Abstract
Most systems developed for Computational Creativity projects are run for short periods of time, which provides enough space to be creative, but limits the long-term growth and development of software both internally and in the wider world. In this paper, we describe the notion of continuous creativity by describing how ANGELINA, an automated game designer, was rebuilt to be an ‘always-on’ system. We review the history of ANGELINA and contrast this new approach with earlier versions. We introduce the term presence to describe the impact a computationally creative system has on its environment, and vice versa, and discuss how continuous creativity can contribute to a system’s presence, providing greater creative independence, opportunities for framing, and space for the system to grow.
Original language | English |
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Title of host publication | Proceedings of the Ninth International Conference on Computational Creativity, ICCC 2018 |
Editors | Francois Pachet, Anna Jordanous, Carlos Leon |
Place of Publication | Spain |
Publisher | Association for Computational Creativity (ACC) |
Pages | 32-39 |
Number of pages | 8 |
ISBN (Electronic) | 9789895416004 |
Publication status | Published - 2018 |
Externally published | Yes |
Event | International Conference on Computational Creativity 2018 - Salamanca, Spain Duration: 25 Jun 2018 → 29 Jun 2018 Conference number: 9th https://computationalcreativity.net/iccc2018/sites/default/files/iccc_proc18.pdf (Proceedings) |
Conference
Conference | International Conference on Computational Creativity 2018 |
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Abbreviated title | ICCC 2018 |
Country/Territory | Spain |
City | Salamanca |
Period | 25/06/18 → 29/06/18 |
Internet address |