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Extraction Summary

5
People
3
Organizations
1
Locations
3
Events
2
Relationships
2
Quotes

Document Information

Type: Article / essay / book excerpt
File Size:
Summary

This document appears to be a page from an essay or book discussing the intersection of Artificial Intelligence and Art. It focuses on artist Ian Cheng's 'Live Simulations' and his 'Emissaries' trilogy, detailing a conversation he had with programmer Richard Evans about the role of social practices in AI simulations. The text also draws historical parallels to the 1960s collaborations between engineers like Billy Klüver and artists like Robert Rauschenberg.

People (5)

Name Role Context
Ian Cheng Artist
Creator of 'Live Simulations' and the 'Emissaries' trilogy; subject of the text.
Richard Evans Programmer
Designed Versu; discussed AI and social practices with Ian Cheng.
Billy Klüver Engineer
Historical figure who brought artists and engineers together in the 1960s.
Robert Rauschenberg Artist
Co-founded Experiments in Art and Technology with Billy Klüver.
Barbara Unknown
Mentioned at the very end of the text regarding London; name cut off.

Organizations (3)

Name Type Context
Serpentine Marathon
Event host for the discussion between Cheng and Evans.
Experiments in Art and Technology (EAT)
Program founded in 1967 by Klüver and Rauschenberg.
House Oversight Committee
Implied by the Bates stamp 'HOUSE_OVERSIGHT'.

Timeline (3 events)

1967
Founding of Experiments in Art and Technology program.
Unknown
2015-2017
Creation/Setting of the 'Emissaries' trilogy by Ian Cheng.
N/A
Unknown
Serpentine Marathon “GUEST, GHOST, HOST: MACHINE!”
Unknown (likely London based on Serpentine Gallery location)

Locations (1)

Location Context
Mentioned in the final paragraph regarding historical events.

Relationships (2)

Ian Cheng Professional/Intellectual Richard Evans
Had a discussion at the Serpentine Marathon.
Billy Klüver Collaborators Robert Rauschenberg
Founded Experiments in Art and Technology together in 1967.

Key Quotes (2)

"“What is a simulation?”"
Source
HOUSE_OVERSIGHT_016369.jpg
Quote #1
"“I gather that if we had AI with more ability to respond to social contexts, tweaking one thing, you would get something quite artistic and beautiful.”"
Source
HOUSE_OVERSIGHT_016369.jpg
Quote #2

Full Extracted Text

Complete text extracted from the document (3,838 characters)

AI’s impact on existential questions of the self and our future interaction with nonhuman entities. Few, though, have taken the technologies and innovations of AI as the underlying materials of their work and sculpted them to their own vision. An exception is the artist Ian Cheng, who has gone as far as to construct entire worlds of artificial beings with varying degrees of sentience and intelligence. He refers to these worlds as Live Simulations. His Emissaries trilogy (2015-2017) is set in a fictional postapocalyptic world of flora and fauna, in which AI-driven animals and creatures explore the landscape and interact with each other. Cheng uses advanced graphics but has them programmed with a lot of glitches and imperfections, which imparts a futuristic and anachronistic atmosphere at the same time. Through his trilogy, which charts a history of consciousness, he asks the question “What is a simulation?”
While the majority of artistic works that utilize recent developments in AI specifically draw from the field of machine learning, Cheng’s Live Simulations take a separate route. The protagonists and plot lines that are interlaced in each episodic simulation of Emissaries use the complex logic systems and rules of AI. What is profound about his continually evolving scenes is that complexity arises not through the desire/actions of any single actor or artificial godhead but instead through their constellation, collision, and constant evolution in symbiosis with one another. This gives rise to unexpected outcomes and unending, unknowable situations—you can never experience the exact same moment in successive viewings of his work.
Cheng had a discussion at the Serpentine Marathon “GUEST, GHOST, HOST: MACHINE!” with the programmer Richard Evans, who recently designed Versu, an AI-based platform for interactive storytelling games. Evans’ work emphasizes the social interaction of the games’ characters, who react in a spectrum of possible behaviors to the choices made by the human players. In their conversation, Evans said that a starting point for the project was that most earlier simulation video games, such as The Sims, did not sufficiently take into account the importance of social practices. Simulated protagonists in games would often act in ways that did not correspond well with real human behavior. Knowledge of social practices limits the possibilities of action but is necessary to understand the meaning of our actions—which is what interests Cheng for his own simulations. The more parameters of actions in certain circumstances are determined in a computer simulation, the more interesting it is for Cheng to experiment with individual and specific changes. He told Evans, “I gather that if we had AI with more ability to respond to social contexts, tweaking one thing, you would get something quite artistic and beautiful.”
Cheng also sees the work of programmers and AI simulations as creating new and sophisticated tools for experimenting with the parameters of our daily social practices. In this way, the involvement of artists in AI will lead to new kinds of open experiments in Art. Such possibilities are—like increased AI capabilities in general—still in the future. Recognizing that this is an experimental technology in its infancy, very far from apocalyptic visions of a superintelligent AI takeover, Cheng fills his simulations with prosaic avatars such as strange microbial globules, dogs, and the undead.
Discussions like these, between artists and engineers, of course are not totally new. In the 1960s, the engineer Billy Klüver brought artists together with engineers in a series of events, and in 1967 he founded the Experiments in Art and Technology program with Robert Rauschenberg and others. In London, at around the same time, Barbara
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