Abraham, Siby


Towards Automation of Creativity: A Machine Intelligence Approach

arXiv.org Artificial Intelligence

Abstract: This paper demonstrates emergence of computational creativity in the field of music. Different aspects of creativity such as producer, process, product and press are studied and formulated. Different notions of computational creativity such as novelty, quality and typicality of compositions as products are studied and evaluated. We formulate an algorithmic perception on human creativity and propose a prototype that is capable of demonstrating human-level creativity. We then validate the proposed prototype by applying various creativity benchmarks with the results obtained and compare the proposed prototype with the other existing computational creative systems. I. INTRODUCTION Computational creativity is the modeling or replicating human creativity computationally. Traditionally computational creativity has focused more on creative systems' products or processes, though this focus has widened recently. Research on creativity offers four Ps of creativity (Rhodes, 1961; MacKinnon, 1970; Jordanous, 2016). These four P's are: 1. Person/Producer: a creative agent 2. Process: an activity done by the creative agent 3. Product: the product of the creative process 4. Press/Environment: the overall environment of creativity 110 The proposed methodology addresses all the four P's of creativity unlike most of recent works, which focus on these individually (Saunders, 2012; Gervas & Leon, 2014; Misztal & Indurkhya, 2014; Sosa & Gero, 2015; Besold & Plaza, 2015; Harmon, 2015). Figure 1 gives a simplified view of proposed computational creative system in the context of four P's of creativity.


Steepest Ascent Hill Climbing For A Mathematical Problem

arXiv.org Artificial Intelligence

The paper proposes artificial intelligence technique called hill climbing to find numerical solutions of Diophantine Equations. Such equations are important as they have many applications in fields like public key cryptography, integer factorization, algebraic curves, projective curves and data dependency in super computers. Importantly, it has been proved that there is no general method to find solutions of such equations. This paper is an attempt to find numerical solutions of Diophantine equations using steepest ascent version of Hill Climbing. The method, which uses tree representation to depict possible solutions of Diophantine equations, adopts a novel methodology to generate successors. The heuristic function used help to make the process of finding solution as a minimization process. The work illustrates the effectiveness of the proposed methodology using a class of Diophantine equations given by a1. x1 p1 + a2. x2 p2 + ...... + an . xn pn = N where ai and N are integers. The experimental results validate that the procedure proposed is successful in finding solutions of Diophantine Equations with sufficiently large powers and large number of variables.