In the early days of programming, programming work was often not properly understood as work. In the context of hardware and systems development where hardware was the largest part of the expense, programming was often considered just the construction of data to go into the machines. And of course data implies information, something somebody knows, not work that has to be done.
Artificial creativity requires design of the content. One has to take content and put it in some sort of technological format. Today content is often considered just 'data' to be input in to a program and not work to be done. But to organize the content to be used in an artificially creative program requires work. One must spend large amounts of time and effort. Consider this sort of work 'content programming'.
The problem that artificial creativity faces as the result of the evolutionary process is that the tendencies for most software systems, is to reduce human creativity. Since artificial creativity is built as an add-on to human creativity, many times the tendency to reduce creativity in systems does not allow artificial creativity to evolve naturally out of a system. Things like text boxes and drop downs and pick lists are highly uncreative because most times they both constrain the context of what is being requested of the user, and also constrain the possible responses. Software is usually built this way.
Thus organically developed systems do not often develop into artificially creative systems. Perhaps online communities will.
To develop artificially creative systems organically we would have to do this: The evolutionary path to artificial creativity is through larger text boxes rather than smaller, systems where drop down lists can be added to by the users, systems in which the context can be changed by the users - i.e. the text box now means something a little different.
The first layer of the onion of artificial creativity is to pick something randomly from a list. For example I might have a list of countries and randomly pick one from the list to say which country a character I was generating was born in.
The second layer of artificial creativity is a multi-selection list in which the items once selected are combined to produce somethig new. For example if you had a list of colors and color attributes and picked three: 'red', 'yellow', and 'dark', you would end up with a combination of these which would be something like brown. I call this combination an 'endeme'.
The third layer of artificial creativity is what I call a 'theme'. what a theme does is it coordinates a number of endemes for various different characteristics. For example a character in a story will have a name, origin, various personality traits, various abilities, a role in the story and so on. There will be endemes for each one of these things. Something that coordinates these would be called a theme. In this example the character theme might be something like hero.
I don't know how to build themes or apply them. One place I will have to do something like this is in the production of sentences. I can produce a word using an endeme using my long list of words, but producing a sentence will be more like a theme. It will coordinate the construction of the words of the sentence. I'll think about it.
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