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 creativity


Russell T Davies criticises BBC boss's 'clumsy' AI Doctor Who comments

BBC News

Longtime Doctor Who writer and showrunner Russell T Davies has criticised the new BBC director general over comments he made about an AI-generated episode of the show. Matt Brittin told a Royal Television Society conference in September that he had been sent a pretty good 50-minute unofficial Doctor Who episode. That's a clumsy thing to say in an industry where he's got writers and artists and it specifically affects people, they're the first to take the blow, Davies told BBC Radio 4's The Media Show. Addressing criticism he has received, Brittin told a staff meeting last week he was attempting to make a point around the pace of change while stressing he believed in human creativity. The director general joked he had got into trouble over what he had said, but added: I was just trying to make the point: Look at the pace of change and what this stuff can do.


She Designed Meta's New AI Logo. Then Came the Hate

WIRED

Jessica Hische knew working for Meta might upset some people. But she didn't anticipate just how angry they would get. Bay Area lettering artist Jesscia Hische knew that when she took a freelance gig to design the M logo for Meta's new AI assistant Muse, it was bound to make some people angry. "AI is such a third rail, and Meta is such a third rail," she tells me. Still, as a small business owner who relies on client work to keep her two brick-and-mortar art and stationary shops in Oakland afloat, she says she needed the money.


The Download: AI doomers, whistleblowing agents, and de-aged livers

MIT Technology Review

Plus: Trump has called AI safety fears a "hoax" and rejected more safeguards. The AI industry has taken a doomer turn. AI chiefs Dario Amodei, Sam Altman, Elon Musk, and Demis Hassabis are suddenly all in agreement: the latest generation of LLMs aren't safe and everyone needs to figure out what to do about it. It's easy to be cynical. With trillion-dollar IPOs in their sights, OpenAI and Anthropic need to reassure investors that they're the grown-ups in the room while at the same time hinting at the power of the monsters they have created and intend to tame. Calling for a slowdown does both.


AI's recursive self-improvement might not come so quickly after all

MIT Technology Review

AI's recursive self-improvement might not come so quickly after all AI agents are not yet creative enough to carry out genuinely innovative open-ended AI research, it seems. The AI industry's boldest promise right now is that AI will soon improve itself, with almost no need for human oversight. LLMs can already write code, generate synthetic data for training, and optimize the computer chips they run on. Forecasts of explosive AI progress predict that what researchers call recursive self-improvement is on the horizon. But a new study suggests that it might take a while for us to get there. The researchers behind it found that AI agents are not yet capable of conducting open-ended AI research--free-form investigations that have no clear-cut answers and require judgment and taste, which may be integral to building self-improving AI.


Franรงois Pachet on music generation with AI

AIHub

Dr Franรงois Pachet is an AI researcher and musician, and one of the most influential figures in AI and music. His innovative contributions have defined the field over the past decades through creative systems such as the Continuator, and Flow Machines, among others. After leading the Spotify Creator Technology Research Lab and the Sony Computer Science Lab, he went on to create his own companies: Imagine All The People and Ynosound. In the context of IJCAI2025, he spoke about what deep learning changed, and what still remains wide open. He explains why tools like Suno and Udio--ChatGPT-like platforms for music generation--can produce astonishing results that still feel unsatisfying; why the next step for music generation requires combining sampling with search; and why the most important problems in artistic domains are, by nature, ill-defined--because there is no loss function to determine what is "good". Above all, he defends the importance of researcher autonomy: work on the questions that genuinely fascinate you, even when they fall outside prevailing trends--perhaps especially then. Thank you for joining me for this interview. Could you begin by telling us when was your first IJCAI and a memory related to it? I think the first IJCAI I attended was in Montreal in '95. I was there for a couple of workshops, one of them was about music and AI, and the other one I think was on advisor systems, something like that. And I remember there was a French colleague who was there also, at the time he was doing his PhD. And there was this researcher called Herbert Simon, who is a Nobel Prize pioneer of AI. I remember having chatted a little bit with this French guy who was very bold, and he just went up to Simon, said "Hey," and he started a conversation with him. And I was very impressed by the fact that you could meet those kinds of guys informally in a corridor or something at this conference.


Creative Image Editing Creative Image Generation Creative Video Generation Personalization

Neural Information Processing Systems

Creativity in AI imagery remains a fundamental challenge, requiring not only the generation of visually compelling content but also the capacity to add novel, expressive, and artistically rich transformations to images. Unlike conventional editing requires tasks an autonomous, that rely on iterati direct v prompt-based e approach that modifications, balances originality creativ, e coherence, image editing and artistic intent. To address this, we introduce CREA, a novel multi-agent collaborative framework that mimics the human creative process. Our framework leverages a team of specialized AI agents who dynamically collaborate to conceptualize, generate, critique, and enhance images. Through extensive qualitative and quantitative evaluations, we demonstrate that CREA significantly outperforms state-of-the-art methods in diversity, semantic alignment, and creative transformation. To the best of our knowledge, this is the first work to introduce the task of creative editing.


Generating Creative Chess Puzzles

Neural Information Processing Systems

While Generative AI rapidly advances in various domains, generating truly creative, aesthetic, and counter-intuitive outputs remains a challenge. This paper presents an approach to tackle these difficulties in the domain of chess puzzles. We start by benchmarking Generative AI architectures, and then introduce an RL framework with novel rewards based on chess engine search statistics to overcome some of those shortcomings. The rewards are designed to enhance a puzzle's uniqueness, counter-intuitiveness, diversity, and realism. Our RL approach dramatically increases counter-intuitive puzzle generation by 10x, from 0.22% (supervised) to 2.5%, surpassing existing dataset rates (2.1%) and the best Lichess-trained model (0.4%).


FlexAC: Towards Flexible Control of Associative Reasoning in Multimodal Large Language Models

Neural Information Processing Systems

Multimodal large language models (MLLMs) face an inherent trade-off between faithfulness and creativity, as different tasks require varying degrees of associative reasoning. However, existing methods lack the flexibility to modulate this reasoning strength, limiting MLLMs' adaptability across factual and creative scenarios. To bridge this gap, we propose equipping MLLMs with mechanisms that enable flexible control over associative reasoning. We begin by investigating the internal mechanisms underlying associative behavior in MLLMs and find that: (1) middle layers play a pivotal role in shaping model's associative tendencies, (2) modifying representations in these layers effectively regulates associative reasoning strength, and (3) hallucinations can be exploited to derive steering vectors that guide this modulation. Building on these findings, we introduce Flexible Association Control (FlexAC), a lightweight and training-free framework for modulating associative behavior in MLLMs.


CLAWS:Creativity detection for LLM-generated solutions using Attention Window of Sections

Neural Information Processing Systems

Recent advances in enhancing the reasoning ability of Large Language Models (LLMs) have been remarkably successful. LLMs trained with Reinforcement Learning (RL) for reasoning demonstrate strong performance in challenging tasks such as mathematics and coding, even with relatively small model sizes. However, despite these impressive improvements in task accuracy, the assessment of creativity in LLM generations has been largely overlooked in reasoning tasks, in contrast to writing tasks. The lack of research on creativity assessment in reasoning primarily stems from two challenges: (1) the difficulty of defining the range of creativity, and (2) the necessity of human evaluation in the assessment process. To address these challenges, we propose CLAWS, a novel method that defines and classifies mathematical solutions into Typical, Creative, and Hallucinated categories without human evaluation, by leveraging attention weights across prompt sections and output. CLAWS outperforms five existing white-box detection methods--Perplexity, Logit Entropy, Window Entropy, Hidden Score, and Attention Score--on five 7-8B math RL models (DeepSeek, Qwen, Mathstral, OpenMath2, and Oreal). We validate CLAWS on 4,545 math problems collected from 181 math contests (A(J)HSME, AMC, AIME). Our code is available at https://github.com/kkt94/CLAWS.


SceneDecorator: Towards Scene-Oriented Story Generation with Scene Planning and Scene Consistency

Neural Information Processing Systems

Recent text-to-image models have revolutionized image generation, but they still struggle with maintaining concept consistency across generated images. While existing works focus on character consistency, they often overlook the crucial role of scenes in storytelling, which restricts their creativity in practice. This paper introduces scene-oriented story generation, addressing two key challenges: (i) scene planning, where current methods fail to ensure scene-level narrative coherence by relying solely on text descriptions, and (ii) scene consistency, which remains largely unexplored in terms of maintaining scene consistency across multiple stories. We propose SceneDecorator, a training-free framework that employs VLM-Guided Scene Planning to ensure narrative coherence across different scenes in a ``global-to-local'' manner, and Long-Term Scene-Sharing Attention to maintain long-term scene consistency and subject diversity across generated stories. Extensive experiments demonstrate the superior performance of SceneDecorator, highlighting its potential to unleash creativity in the fields of arts, films, and games.