Computational Models of Surprise as a Mechanism for Evaluating Creative Design,

نویسندگان

  • Mary Lou Maher
  • Douglas H. Fisher
  • Kate Brady
چکیده

In this paper we consider how to evaluate whether a design or other artifact is creative. Creativity and its evaluation have been studied as a social process, a creative arts practice, and as a design process with guidelines for people to judge creativity. However, there are few approaches that seek to evaluate creativity computationally. In prior work we presented novelty, value, and surprise as a set of necessary conditions when identifying creative designs. In this paper we focus on the least studied of these – surprise. Surprise occurs when expectations are violated, suggesting that there is a temporal component when evaluating how surprising an artifact is. This paper presents an approach to quantifying surprise by projecting into the future. We illustrate this approach on a database of automobile designs, and we point out several directions for future research in assessing surprising and creativity generally. Evaluating Creativity and Surprise As we develop partially and fully automated approaches to computational creativity, the boundary between human creativity and computer creativity blurs. We are interested in approaches to evaluating creativity that make no assumptions about whether the creative entity is a person, a computer, or a collective intelligence of human and computational entities. In short, we want a test for creativity that is not biased by the form of the entity that is doing the creating (Maher and Fisher 2012), but the test should be flexible enough to allow for many forms of creative output. Ultimately, such tests will imbue artificial agents with an ability to assess their own designs and will inform computational models of creative reasoning. Such tests will also inform the design of cognitive assistants that collaborate with humans in sophisticated, socially-intelligent systems. Evaluating creativity by the characteristics of its results has a long history, including contributions from psychology, engineering, education, and design. Most descriptions of creative designs include novelty (sufficiently different from all other designs) and value (utilitarian and/or aesthetic) as essential characteristics of a creative artifact (Csikszenmihalyi & Wolfe, 2000; Amabile, 1996; Runco, 2007; Boden, 2003; Wiggins, 2006; Cropley & Cropley, 2005; Besemer & O’Quin, 1987; Horn & Salvendy, 2003; Goldenberg & Mazursky, 2002; Oman and Tumer, 2009; Shah, Smith, & Vargas-Hernandez, 2003). Surprise is an aspect of creative design that is rarely given attention, even though we believe that it is distinct from novelty and value: a design can be both novel and valuable, but not be surprising. It may be tempting to think that surprise simply stems directly from its “novelty” or difference relative to the set of existing and known artifacts, but we believe that while surprise is related to novelty, it is distinct from novelty as that term is generally construed. In particular, surprise stems from a violation of expectations, and thus surprise can be regarded as “novelty” (or sufficient difference) in a space of projected or expected designs, rather than in a space of existing designs. In earlier work, Maher and Fisher (2012) presented novelty, value, and surprise as essential and distinct characteristics of a creative design. They also forwarded computational models based on clustering algorithms, which were nascent steps towards automating the recognition of creative designs. This paper takes a closer look at surprise, adding an explicit temporal component to the identification of surprising designs. This temporal component enables a system to make projections about what designs will be expected in the future, so that a system can subsequently assess a new design’s differences from expectations, and therefore judge whether a new design deviates sufficiently from expectations to be surprising. AI Approaches for Assessing Surprise There is little work on assessing surprise in computational circles; but there has been some, which we survey here. Horvitz et al (2005) develop a computational model of surprise for traffic forecasting. In this model, they generate probabilistic dependencies among variables, for example linking weather to traffic status. They assume that when an event has less than 2% probability of occurring, it is marked as surprising. They temporally organize the data, grouping incidents into 15-minute intervals. Surprising events in the past are collected in a case library of surprises that is used to identify when a surprising event has occurred. Though related, the concept of rarity as an identifier of something surprising is not the same as difference (“novelty”) as an interpretation of surprise – for example, perhaps the rare event differs on only one or two dimenProceedings of the Fourth International Conference on Computational Creativity 2013 147 sions from other events, and it is these slight differences that make the event rare, and thus surprising. An important characteristic of the Horvitz et al model is that it makes time explicit, by grouping events into temporal intervals. A possible limitation of considering rarity as an interpretation of surprise is that as rare events recur, as they are apt to do, many observers would regard them as less surprising. So conditioning surprise by prior precedent might be a very desirable addition to the model. Indeed, Rissland (2009) advances a case-based approach to reasoning about rare and transformative legal cases, where the first appearance of a rare case is surprising and transformative, but subsequent appearances of similar, but still rare events, are neither transformative, nor surprising. While Rissland’s research is not concerned with computational assessment of surprise per se, it recognizes that there are certain legal precedents that radically alter the legal landscape. Rissland calls such precedents ‘black swans,’ which are rare, perhaps only differing from past legal cases in “small” ways, but they are surprising nonetheless. Importantly, as cases that are similar to the black swan surface, these ‘grey cygnets’ (as she calls them) are covered by the earlier black swan precedent; a grey cygnet is not transformative and not surprising. The general lesson for approaches to assessing surprise is that rarity may not be enough, because over any sufficient time span the recurrence of rare events is quite likely! But of course, an observer’s memory may be limited to a horizon, so that when time intervals are bounded by these horizons, rarity may in fact be a sufficient basis for assessing surprise. Itti and Baldi (2004) describe a model of surprising features in image data using a priori and posterior probabilities. Given a user dependent model M of some data, there is a P(M) describing the probability distribution. P(M|D) is the probability distribution conditioned on data. Surprise is modeled as the distance d between the prior, P(M), and posterior P(M|D) probabilities. In this model, time is not an explicit attribute or dimension of the data. There are only two times: before and now. Ranasinghe and Shen (2008) develop a model of surprise as integral to developmental robots. In this model, surprise is used to set goals for learning in an unknown environment. The world is modeled as a set of rules, where each rule has the form: Condition → Action → Predictions. A condition is modeled as: Feature → Operator → Value. For example, a condition can be feature1 > value1 where greater than is the operator. A prediction is modeled as: Feature → Operator. For example, a prediction can be feature1 > where it is expected that feature1 will increase after the action is performed. Comparisons can detect the presence or absence of a feature, and the change in the size of a feature (<, ≤, =, ≥, >). If an observed feature does not match its predicted value, then the system recognizes surprise. This model does not make any explicit reference to time and uses surprise as a flag to update the rule base. Maher and Fisher (2012) have used clustering algorithms to compare a new design to existing designs, to identify when a design is novel, valuable, and surprising. The clustering model uses distance (e.g., Euclidean distance) to assess novelty and value of product designs (e.g., laptops) that are represented by vectors of attributes (e.g., display area, amount of memory, cpu speed). In this approach, a design is considered surprising when it is so different from existing designs that it forms its own new cluster. This typically happens when the new design makes explicit an attribute that was not previously explicit, because all previous designs had the same value for that attribute. Maher and Fisher use the example of the Bloom laptop, which has a detachable keyboard (i.e., detachable keyboard = TRUE), where all previous laptop designs had value FALSE along what was a previously implicit, unrecognized attribute. Thus, like one of Rissland’s black swans, the Bloom transformed the design space. In Maher and Fisher, the established clusters of design are effectively representing the expectation that the next new design will be associated with one of the clusters of existing designs, and when a new design forms its own cluster it is surprising and changes our expectations for the next generation of new designs. Maher and Fisher (2012) focused on evaluation of creativity on the part of an observer, not an active designer. Brown (2012) investigates many aspects of surprise in creative design, such as who gets surprised: the designer or the person experiencing or evaluating the design. Brown (2012) also presents a framework for understanding surprise in creative design by characterizing different types of expectations, active, active knowledge, and not active knowledge, as alternative situations in which expectations can be violated in exploratory and transformative design. To varying extents, many of the computational approaches above model surprise as a deviation from expectation, where the expectation is an expected value that is estimated from data distributions or a prediction made by simulating a rule-based model. In these, however, there is no explicit representation of time as a continuum, nor explicit concern with projecting into the future. Recognizing Surprising Designs Our approach to projecting designs into the future assumes that each product design is represented by a vector of ordinal attributes (aka variables). For each attribute, a mathematical function of time can be fit to the attribute values of existing (past) designs, showing how the attribute’s values have varied with time in the past. This best fitting function, obtained through a process of regression, can be used to predict how the attribute’s values will change in the future as well. Our approach to projecting into the future is inspired by earlier work by Frey and Fisher (1999) that was concerned with projecting machine learning performance curves into the future (thereby allowing cost benefit analyses of collecting more data for purposes of improving prediction accuracy), and it was not concerned with creativity and surprise assessment per se. While Frey and FishProceedings of the Fourth International Conference on Computational Creativity 2013 148 er used a variety of functional forms, most notably power functions, as well as linear, logarithmic, and exponential, we have thus far only used linear functions (i.e., univariate linear regression) for projecting designs into the future for purposes of surprise assessment. In this paper we focus on regression models for recognizing a surprising design: a regression analysis of the attributes of existing designs against a temporal dimension is used to predict the ”next” value of the attributes. The distance from the observed value to the predicted value identifies a surprising attribute-value pair. We illustrate our use of regression models for identifying surprising designs in an automobile design dataset, which is composed of 572 cars that were produced between 1878 and 2009 (Dowlen, 2012). Each car is described by manufacturer, model, type, year, and nine numerically-valued attributes related to the mechanical design of the car. In this dataset only 190 entries contain values for all nine attributes. These complete entries all occur after 1934 and are concentrated between 1966 and 1994. A summary of the number of designs and the number of attributes in our dataset is shown in Table 1. Table 1: List of the mechanical design attributes and the number of automobile design records with an entry for each of the nine attributes in our dataset. A variety of linear regression models are considered. The first model uses linear regression over the entire time period of the design data and fits a line to each attribute as a function of time. The results for one attribute, maximum speed, are shown in Figure 1. This analysis identifies the outliers, and therefore potentially surprising designs. For example, the Ferrari 250LM had a surprising maximum speed in 1964, and the Bugati Type 41 Royale has a surprising engine size (another attribute, and another regression analysis) in 1995. This first model works well for identifying outliers across a time period but does not identify trendsetters (or ‘black swans’ as Rissland might call them) since data points that occurred later in the timeline were included in the regression analysis when evaluating the surprise of a design. A trendsetter is a surprising design that changes the expectations for designs in the future, and is not simply an outlier for all time. In other words, using the entire time line to identify surprising automobile designs does not help us identify those designs that influenced future designers. A design that is an outlier in its own time, but inspires future generations of designers to do something similar can only be found if we don’t use designs which came out after the model being measured in the training data. Figure 1. Regression analysis for maximum speed over the entire time period of car design data. Thus, we considered a second strategy that performs a linear regression only on previously created designs and measures surprise of a new design as the distance from that design’s attribute value to the projection of the line at the year of the design in question. This second regression strategy, where the time period used to fit the line for a single attribute was limited to the time before each design was released (see Figure 2), found roughly the same surprising designs as the first model (over the entire time period) for most attributes, but there were two exceptions: torque displacement and maximum speed. In these exceptions, outliers earlier in time were sufficiently extreme so as to significantly move the entire regression line from before the early outliers to after, whereas in other cases the rough form of the regression lines created over time did not change much. Figure 2: Using strategy 2, linear models are constructed using all previous-year designs. The circles show the predicted (or projected) values for EACH year from the individual regression lines; the dots show actual values. We show three sample regression lines, each ending at the year (circle) it is intended to predict, but there is actually one regression line for each year. Attribute Number of Designs Engine Displacement 438 Bore Diameter 407 Stroke Length 407 Torque Force 236 Torque Displacement 235 Weight 356 Frontal Area 337 Maximum Speed 345

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تاریخ انتشار 2013