This paper presents work on modelling the social psychological aspect of socialization in the case of a computationally creative master-apprentice system. In each master-apprentice pair, the master, a genetic algorithm, is seen as a parent for its apprentice, which is an NMT based sequence-to-sequence model. The effect of different parenting styles on the creative output of each pair is in the focus of this study. This approach brings a novel view point to computational social creativity, which has mainly focused in the past on computationally creative agents being on a socially equal level, whereas our approach studies the phenomenon in the context of a social hierarchy.
The papers discussed in this section, as well as other similar previously conducted work @cite_7 @cite_0 @cite_22 , study mostly the collaboration of agents that have an equal social status, in contrast to our case where the social status is hierarchical. Therefore we find that there's need for conducting the study presented in this paper to shed some light into asymmetrical social relations in computational creativity.
@cite_0 @cite_22 @cite_7
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One particular challenge in AI is the computational modelling and simulation of creativity. Feedback and learning from experience are key aspects of the creative process. Here we investigate how we could implement feedback in creative systems using a social model. From the field of creative writing we borrow the concept of a Writers Workshop as a model for learning through feedback. The Writers Workshop encourages examination, discussion and debates of a piece of creative work using a prescribed format of activities. We propose a computational model of the Writers Workshop as a roadmap for incorporation of feedback in artificial creativity systems. We argue that the Writers Workshop setting describes the anatomy of the creative process. We support our claim with a case study that describes how to implement the Writers Workshop model in a computational creativity system. We present this work using patterns other people can follow to implement similar designs in their own systems. We conclude by discussing the broader relevance of this model to other aspects of AI. Holland's (1975) genetic algorithm is a minimal computer model of natural selection that made it possible to investigate the effect of manipulating specific parameters on the evolutionary process. If culture is, like biology, a form of evolution, it should be possible to similarly abstract the underlying skeleton of the process and develop a minimal model of it. Meme and Variations, or MAV, is a computational model, inspired by the genetic algorithm, of how ideas evolve in a society of interacting individuals (Gabora 1995). The name is a pun on the classical music form 'theme and variations', because it is based on the premise that novel ideas are variations of old ones; they result from tweaking or combining existing ideas in new ways ( 1981). MAV explores the impact of biological phenomena such as over-dominance and epistasis as well as cognitive and social phenomena such as the ability to learn generalizations or imitate others on the fitness and diversity of cultural transmissible actions.