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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>March</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Towards Personalizing Generative AI with Small Data for Co-Creation in the Visual Arts</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Ahmed M. Abuzuraiq</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Philippe Pasquier</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>School of Interactive Arts and Technology, Simon Fraser University</institution>
          ,
          <addr-line>Surrey</addr-line>
          ,
          <country country="CA">Canada</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2024</year>
      </pub-date>
      <volume>1</volume>
      <fpage>8</fpage>
      <lpage>21</lpage>
      <abstract>
        <p>Foundational models such as DALL-E and Stable Difusion are trained on massive and diverse datasets to ift as many needs and contexts as possible. On the other hand, artists often use creative AI systems for niche and bespoke needs that are personal to them, and prompting alone might not always lead to that level of personalization. Co-creative systems are those in which humans and AI take the initiative to work on a common creative task. Generative AI systems support artistic exploration but their probabilistic and impersonal nature challenge artists' sense of control and ownership. In this work, we argue that artists' sense of agency and ownership can be strengthened in co-creative settings through personal generative AI models that are trained (or fine-tuned) on small datasets. We survey the current state of model personalization on creativity-support tools for the visual arts, whether based on Generative Adversarial Networks or Text-to-Image Difusion models, and argue that co-creative interfaces should adopt similar patterns of integrating personalization. Consequentially, we also propose including personalization as an integral part of a recent interactions framework for human-AI co-creation. Furthermore, we discuss the challenges for integration, including the computational demand of training models, and suggest that some solutions can be found by adopting "small data" and "slow technology" mindsets. Finally, we explore some concrete opportunities for human-AI interactions that personalizing with small data brings.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Generative AI</kwd>
        <kwd>Visual Arts</kwd>
        <kwd>Co-Creation</kwd>
        <kwd>Personalization</kwd>
        <kwd>Small Data</kwd>
        <kwd>Slow Technology</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        As we pass the anniversary of ChatGPT1, it is clear that generative AI models are here to stay.
Image generation models, like DALL-E2 and Stable Difusion 3, have surprised everyone with
their potential but left - the already disadvantaged - artists at an unsettling crossroads: their
copyrights infringed [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], their jobs at risk, and their sense of ownership and creative control
challenged [
        <xref ref-type="bibr" rid="ref2 ref3">2, 3</xref>
        ]. In this paper, we advocate for integrating the personalization of generative AI
models into co-creation interfaces, survey current practices and systems in the art community
around that, and discuss how challenges to integrated personalization (esp. via model training)
can be addressed by adopting a "small data" and/or "slow technology" mindsets.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Co-Creation and Creativity-Support Interfaces</title>
      <p>
        Co-creation takes place when at least two agents, human or machine, contribute proactively in a
shared creative task. This sets it apart from fully autonomous creative AI systems (computational
creativity) and creativity-support systems that simply respond to human requests [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Recent
generative AI systems produce images that can arguably be considered on par with what human
artists can produce, at least in terms of fidelity. As these systems do not actively engage in the
creative process, they are categorized as creativity-support systems. Nevertheless, their ability
to play a substantial role in synthesizing new content has reignited the interest in co-creation.
The same promising potential of generative AI also raises questions on how these systems
would fit into or impact creative practices. Visual artists use generative AI systems to automate
parts of their process, explore ideas and expand on them, or communicate with others [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
However, regardless of why artists use generative systems, it’s instructive to ask how they
relate to those systems. In particular, how does relying on a generative AI system impact the
artist’s ability to perceive the artistic work as their own (i.e. authorship), and how does the
probabilistic and black-boxed nature of those systems [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] impact their sense of control over the
results (i.e., agency).
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Generative AI Models &amp; Personalization</title>
      <sec id="sec-3-1">
        <title>3.1. Generative AI: Between Large and Personal</title>
        <p>
          Large-scale Text-to-image Generation Models (LTGMs) such as DALLE-E and Stable Difusion,
are deep learning models trained on millions of images often utilizing many high-end GPUs.
These models enable anyone to explore visuals of high quality in various aesthetic styles [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ] by
supplying carefully written prompts in a process referred to as prompt engineering.
        </p>
        <p>
          Prior to the spread of Large-scale Text-to-image models, visual artists relying on AI techniques
in their work used generative models such as Generative Adversarial Networks (GANs) and
Variational Autoencoders (VAEs). Some variants of GAN models, such as StyleGAN2 [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ], can be
trained by artists on their personal machines partially due to their capability to produce results
of good quality with relatively small datasets. Being able to personally train a generative model
allowed artists to explore diferent aesthetics by changing how the model is trained, which
includes curating the collection of images to train (or fine-tune) the model on, and modifying
the model’s architecture or hyperparameters. In addition to training, artists could explore
diferent aesthetics by navigating the model’s generative space through sampling, creating
smooth interpolations, or by following semantic directions [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ].
        </p>
        <p>More recently, this line of (personally-trainable) generative models was overshadowed by
large generative models, which despite their impressive quality, require massive resources to be
trained, making training them inaccessible to most artists. Instead of training, artists achieve
diferent aesthetics by navigating the generative space of large models (e.g. with prompting)
and when navigating the model’s generative space proves cumbersome or if it consistently fails
to produce personal results, artists can fine-tune large models, which helps in narrowing and
focusing the scope of navigation.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Why Personalize?</title>
        <p>Whether artists personally train models from scratch, fine-tune large or personally-trainable
models, or carefully navigate a generative space (e.g., by prompting), they are personalizing, i.e.
making the generated products their own by shaping or influencing the generation. However,
these approaches aford artists diferent means of control over the results. For example,
prompting on text-to-image models cannot introduce new concepts, or learn from examples, which
is why many artists turn to personalizing their models as we discuss in Section 4.1. We focus
here on model personalization with data that can be performed by artists directly, as we find it
more empowering and personal for artists to do so. Therefore, we do not consider other cases
of model personalization such as online learning and reinforcement learning (where feedback
from users indirectly updates a model) or where the system is programmed to personalize itself
to users (e.g., based on patterns in their behaviour).</p>
        <p>
          When artists personalize generative models they regain more control, and an increased level
of control can contribute to artists’ sense of ownership over the results [
          <xref ref-type="bibr" rid="ref2 ref9">9, 2</xref>
          ] (authorship) and
to an increased ability to realize their visions (agency). Furthermore, the ability to personalize
the generative model that supports their work (creativity-support), or which they directly or
indirectly collaborate with (co-creation), allows artists to push the invisible boundary of what
the generative AI model can create [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ] in directions of their own choosing, hence boosting
their agency. Human collaborators communicate and adapt throughout collaborative creative
processes, similarly, supporting personalization (whether a human personalizes an AI model, or
the AI partner personalizes itself) can lead to an evolving collaboration between the human(s)
and their AI partner(s) in co-creative settings.
        </p>
        <p>
          Finally, the arguments we make here are not for GAN models over text-to-image models (or
vice verse), since GAN models can be large and prompt-based [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ] and text-to-image models
can be small and personally-trainable [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ], and both types of models have their respective
communities. Instead, we argue that artist-led personalization ofers opportunities for creative
control and ownership, and the scale and type of the underlying generative model simply impacts
the types of personalization aforded to artists. Having argued for model personalization, we
investigate next how personalization is currently integrated into creativity-support and
cocreative systems.
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Current Landscape of Artist-led Personalization</title>
      <sec id="sec-4-1">
        <title>4.1. Personalization in Creativity-Support Systems</title>
        <p>
          Artists with skills and knowledge in coding and deep learning can train or fine-tune generative
models at will, potentially with the help of cloud computing. Creativity-support and co-creative
systems are often targeted to novices and experts alike [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ], and so we focus here on no-coding
tools that allow artists to work with and personalize image generation models on the same
interface. Table 1 shows diferent systems used in practice that support training or fine-tuning
generative models. There is a larger collection of systems, not included here, that allow users to
sample from a generative system but without ofering options for personalization.
        </p>
        <sec id="sec-4-1-1">
          <title>4.1.1. GAN-based Systems</title>
          <p>
            Systems such as RunwayML4, Playform [
            <xref ref-type="bibr" rid="ref14">14</xref>
            ], and Autolume [
            <xref ref-type="bibr" rid="ref15">15</xref>
            ] are GAN-based systems aimed
at artists with no coding experience. These systems ofer options for training or fine-tuning
GAN models in addition to some process-support features that are often found in digital arts
workflows, such as image pre-processing in preparation for training (e.g., cropping, resizing,
normalization), visualizing the training progress with charts and snapshots of the results,
conditioning generation (e.g., with in-painting or out-painting), or post-processing the results
(e.g. up-scaling). We observe that most of the no-code GAN-based systems require payment
except for Autolume. Systems such as TorchGAN [
            <xref ref-type="bibr" rid="ref16">16</xref>
            ], StudioGAN [
            <xref ref-type="bibr" rid="ref17">17</xref>
            ] and the GAN Toolkit [
            <xref ref-type="bibr" rid="ref18">18</xref>
            ]
enable users to train their own GAN models from scratch by modifying high-level configuration
ifles (e.g. JSON files). These coding-based systems encourage exploring variations to familiar
generative models or provide a unified framework to support performance benchmarking.
However, they do not ofer adequate process-support features as outline above 5.
          </p>
        </sec>
        <sec id="sec-4-1-2">
          <title>4.1.2. Text-to-Image Systems</title>
          <p>
            The Text-to-image generative AI platforms listed in Table 1 such as Automatic1111 WebUI [
            <xref ref-type="bibr" rid="ref19">19</xref>
            ],
ComfyAI [
            <xref ref-type="bibr" rid="ref20">20</xref>
            ], InvokeAI (community-version) [
            <xref ref-type="bibr" rid="ref21">21</xref>
            ], InvokeAI (industry-version) [
            <xref ref-type="bibr" rid="ref22">22</xref>
            ],
RunwayML [
            <xref ref-type="bibr" rid="ref23">23</xref>
            ], and Photobooth [
            <xref ref-type="bibr" rid="ref24">24</xref>
            ] ofer similar interfaces where users specify prompts, adjust
the difusion process parameters and generate. The exception here is ComfyUI which provides
a graph/nodes interface. Most also support artistic workflows and community-based extensions,
but they do not ofer the option to train from scratch as it is costly to do so. Instead, artists
choose between multiple pre-set models (such as from Stable Difusion), or models fine-tuned
4This is an old version of RunwayML where model training was GAN-based: https://app.runwayml.com/train
5The same critique applies to generic cloud-based model training platforms for that matter such as AWS or Azure.
by others found on public model repositories like HuggingFace6, CivitAI7, or PromptHero8.
          </p>
          <p>
            Artists have the option to personalize text-to-image models, locally or on the cloud, on their
own datasets through techniques such as Textual Inversion [
            <xref ref-type="bibr" rid="ref25">25</xref>
            ], DreamBooth [
            <xref ref-type="bibr" rid="ref26">26</xref>
            ], Low-Rank
Adaptation (LoRA) [
            <xref ref-type="bibr" rid="ref27">27</xref>
            ] and ControlNet [
            <xref ref-type="bibr" rid="ref28">28</xref>
            ]. For example, DreamBooth fine-tunes text-to-image
difusion models on few images, which results in associating the subject of those images with
a new keyword that can be added to prompts. Finally, in terms of accessibility, some of those
text-to-image systems require using a command line to install, and running the personalization
techniques efectively requires some experimentation and relying on the experiences of others
in the AI art community.
          </p>
        </sec>
        <sec id="sec-4-1-3">
          <title>4.1.3. Integrated Personalization</title>
          <p>
            Personalization through fine-tuning or few-shot adaptation is integrated into all the listed
systems in Table 1. As an example, Figure 1 shows how personalization is integrated into the
interface of Automatic1111 WebUI. This is can also be seen on GAN-based interfaces such as
Autolume [
            <xref ref-type="bibr" rid="ref15">15</xref>
            ] which allows artists to train models then swap them as needed. By integrating
personalization into these tools, artists can alternate between model selection/personalization
and image generation with prompting, and both tasks can shape or validate the other.
          </p>
        </sec>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. Personalization in the Co-Creation Literature</title>
        <p>The systems above come from industry and the AI art community and some of them, e.g. Runway
and Automatic1111 WebUI, are quite famous in the community. However, we categorize them as
6https://huggingface.co/models
7https://civitai.com/
8https://prompthero.com/
creativity-support tools in that the system is not proactive, i.e. it does not initiate in the creative
process. We focus here on how personalization is discussed in the co-creation literature.</p>
        <p>
          Muller et al. [
          <xref ref-type="bibr" rid="ref29">29</xref>
          ] describe a framework for interactions between humans and AI in co-creative
settings consisting of multiple actions that can be performed by either. Grabe et al. [
          <xref ref-type="bibr" rid="ref30">30</xref>
          ] suggest
that a smaller and modified list of actions better suit GAN-based co-creative systems, the
modified list include: initialize (preparing data and choosing models), learn (human learns or
AI trains), constrain (specifying desired characteristics), create (generate new artifacts), select
(choose or exclude), adapt (edit one artifact), and combine (combine multiple artifacts). Grabe
et al. identify four interaction patterns that are common in the literature, such that each
pattern traces through a diferent combination of the actions above. These interaction patterns
include curating, exploring, evolving and conditioning. For example, curating involves the human
initializing the model, AI training the model (learn) and generating new artifacts (create), and
the human curating some of them (select).
        </p>
        <p>
          In those interaction patterns identified by Grabe et al. [
          <xref ref-type="bibr" rid="ref30">30</xref>
          ], initializing and learning are not
revisited during the course of co-creation. However, personalization of the generative model
seems to be an essential part of creative AI work in practice as we described in the last section.
So in Figure 2, we propose extending Grabe et al.’s taxonomy with a new interaction pattern,
namely personalizing. We also propose re-defining the initialize action to also include choosing
among pre-trained generative models, in which case there is no need to pass by the training step.
When combining the personalizing pattern with others we can describe how Difusion artists
work: they curate (generated artifacts are saved locally), explore (e.g., adapting by upscaling),
condition (e.g., tuning model parameters, out-paining and in-painting) and personalize (e.g.,
ifne-tune via textual inversion).
        </p>
        <p>
          By observing the adoption of personalization on creativity-support systems for image
generation (Section 4.1.3), we join other researchers [
          <xref ref-type="bibr" rid="ref31 ref32">31, 32</xref>
          ] in calling for integrating personalization
into co-creative systems. Broad et al. [
          <xref ref-type="bibr" rid="ref31">31</xref>
          ] suggest integrating active divergence techniques
(e.g., network blending, rewriting and bending among other ways for adapting and
personalizing models) into co-creation and creativity-support interfaces. Furthermore, Shimizu and
Fiebrink [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ] introduce Genny, a live-coding environment for interacting with generative
models and suggest integrating the training small-data models into the system in future work. So far
we have argued for integrating personalization into co-creation by appealing to practices in the
AI art community (Section 4.1.3) and arguing conceptually for the benefits of personalization
(Section 3.2). Next, we discuss the challenges and opportunities relating to integrating specific
types of personalization into co-creative interfaces, i.e. model training.
        </p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Personalizing with Model Training: Challenges and Mindsets</title>
      <p>Large and personally-trainable models provide diferent afordances for art creation. Large
models may produce higher fidelity results but they are practically impossible to train by
individual artists. On the other hand, personally-trainable models ofer finer means of control
and personalization through model training, but producing good results with them requires
time and expertise. For example, training models have a high computational cost, and aside from
very simple models like VAEs, training requires hours to days depending on the computational
resources available and the size of the model/data. Furthermore, some models such as GANs
are notoriously hard to train stably and they sufer from issues like mode collapse, where the
model lacks diversity in its outputs. To address those challenges we recommend adopting two
mindsets: a "small data" mindset and a "slow technology" mindset.</p>
      <sec id="sec-5-1">
        <title>5.1. A “Small Data” Mindset</title>
        <p>
          As the race for larger generative models trained on massive datasets continues, researchers like
Vigliensoni et al. [
          <xref ref-type="bibr" rid="ref33">33</xref>
          ] argue that adopting a “small data” mindset might be more befitting to
creative domains at times. A “small data” mindset calls for recognizing the value of training (or
ifne-tuning) models on carefully curated small datasets, particularly within creative domains.
Similar calls for "small data" were made by researchers for creative domains where large datasets
are not readily available or where artists may prefer to use their own creations, such as VJing [
          <xref ref-type="bibr" rid="ref34">34</xref>
          ],
choreography [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ], and rapping [
          <xref ref-type="bibr" rid="ref35">35</xref>
          ].
        </p>
        <sec id="sec-5-1-1">
          <title>5.1.1. Small Data is All You Need</title>
          <p>
            Manipulating small training sets alone can be suficient for co-creation. The case study by
Friedman and Pollak [
            <xref ref-type="bibr" rid="ref36">36</xref>
            ] on teaching art students about creative deep learning technologies
demonstrates how curating training datasets while keeping models fixed, can be suficient for
achieving a variety of creative intents. Due to their size, small datasets can be browsed and
manipulated easily which allows artists to appreciate the influence that the training dataset has
on the model’s behaviour.
          </p>
        </sec>
        <sec id="sec-5-1-2">
          <title>5.1.2. Simpler and Data-Eficient Models</title>
          <p>
            A "small data" mindset also advocates for simpler models (or data-eficient models), which can
be trained (and retrained) faster. Elgammal and Mazzone [
            <xref ref-type="bibr" rid="ref37">37</xref>
            ] discuss how most generative
models require training on large datasets (tens of thousands) to produce reasonable results when
in practice, artists using the AI Art model training platform (Playform) frequently uploaded
datasets of under a 100 images for training. A later work [
            <xref ref-type="bibr" rid="ref38">38</xref>
            ] built on this observation and
explored a GAN model that trains stably while requiring a few training samples and demanding
a low computational cost. Several similar works followed and recent surveys [
            <xref ref-type="bibr" rid="ref39 ref40 ref41 ref42">39, 40, 41, 42</xref>
            ]
summarize the advances on data-eficient, few-shot and Limited-Data models.
          </p>
        </sec>
        <sec id="sec-5-1-3">
          <title>5.1.3. Searching for the Ideal Model</title>
          <p>
            Finding the ideal model for co-creation in the visual arts, i.e., one that features fast training on
small datasets, produces good quality images and quick inference for near-real-time interaction,
might not be possible as trade-ofs do exist between a model’s complexity (and hence its training
speed), and its quality [
            <xref ref-type="bibr" rid="ref43">43</xref>
            ]. Furthermore, for artists, the quality and meaning of generated
results are subjective and artists may have diferent needs and goals from co-creation, in
addition to having varying levels of access to the computational resources needed for training
models (whether on local machines or on the cloud), and hence diferent conceptions of what is
considered "small". Therefore, we recommend the designers of co-creative interfaces not focus
on finding the best model that can be easily integrated and personalized, as much as on giving
artists the ability to explore and personalize diferent generative models at will.
          </p>
          <p>Nevertheless, exploring the spectrum9 of generative models in terms of their quality,
complexity, training stability, and inference speed presents a rich area of future research. This
exploration would involve determining how diferent models balance these aspects, and
identifying which types of models are best fitted for various co-creative settings and tasks and the
models’ characteristics that lead to this fit.</p>
        </sec>
        <sec id="sec-5-1-4">
          <title>5.1.4. When Simple Models are Better</title>
          <p>
            Purely from an artistic perspective, neither State-of-the-Art models nor simple VAE models are
inherently better. In fact, Vigliensoni et al. [
            <xref ref-type="bibr" rid="ref33">33</xref>
            ] argue that the unique goals of artists turn issues
like overfitting and bias, often associated with training on small datasets or simple machine
learning models, into tools for artistic creation. Taking this idea to the extreme, Akten [
            <xref ref-type="bibr" rid="ref44">44</xref>
            ] shows
that by relying on simple models such VAEs, artists can freely edit a model’s hyperparameters
and re-train it in real-time, efectively turning those models into visual instruments. In another
example, Shimizu et al. [
            <xref ref-type="bibr" rid="ref12">12</xref>
            ] present an approach for creating custom text-to-media mappings
for any generative model using a few mapping examples and relying on a simple multilayer
perceptron. Finally, simpler models are particularly suitable for artists who are new to machine
learning, as they can be better understood and dissected.
9Or more technically, the Pareto Frontier, which refers here to the set of models that represents the best trade-of
between all measured objectives such as quality and complexity.
          </p>
        </sec>
      </sec>
      <sec id="sec-5-2">
        <title>5.2. A "Slow Technology" Mindset</title>
        <p>
          Another approach for handling the challenge of slow model training is adopting a diferent
mindset when designing co-creative interfaces, namely to design with slowness in mind. Artists
do not necessarily finish their works in one setting, sometimes due to time constraints and
other times to create a distance from their work to come back to it with fresh eyes. Furthermore,
people often collaborate asynchronously, and this has become more common post-COVID. So
why do we expect real-time interaction in co-creative settings? Inspired by "slow technology",
which is a mindset of designing for reflection rather than speed, with interactions spanning
over days, months or years [
          <xref ref-type="bibr" rid="ref45">45</xref>
          ]. An example of slow tech is Photobox [
          <xref ref-type="bibr" rid="ref46">46</xref>
          ], which is a wooden
box with a printer that looks like a household and prints out pictures from personal albums
occasionally over the span of months. As for creative systems designed with slowness in mind,
examples include SAGA [
          <xref ref-type="bibr" rid="ref47">47</xref>
          ] and Puck [
          <xref ref-type="bibr" rid="ref48">48</xref>
          ]. SAGA is an asynchronous collaborative storytelling
system where users take turns over time adding to a story, while Puck is an automated game
designer that intentionally produces games at "human-like scales of creativity". Similarly, we
can envision co-creative interfaces where models are trained over time as both human(s) and/or
the AI partner add to the training set, while results are shown on a display placed at home or in
public areas. An emphasis can be placed on supporting reflection [
          <xref ref-type="bibr" rid="ref49">49</xref>
          ] by keeping a visual record
of how the models’ outputs change through time as contributions from both sides accumulate.
        </p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>6. Design Opportunities</title>
      <p>By adopting small data and slow technology mindsets, we can explore co-creative interfaces that
integrate personalization through model training knowing that an algorithmic or design-based
solution will or does exist. Next, we explore some interactions for co-creation with generative
AI models that becomes practically possible by adopting a small data mindset.</p>
      <sec id="sec-6-1">
        <title>6.1. Implications for Human Interaction</title>
        <p>
          • Small Data is All You Need: Co-creation can happen through changing the training
dataset alone. This can be facilitated by dividing the training data into pre-defined sets
(e.g., each set denoting a diferent visual style) and interaction can happen on the level of
sets by experimenting with diferent combinations of sets/style to include in training.
• Visual Instruments: Hyperparameter tuning is often seen as a necessary evil, but
Akten [
          <xref ref-type="bibr" rid="ref44">44</xref>
          ] shows, that iterative and continuous editing of hyperparameters can be a
creative instrument in its own right.
• Unlearning: Machine Unlearning techniques can be used to remove the efect of a
training sample from a trained model. A proposed method for efective unlearning is
to split the training dataset between multiple simple models that join together as an
ensemble [
          <xref ref-type="bibr" rid="ref50">50</xref>
          ], such that the cost of removing the efect of a training sample is lower, i.e.
retrain one simple model rather than a large one. Such ensembles of generative models
have been shown to model data distributions better than individual large models with a
minimal added cost [
          <xref ref-type="bibr" rid="ref51">51</xref>
          ] and in a data-eficient manner [
          <xref ref-type="bibr" rid="ref52">52</xref>
          ]. Unlearning can be used as an
interaction mechanism on a co-creative interface where users add or remove individual
images from the training set at will. It’s also common for AI artists to want to remove
images that are skewing the results in undesirable directions.
• Active Divergence: Artists often seek novelty and surprise from generative models.
        </p>
        <p>
          However, generative deep learning models are, by definition, trained to model a target
distribution. Active divergence methods [
          <xref ref-type="bibr" rid="ref31">31</xref>
          ], as the name indicates, are a collection of
methods that diverge generative models from a target distribution to produce novel and
out-of-distribution samples. Simple models can be subjected more easily to to diferent
divergence methods, such as network bending, blending and rewriting. These methods
require little or no data to perform, and they can be integrated into co-creative interfaces
as Broad et al. suggest [
          <xref ref-type="bibr" rid="ref31">31</xref>
          ].
        </p>
      </sec>
      <sec id="sec-6-2">
        <title>6.2. Implications on Human-AI Interactions and AI’s Proactivity</title>
        <p>
          So far we have focused on the agency of human artists when working with generative AI. When
humans create together, they evolve and adapt throughout their collaboration and we can expect
the same in human-AI co-creation. Koch et al. [
          <xref ref-type="bibr" rid="ref53">53</xref>
          ] present an analysis to the concept of agency
in a co-creative setting and suggest that AI systems displaying proactivity and adaptability are
perceived as possessing agency by users, and hence as co-creators. Examples of proactivity can
include any of the interactions listed above, e.g. an AI agent can personalize itself on small
datasets according to a plan or in reaction to actions taken by the human partner. Koch et
al. [
          <xref ref-type="bibr" rid="ref53">53</xref>
          ] also speculate that the ability to co-create a design space with a partner may contribute
to the perception of agency. Relatedly, Berns et al. [
          <xref ref-type="bibr" rid="ref54">54</xref>
          ] discuss a framework where artists can
automate parts of the process of creating deep generative models by handing them over to
machines. Finally, a recent survey on co-creative systems by Rezwana and Maher [
          <xref ref-type="bibr" rid="ref55">55</xref>
          ] points
out that in only a few co-creative systems the AI partner contributed to defining the conceptual
space to be explored. Giving an AI partner the ability to contribute to building a generative space
can lead to conceptual contributions as well. It remains an open question whether perceiving AI
partners as possessing creative agency diminishes artists’ perception of their own agency, or if
we can expect similar dynamics as when humans collaborate.
        </p>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>7. Conclusion</title>
      <p>In this paper, we argued for model personalization with small data with an emphasis on the role
that it could play in strengthening the sense of control and ownership that artists may experience
when using co-creative generative AI systems. We surveyed model personalization in multiple
creativity-support systems that come from academia, industry and the AI art community, based
on our findings we suggested incorporating personalizing into co-creative workflows and
frameworks. The computational demands of personalization through model training can hinder
integrating them into co-creation, so we discuss some strategies to address that by adopting
"small data" and "slow technology" mindsets. Finally, we suggest multiple interactions, initiated
by artists or machines, that can become practical to implement after adopting these mindsets.
Future work will explore co-creative systems centered around the ideas in this paper.</p>
    </sec>
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