Author: Anna Ridler
Translator: Wang Mengyao

Keywords: GAN Generative Adversarial Network, training set, pix2pix, image generation
Note:GAN (Generative Adversarial Network): A machine learning framework designed by Ian Goodfellow and his colleagues in 2014, it is a method of unsupervised learning that learns through a game between two artificial neural networks.
“Abstract”
Given the lack of discussion about GAN-generated art in artistic environments, this article explores how we should think about GANs and training sets in artworks, just as we treat other materials. I will focus on the potential connections between training sets and GANs, particularly pix2pix (Note: a general image-to-image translation implemented using conditional adversarial networks, invented by Phillip Isola et al.), and how I have tried to embed these connections into my own work.
“Introduction”
Some research has looked into whether artificial intelligence, especially machine learning, can create art. However, the focus of these projects has been on assessing and judging whether the results are “art” by studying the visual parameters’ impact on viewers (i.e., “Does this look like art?”). This neglects the important consideration for artists regarding the impact of the materials used in creating the work. Using GANs to generate images prompts viewers to think about different experiences, expectations, histories, trajectories, and contexts compared to any other method. What are these associations? How are they used in a work? Materiality is “one of the most controversial concepts in contemporary art, often marginalized in academic writing” [5], and until recently, digital art has only begun to be explored; to my knowledge, it has not been applied to works generated by neural networks. This is an important gap: art should be able to comment on advanced contemporary scientific theories as these theories are used in creative practices, while also ensuring “a critical distance to prevent the status of these fields from ascending to unquestionable authority” [5]. Images created by GANs are becoming increasingly common in the international art scene (for instance, at Ars Electronica in 2017 and the Serpentine Gallery Miracle Marathon), but there is almost no language to discuss them outside of science. Can GANs or training sets become “intentional agents and drivers in the artistic process” [5] like other materials? I will explore some of these questions by studying the potential connections between training sets and GANs (especially pix2pix), and by attempting to embed these connections into my own work.
“The Association of Training Sets”
Although creating training sets can give artists some control (what images, what labels, etc.), GANs offer a quality where “materials develop their own incredible life and demonstrate their ability to metamorphose” [5], which, in the context of art, is more closely related to biological or natural art than digital art. The styles of these images are unique (especially those models that are “under-trained”), perhaps echoing Georges Bataille’s concept of “bas materialite” — broken, decayed, and decomposed, in contrast to the smooth surfaces of capitalist commodities [7]. I believe that a significant part of contemporary digital art aesthetics is thus constituted. Art historians and cultural theorists should unpack these associations and their implications.
“The Fall of the House of Usher”
I reflect on how I attempted to consider these two factors while creating my own work, “The Fall of the House of Usher.” This is a 12-minute animation made using pix2pix [8]. It could have been created by hand, but by choosing machine learning, I was able to emphasize and highlight themes surrounding the role of the creator, the interaction between art and technology, and various aspects of memory that I could not achieve in any other way. For example, by choosing to create my training set using hand-painted ink wash paintings from the 1929 film (Fig. 1, Fig. 2), I was able to emphasize the historical interaction between digital and physical painting, question the roles of humans and AI, and begin to think about labor issues.
By limiting the training set to the first four minutes of the film, I could control the level of “correctness” to some extent: as the animation progressed, it increasingly drew less from the reference, leading to the incredible moments where I could not predict where the information would begin to collapse, especially towards the end. I deliberately adopted the “decay” offered by images made in this way and turned it into the central part of the work to echo the destruction and “replication” occurring in the narrative (the work is a copy of a copy of the film, which was originally a book) (Fig. 3).

Fig. 1: Hand-painted training set material set for “The Fall of the House of Usher.”



[1] Jorge Luis Borges, Andrew Hurley, and Andrew Hurley. Collected fictions. Viking New York, 1998.
[2] Simon Colton. The painting fool: Stories from building an automated painter. In Computers and creativity, pages 3–38. Springer, 2012.
[3] Mark d’Inverno, Jon McCormack, et al. Heroic versus collaborative AI for the arts. 2015.
[4] Ahmed Elgammal, Bingchen Liu, Mohamed Elhoseiny, and Marian Mazzone. CAN: Creative Adversarial Networks, Generating “Art