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dc.contributor.advisorTerry Knight.en_US
dc.contributor.authorPenman, Scott (Scott David)en_US
dc.contributor.otherMassachusetts Institute of Technology. Department of Electrical Engineering and Computer Science.en_US
dc.date.accessioned2018-05-23T15:05:24Z
dc.date.available2018-05-23T15:05:24Z
dc.date.copyright2018en_US
dc.date.issued2018en_US
dc.identifier.urihttp://hdl.handle.net/1721.1/115628
dc.descriptionThesis: S.M. in Architecture Studies, Massachusetts Institute of Technology, Department of Architecture, 2018.en_US
dc.descriptionThesis: S.M., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2018.en_US
dc.descriptionThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.en_US
dc.descriptionCataloged from student-submitted PDF version of thesis.en_US
dc.descriptionIncludes bibliographical references (pages 101-104).en_US
dc.description.abstractThe day is not far off when autonomous, artificially intelligent computational subjects will be employed in creative industries such as architecture and design. Artificial intelligence is rapidly becoming ubiquitous, and it has absorbed many capabilities once thought beyond its reach. As such, it is critical that we reflect on AI's ability to design, and on whether we are affording our creative computational counterparts the full range of tools and freedoms utilized by designers. Design is often tasked with pushing the envelope in the quest for novel meaning and experience. Designers can't always rely upon existing models to judge their work. Operating like this requires a curious and open mind, a willingness to eschew reward and occasionally break the rules, and a desire to explore for the sake of exploring. These behaviors fly in the face of traditional implementations of computation, and raise difficult questions about the autonomy and subjectivity of artificially intelligent machines. This thesis proposes computational play as a field of research covering how and why designers roam as freely as they do, what the creative potential is of such exploration, and how such techniques might responsibly be implemented in computational machines. The work argues that autotelism, defined as internal motivation, is an essential aspect of play and outlines how it can be incorporated in a computational framework. The thesis also demonstrates a proof-of-concept of computational play in the form of an autonomous drawing machine that is able to plot a drawing, view the drawing, and make decisions based on what it sees, bringing computational vision and computational drawing together into a cyclical process that permits the use of autotelic play behavior.en_US
dc.description.statementofresponsibilityby Scott Penman.en_US
dc.format.extent104 pagesen_US
dc.language.isoengen_US
dc.publisherMassachusetts Institute of Technologyen_US
dc.rightsMIT theses are protected by copyright. They may be viewed, downloaded, or printed from this source but further reproduction or distribution in any format is prohibited without written permission.en_US
dc.rights.urihttp://dspace.mit.edu/handle/1721.1/7582en_US
dc.subjectArchitecture.en_US
dc.subjectElectrical Engineering and Computer Science.en_US
dc.titleLudus ex machina : toward computational playen_US
dc.typeThesisen_US
dc.description.degreeS.M. in Architecture Studiesen_US
dc.description.degreeS.M.en_US
dc.contributor.departmentMassachusetts Institute of Technology. Department of Architecture
dc.contributor.departmentMassachusetts Institute of Technology. Department of Electrical Engineering and Computer Science
dc.identifier.oclc1036987154en_US


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