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Collaborating Authors

 Goldsmiths College, University of London


Reports of the Workshops Held at the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment

AI Magazine

The AIIDE-14 Workshop program was held Friday and Saturday, October 3–4, 2014 at North Carolina State University in Raleigh, North Carolina. The workshop program included five workshops covering a wide range of topics. The titles of the workshops held Friday were Games and Natural Language Processing, and Artificial Intelligence in Adversarial Real-Time Games. The titles of the workshops held Saturday were Diversity in Games Research, Experimental Artificial Intelligence in Games, and Musical Metacreation.


Reports of the Workshops Held at the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment

AI Magazine

The AIIDE-14 Workshop program was held Friday and Saturday, October 3–4, 2014 at North Carolina State University in Raleigh, North Carolina. The workshop program included five workshops covering a wide range of topics. The titles of the workshops held Friday were Games and Natural Language Processing, and Artificial Intelligence in Adversarial Real-Time Games. The titles of the workshops held Saturday were Diversity in Games Research, Experimental Artificial Intelligence in Games, and Musical Metacreation. This article presents short summaries of those events.


Swarm Intelligence and Weak Artificial Creativity

AAAI Conferences

Swarm intelligence via its infamous struggle to identify a suitable balance between exploration and exploitation phases, provides a valuable mean to approach artificial creativity. This work deploys two swarm intelligence algorithms, one simulating the behaviour of birds flocking and fish schooling (Particle Swarm Optimisation) and the other mimicking the behaviour of ants foraging (Stochastic Diffusion Search) in order to lay the foundation for a discussion addressing the concepts of freedom and constraint within the topic of creativity in general, and more specifically their impact on the artificial creativity of the underlying systems. An analogy is drawn on mapping these two `prerequisites' of creativity onto the two well-known aforementioned phases of exploration and exploitation in swarm intelligence algorithms. This is accompanied by the visualisation of the behaviour of the swarms whose performance are evaluated in the context of the arguments presented. Additionally in the spirit of Searle's definition of weak and strong artificial intelligence, a discussion on weak vs. strong artificial creativity in swarm intelligence systems is presented.