\documentclass[11pt]{article} \usepackage{graphicx} %\usepackage{rotating} %to kill bld in label for 209: \def\descriptionlabel#1{\hspace\labelsep #1} %\topmargin=-.5in %\oddsidemargin=0in %\evensidemargin=0in %\textwidth=6.5in %\textheight=9in %\def\online{\raggedright\textwidth=4.6in\let\bullet=o} %\online % use this with dvi2tty to help make online version % It will still need manual fixing up, but this is a start \begin{document} \title{{\bf {\huge Preface}}} \author{Selmer Bringsjord\\{\small {\tt selmer@rpi.edu} $\bullet$ {\tt www.rpi.edu/$\sim$brings}} \and Dave Ferrucci\\{\tt ferrucci@us.ibm.com}} \maketitle \section*{The Marriage of Logic and Creativity} This book marks the marriage of logic and creativity. While it may be true that incompatible humans often wed, there are doubtless unions of a less palpable sort that can never even come to pass. Such is the case, by the lights of many, for precisely what we are about herein. Creativity and logic? {\em Married}? Upon hearing of our plans, seven years ago, to harness theorem-proving technology in order to create a computer program able to autonomously generate belletristic fiction, a rather famous novelist informed us that creativity and logic are as far apart as the east is from the west (and he proudly quipped that even such a metaphor is beyond logic, and hence beyond machines). Just an anecdote, yes, and just the opinion of one, but the truth of the matter is that this attitude is widely (and often fiercely) affirmed. Creativity is generally regarded to involve breaking the kind of rigid rules standing at the heart of logic; creativity, at least of the artistic variety, is commonly identified with the emotions and the ``irrational." Freud, whose specific claims are today a bit tenuous, remains a seminal figure for often getting at least the tenor of things right. Freud believed that creativity is the link between art and play, and requires the ``suspension of rational principles." He wrote that ``The creative writer does much the same as the child at play. He creates a world of phantasy which he takes very seriously --- that is, which he invests with large amounts of emotion --- while separating it sharply from reality" (\cite{freud.creativity}, p.~144). However problematic Freud's rather dark theories may be today, here he is simply making an observation that cannot be doubted. But the issue is whether such sophisticated play can in the end be reduced to logic. Is the play of Joyce and Tolstoy and Updike and Tyler at bottom logic in action? Many used to ask different question: namely, Could a computer ever beat the best human chess-player? With Kasparov brooding and Deep Blue and his silicon cousins improving every week, many are {\em now} asking: Could a computer beat all human grandmasters {\em time and time again in normal tournament play}? To this the both of us unhesitatingly answer in the affirmative (as should, we daresay, anyone who knows a thing or two about the dizzying ascension of raw computing power on this planet --- though by our calculations it will nonetheless take a decade for machines to achieve such metronomic triumph.) Then again, when it comes to AI, we're a rather sanguine duo: we're inclined to believe that (e.g.) \begin{itemize} \item NASA will run successful missions to Mars and other planets largely on the strength of ``immobots," HAL9000-like AIs that will control the ships in question. \item AI-controlled cars, safer than their human-controlled counterparts, will be available sooner rather than later. \item General house-cleaning robots will arrive --- again, sooner rather than later. \item Even now, the bulk of medical diagnosis can be carried out by computers, at an accuracy level surpassing all but a small number of human diagnosticians; and in the future, machine diagnosis will reach a point where it is downright {\em irrational} to consult a human M.D.~first. \end{itemize} And so on. But, again, what about creativity? Robotic drivers may be securely in our future, but Einstein, G\"{o}del, Tolstoy, Turing, Shakespeare, Plato, Cantor, $\ldots$ --- could machines ever reach {\em their} rank? Could we ever build a genuinely creative machine? We seek to answer ``the creativity question" --- not from the comfort of our armchairs, but from the workbenches in our laboratories. Specifically, we seek to ascertain whether or not literary creativity is the sole province of humans by attempting to {\em build} artificial authors. The first fruit of our labor, five years in the making (with another half-decade prior to this one devoted to less ambitious systems), is Brutus$_1$, a storytelling agent specializing in narrative that involves betrayal first and foremost, and also self-deception and other literary themes. The mind of Brutus$_1$ is revealed in the book you're holding. \section*{From Chess to Literary Creativity} In our experience, the public is quite comfortable with the notion that a machine can play invincible chess --- because even those who know nothing of the niceties of search algorithms intuitively grasp the mathematical fact that chess, at bottom, is utterly mechanical, that if one can ``look far enough ahead" the game becomes trivial. %Likewise, while the general %public may be reluctant to bring their symptoms to a machine, there %this same public seems to grasp the mechanical, rule-based nature of %diagnosis (as evidenced by the fact that lots of people purchase simple %computerized medical diagnosis systems for their personal computers). %(Sometimes those who have toiled mightily to make %first-rate chess-playing machines find this belief more than a tad %disturbing.) On the other hand, given the reaction of the public to Brutus$_1$'s prowess as reported in the media (as evidenced by a persistent stream of rather emotional communication we receive), we think it's safe to say that while we (and many other AIniks, e.g., Douglas Hofstadter \cite{fluid}) merrily press ahead in the attempt to reduce creativity to computation, the lay mind is fundamentally disturbed by the prospect of creative machines. In presenting the anatomy of Brutus$_1$'s brain herein, we will sooth the souls of those who, hearing about his %(we use `his' rather than `its' in order to remain %sensitive to {\sc Brutus}$_1$'s intimate relationship to the late, %corporeal %Brutus, who was of course male) exploits, fear that humans will soon have nothing over machines. It will become crystal clear below that Brutus$_1$ should give his human creators rather a lot of credit. Put in terms of our terminology, we say that Brutus$_1$ has weak, rather than strong, creativity. What we call ``strong creativity" is what might be called ``raw origination." Raw origination is akin to creation {\em ex nihilo}, and though this form of creativity may well be impossible, the fact of the matter is that the {\em concept} of creating something from nothing is very real not only to monotheists, but also to many hardheaded scientists who have pondered creativity. The paradigmatic example is Margaret Boden, arguably the world's leading authority on computational creativity. Boden \cite{boden.dartnall} distinguishes between a brand of creativity associated with the novel combinations of old ideas (she gives the example of the Lennon-McCartney arrangement of {\em Yesterday}, marked by the unprecedented combination of a cello with music of this type), and a type of creativity in which something utterly and completely new is produced (e.g., non-Euclidean geometry). Computers, of course, have no trouble with the former type of creativity. The latter type is somewhat more difficult for them. It's exceedingly hard to see how a computer could, say, autonomously discover a new class of numbers through new proof techniques, which was one of Cantor's novel achievements. The distinction between strong and weak creativity isn't a new one. When Alan Turing, one of the grandfathers of computer science and AI, proposed that if a machine could pass his famous ``imitation game" (in which a computer passes if it's linguistically indistinguishable from a human; the game is now known as the ``Turing Test"), we humans should immediately conclude that such a machine can genuinely think he considered an objection from Lady Lovelace that was given on the strength of raw origination. She argued: ``Computers will never be creative, for creativity requires {\em originating} something, and this is something computers just don't do. Computers do what they are programmed to do, nothing more." (Turing presents his imitation game, and discusses the Lovelace objection, in his \cite{tt}.) Suppose for the sake of argument that Lovelace is correct. Even so, the other sense of creativity, ``weak creativity," remains intact. Weak creativity has its roots in the ``operational" notion of creativity devised by psychologists. For example, E.~Paul Torrance, who more than any other psychologist has probed the nature and concrete signs of creativity, holds that $x$ is to be deemed creative just in case $x$ scores well on the dominant test for creativity in children and adults: The Torrance Tests of Creative Thinking.\footnote{See \cite{torrance.test} for the test itself. For reviews of the test, see \cite{chase}, \cite{swartz}, \cite{treffinger}.} This test comes in both ``visual" and ``verbal" forms. In the visual form, test-takers are asked to draw pictures (often by enriching existing sketches); in the verbal form, test-takers are asked to write --- creatively. For example, one of the activities subjects engage in in the verbal test is the following. \begin{small} \begin{quote} Most people throw their tin cans away, but they have thousands of interesting and unusual uses. In the spaces below and on the next page, list as many of these interesting and unusual uses as you can think of. Do not limit yourself to any one size of can. You may use as many cans as you like. Do not limit yourself to the uses you have seen or heard about; think about as many possible new uses as you can. (From the verbal version of \cite{torrance.test}.) \end{quote} \end{small} \begin{figure} \centering %\centerline{\psfig{figure=s3g.xfig.ps,height=2in}} \includegraphics[width=3in]{s3g.xfig.ps} \caption{\label{s3g}S$^3$G} \end{figure} After the Torrance Test is administered, one can send it out to be professionally judged. Our aim on the problem of literary creativity is to build an artificial agent capable of producing stories that would be scored as highly creative by human judges in the dark as to whether or not the stories they receive are from humans or machines. One of us (Bringsjord) has refined this scenario into what he calls the ``short short story game," or just S$^3$G for short. The idea is simple; it is summed up in Figure \ref{s3g}. A human and a computer compete against each other. Both receive one relatively simple sentence, say: ``Barnes kept the image to himself, kept the horror locked away as best he could." (For a much better one, see the ``loaded" sentence shown in Figure \ref{s3g}.) Both mind and machine must now fashion a short short story ($\approx$ 500 words) designed to be truly interesting; the more literary virtue, the better. Our goal, then, is to build an artificial author able to compete with first-rate human authors in S$^3$G, much as Deep Blue went head to head with Kasparov. Unfortunately, this goal is too tough to reach, at least for the foreseeable future; it may even be a goal that is forever beyond the reach of a machine. Our more immediate goal is therefore to build a machine capable of passing a less demanding Torrance-like test: that is, a silicon author able to generate stories that would be regarded creative, even if these stories are well below what a muse-inspired member of {\em homo sapiens} can muster. \section*{How?} How does one go about building such a silicon author? Our answer comes in the following pages. At this point we'll mention only one property we believe a good story generator must have: {\bf wide variability}. There a many dimensions over which a story can vary. Plot is only one of them. Characters, settings, literary themes, writing style, imagery, etc.~--- these are other dimensions, and there are many more. Generally speaking, belletristic fiction has very wide variability across these dimensions. Mark Helprin's latest novel is likely to have a rather unpredictable plot traversed by rather unpredictable characters in rather unpredictable settings tossed by unpredictable mixtures of love, revenge, jealousy, betrayal, and so on, as reported in prose with a cadence and clarity rarely seen; and one of the chief effects of it all is to conjure unforgettable images in the reader's mind. (One of us is haunted weekly by the image of the lost gold in Helprin's {\em Memoirs From The Antproof Case}.) At the other end of the spectrum fall formulaic fiction and film; here the variability is narrow. Some romance novels, for example, fail to offer wide variability of plot and characterization: it's the same character types time and time again, dancing hot and heavy to the same choreography. (If Brutus$_n$, some refined descendant of Brutus$_1$, is to soon find employment at the expense of a human writer, in all likelihood it will be as an author of formulaic romance and mystery.) Whether or not a story generator can be implemented to achieve wide variability hinges on what we call {\bf architectural differentiation}. %and robust knowledge-bases. A story generation system has architectural differentiation if for each substantive aspect of the story that can vary, there is a corresponding distinct component of the technical architecture that can be parameterized to achieve different results. While we owe many debts to the pioneers who have come before us in the field of story generation, it's safe to say that their systems failed to enable wide variability via architectural differentiation. From the start, our approach has been to bestow Brutus$_1$ with a counterpart to {\em every} substantive aspect of human literary genius. One of the ways to encapsulate this approach is to say that Brutus$_1$ is designed to satisfy what we call `the seven magic desiderata' for a successful story generator, namely, \begin{small} \begin{description} \item[D1] {\em Give proposed rigorous accounts of strong creativity a run for their money.} An impressive storytelling AI is one that satisfies, or at least comes close to satisfying, proposed sophisticated accounts of {\em strong} creativity. {\sc Brutus}$_1$ does this:~as we show in our forthcoming book, the system qualifies as capable of raw origination on Margaret Boden's definition of this concept. \item[D2] {\em Generate imagery in reader's mind.} An artificial agent aspiring to be counted among the literat\'{\i} must be able to spark significant readerly imaging. (Sometimes even literary fiction can earn classification as such despite displaying ordinary prose. Victor Hugo's {\em Le Miserables} is a case in point: The writing is simple (relative to other immortals, anyway), but what readers can forget the scenes set in the sewers beneath Paris?) \item[D3] {\em Situate story in ``landscape of consciousness."} A good storytelling AI must produce stories having not only a landscape of action, but also a landscape of consciousness, that is, a landscape defined by the mental states of characters. \item[D4] {\em Mathematize concepts at core of belletristic fiction.} No artificial agent will lay claim to being counted literarily creative unless it processes the immemorial themes (e.g., betrayal) at the heart of literature; and such processing can presumably come only if the themes in question have been formalized. \item[D5] {\em Generate genuinely interesting stories.} A true artificial storyteller must produce genuinely interesting stories. Among the things that readers find interesting are particular topics like sex and money and death (as the well-known cognitive scientist Roger Schank has explained:~\cite{schank.interestingness}), and also classic themes like betrayal, ruthless ambition, and unrequited love. \item[D6] {\em Tap into the deep, abiding structures of stories.} Any truly impressive artificial author must be in command of story structures that give its output an immediate standing amongst its human audience. For Brutus$_1$, these structures take the form of what are called `story grammars.' \item[D7] {\em Avoid ``mechanical" prose.} Last but not least, there is a point we have yet to face up to: an artificial author must produce compelling literary prose. \end{description} \end{small} The seven magic desiderata are cashed out in Brutus, a rich and highly differentiated system architecture for story generation. Brutus$_1$ is the current implementation of the Brutus architecture. \section*{Why?} Finally, a question interviewers and member of the audience have asked us time and time again through the years: Why do it? There are three general reasons, two theoretical, one practical. The first theoretical reason for investing time, money, and talent in the quest for a creative machine is to work toward an answer to the question of whether we ourselves are machines. If the creative side of human cognition can be captured by computation, then it's surely likely that we are at bottom computers. (The more quotidian side of human cognition can presumably be mechanized.) The second theoretical reason for our work is to silence those who believe that logic is forever closed off from the emotional world of creativity. Brutus$_1$ is Vulcan through and through, utterly devoid of emotion, but he nonetheless seems to have within his reach things that touch not only our minds, but our hearts. The practical rationale for our endeavor is simply that machines able to work alongside humans in arenas calling for creativity would have incalculable worth. A machine able to write a feature-length film, or create and manage the unfolding story in an on-line game, would be, we suspect, pure gold. \vspace{1in} \noindent S.B.~Troy NY / D.F.~Yorktown Heights NY --- July 1998 \newpage \begin{thebibliography}{99} \bibitem{boden.dartnall} Boden, M.~(1994) ``Creativity and Computers," in {\em Artificial Intelligence and Creativity} (Dordrecht, The Netherlands:~Kluwer), pp.~3-26. \bibitem{chase} Chase, Clinton I.~(1985) ``Review of the Torrance Tests of Creative Thinking," in Mitchell, James V., ed., {\em 9th Mental Measurements Yearbook, vol. II} (Lincoln, NB:~Buros Institute of Mental Measurement), 1631-1632. \bibitem{freud.creativity} Freud, S.~(1959) {\em Creative Writers and Daydreaming} (London, UK:~Hogarth Press and the Institute of Psychoanalysis). \bibitem{antproof} Helprin, M.~(1995) {\em Memoir from the Antproof Case} (New York, NY:~Harcourt Brace). \bibitem{fluid} Hofstadter, D.~(1995) {\em Fluid Concepts and Creative Analogies} (New York, NY:~Basic Books). \bibitem{schank.interestingness} Schank, R.~(1979) ``Interestingness: Controlling Inferences," {\em Artificial Intelligence} {\bf 12}:~273-297. \bibitem{swartz} Swartz, Jon D.~(1988) ``Torrance Tests of Creative Thinking," in Keyser, D.J. \& Sweetland, R.C., eds., {\em Test Critiques, vol. VII}, 619-662. \bibitem{torrance.test} Torrance, E.P.~(1966) {\em The Torrance Tests of Creative thinking:~Technical-Norms Manual} (Princeton, NJ:~Personnel Press). \bibitem{trabasso} Trabasso, T.~(1996) ``Review of {\em Knowledge and Memory:~The Real Story}," Robert S.~Wyer, ed., Lawrence Erlbaum, 1995, {\em Minds \& Machines} {\bf 6}:~ 399-403. \bibitem{treffinger} Treffinger, Donald J.~(1985) ``Review of the Torrance Tests of Creative Thinking," in Mitchell, James V., ed., {\em 9th Mental Measurements Yearbook, vol. II} (Lincoln, NB:~Buros Institute of Mental Measurement), 1632-1634. \bibitem{tt} Turing, A.~(1964) ``Computing Machinery and Intelligence," in Anderson, A.~{\em Minds and Machines} (Englewood Cliffs, NJ:~Prentice-Hall), pp.~4-30. \end{thebibliography} \end{document}