I've been thinking of building a little online utility to help people identify which careers and jobs would be appropriate for them. I've actually done quite a bit of work on this subject, building a model using Artificial Creativity concepts. I have used this model to profile over 1000 jobs and careers and now all I need to do is build a little two table four field database so that people can type in their profiles, and get a list of appropriate careers. I could use a one table, two field solution but this would not be expandable in the future. The model is:
| Letter | Characteristic | Definition | A.I. Action |
| A | Appearance | Ability to make things look good | |
| B | Bravery | Ability to manage pressure well | |
| C | Creativity | Ability to create well | |
| D | Deduction | Ability to reason from the general to the specific well | Expert Systems |
| E | Emotional Intelligence | Ability to handle self and others emotions well | |
| F | Financial Intelligence | Ability to handle money and wealth well | |
| G | Growth | Ability to grow and help others' growth well | |
| H | Heroism | Ability to manage presence well | |
| I | Induction | Ability to reason from the specific to the general well | |
| J | J-physical intelligence | Ability to use one's body well | |
| K | Kinetic Intelligence | Ability to function well in frenetic situations | |
| L | Language | Ability to use language well | |
| M | Mechanical Intelligence | Ability to use machines well | |
| N | Navigation | Ability to search and network well | |
| O | Orders | Ability to organize and delegate well | |
| P | Practicality | Ability to be Practical | |
| Q | Q-matching | Ability to match or recognize things well | Search |
| R | Ramifications | Ability to imagine cause and effect well | |
| S | Service | Ability to serve people well | |
| T | Teamwork | Ability to function well in a group | Intelligent Agents |
In the spirit of digression, here is a topic that only has to do with Artificial Creativity in that it takes some of the design principles I use for AC and applies them to architecture, specifically the design principles of simplicity and elegance.
I think saltbox houses are cool (Completely Out Of the Loop - OK I couldn't resist the acronym). They are rare and interesting, and I have tried a number of times to lay one out. Here is a 30' X 30' X 30' saltbox I have desgned with accessability, safety, mobility and an open feeling in mind. The doors are all 3' wide, there are 25 windows, 5 bedrooms, and 3.5 baths. There is also a safe area on each floor, and a large open area in the center with room for an elevator or a multistory artwork, or a multistory indoor plant or Christmas tree etc. The house is designed as one solid unit that could be dragged around the lot.
I actually find blogging quite difficult. The first rush of writing has spent and now I'm trying to figure out where to go next. I find that I have motivation and then it ends. A lot of this probably has to do with fear. I have trouble posting without fear.
I seem to deal with this problem generally through digression. I quit working on the topic that scares me for a while and move to one where I am inspired with the hope that the first topic will come back around and I will be able to work on it again in the future.
After all this is a blog and it is not only a place for me to do my work, but also a place for me to relate the struggle I go through to do it.
So I digress, intentionally.
Creative people want to create. It is the nature of creativity that it "moves outside the box". It is the nature of compiled code that it is a box. You can't modify it, and if you are creative, you want to. I have many times looked at a program I'm using and said to myself. I wish I could modify the algorithm.
I was just playing Civilization II tonight and I remember that I have often wanted to modify the time sequencing and the circumstances under which various advancements were available when, to match my history theory, but I can not. At least Civilization II allows some user modification. You have to learn the Civilization II modification language, because they do not use a standard algorithm control language, and I would have if I could have done what I want. In many programs, I often wish I could modify the algorithm and see what it would look like this way.
Access to the algorithms would seem to be the objective of the open source movement but for some reason it doesn't seem to work very well in Artificial Creativity, and I wish it did. We need users to access the algorithm not just programmers. Just as we have a principle of separating data from presentation and data from code and code from presentation, we need to separate algorithm from code. I want to see division of the algorithm and the technology. We have the division of presentation and control in many programs now days, but we still have the relevant algorithms that people might want to try to modify tightly wrapped up with the technological substrate of the program.
The business rules movement has done some of this. Even though I like business rules and presently separate them from technology code at work, but there is a lot more to algorithms than business rules. For example, if I tried to modify the rules for Draw Something, I don't think that Business Rules could help me. Business rules are one in a short list of sublanguages, which I think should be much longer.
We need a whole series of algorithmic sublanguages embedded into each of the major languages like Java and C#. We already have Regex, SQL, XSLT, and Business Rules. in these major languages. We could also put simple versions of Perl, Forth. Lisp, Prolog and a few others into these languages. We also need an algorithm editor in each AC program with an embedded multi-language algorithm interpreter since most creative non-technical or semi-technical algorithm developers will probably not want to learn mover than one or two languages.
We also need to start digging through all of the various experimental languages that CS grad students and professors have experimented with over the years, not just the type oriented languages I mentioned above that made it to the big time.. I bet that the experimental language space is chock full of languages that could be used as algorithmic sublanguages. Who knows, maybe we could even find a use for BeFunge.
I'm interested in making a system that makes worlds that are interesting and different. One of the implications of the Conservation of Creativity is that after a few worlds are built they may all start to look sort of the same. To fix this problem, I want to introduce the concept of coverage that then use it to avoid the repetitiveness problem.
The Conservation of Creativity means that you get out of a system the same amount of creativity you put into it (or less).
You can for example take one hundred names, and build a name generator out of them that resembles your input name set. For example, you could take 100 names from the Arthurian legends and create and Arthurian name generator.
Here is the Algorithm to generate names:

Worlds will also have a species profile. To pick a profile for a particular species, generate two profiles and match them to the world profile to see which is closest. Pick that one.
To show how I build a profile, here is my original 'Rule of Twenty' profile table for species:
A.A C P .=Aggression - Hostility/Violence vs Peace - B. B H L S .-Body Segments vs Heads C. C H L .+Civilization - Advancement / History Level D. D N S .+Divine or Demonic / Supernatural vs Natural E. BC HI .-E-Hiddenness, Blending, Camouflage, inconspicuous, coloration F. CD F H P .=Food Chain - Diet - carnivour - scavenger - omnivour - herbavour - plant G. E G .=Good/God oriented vs Evil/Satan Oriented H.A HI P S .-Hardness/armor/insect/plates/Shell I. I .=Intelligence J. B F (J)L .-J-Wings vs. Legs K.A H (K)L .-K-Arms vs. Legs L.A L .+Land vs Water/amphibian/ vs Land M. E M ./Movement, Energy - N. N .=Nocturnal O. BC F O T.=Openness, boldness, curiosity vs Timidity, fear, wariness P. P .=Protectiveness, nests Q. QR ./Quickness - reaction R. R .=Relationship S. S .-Size T. T.-Toughness
A.A C K -P .Aggression, Attack, Hostility, Violence, killer vs Peace - B. B -H L S .Body Segments vs Heads (part of the body type machine) C. C H L .Civilization - Advancement / History Level (see below) D. D H .Domain, Altitude - space-fliers-arboreal-ground-burrowing-semiaquatic-aquatic-mud-deep sea E. BC(E) HI .E-Hiddenness, Blending, Camoflage, inconspicuous, coloration F. C F .Food Chain - Diet - carnivour - scavenger - omnivour - herbavour - plant G. E G .Good/God oriented vs Evil/Satan Oriented H. H .Horns I. I .Intelligence J. (J) N S .J-Supernatural vs. Natural K.A (K) .K-Arms(or wings) vs. Legs (part of the body type machine) L. L T.Length, Tail length, long vs compact M. E M .Movement, Energy, warm blooded, metabolism vs cold blooded, slow N. N .Nocturnal O. BC F O T.Openness, boldness, curiosity vs Timidity, fear, wariness P. P .Protectiveness, Relationship Q. QR .Quickness - reaction R. R .Reproduction - womb, pouch, eggs/seeds, eggs in water, division, virus S. S .Size (see below) T. T.Toughness - shell, armor, tough, leather, soft, jelly
S position: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
cm: 2048 1448 1024 724 512 362 256 181 128 91 64 45 30 23 16 11 8 6 4 3
ft/in: 64 45 32 23 16 11 8 6 4 3 2 1.5 1/ 9 6 4 3 2 2 1Position of C in profile: 0 1 2 3 4 5 6 7 8 910111213141516171819 Species Advancement Level: F E D C B A T S R Q P O N M L K J I H G
So, I'm going to build a world. I guess the first thing to decide is what sort of time period I'm going to use as my setting. Or I could make the time period be part of the AC decision making. I have over the last thirty years been developing a theory of history that could be used here. I hope it has gotten developed enough to actually use.
History Levels for a world:
| Level | Name | Age Succeeds and Advances | Age Fails but still Advances | Age Fails and Declines | Weapons | Other |
| 20 | True | X | X | X | bow, spear | boats, fishing |
| 21 | Agric | X | X | X | axe | Farms, husbandry |
| 22 | Baal | X | X | X | army | Religions, trade |
| 23 | Civ | X | X | X | bronze, chariot | Buildings, writing |
| 24 | Dark | X | X | X | iron, catapult, lance | Zero, alphabet |
| 25 | Enlight | X | X | X | gun, cannon | philosophy, mathematics, science |
| 26 | Federal | X | X | ship of the line | Institutions | |
| 27 | G-Industry | machine gun, battle ship | Engines, professions | |||
| 28 | Holocaust | nuke, WMD | Computers | |||
| 29 | Internet | suicide bomber | Internet |
I've started getting a hankering to start working on an artificial creativity project. The one I want to work on is the artificially created universe for real, not just a prototype. To do this I need to pick a computer language. It needs to handle all of the basic requirements for an artificial creativity language. There are two things to talk about regarding picking a language - what are my requirements, and how does each match up.
Requirements. A computer language for artificial creativity needs to have:
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