses to them and our responses to the above-mentioned
human works.4 This would put the agency in the creative process rmly out
of the reach of human consciousness, thus leading to the situation depicted in
Figure 3: the machine is now taking part in the internal loop of creation and
self-evaluation, but also | through the monitoring of the involuntary reactions
of its human users, which now are not making decisions in its place | in the
external loop of interaction with the larger human community.
In this work, I discussed some of the di culties inherent to the problem of
creating non-human agents which are capable of creating novel and
valuableto-humans works without relying exclusively on human decisions (made either
at implementation time or at execution time); and I suggested a possible
approach based on the use of biometrics. There already exist works of generative
which are relevant to our appreciation, or lack thereof, of its products. Starting from
the perspective of Figure 3, this would amount to pushing the human users entirely
out of the internal loop of creation and self-evaluation.
4 In order to prevent plagiarism, we might also want to add the additional requirement
that the algorithm's products should be su ciently di erent from all the
humanmade examples used to nd the human physiological responses to high-quality work.
This might or might not be necessary, depending on the speci c characteristics of
the algorithm; it could be also be the case that such a program would not be likely
to produce any given example anyway.
art which rely on biometrics, such as for example
        <xref ref-type="bibr" rid="ref11 ref7 ref8">(McGee et al., 2011; Fan and
Weber, 2012; Haill, 2014)</xref>
        or | insofar as emotion detection goes | Colton's
Painting Fool
        <xref ref-type="bibr" rid="ref3">(Colton, 2012)</xref>
        . But to my knowledge, the reason for using
biometrics in most such systems resides more in allowing users to visualize artistic
representations of their internal states than in measuring the similarity between
the users' current internal states and the internal states of humans experiencing
high-quality works as a metric for self-optimization. Colton's Painting Fool is
somewhat of an exception, as it can detect the mood of the scene and produce a
work which re ects it (see
        <xref ref-type="bibr" rid="ref4">(Colton et al., 2008)</xref>
        for details): this is much closer
to the kind of approach described to this work, and a valuable starting point for
further research along these lines.
      </p>
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