Computational Creativity
Momentum
3 papers in the last four weeks, down 40% on the four weeks before. 0.0% of all new papers.
Latest papers 70
Recent advances in large language models (LLMs) have demonstrated significant potential in supporting engineering design tasks, including computer-aided design (CAD) automation. However, most existing LLM-based 3D CAD generation approaches primarily focus on geometric precision and instruction-following performance, often overlooking the fundamental aspect of creative design exploration. This study presents a TRIZ-inspired text-to-CAD framework that leverages LLMs to generate high-quality, editable CAD models while systematically exploring creative design alternatives. The framework integrates the Theory of Inventive Problem Solving (TRIZ)-embedding deep human insights from extensive patent records-into LLM prompting strategies, enabling autonomous generation of innovative CAD variants that address technical contradictions. Through a comprehensive three-stage pipeline of design generation, enhancement, and optimization, the framework produces structurally diverse CAD models from well-crafted prompts. The present study implements and evaluates the first two stages, while positioning the design optimization stage as future work. A product design case study (chair) demonstrates that the TRIZ-inspired text-to-CAD framework generates multiple creative design alternatives by systematically applying TRIZ inventive principles such as segmentation, anti-weight, dynamics, and composite materials, achieving 4.0-14.7% mass reduction across all enhanced designs while maintaining structural integrity. The key findings suggest that integrating systematic innovation methodologies with LLM-based 3D CAD generation bridges the gap between precision-focused synthesis and creativity-focused exploration, advancing toward autonomous design systems where AI makes design decisions independently, supporting human decision-making in human-AI collaborative design for engineering applications.
Evolution & Foundation: AI Shares Creative Control
This paper investigates the creative process of automated design and artistic evaluation using an evolutionary system. We consider how a multimodal artificial intelligence (AI) model can communicate and guide a combined generative and evolutionary computational system. This creates a framework for the evolution of aesthetically pleasing complex 3D organic forms by integrating genetic algorithms with the visual reasoning capabilities of large-scale AI foundation models. The framework shifts the artist role from that of intensive direct selection to one of system design; transferring detailed step-by-step curation to an AI agent capable of multimodal aesthetic judgement. This framework enables the human artist/designer to rapidly traverse large areas of multi-dimensional evolutionary parameter space to find creative outcomes based on their semantic targets. Detailed audit trails of the AI's aesthetic reasoning are generated for each experiment. Interactive visualisation tools, together with AI-generated summaries and evolutionary narratives, enable deep exploration into each evolutionary experiment and providing a transparent insight into the AI-guided process.
Creative Collision: Directorial Persona Steering and Competition in Large Language Models
Activation steering has emerged as a powerful tool for shaping the behaviour of large language models at inference time, yet most prior work injects a \emph{single} semantic direction into the residual stream. We study the richer setting in which two semantically opposing steering vectors are superimposed -- a regime we call \textbf{Creative Collision}. Concretely, we construct directorial persona vectors for Steven Spielberg (optimistic, redemptive moral valence) and Martin Scorsese (dark, morally ambiguous) via mean-difference activation contrast on curated screenplay-derived corpora, then interpolate between them with a scalar mixing parameter and a steering coefficient . Across five evaluation axes -- moral valence, generation coherence, surface style, directional dominance, and vector geometry -- three principal findings emerge: (i)~Spielberg's representational signature exhibits robust \emph{directional dominance}, suppressing Scorsese's moral influence across almost the entire interpolation range; (ii)~intermediate collision points paradoxically \emph{improve} generation coherence relative to pure single-director steering at high ; and (iii)both personas localise maximally to layer28 of a 40-layer decoder-only transformer, revealing a shared \emph{moral-tone substrate}. These results illuminate the geometry of competing semantic directions in transformer residual streams and have direct implications for controllable creative generation and value-aligned narrative synthesis.
Cognitive Trajectory Modeling: Quantifying Human-AI Co-Creation through Cognitively Grounded Interaction Trajectories
Co-creative AI research increasingly seeks methods capable of representing how interaction dynamics evolve through time. While many existing approaches focus on observable interaction characteristics, interaction metrics, behavioral coding schemes, or activity traces, these methods often struggle to capture higher-order interaction dynamics, including how collaborative processes reorganize, stabilize, regulate, and evolve through time. This paper introduces Cognitive Trajectory Modeling (CTM) as a cognitive theory of interaction dynamics that conceptualizes cognition, interaction, and creative processes as temporally organized trajectories unfolding across cognitively meaningful attractor landscapes. CTM builds upon the theoretical foundations of the Enactive Model of Creativity and Creative Sense-Making (CSM), revisiting the role of sense-making curves and cognitive trajectories in representing co-creative interaction dynamics. We formalize this perspective through the Cognitive Trajectory Principle, which states that temporal representations are only theoretically interpretable as cognitive trajectories when their underlying states possess directional cognitive meaning. Building on this principle, CTM generalizes the notion of cognitive trajectories beyond any particular coding scheme and provides a broader framework for modeling interaction dynamics through trajectories unfolding across meaningful attractor landscapes. We further distinguish cognitive trajectories from interaction traces and situate CTM within a broader hierarchy of cognitive, interaction, and domain dynamics. More broadly, we argue that understanding co-creative systems requires methods capable of modeling how cognition and interaction dynamics unfold through time. CTM provides a foundation for studying interaction dynamics across co-creative AI and human-AI interaction.
Creative Integration: A Decidable Criterion of Creativity
"Integrative" solutions are widely praised but rarely defined: we lack an operational way to tell a genuine integration -- one that makes the world cheaper to describe -- from a tidy re-description. Building on the lineage that treats creativity and intelligence as compression, we give such a criterion for creative integration (CI): the resolution of a real conflict between A and B is CI if and only if, under a fixed description language, the description length strictly shrinks (C = L_pre/L_post > 1), with the reduction located in the conflict itself. We make the judgment decidable through four binary, conjunctive gates, and we fix its extension through a taxonomy of pseudo-integration that names and rejects the look-alikes. We back the criterion with a curated, multi-domain corpus and -- crucially -- validate it not by human inter-rater agreement but by four falsifiable tests it could fail: an independent computational check, discrimination against hard negatives, out-of-sample prediction, and description-language robustness; all pass with margin. The contribution is not "creativity is compression" but its decidability, discrimination, and corpus: on this account, what makes a move genuinely creative -- rather than merely novel -- is that it compresses a conflict, with novelty and value as downstream symptoms; whether all creativity is so constituted we state as an explicit conjecture. We claim only the sign of C-1; we judge, not generate. The result is a citable primitive for a broader program.
IVIE: A Neuro-symbolic Approach to Incremental and Validated Generation of Interactive Fiction Worlds
Computational creativity in Interactive Fiction faces a fundamental tension: Large Language Models (LLM) may produce creative narratives but struggle with world coherence, while symbolic systems ensure consistency but lack creative flexibility. We present IVIE (Incremental & Validated Interactive Experiences), a neuro-symbolic approach to generating complete and playable interactive fiction worlds from scratch. Building upon PAYADOR's neuro-symbolic framework, IVIE implements a four-stage incremental generation pipeline that delegates creative decisions--setting and character creation, puzzle design--to LLMs while grounding the world state through symbolic validation. The system generates worlds with interconnected locations, functional items, non-player characters, and coherent puzzles, all structured around a central goal-oriented architecture. Human evaluation shows the approach generates immersive, thematically coherent worlds with high player engagement. Results seem to indicate that the neuro-symbolic approach successfully balances flexibility with narrative coherence: symbolic validation grounds LLM generation without eliminating generative freedom. However, challenges remain: LLM inconsistencies occasionally bypass puzzle constraints, and objective validation gaps allow some structurally impossible goals. We identify key design considerations for future neurosymbolic interactive storytelling systems, particularly regarding LLM capabilities and their limitations.
Under What Conditions Can a Machine Be Called Genuinely Creative?
Recent AI systems can generate texts, software architectures, hypotheses, designs, and scientific workflows that appear creative. This paper asks under what conditions a machine can be called genuinely creative, and how human agency can be preserved within shared cognitive and creative environments. It develops a requirement framework derived from Designics, the science of meaning-bearing intentional change. The paper argues that genuine machine creativity should not be defined by output novelty, current performance, or transient architecture alone. Instead, creativity is understood as the structural transformation of incomplete situations through recursive intervention dynamics. On this view, it depends on ten requirements: environment representation, scoped perception, conflict identification, intervention capability, consequence observation, knowledge and environment update, rescoping, local-to-global unfolding, value-based scoping, and human-AI co-living. These are organized through the three laws of Designics: perception, conflict, and capability. The paper illustrates the computational tractability of these requirements through selected cyber-physical and cyber-biological studies, including recursive element extraction, autonomous mesh generation, and neurophysiological and workload analysis. It then treats open-ended systems, automated discovery frameworks, self-modifying agents, foundation models, and agentic workflows as pressure cases: they demonstrate powerful generative means but do not by themselves establish genuine machine creativity. Finally, the paper argues that proactive AI ethics is internal to genuine machine creativity rather than an after-the-fact filter. Value-based scoping and human-AI co-living must shape how creative machines perceive environments, identify conflicts, select interventions, observe consequences, update knowledge, and rescope future action.
GENIE: A Fine-Grained Measure for Novelty
Large Language Models have consistently demonstrated a lack of creativity and diversity across tasks. Prior work has focused on addressing whether models are capable of generating creative outputs. Here, we aim to consider novelty and investigate what makes model-generated content novel or not novel in a task-specific manner. We propose a fine-grained evaluation metric GENIE to measure the novelty of responses along task-specific features with respect to a population of responses. We show that unlike GENIE, holistic metrics struggle to capture the high-dimensionality of novelty and do not provide insight on which properties they target. Finally, we use GENIE to measure the effectiveness of mitigation methods that address creativity to better understand where these methods can improve novelty.
Echoes of the Prior: A Computational Phenomenology of Forgetting
Memory is not merely the storage of data; it is the scaffolding of reality. When biological memory fades, the world does not simply turn black; it regresses into an unrecognizable chaos. Echoes of the Prior is an interactive installation that attempts to visualize this subjective phenomenology of forgetting. By inducing controlled synaptic decay within a Feed-Forward 3D Reconstruction model, we create an artistic analogy for the erosion of the brain's predictive priors. We position the Neural Network not as a tool for engineering, but as a cognitive proxy - a silicon brain whose structural degeneration evokes the disorienting, poetic, and terrifying experience of losing one's grip on the world. Ultimately, we offer this framework as a catalyst, inviting the wider community to explore the uncharted potential of neuromorphic aesthetics in visualizing the fragility of intelligence. Interactive demo see https://decart-4d.github.io/.
IntElicit: Eliciting and Assessing Contextualized Creativity via Dialogue Policy Optimization
Contextualized assessment offers high ecological validity for evaluating creativity but introduces a critical challenge: observed performance may be confounded with cognitive proficiency (domain knowledge) and agency (willingness to engage). Meanwhile, in the age of generative AI, creative problem solving increasingly occurs in tool-mediated and human--AI interactive environments, making fully static assessment less aligned with contemporary creative practice. To address these issues, this paper proposes IntElicit, a framework for eliciting and assessing contextualized creativity via dialogue policy optimization. IntElicit functions as a constrained adaptive AI Interviewer: it provides non-directive knowledge and agency scaffolds in multi-turn interaction to reduce non-creative confounders, while preserving participants' responsibility for generating the creative content being evaluated. Specifically, to tackle sparse rewards and potential reward hacking (e.g., answer dictation) in open-ended educational dialogue, IntElicit introduces a decomposed process reward mechanism. This mechanism aligns the policy with pedagogical elicitation, rewarding prompts that draw out participant reasoning rather than producing optimal answers on their behalf. Extensive experiments, including participant simulation and a human subject study (N=64), show that IntElicit improves elicited creative outcomes over expert-designed baselines. Together, the results suggest that interactive elicitation can reveal creative potential that static FPSP-style assessment may miss, providing a formative and diagnostic lens for contextualized creativity assessment in AI-mediated learning contexts.
Automated Creativity Evaluation of Language Models Across Open-Ended Tasks
Large language models (LLMs) have achieved remarkable progress in language understanding, reasoning, and generation, sparking growing interest in their creative potential. Realizing this potential requires systematic and scalable methods for evaluating creativity across diverse tasks. However, most existing creativity metrics are tightly coupled to specific tasks, embedding domain assumptions into the evaluation process, and limiting scalability and generality. To address this gap, we introduce an automated, domain-agnostic framework for quantifying LLM creativity across open-ended tasks. Our approach separates the measurement apparatus from the creative task itself, enabling scalable, task-agnostic assessment. Divergent creativity is measured using semantic entropy, a reference-free and robust metric for novelty and diversity, validated against human annotations, LLM-based novelty judgments and baseline diversity measures. Convergent creativity is assessed via a novel retrieval-based multi-agent judge framework that delivers context-sensitive evaluation of task fulfilment with over 60% improved efficiency. We validate our framework in three qualitatively distinct domains: problem-solving (MacGyver), research ideation (HypoGen), and creative writing (BookMIA), using a broad suite of LLMs. Empirical results show that our framework reliably captures key facets of creativity, including novelty, diversity, and task fulfilment, and reveal how model properties, such as size, temperature, recency, and reasoning, impact creative performance. Our work establishes a reproducible and generalizable standard for automated LLM creativity evaluation, paving the way for scalable benchmarking and accelerating progress in creative AI.
Seeing the Hivemind: A Consensus-Aware Interaction Technique for Mitigating AI Homogenization
People are increasingly using AI for creative tasks such as writing. While adoption continues to grow, this form of use risks undermining individual creativity locally and reducing the heterogeneity of creative output at scale. In response, we introduce the Semantic Repulsion Technique (SRT) and evaluate it both computationally and through a study with 16 participants who regularly use AI for creative tasks. Our computational assessment reveals that SRT increases semantic diversity by 85--167% while reducing consensus phrases by 43--95% across task modes. In the user study, SRT outputs received higher usefulness (, ) and coherence ratings ( , ); 68.8% of participants were willing to use SRT-Strong for multiple tasks versus 18.8% for baselines. Originality and coherence ratings were positively correlated across all systems ( to ), suggesting that divergence need not compromise readability. Taken together, these preliminary findings can inform the design of AI systems that aim to support everyday creativity without contributing to homogenization.
Introducing multiplex semantic networks as multifaceted representations of creative associative knowledge across multilingual samples
Creativity is a complex cognitive ability that relies on knowledge organisation and retrieval from semantic memory. Yet most research uses a single task to measure it, capturing only a fraction of this complexity. This study investigates multiplex networks - layered semantic networks obtained from six cognitive tasks - as a more comprehensive approach to modelling the associative knowledge underlying creativity. We collected data from N=518 individuals from four countries (Austria, USA, Singapore, Italy). From their responses to verbal fluency, sentence-chain, free association, and narrative writing tasks, we constructed semantic networks and assembled them in a multiplex structure. AI persona-based responses provided a comparison baseline. Structural reducibility analyses showed that different task layers captured distinct, non-redundant information about semantic organisation, supporting the use of multiple tasks over any single one. The networks from high- and low-creative groups remained structurally distinct, while AI-generated networks showed near-identical structures regardless of creativity group. Finally, we used 12 features (network measures, emotional scores, and spreading activation simulations) in a machine learning model using ridge regression to predict individual creativity scores. The combination of structurally similar layers, as identified in the previous stage, improved a proof-of-concept prediction accuracy by 50%. Structural measures showed the highest feature importance, with spreading activation dynamics providing additional predictive power. Together, these findings indicate that multiplex semantic networks capture a richer, cross-cultural picture of associative knowledge underlying creativity. We also release our diverse dataset and code to foster diverse computational approaches within the creativity community.
DEFINED: A Data-Efficient Computational Framework for Fine-Grained Creativity Assessment in Debate Scenarios
Human creativity has emerged as a critical competency in the era of large language models. Assessing creativity in complex, open-ended environments is a grand challenge in data mining, currently hindered by a reliance on standardized simple tasks and the scarcity of fine-grained expert data. As an ecologically valid assessment context, debate reflects multiple dimensions of creativity, encompassing both divergent thinking and convergent thinking. Moreover, debate is a data-rich domain, with a large volume of publicly accessible materials. Current mainstream automated scoring methods are poorly suited to complex settings such as debate, and therefore still rely on costly human evaluation. To this end, this paper proposes DEFINED, a data-efficient computational framework for fine-grained creativity assessment in debate scenarios. DEFINED operationalizes debate creativity through a hierarchical eight-dimensional metric system, implemented via a pre-trained autoregressive language model with a hierarchical scoring head that supports both fine-grained and coarse-grained evaluation. Statements and their associated expert scores were obtained from authentic debate competitions, and a constrained data augmentation strategy was employed to address the elite bias inherent in the original data. DEFINED adopts a mixed-granularity training strategy enabling robust learning from limited fine-grained supervision annotated by trained graduate experts. To rigorously validate ecological validity beyond synthetic benchmarks, we incorporate an empirical study with debate-naive participants, utilizing these authentic data to serve as a qualitative case study for mid-to-low proficiency populations. Across our evaluation protocol, our scoring model achieves accurate and stable scoring, outperforming prompt-based large language model evaluators and existing debate scoring methods.
Individual Gain, Collective Loss: Metacognitive Adaptation in AI-Assisted Creativity
Recent studies reveal a paradox: AI enhances individual creative outputs while reducing collective diversity. Current explanations -- cognitive offloading and over-reliance -- identify symptoms but not mechanisms. We propose selective metacognitive adaptation: routine AI use redistributes rather than uniformly diminishes metacognitive effort. Some capacities are amplified (partner modeling, surface control), while others are systematically under-supported (originality evaluation, reflective integration). This redistribution explains both individual satisfaction and collective convergence. We present a taxonomy of six metacognitive capacities organized by temporal phase, characterize their tendencies under routine AI use, and show how individually rational adaptation produces emergent social costs. The framework generates specific predictions for researchers and design principles for practitioners seeking to preserve both individual creative satisfaction and collective creative diversity.
Before and After Temperature: A Distributional View of Creative LLM Generation
Reference-free evaluation of large language model (LLM) creativity relies on perplexity, entropy, and top-1 margin. We show that a much stronger signal lives one step earlier in the pipeline: in how sampling temperature \emph{reshapes} the model's token distribution before the next token is drawn. On Llama-3.1-8B-Instruct generations of 500 open-ended creative prompts at , a single per-token feature derived from this reshaping predicts the within-prompt creativity rank at Spearman against an averaged gpt-4o,/,gemini-2.5-pro judge () and against a three-rater human-majority ranking (). Each of four standard reference-free baselines (self-perplexity, mean predictive entropy, top-1 margin, gzip compression ratio) tops out at on both ground truths: a gap of on averaged-LLM and on human-majority, both far larger than the spread among the baselines themselves. The two ground-truth panels agree with each other at , above the inter-human ceiling of , so the comparison is not bottlenecked by judge noise. Mechanistically, the win comes from a sharp distributional signature of the incoherence regime: at the cumulative-mass width inflates from to tokens and post-temperature mass leaks off the pre-temperature top- plausible set by about percentage points. The per-token aggregates do not separate from ; discriminating the two coherent regimes is left to sequence-level features.
IDEAFix: Evaluation Framework for Creative Defixation Prompting in LLMs
Large language models (LLMs) are increasingly used for tasks involving creative problem solving and idea generation. However, there is a lack of consensus concerning their creative capabilities: some studies report superior performances compared to humans, while others highlight structural limitations such as fixation and the homogenization of outputs. Existing evaluation approaches either rely on narrow, decontextualized tasks that do not capture goal-oriented generation or on broader settings that confound multiple aspects of the creative process, making it difficult to isolate the effects of task formulation, prompting, and evaluation design. Significantly, the role of structured prompting strategies in shaping idea generation remains underexplored. Therefore, we introduce IDEAFix, an evaluation framework for analyzing divergent thinking in open-ended idea generation tasks. We prompt models to generate multiple original solutions to controlled variations of short design scenarios, task attributes, and defixation prompting strategies. This design enables systematic analysis of how structured guidance influences LLMs' idea generation. Our results show that both task formulation and attribute selection significantly affect models' performance, and that simple prompting strategies can boost the originality of solutions. However, we also observe persistent output homogenization across models, confirming inherent limits in their ability to generate diverse solutions. Overall, IDEAFix provides a controlled, extensible framework for studying the mechanisms underlying LLMs' creativity.
Interaction-Centered Intelligence: Toward an Interaction-Based Theory of Human-AI Co-Creation
Traditional artificial intelligence has largely conceptualized intelligence as isolated computation occurring within bounded agents. Across classical AI, machine learning, and many generative systems, the dominant unit of analysis remains the individual model or autonomous system evaluated through outputs, benchmarks, prediction accuracy, or optimization performance. While these approaches have produced major advances, they often under-theorize the role of interaction in the emergence of intelligence, creativity, meaning, and adaptive behavior. This paper proposes interaction as the primary unit of analysis for co-creative AI and interaction-centered intelligence more broadly. Drawing from distributed cognition, embodied cognition, enaction, participatory sense-making, human-computer interaction, and computational creativity, the paper traces a historical progression toward increasingly relational accounts of intelligence. Building upon prior work in Creative Sense-Making, quantified co-creation, and co-creative systems such as the Drawing Apprentice and AI Drawing Partner, it argues that intelligence emerges through evolving interaction dynamics among agents, environments, and socio-technical systems rather than solely through internal computation. The paper introduces Interaction-Centered Intelligence as a framework for understanding human-AI co-creation, collaborative emergence, adaptive participation, and interactional dynamics. Rather than evaluating intelligence solely through generated outputs, the framework emphasizes interaction trajectories, coordination patterns, participatory engagement, adaptive regulation, and interactional drift unfolding through time. Implications for explainable co-creative AI, hybrid intelligence, enactive AI, and future human-AI systems are discussed.
Anchorless Diversification for Parallel LLM Ideation
LLMs are increasingly used to generate candidate-idea pools for creative tasks where broad exploration is valuable. Parallel inference can be attractive in this setting when it broadens the pool while retaining quality and cost efficiency. We study inference-time controls for candidate-pool diversification, asking whether anchorless methods can rival methods that depend on observed seed ideas. Across three creative task families, we compare independent generation and semantic direction stratification with self-, peer-, and representative-anchor baselines, under neutral and population-referential divergent instructions. Population-referential divergence is a strong low-cost baseline, increasing semantic diversity while preserving quality proxies. Semantic direction stratification is stronger: a single planning call organizes generations across broad semantic directions, yielding the best diversity--quality--compute frontier. Anchored regeneration can be strong in final-pool diversity, but its advantage shrinks under full-pipeline token accounting. These results establish practical anchorless baselines for open-ended LLM ideation.
Beyond One Path: Evaluating and Enhancing Divergent Thinking in Interactive LLM Agents
Divergent thinking is a core dimension of creativity, yet existing evaluations of Large Language Models (LLMs) treat them as single-turn text generations, failing to capture how an agent reasons through iterative interaction. To address this, we introduce MUTATE, an interactive benchmark designed to evaluate agentic divergent thinking at two levels: path-level, where an agent discovers multiple alternative paths to the same goal, and action-level, where individual actions require non-typical, mechanism-shifting object uses. Unlike success-only evaluations, MUTATE scores both completed paths and off-path attempts, capturing divergent reasoning that conventional success rates discard. Our experiments with frontier LLMs reveal a structural blind spot in existing frameworks: when exposed to immediate convergence pressure, they tend to fall into immediate action fixation, failing to improve action-level divergence. To overcome this, we propose ReDNA, which separates unconstrained divergent candidate generation from convergent constraint selection. ReDNA significantly outperforms prior methods across both divergence levels and generalizes effectively to an external creativity environment. We also confirm its success stems from a qualitative enhancement of resilient divergent reasoning rather than simple environmental exploration.
Playing with Words, Improving with Rewards: Training Language Models for Creative Association
Large Language Models (LLMs) are being applied to increasingly difficult problems and use cases. To navigate their vast solution spaces effectively, LLMs need to be creative. Yet the subjective nature of creativity and the limits of human judgment make training LLMs for creativity especially challenging. As a solution, we train LLMs on Codenames, a word-association game that exercises the two central axes of creativity, divergent and convergent thinking, while yielding objectively verifiable outcomes. This verifiability lets us bypass human judgment and train with Reinforcement Learning with Verifiable Rewards (RLVR). We train Qwen3-1.7B, 4B, and 8B models and evaluate them on ten creativity and four reasoning benchmarks. We find that the precision-diversity trade-off is scale-dependent: the 8B model prioritizes creativity over precision, while the 1.7B and 4B models gain reasoning precision at the cost of creativity. Concretely, the 8B model shows modest but consistent creativity gains (8 of 10 benchmarks) with only minor reasoning degradation, whereas the smaller models achieve substantial gains on reasoning tasks. Our study presents a scalable and effective solution to train LLMs for creativity.
Dream machine -- the next creative economy
We examine the structural transformation of creative industries under generative artificial intelligence, drawing on 374 primary sources spanning policy documents, industry data, creator surveys, and platform analytics. Beginning with the December 2024 release of OpenAI's Sora video model as a watershed event, we trace the historical pattern of creative resistance to technological disruption, then develop an analytical framework -- the Human-AI Agency Continuum for mapping the spectrum of human and machine collaboration in creative work. We present evidence for the "slop ceiling," an audience-imposed quality threshold that constrains AI-generated content to approximately 1--3% of platform streams despite comprising 44% of uploads. Analysis of the UK Government's 2025 consultation on AI and copyright (over 11,500 responses, 88% opposing expanded AI training rights) reveals deep structural tensions between technology firms and creative workers. We investigate how major studios, from Disney's $1 billion OpenAI investment to Netflix's AI-native animation unit, are positioning for an AI-augmented production pipeline. The work covers coordination collapse in creative supply chains, the emergence of new professional roles such as prompt engineers and AI orchestrators, and proposes four principles for navigating the transition: transparency, consent, compensation, and human-centred design. Eight appendices provide quantitative analysis, a glossary, topical bibliography, and deep dives into shadow AI adoption, AI stigma, and algorithmic intent.
Self-Creative Text-to-Object Generation using Semantic-Aware Spatial Weighting
Instilling creativity in text-to-image (T2I) generation presents a significant challenge, as it requires synthesized images to exhibit not only visual novelty and surprise, but also artistic value. Current T2I models, however, are largely optimized for literal text-image alignment with their data distribution, and their noise prediction networks constrain the generation to high-probability regions, consequently generating outputs that lack authentic creativity. To address this, we propose a Self-Creative Diffusion (SCDiff) model for meaningful T2I generations featuring two core modules: a learnable spatial weighting (LSW) module and a visual-semantic mixing loss (VSML). The LSW module designs a parametric Kaiser-Bessel window to reinforce central image features, fostering novel and surprising generation. The VSML module introduces a dual loss function: a similarity loss constrains that the new images align with its textual description, while a diversity loss maximizes its distinction from the original image, enhancing both semantic value and visual novelty. Extensive experiments demonstrate that our model substantially improves creativity, semantic alignment, and visual coherence, offering a simple yet powerful framework for generating creative objects.
Multi-agent AI systems outperform human teams in creativity
Although artificial intelligence (AI) now matches or exceeds human performance across numerous cognitive tasks, creativity remains a highly contested frontier. As AI systems based on large language models (LLMs) are increasingly adopted in research and innovation, it is essential to understand and augment their creativity. Here we demonstrate that multi-agent LLM teams not only surpass single agents, but also substantially outperform human teams in creativity (Cohen's d=1.50) across 4,541 multi-agent LLM ideas and 341 human-team ideas on six diverse problem-solving tasks. This advantage is driven by novelty while maintaining comparable usefulness. To investigate the generative processes in both groups, we represent conversations as paths through semantic space using neural language model representations. Both LLM and human teams produce more creative ideas when conversations range widely rather than staying centered on a single theme (low global coherence). However, the additional patterns that predict creativity differ: LLM teams benefit from efficient exploration (high semantic spread, shorter paths), while human teams benefit from maintaining smooth conversational flow (high local coherence, frequent pivots). Additionally, we identify model choice and discussion structure as orthogonal design levers that together explain 26.8% of variance in LLM conversational dynamics, paving the way for systematic approaches to developing multi-agent systems with augmented creative capabilities.
Dynamics of collective creativity in AI art competitions
Creativity is a fundamental aspect of how culture evolves, yet the mechanisms by which groups produce novelty are notoriously difficult to infer from the historical record. Iterated learning experiments have shown that cultural transmission reliably distorts artifacts toward the inductive biases of learners, but most of this work uses linear chains between human participants, leaving open how these dynamics play out in the networked, human-AI systems that increasingly shape cultural production. In this study, we leverage one such system, Artbreeder, which hosts daily "remix parties" where users iteratively build on each other's work from a single seed image, producing branching lineages of human-AI co-created images. We analyze a dataset of 130,882 images from 368 remix parties over 13 months and find that images become simpler and converge toward common thematic "attractors" (e.g., steampunk scenes, alien architecture). We also find that while more novel "parent" images produce more novel and complex "children" that attract more likes, users paradoxically prefer to remix images that are less novel and complex. Finally, larger remix parties produce more novelty at the cost of lower complexity.
Seeking the Unfamiliar but Memorable: Conceptual Creativity as Meta-Learning
What does it mean to create a new concept, rather than retrieve a familiar one? Repeatedly sampling a generative model at the same prompt produces variations with similar styles and typical content. We propose that creativity is the production of stimuli that are unfamiliar to an adaptive observer at first sight, but quickly learnable from a few exposures. We formalize this as a Creator-Appraiser pair: a Creator generates a candidate, an Appraiser adapts to it for a few inner-loop learning steps, and the Appraiser's improvement becomes the reward the Creator optimizes through. We instantiate the framework with diffusion as the Creator, an autoencoder Appraiser on MNIST, and a CLIP Appraiser with a low-rank adapter for natural images. The diffusion model remains frozen with no additional language conditioning; the meta-learning gradient is enough to produce both stylistic variations and concept compositions that the base model does not generate on its own.
Assessing the Creativity of Large Language Models: Testing, Limits, and New Frontiers
Measuring the creativity of large language models (LLMs) is essential for designing methods that can improve creativity and for enhancing our scientific understanding of this ability. To accomplish this, it has become common in recent years to administer tests of human creativity to LLMs. Although these tests provide a convenient and fully automated way to score "creativity," their validity as measures of machine creativity has not been established, and these tests already have limited validity as predictors of human creativity. To address this problem, we conduct the first large-scale, systematic study assessing the effectiveness of human creativity tests for predicting the creative achievement of LLMs across three target constructs: creative writing, divergent thinking, and scientific ideation. We find that the Divergent Association Task (DAT) and the Conditional DAT are the best predictors of creative writing and divergent thinking, respectively, but that test effectiveness varies significantly by construct, and no single test predicts all constructs well. Moreover, contrary to popular belief, no existing test reliably predicts scientific ideation ability. Motivated by this problem, we introduce the Divergent Remote Association Test (DRAT), a vocabulary-space test that assesses both convergent and divergent thinking in a single instrument. The DRAT is the first and only creativity test for LLMs that is a significant predictor of scientific ideation ability, demonstrating robustness across major design choices. Furthermore, the performance gain of the DRAT is not recoverable from any linear combination of the Divergent Association Task and the Remote Associates Test, indicating that assessing divergent and convergent thinking in the same test is essential to reliably predicting scientific ideation ability.
IdeaForge: A Knowledge Graph-Grounded Multi-Agent Framework for Cross-Methodology Innovation Analysis and Patent Claim Generation
Current AI-assisted innovation systems typically apply a single ideation methodology (such as TRIZ or Design Thinking) using sequential prompt-based workflows that do not preserve intermediate reasoning structure. As a result, insights generated across methodologies remain fragmented, limiting traceability, synthesis, and systematic evaluation of novelty. We present IdeaForge, a knowledge graph-grounded multi-agent framework for innovation analysis and patent claim generation. IdeaForge integrates multiple innovation methodologies (TRIZ, Design Thinking, and SCAMPER) through specialist agents operating over a persistent FalkorDB knowledge graph. Each agent contributes structured entities and relationships representing contradictions, inventive principles, user needs, transformations, analogies, and candidate claims. The central contribution of IdeaForge is a cross-methodology convergence mechanism implemented through graph-based claim linkage. Claims independently supported by multiple methodologies are connected using CONVERGENT relationships, enabling identification of high-confidence innovation candidates through graph traversal. A downstream patent drafting agent generates structured patent drafts grounded in convergent claim subgraphs, reducing reliance on unconstrained language model generation. An InnovationScore formula ranks claims by convergent support, methodology diversity, claim strength, and prior art challenge count. We describe the graph schema, agent architecture, convergence detection pipeline, and patent synthesis workflow. Experiments on a legal technology use case demonstrate that graph-grounded multi-methodology synthesis produces more diverse and traceable innovation candidates compared to single-methodology baselines. We discuss implications for computational creativity, explainable AI-assisted invention, and graph-native innovation systems.
Ex Ante Evaluation of AI-Induced Idea Diversity Collapse
Creative AI systems are typically evaluated at the level of individual utility, yet creative outputs are consumed in populations: an idea loses value when many others produce similar ones. This creates an evaluation blind spot, as AI can improve individual outputs while increasing population-level crowding. We introduce a human-relative framework for benchmarking AI-induced human diversity collapse without requiring human-AI interaction data, providing an ex ante protocol to estimate crowding risk from model-only generations and matched unaided human baselines. By modeling ideas as congestible resources, we show that source-level crowding is identifiable from within-distribution comparisons, yielding an excess-crowding coefficient and a human-relative diversity ratio . We show that is the no-excess-crowding parity condition and connect to an adoption game with exposure-dependent redundancy costs. Across short stories, marketing slogans, and alternative-uses tasks, three frontier LLMs fall below parity across crowding kernels. Estimates stabilize with feasible model-only sample sizes. Importantly, generation-protocol variants show that crowding can be reduced through targeted design, making diversity collapse an actionable, development-time evaluation target for population-aware creative AI.
Calibrated Surprise: An Information-Theoretic Account of Creative Quality
In the era of large language models, creative writing quality lacks a computable theoretical anchor. The dominant approaches are rubric scoring -- decomposing holistic aesthetic judgment into sub-scores -- and RLHF preference signals -- replacing quality with group votes. Both bypass the statistical structure of the text itself. This paper provides an information-theoretic foundation to fill this gap. We propose 'calibrated surprise' as the information-theoretic essence of excellent creative writing. This judgment matches reading intuition and covers its opposite. This literary judgment admits a precise mathematical formulation. Under full-dimensional constraints Y, feasible writing choices are forced into an extremely narrow space. The rare survivors are, from the unconstrained perspective, exactly the least predictable choices. Both are measured precisely by Shannon mutual information I(X;Y) = H(X) - H(X|Y) -- 'calibrated' corresponds to H(X|Y) approaching 0; 'surprising' corresponds to H(X) going high. The subtraction structure of the formula naturally separates 'well-grounded surprise' from 'pure noise'. We use token-level logprobs from Qwen1.5-7B as an operational proxy for the ideal reader's probability distribution. Across 20 pairs (12 Chinese / 8 English) of high-quality vs. systematically degraded literary passages, 20/20 pairs support the core prediction: high-quality passages have systematically higher I(X;Y) than their degraded versions.