Creative media as complex systems

This is the companion website to the paper. It presents the framework below and lets the community place creative media on the same nine-property basis the authors used — rate the media yourself, or explore the space.

The affordances of a creative medium strongly condition the creative outcomes it can support. We propose to characterise computational creativity (CC) media by borrowing the conceptual toolbox of complex systems (CS): emergence, collective intelligence and self-organisation, non-linear dynamics, criticality, multi-scale hierarchy, phase transitions, diversity of attractors, path dependence, and open-endedness. Together these nine properties form a basis on which media can be placed and compared; action affordances are the design-level mechanism that situates each medium on the basis. Mapping 22 media spanning CC and non-CC substrates (r/place, Minecraft, cellular automata, Polymarket, fungi, …) onto this basis serves a double purpose: it offers a shared lens for characterising existing media and noting which property profiles recur in long-lived ones, and it surfaces under-occupied regions of the basis that point at potentially interesting creative substrates yet to be built. As a CC Bridges contribution, the paper proposes a bridge from complexity science to computational creativity.

Introduction

Complex systems are ubiquitous in natural and artificial worlds, spanning processes as diverse as climate physics, biological organisms, economic markets, social structures, and collective dynamics in social media. They are characterised by interactions among numerous components that give rise to emergent behaviours not reducible to any single component in isolation.

Computational creativity media can be seen as complex systems. McCormack argues in his work on creative ecosystems that the environments in which creative activity unfolds are themselves complex, with outputs emerging from interactions among agents, substrates and shared rules rather than any single component (see also Galanter's 2003 art-theory precedent on a single effective-complexity axis). Agents engage with the medium through its action affordances: combinations of the medium's substance and surfaces, perceivable and meaningful relative to a particular agent. These affordances combine, in use, to produce the system-level properties that characterise the medium as a complex system.

An illustrative example is the r/place experiment, started on Reddit on April Fools' Day 2017. Users acted within a small affordance set: a 1000×1000 pixel canvas, a 16-colour palette, a single-pixel brush, the ability to override any existing pixel, and a 5-minute cooldown between placements. The combination meant that any lasting mark on the canvas would have to be negotiated between participants, leading to the emergence of a multitude of collective creative behaviours. If this simple 5-minute constriction had been reduced to 1 second, the platform would have collapsed into single-user monopolies, and died out. While a lot can be said for the claim that creativity lies in the artist, this simple example tells us that we cannot disregard the importance of the medium's affordances in conditioning what creative artifacts are explored and produced.

Though some attention has been given to the relation between media substrates and creativity over the years, we still lack a vocabulary in which media themselves can be compared on principled, complexity-theoretic grounds. Within computational creativity, the structured space the agent operates in has been formalised as Boden's conceptual spaces and Wiggins' Creative Systems Framework, both of which characterise the agent's reachable space within a medium left largely implicit. The creative-ecosystems strand introduced above (McCormack) comes closest, taking the substrate seriously and importing systems-theoretic vocabulary such as niche construction, but stops short of treating the medium itself as a complex system with measurable system-level properties.

In light of this gap, we propose to analyse the creative medium itself as a complex system, characterising media along a basis of nine macroscopic complexity properties — emergence, collective intelligence and self-organisation, non-linear dynamics, criticality, multi-scale hierarchy, phase transitions, diversity of attractors, path dependence, and open-endedness — and treating action affordances as the design-level mechanism through which media acquire these properties. We chose complexity dimensions that provide a disentangled characterisation. Further, we map several creative media of differing adoption by the research and the CC research community along these property dimensions, hinting at shared characteristics of high quality versus low quality media. This mapping also allows us to identify sparsely explored regions of the “media substrate-space”, and describe the properties of yet-to-exist creative computational substrates that would occupy these regions.

Analysis

The 22 media in complex-systems space

Each medium plotted in 3D — pick which complex-systems property maps to each axis. Marker colour is the medium's mean rating across all 9 properties (cream → indigo). For other views, see the analysis gallery.