Human Creativity vs. Machine Creativity: Innovations and Challenges

Human Creativity vs. Machine Creativity: Innovations and Challenges

DOI: 10.4018/978-1-6684-6366-6.ch002
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Abstract

Traditionally, computer programs have used artificial intelligence to emulate human creativity. In the 1990s, however, a new approach developed called computational creativity. It involved a bottom-up approach. In this approach, the computer program works by learning heuristics from the data it receives. Various fields of research have been utilizing generative adversarial networks (GANs) to mimic creativity. It has been done in multiple areas, such as medicine, dental practices, cybersecurity, and art. GANs have shown tremendous promise for creativity. However, the field has also been plagued with some design flaws. In this chapter, the authors talk about machine-led creative innovations and possible challenges to overcome.
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2. Literature Study

Besold, Hernández-Orallo, and Schmid’s (2015) paper analyzed the assumption that a computer program that successfully can solve human intelligence problems has human-level intelligence and vice versa. Also, he assessed the ways in which the approach of Psychometric Artificial Intelligence could be taken as a foundation for a scientific approach to Human-level artificial intelligence. Bringsjord and Schimanski (2003) explained Psychometric artificial intelligence. Hernandez-Orallo (2020) found that the idea of using the Turing Test as a practical test of intelligence should be surpassed and substituted by computational and factorial tests of different cognitive abilities. Legg and Hutter (2007) approached a fundamental problem in artificial intelligence especially acute when we need to consider artificial systems which are significantly different to humans. Fjelland (2020) took a closer look at the AGI and found that although development of artificial intelligence for specific purposes (ANI) has been impressive, but we have not come much closer to developing artificial general intelligence (AGI) and argued that this is in principle impossible. McCormack (2008) examined the possibilities and challenges that lie ahead for evolutionary music and art. Badau (2008) explained fourteen open problems in artificial life, each of which is a grand challenge requiring a major advance on a fundamental issue for its solution. Clark (2003) helped to understand what is distinctive about human reason. Dorin (2007). explored the application of ecosystem simulation to the production of works of generative electronic art. Sundararajan (2013) stated that the creator of computer program, AARON, that is used to create consistently rejects the claims of machine creativity.

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