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	<title>Comments on: Processing Creativity at IJWCC08</title>
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	<link>http://grandtextauto.org/2008/09/20/processing-creativity-at-ijwcc08/</link>
	<description>A group blog about computer narrative, games, poetry, and art.</description>
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		<title>By: josemanuel</title>
		<link>http://grandtextauto.org/2008/09/20/processing-creativity-at-ijwcc08/comment-page-1/#comment-327079</link>
		<dc:creator>josemanuel</dc:creator>
		<pubDate>Fri, 10 Oct 2008 18:17:39 +0000</pubDate>
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		<description>I was there, and I must say it was a great experience. Also, I was happy to see that there&#039;s a generational change going on between the &#039;baldies&#039; (Geraint A. Wiggins, John Gero, Graeme Ritchie, Simon Colton, maybe even Chris Thornton) and younger people like Will Byrne, Jamie Forth, Mark O. Riedl, and Carlos León, among others. The former seemed to me like these Rock &#039;n&#039; Roll bands that get back together after twenty years of separation because they need the money. What I mean is (to say it politely), that their ideas are not fresh anymore, and they should definitely step aside from the action. Graeme Ritchie&#039;s talk made me feel ashamed (but not as much as he did at the dinner table, I must say). Not even I would have presented something that ridiculous. Or John Gero, who instead of listening to other people&#039;s talks, spent his time surfing the web and buying music on iTunes. (I was sitting behind him.)

The younger people got, on the other hand, a different way of thinking on computational creativity. Mark Riedl came up with a great idea for automatic storytelling (dividing the problem of telling a story into smaller subproblems called vignettes. An analogy could be drawn here between story/integrals, vignette/differentials. At least that&#039;s how I think about them). Will Byrne was the only one who defined computational creativity in terms of problem solving, which, I think, is the way to go in this field. (Most of the baldies are still stuck on the «computationally creative is anything made by a machine that we would deem creative in humans» kind of definition. How is any branch of science going to evolve with such &#039;definitions&#039;? I guess that&#039;s the burden of being Maggie Boden&#039;s followers.

One thing that surprised me, was that nobody even mentioned chess programs, or games of any kind for that matter. (No, wait. Nick did. The three times he appeared on stage. By the way, the integration of MEXICA and nn was universally regarded by the part of the audience I could talk to as a match made in heaven.) Anyway, that&#039;s a field of study that could have a bright future. After all, there&#039;s not much money on creative painting programs, but in games, now there&#039;s a lot.</description>
		<content:encoded><![CDATA[<p>I was there, and I must say it was a great experience. Also, I was happy to see that there&#8217;s a generational change going on between the &#8216;baldies&#8217; (Geraint A. Wiggins, John Gero, Graeme Ritchie, Simon Colton, maybe even Chris Thornton) and younger people like Will Byrne, Jamie Forth, Mark O. Riedl, and Carlos León, among others. The former seemed to me like these Rock &#8216;n&#8217; Roll bands that get back together after twenty years of separation because they need the money. What I mean is (to say it politely), that their ideas are not fresh anymore, and they should definitely step aside from the action. Graeme Ritchie&#8217;s talk made me feel ashamed (but not as much as he did at the dinner table, I must say). Not even I would have presented something that ridiculous. Or John Gero, who instead of listening to other people&#8217;s talks, spent his time surfing the web and buying music on iTunes. (I was sitting behind him.)</p>
<p>The younger people got, on the other hand, a different way of thinking on computational creativity. Mark Riedl came up with a great idea for automatic storytelling (dividing the problem of telling a story into smaller subproblems called vignettes. An analogy could be drawn here between story/integrals, vignette/differentials. At least that&#8217;s how I think about them). Will Byrne was the only one who defined computational creativity in terms of problem solving, which, I think, is the way to go in this field. (Most of the baldies are still stuck on the «computationally creative is anything made by a machine that we would deem creative in humans» kind of definition. How is any branch of science going to evolve with such &#8216;definitions&#8217;? I guess that&#8217;s the burden of being Maggie Boden&#8217;s followers.</p>
<p>One thing that surprised me, was that nobody even mentioned chess programs, or games of any kind for that matter. (No, wait. Nick did. The three times he appeared on stage. By the way, the integration of MEXICA and nn was universally regarded by the part of the audience I could talk to as a match made in heaven.) Anyway, that&#8217;s a field of study that could have a bright future. After all, there&#8217;s not much money on creative painting programs, but in games, now there&#8217;s a lot.</p>
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		<title>By: Brice Morrison</title>
		<link>http://grandtextauto.org/2008/09/20/processing-creativity-at-ijwcc08/comment-page-1/#comment-320903</link>
		<dc:creator>Brice Morrison</dc:creator>
		<pubDate>Thu, 25 Sep 2008 00:45:39 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=2080#comment-320903</guid>
		<description>Very interesting.  The generated stories I found on the Mexica website looked promising.  Future developments should be exciting!</description>
		<content:encoded><![CDATA[<p>Very interesting.  The generated stories I found on the Mexica website looked promising.  Future developments should be exciting!</p>
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