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    <article-meta>
      <title-group>
        <article-title>Drawcto: A Multi-Agent Co-Creative AI for Collaborative Non-Representational Art</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Manoj Deshpande</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Brian Magerko</string-name>
          <email>magerkog@gatech.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Georgia Institute of Technology Atlanta</institution>
          ,
          <addr-line>GA 30308</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Non-representational art-such as works by Wassily Kandinsky, Joan Mitchell, Willem de Kooning, etc.-showcases diverse artistic expressions and challenges viewers with its interpretive open-endedness and lack of a clear mapping to our everyday reality. Human cognition and perception nonetheless aid us in making sense of, reasoning about, and discussing the perceptual features prevalent in such non-representational art. While there have been various Computational Creative systems capable of generating representational artwork, only a few existing Computational (Co)Creative systems for visual arts can produce nonrepresentational art. How would a co-creative AI that incorporates elements of the human visual perception theory be able to collaborate with a human in co-creating a nonrepresentational art? This paper explores this challenge in detail, describes potential machine learning and non-machine learning approaches for designing an AI agent and introduces a new web-based, multi-agent AI drawing application, called Drawcto, capable of co-creating non-representational artwork with human collaborators.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Playing video games can be a highly creative activity,
requiring individuals to engage in creative behaviors like
content creation, collaborative building, problem solving, etc.
        <xref ref-type="bibr" rid="ref31">(Green and Kaufman 2015; Blanco-Herrera, Gentile, and
Rokkum 2019)</xref>
        . A model of creativity within AI agents may
support new forms of creative gameplay and new
applications of AI in game spaces. Inspired by this potential, we
focus on exploring a specific c reative i nteraction modality
that has its roots in popular sketch-based games like
Pictionary or web games like Skribbl.io
        <xref ref-type="bibr" rid="ref50">(mel 2011)</xref>
        . Previous
research with these games has been limited to the training
and develop of computationally creative agents
        <xref ref-type="bibr" rid="ref5 ref61">(Bhunia et
al. 2020; Sarvadevabhatla et al. 2018)</xref>
        ; our aim is to develop
a co-creative system for co-creating non-objective visual art
that seeks to invoke the properties of human-computer
cocreativity in ways applicable to the study, creation, and play
of digital and analog games involving creative aspects.
      </p>
      <p>
        Computational Creativity (CC) in the visual arts has
gained attention since the early days of AARON
        <xref ref-type="bibr" rid="ref9">(Cohen
1995)</xref>
        . Over the years, researchers have developed various
Copyright © 2021 for this paper by its authors. Use permitted
under Creative Commons License Attribution 4.0 International
(CC BY 4.0).
algorithms and CC systems that are capable of (co)creating
artworks in a specific artistic style
        <xref ref-type="bibr" rid="ref27">(Gatys, Ecker, and Bethge
2016)</xref>
        , identify and suggest conceptually or visually
similar objects
        <xref ref-type="bibr" rid="ref45">(Karimi et al. 2020)</xref>
        , produce strokes or pixels to
complete a sketch or an image semantically
        <xref ref-type="bibr" rid="ref34 ref38 ref64 ref67">(Su et al. 2020;
Iizuka, Simo-Serra, and Ishikawa 2017)</xref>
        , etc. While many of
these approaches have examined creating representational
artwork (e.g., realistic or impressionistic presentations of
real-world scenes and objects), little work has been done in
exploring how a more abstract, non-representational work
could be done by (or in collaboration with) AI–inspired by
human cognition and perception–that can discuss its
intention behind specific features and composition of the artwork
with a human collaborator. In an attempt to address this, we
present Drawcto - a web-based, multi-agent AI drawing
application capable of co-creating and discussing specific
features of non-representational art with a human collaborator.
      </p>
      <p>
        People often use abstract art and non-representational art
interchangeably to refer to the same painting style, yet there
are crucial differences between the two terms
        <xref ref-type="bibr" rid="ref3">(Ashmore
1955)</xref>
        . Abstract artwork distorts the view of a familiar
subject (i.e., a thing, face, body, place, etc.). For example,
Picasso distorts a person’s face to show different views of the
same figure within a single painting. The resulting artwork
appears abstracted, but still, there are discernable features
and structures intact from the original subject. Figure 1a and
1b show examples of abstract art. Non-representational art,
on the other hand, doesn’t have a known object or a thing
that the artwork is trying to depict. For non-representational
art–also known as non-objective art–the artist only uses
visual design elements like form, shape, color, line, etc., to
express themselves.
      </p>
      <p>
        Non-representational art represents the spiritual, mystic,
non-materialistic, experiential, or creative painting/thought
process of the artist
        <xref ref-type="bibr" rid="ref23">(Fingesten 1961)</xref>
        , making it
challenging to appreciate, contextualize, or understand. For
example, Kandinsky’s non-objective compositions represent his
emotional experience of listening to music, Mondrian’s
paintings–which only contain straight lines and primary
colors–represent “what is absolute, among the relativity of
time and space”
        <xref ref-type="bibr" rid="ref66">(Wallis 1960)</xref>
        , Pollock’s artworks
represent the action-painting process, in other words it depicts
the forces that lead to its creation. Figure 1c and
Figure 1d show examples of non-representational art.
Nonrepresentational art generally is not preconceived; instead,
it emerges from the artist’s in-the-moment interaction with
the medium, reflection-in-design process
        <xref ref-type="bibr" rid="ref62">(Scho¨n 1983)</xref>
        .
      </p>
      <p>Generating visually sensible content in such a dynamic
scenario is the main challenge for developing an AI agent
for co-creating non-representational art. We cannot simply
train the agent to use object detection or classification to
make sense of and generate new strokes as usually there are
no recognizable objects. At the same time, we can’t
generate random strokes as they would not be visually sensible.
Therefore, developing an AI that can create various strokes
based on its perceptual ability to understand and reason with
the quality of strokes made by the human collaborator is the
challenge we address in this research.</p>
      <p>
        We utilize the perceptual organization theory (or Gestalt
theory) for the agent(s) to make sense of and generate new
strokes while co-creating a non-representational artwork.
Gestalt theory describes a finite set of rules that guide and
aid the reasoning of our visual system. Some of the gestalt
grouping principles are proximity, balance, continuity,
similarity, etc.
        <xref ref-type="bibr" rid="ref2">(Arnheim 1957)</xref>
        . Previously, researchers have
used perceptual organization theory for various applications
like image segmentation, contour detection, shape parsing,
etc. In this paper, we present work that attempts to
circumnavigate the ”authoring bottleneck” commonly associated
with co-creative systems
        <xref ref-type="bibr" rid="ref12">(Csinger, Booth, and Poole 1995)</xref>
        by using perceptual theories (like Gestalt’s) to both
bootstrap various learning/non-learning approaches to
collaborative sketching as well as a basis for affording AI
explainability.
      </p>
      <p>We have organized the paper as follows. We examine
potential learning and non-learning approaches for developing
an AI agent in Related Work. The System Design section
describes the current version of Drawcto and explains each
component in detail. In the Discussion section, we reflect on
the present drawbacks of the three drawing agents. Finally,
we share potential future avenues of research we have
identified for Drawcto in Future Work.</p>
    </sec>
    <sec id="sec-2">
      <title>Related Work</title>
      <p>In recent years, research on developing image/sketch
generation AI has gained a lot of interest. As a result, many
research projects and AI architectures have explored
image generation from various perspectives and for
multiple reasons like co-creating, sketch-based image retrieval,
image completion, design ideation, image stylizing, etc.
This literature review focuses on diverse learning and
nonlearning approaches for stroke generation for abstract or
non-representational art.</p>
      <sec id="sec-2-1">
        <title>Recurrent Neural Network (RNN)</title>
        <p>
          The Sketch-RNN model
          <xref ref-type="bibr" rid="ref34 ref67">(Ha and Eck 2017)</xref>
          is a sequence
to sequence variational autoencoder (VAE) that has inspired
and informed various co-creative drawing systems. Some
examples in recent years are Collabdraw
          <xref ref-type="bibr" rid="ref20">(Fan, Dinculescu,
and Ha 2019)</xref>
          , DuetDraw (Oh et al. 2018), Suggestive
Drawing
          <xref ref-type="bibr" rid="ref1">(Alonso 2017)</xref>
          , etc. Sketch-RNN model is trained on
QuickDraw dataset
          <xref ref-type="bibr" rid="ref42">(Jongejan et al. 2016)</xref>
          and has learned
to express images as short sequential vector strokes. The
QuickDraw dataset is a collection of labeled sketches drawn
under 20 seconds for a selected object category. Facilitated
by quickdraw, the Sketch-RNN model can produce
semantically meaningful strokes. Like in Collabdraw, the user and
AI collaborate by taking turns to finish a semantically
accurate sketch. Also, in projects like DuetDraw and
Suggestive Drawing, the capability of the Sketch-RNN model is
enhanced by combining it with other features like completing a
drawing, transforming an image, doing style transfer,
recommending empty-space, etc. RNNs are great for co-creating
with line drawing; however, the main challenge while
using an RNN is that the training data needs to be sequential
vectors, i.e., we can’t directly use images to train. We have
developed two agents for Drawcto using this approach.
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Generative Adversarial Network (GAN)</title>
        <p>
          Similar to Sketch-RNN, another influential model is GAN
(Goodfellow et al. 2020). In GAN, two neural networks–
generator and discriminator–compete with each other to
make predictions. The role of the generator is to produce
output that highly resembles the actual data and, the role of
the discriminator is to identify the artificially created data.
Some of the research projects based on GAN are
SketchGAN
          <xref ref-type="bibr" rid="ref48">(Liu et al. 2019)</xref>
          , Doodler GAN
          <xref ref-type="bibr" rid="ref28">(Ge et al. 2021)</xref>
          ,
interactive image to image translation using GAN
          <xref ref-type="bibr" rid="ref39">(Isola et
al. 2018)</xref>
          , etc. GAN is used in various ways; for
example, in Sketch-GAN, it generates strokes for missing parts
of the image, while in Doodler GAN, it is used to
semantically generate stroke to co-create a surreal creature or a
bird. In image-to-image translation
          <xref ref-type="bibr" rid="ref34 ref38 ref67">(Iizuka, Simo-Serra, and
Ishikawa 2017)</xref>
          , GAN is used for edge-detection, style
generation, etc. Building over GAN, Elgammal et al. proposed
CAN (creative adversarial network) (Elgammal et al. 2017)
to generate artworks deviating from existing artistic styles
resulting in non-representational art with varying degrees of
complex textures and compositions. The generative
capabilities of GAN are very inspiring; since GAN works with
pixels, we can use images to train the network and it can also
be very efficient for style transfer.
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>Transformers</title>
        <p>
          A transformer is a sequence-to-sequence model that uses an
attention-mechanism to identify important context, helping
it provide better results than an RNN
          <xref ref-type="bibr" rid="ref65">(Vaswani et al. 2017)</xref>
          .
Based on the Transformer, researchers have developed an
open-source ML framework–called BERT (Bi-directional
Encoder Representation from Transformer)–which helps
computers ‘understand’ the meaning of a word/phrase in
the input text by using surrounding text to create context
          <xref ref-type="bibr" rid="ref15">(Devlin et al. 2019)</xref>
          . BERT is a pre-trained model which
can be fine-tuned using a question and answer dataset;
researchers have utilized BERT in various text-to-sketch
projects. In CalligraphyGAN
          <xref ref-type="bibr" rid="ref69">(Zhuo, Fan, and Wang 2020)</xref>
          ,
authors combine BERT and conditional GAN to create
abstract artworks representing a set of Chinese characters
given as input. In Sketch-BERT
          <xref ref-type="bibr" rid="ref47">(Lin et al. 2020)</xref>
          , the
model learns representations that capture the sketch gestalt.
The dual-language image encoder model–CLIP(Contrastive
Language-Image Pre-training)
          <xref ref-type="bibr" rid="ref59">(Radford et al. 2021)</xref>
          which
uses vision-transformer
          <xref ref-type="bibr" rid="ref17">(Dosovitskiy et al. 2021)</xref>
          –has
inspired a whole range of drawing-related projects. For
example, in ClipDraw
          <xref ref-type="bibr" rid="ref24 ref41">(Frans, Soros, and Witkowski 2021)</xref>
          ,
the agent produces a set of vector strokes in diverse
artistic styles satisfying a text input; Fernando et al. combine a
dual encoder
          <xref ref-type="bibr" rid="ref21">(Fernando et al. 2021)</xref>
          similar to CLIP with a
neural L-system to produce abstract images corresponding
to the input text. The dependency on text makes using the
transformer a challenge in the context of co-creation;
nevertheless, transformer-based models are potent models for
image/sketch generation.
        </p>
      </sec>
      <sec id="sec-2-4">
        <title>Reinforcement Learning</title>
        <p>
          Many research projects deal with learning stroke generation
using reinforcement learning (RL). Researchers typically
train an agent by letting it interact with a simulated
painting environment. The painting environment can be
continuous (e.g., SPIRAL
          <xref ref-type="bibr" rid="ref26">(Ganin et al. 2018)</xref>
          , Improved-SPIRAL
          <xref ref-type="bibr" rid="ref51">(Mellor et al. 2019)</xref>
          , etc.) or differentiable (e.g., StrokeNET
          <xref ref-type="bibr" rid="ref68">(Zheng, Jiang, and Huang 2018)</xref>
          , Neural Painter
          <xref ref-type="bibr" rid="ref53">(Nakano
2019)</xref>
          , etc.). As a result of learning in this simulated
environment, the RL agent learns to produce strokes and abstract
artworks. Another approach in training an RL agent is
limiting the number of strokes used to represent an object. For
example, in Pixelor
          <xref ref-type="bibr" rid="ref5">(Bhunia et al. 2020)</xref>
          , the agent is
involved in a Pictionary-like game with a human to learn
optimal stroke sequence to represent an object. Similarly, Huang
et al. use RL to train an agent to paint like humans with only
a small number of strokes
          <xref ref-type="bibr" rid="ref37">(Huang, Zhou, and Heng 2019)</xref>
          .
Interactive learning is another approach for training an RL
agent as utilized in Drawing Apprentice
          <xref ref-type="bibr" rid="ref13">(Davis et al. 2015)</xref>
          .
In Drawing Apprentice, the AI agent analyses the user’s
input strokes, recognize drawn objects, and responds with
complementary strokes. RL provides various potent
methods for training an agent, which we hope to experiment with
in the future.
        </p>
      </sec>
      <sec id="sec-2-5">
        <title>Non-Learning Approaches</title>
        <p>
          There are many non-learning approaches to generate strokes
for abstract/non-representational art. For example, AARON
          <xref ref-type="bibr" rid="ref49">(McCorduck 1991)</xref>
          is an intricately authored rule-based AI
developed by artist Harold Cohen. Similarly, The
Painting Fool
          <xref ref-type="bibr" rid="ref11">(Colton 2012)</xref>
          system emulates a human painter
and can describe its artwork through textual description
following a set of rules. Drawing Apprentice also has a
rule-based AI component to respond to the user’s stroke
by tracing, replication, or transformation. Another approach
for stroke generation is by using a shape grammar
          <xref ref-type="bibr" rid="ref63">(Stiny
2006)</xref>
          . For example, in Broadened Drawspace
          <xref ref-type="bibr" rid="ref1 ref32 ref65">(Gu¨n 2017)</xref>
          ,
the user engages in a visual-making process with a
shapegrammar-based generative system. Stroke-based rendering
(SBR) methods also provide many algorithms for stroke
generation. SBR algorithms are search or trial-and-error
algorithms designed to optimize stroke placement by
minimizing an energy function
          <xref ref-type="bibr" rid="ref35">(Hertzmann 2003)</xref>
          or other
optimization goals like the number of strokes. Generative capabilities
of rule-based systems like AARON inspired us to create a
rule-based agent for Drawcto.
        </p>
      </sec>
      <sec id="sec-2-6">
        <title>Summary</title>
        <p>The above-related research highlights the following gaps in
existing systems for (co)creating abstract artistic images.</p>
        <p>All the learning approaches are black-box approaches.
The AI agent can’t justify why a certain stroke in a specific
location and particular style (color, width, length, weight,
etc.) makes sense to the entire composition. Even with
rulebased or shape grammar approaches, the agent can’t convey
its perception of the composition as a whole. In other words,
existing agents can not reason about the visual design or
justify their actions while creating the artwork.</p>
        <p>Barring Drawing Apprentice, none of the CC systems are
capable of co-creating a non-representative art. But, a
limitation of Drawing Apprentice is that it does not have any
perceptual knowledge bootstraps, so Drawing Apprentice takes
a black box learning approach to train the agent which
results in it not being able to discuss its intention with a
human collaborator. Even with generative systems, only a few
research projects focus on creating non-representational art,
and almost none discuss the intent behind the composition.
It is also interesting to note that the existing systems are
either single-agent or multi-feature systems.</p>
        <p>The shortcomings mentioned above informed us to
develop Drawcto- a multi-agent system for co-creating
nonrepresentational artwork, which can explain its actions based
on the current state of the canvas. In the following section,
we discuss the system design and various agents’ logic for
the current prototype of Drawcto.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Drawcto System Design</title>
      <p>We developed Drawcto as an easily accessible web-based
application with the graphical interaction happening through
a P5.js canvas. The canvas (frontend) communicates to the
python server (backend) using HTTP Methods. The
backend is responsible for the different AI agents’ logic. We
developed the python server using the micro web framework
Flask. Currently, we are hosting the application on Heroku.
As shown in Figure 2, the user draws strokes and selects the
agent on the interface; in response, the AI responds with its
strokes and a textual description of its stroke intent. We have
developed the backend in a modular manner allowing us to
add or remove an agent based on its performance. In the
following subsections, we describe the user interface and the
AI agents in detail.</p>
      <sec id="sec-3-1">
        <title>Drawcto UI</title>
        <p>We designed all of the UI features to foster a human-like
collaboration between an AI and a human. To
anthropomorphize the AI, we named our AI avatar “Dr. Drawctopus” and
created a vector image of a cyborg octopus to represent the
AI. We chose an octopus to represent our AI with the idea
that each tentacle will correspond to a different agent,
symbolically conveying that it is part of the same system.</p>
        <p>
          Prior research
          <xref ref-type="bibr" rid="ref14">(Davis et al. 2016)</xref>
          shows that collaboration
can be improved by - having permanent screen-presence of
the AI character, and dynamically drawing the strokes
generated by AI. Hence, we permanently show the AI avatar and
its name on the UI, and we animated a visual glyph
representing the hand of Drawcto moving along the stroke.
        </p>
        <p>
          Creating non-representational art requires time for
reflection-in-design, and turn-taking interaction can
facilitate this process. But, turn-taking can be a dynamic process;
the most straightforward approach seen in the literature we
adopted for Drawcto is simple turn-alternation
          <xref ref-type="bibr" rid="ref34 ref67">(Winston and
Magerko 2017)</xref>
          . However, we needed a way to clearly signal
the beginning and end of a turn to the AI with the alternate
turn-taking. Therefore, to overcome this, on the interface, we
incorporated a pencil that the human collaborator can “pick
up” to signal the start of the turn and “place it down” to
signal the completion of their turn.
        </p>
        <p>We wanted to present the AI stroke intention to the
human collaborator coherently without disturbing the creative
collaboration. Hence we decided to show the stroke logic in
a dialog box, seeming as if Drawcto is communicating.
Further, the AI dialogs were written in a way that reflects the
friendly persona of the AI.</p>
        <p>Along with the UI features mentioned above, the human
collaborator can also toggle between the three agents via a
clickable arrow. Figure 3 highlights the different parts of the
user interface.</p>
      </sec>
      <sec id="sec-3-2">
        <title>Rule-Based Agent</title>
        <p>
          When the rule-based agent is selected, it reacts to the user’s
stroke(s) based on a set of hand-authored rules. We derived
these rules from perceptual grouping theory, such as
balance, symmetry, continuity, closure, etc.
          <xref ref-type="bibr" rid="ref2">(Arnheim 1957)</xref>
          .
Since non-representational art, in general, is not
preconceived, we designed the agent also to behave similarly and
not have an end goal across multiple turns. Instead, the agent
emulates a painter’s reflection-in-design process and reacts
only based on the current state of composition on the canvas,
primarily based on the collaborator’s latest move. Figure 4a
shows the result of interaction with the rule-based agent.
        </p>
        <p>The agent makes sense of the strokes strictly based on
the observable, salient features on the canvas. We use the
OpenCV library to make sense of and extract features from
the strokes. The feature set includes - number of contours
(for whole canvas or current stroke), the center of mass,
white space, and four-way symmetry. We make use of this
feature set to traverse a decision tree to find an applicable
rule. Some examples of rules include - closing a stroke if
the user drew an open stroke; connecting strokes if the user
drew more than one separate stroke; enclosing a stroke if the
no. of contours is above a threshold; creating similar strokes
if the canvas has an empty area, etc.</p>
        <p>To better understand how a rule-based agent works
consider the following scenario. Assume the human
collaborator draws an open shape like a ‘U’ shape or a polygon with
one side missing on the canvas and finishes their turn. Then,
a snapshot of the canvas is sent to the backend. With the help
of functions in the OpenCV library like findContour or
isClosed, we develop a feature set that indicates that the shape
is open. Following this, the agent traverses a predefined
decision tree and comes up with two possible moves– to close
the open-shape or, to draw a similar but new distorted (scaled
up or down, sheared, etc.) open shape. The agent randomly
chooses between these moves, produces the relevant stroke
on the canvas, and presents a textual description of the rule
and why it was triggered to the human collaborator.</p>
      </sec>
      <sec id="sec-3-3">
        <title>RNN Agents</title>
        <p>
          We were curious if we could build a data-driven agent in
Drawcto that relied on latent information learned from
existing artworks or sketch datasets instead of following
predefined rules. We developed two separate agents to explore
this “authorless” approach in Drawcto - the Quick Draw and
Artist agents. Both the agents are based on Google’s
interactive SketchRNN
          <xref ref-type="bibr" rid="ref34 ref67">(Ha and Eck 2017)</xref>
          model.
        </p>
      </sec>
      <sec id="sec-3-4">
        <title>SketchRNN Quick Draw Agent This agent responds by</title>
        <p>
          producing a new stroke in exact continuation to the human
collaborator’s last drawn stroke. The agent utilizes the ml5.js
library’s SketchRNN model
          <xref ref-type="bibr" rid="ref55">(Nickles, Shiffman, and
McClendon 2018)</xref>
          , and the main goal for the Quick Draw agent
was to explore the stroke generation information learned
from the Quick! Draw dataset
          <xref ref-type="bibr" rid="ref42">(Jongejan et al. 2016)</xref>
          .
However, SketchRNN model requires a particular object
category to generate strokes, which is not feasible in
nonrepresentational art as there are no objects. We developed
two strategies to overcome this- first, we limited the length
of the output stroke to have a maximum of 30 points; second,
we used the “everything” category in SketchRNN, allowing
it to utilize the entire Quick! Draw dataset for stroke
generation. These strategies and alternate turn-taking
interaction resulted in the Quick Draw agent, based on SketchRNN
model that successfully showcased its stroke generation
capabilities. Figure 4c shows the result of interaction with the
Quick Draw agent.
        </p>
        <p>SketchRNN Artist Agent This agent–to produce strokes–
utilizes the SketchRNN model trained on our custom dataset
of around 2000 images of non-representational artworks
from the web. The goal for the Artist agent was to see if
the model would automatically learn visual concepts such
as symmetry, shape-completion, balance, etc. However,
getting the correct training data was the biggest challenge. To
overcome this, we obtained famous non-representational
artworks and extracted edges from them and converted them
into simple sequential vector drawings. Figure 5 shows
examples of the edge extraction we did to collect data. We can
see that these images are composed of distinct shapes - like
circles, rectangles, etc., have a sense of composition - like
positive &amp; negative space, symmetries, etc., and textures are
depicted through different densities of the shorter lines. We
trained the Artist agent on this data, and Figure 4b shows the
interaction with the artist agent.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Discussion</title>
      <p>In the related work section, we identified various learning
and non-learning approaches that we could take to tackle
the challenge of AI generating different semantically
accurate strokes while co-creating non-representational art. From
that, we chose one non-learning approach - a rule-based
Agent, and one learning approach - RNN Agent(s) to
incorporate in the current prototype of Drawcto. In this section,
we reflect on the current limitations of the three co-creative
agents.</p>
      <p>The rule-based agent currently echoes and acknowledges
the user’s strokes but rarely produces a novel stroke to the
composition. In other words, though the rule-based agent
can generate and justify new strokes, it lacks stroke
variability and can become predictable after using it a few times.</p>
      <p>The RNN agents, on the other hand, especially the quick
draw agent, produce a whole variety of strokes due to the
diversity and volume of the Quick! Draw data. The dialogues
for both the RNN agents give a clue about the training data
but fail to reason about a particular stroke. We will have to
develop a separate gestalt module to analyze the produced
stroke and provide suitable explanations. We notice that a lot
of the responses from the artist agent are two lines at right
angles. We believe this is because each training image had
a boundary. Hence the model learned it as an essential
component to any drawing. However, we noticed that the artist
agent could respond to the user’s stroke, complementing the
essence of their drawing style.</p>
    </sec>
    <sec id="sec-5">
      <title>Future Work</title>
      <p>Adding color, texture, line variation, etc., in a particular
artist’s style can enhance the co-creative experience. Figure
4e - Figure 4h shows our initial experiment with style
transfer; The images in Figure 4 show art in Kandinsky’s style.
In the future, we hope to develop an agent which will let the
user choose to add a stroke in a particular artist’s style.</p>
      <p>
        Drawing is an embodied activity, and studies show that
maintaining embodied interaction can improve the
cocreative drawing experience
        <xref ref-type="bibr" rid="ref41">(Jansen and Sklar 2021)</xref>
        .
Therefore, we plan to incorporate a robotic arm, which Drawcto
can use to draw physical strokes on paper or canvas, creating
a system where people can draw and co-create physically.
      </p>
      <p>
        Lastly, For building a learning agent capable of
producing stokes based on gestalt theory, Reinforcement learning
approaches appear to be a very promising avenue, especially
with research like PQA
        <xref ref-type="bibr" rid="ref58">(Qi et al. 2021)</xref>
        .
      </p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgments</title>
      <p>We thank Arpit Mathur, Bhavika Devnani, Laney Light,
Luowen Qiao, and Tianbai Jia for collaborating to develop this
project. We thank Erin Truesdell for providing helpful
insights and feedback.
you think you can sketch? ACM Transactions on Graphics
39(6):1–15.</p>
    </sec>
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