Brown, A. R. (2016). Understanding Musical Practices as Agency Networks. In Proceedings of the International Conference on Computational
Creativity. Paris: Association of Computational Creativity.
Understanding Musical Practices as Agency Networks
Andrew R. Brown
Griffith University
Brisbane, Australia
[email protected]
Abstract
This position paper proposes that creative practices
can be usefully understood as agency networks. In
particular it looks at interactive algorithmic musical
practices and the takes a distributed view of the
influences involved in such music making. The
elements involved include humans, tools, culture and
the physical environment that constitute a system or
network of mutual influences. Such an agency network
perspective is intended to be useful for the pragmatic
tasks of designing new interactive music systems and
developing new musical practices that utilise them.
Drawing on previous research into generative music
and computational creativity, various views on
interactive music systems are canvassed and an
approach to describing these as agency networks is
developed. It is suggested that new human-machine
musical practices may arise as a result of adopting an
agency network perspective and that these, in turn, can
drive cultural innovations.
Introduction
There have been many attempts at defining creativity in
either humans, computational systems or co-creative
interactions between them. In this position paper I
propose that creative acts may, instead, be understood as
networks of agency. This approach may be useful in
computationally creative systems research in particular
where philosophical questions about self-awareness,
intentionality, and embodiment of machines can become
problematic.
Definitions of computational creativity that focus on
the outcomes provide quite some latitude for the effect of
devices on this outcome independent of human influence.
For example Boden states “Computational creativity (CC,
for short) is the use of computers to generate results that
would be regarded as creative if produced by humans
alone” (Boden 2015:v). Other definitions have been more
ambitious (e.g., Wiggins 2006:451) by implying a
stronger sense of computer autonomy than suggested by
Boden’s phrase, “use of computers”. Rather, these
definitions suggest that the goal of computational
creativity is for computational behavior itself to be
deemed creative by human standards.
This definitional preoccupation can create confusion
and disagreement amongst the field and, perhaps of more
concern, it may limit avenues of research and
development in human-computer artistic co-creation by
discouraging pragmatic investigations. As Boden
acknowledges, “Whether computers can ‘really’ be
creative isn’t a scientific question but a philosophical one,
to which there’s no clear answer. But we do have the
beginnings of a scientific understanding of creativity”
(Boden 2014:23).
Acknowledging my motivation toward the pragmatic
production of interesting music and in the interests of
promoting intellectual frameworks that stimulate artistic
co-creation research, I suggest that agency networks (in
the spirit of actor network theory) can usefully account
for the contribution of people, machines, and cultural
contexts to musical activities and outcomes. An agency
network perspective is a distributed view of the influences
involved in music making, or other creative tasks. The
elements involved in the network include humans, tools,
cultural conventions, and the physical environment; these
constitute a system or network of mutual influences on
creative processes and outcomes.
Notions of agency in creative tasks can provide a
useful common ground between the intentional stance
attributed to humans in such actions and the functionality
and constraints attributed to tools and environments,
particularly because when we look intently into creative
action “the line between human intention and material
affordances becomes all the more difficult to draw”
(Malafouris 2008:33). In short, the agency network
approach to displays of musicality defers claims to
creativity and shifts evaluative judgements toward the
pragmatics of personal or cultural value.
Brown, A. R. (2016). Understanding Musical Practices as Agency Networks. In Proceedings of the International Conference on Computational
Creativity. Paris: Association of Computational Creativity.
This perspective bears some relationships to Oliver
Bown’s suggestion that we can evaluate creativity as
“actors forming temporary networks of interaction that
produce things” (Bown 2015:21). The agency network
approach supports his view that creative authorship can be
distributed to varying degrees between humans, tools
culture and environment. Inherent in this perspective is
that these creative relationships can be symmetrical in
their influence (i.e., coupled) but may not be symmetrical
in their contribution (i.e., varying roles and degrees of
attribution). Bown proposes that such a view takes us
beyond the consideration of either humans or machines as
“islands of creativity” to a more nuanced evaluation of
creativity. In this position paper I propose to additionally
suggest that a view of creativity as a network of agencies
may also have an epistemological claim to understanding,
and perhaps even be the basis for generative processes for
the design of human-computer co-creative systems.
In this article I will focus on music because that is the
domain I am most familiar with; it may be that similarities
can be found with other creative arts activities or even in
other endeavours. I will be particularly interested in cocreativity within interactive music systems, but suggest
that human-machine relationships are unavoidable even in
what appear to be autonomous human or machine creative
acts.
The article begins by examining the effects of
algorithmic technologies on musical practice and musical
culture, and investigates the making of music with
generative computational systems as an emerging creative
practice. It explores the impact that cybernetic
interactions between musicians and algorithmic media
have on conceptions of creativity and agency, and the
potential to influence cultural evolution.
Background
As computing systems have become more powerful in
recent years, real time interaction with ‘intelligent’
computational processes has emerged as a basis for
innovative creative practices. Examples of these practices
include: interactive digital media installations, generative
art works, live coding performances, virtual theatre,
interactive cinema, and adaptive processes in computer
games. In these types of activities, computational systems
have assumed a significant level of agency, or autonomy,
provoking questions about shared authorship and
originality, about aspects of musicianship with interactive
technologies, and about the future of musical genres
where these practices are employed. These issues are
redefining our relationship with technology and
fomenting new debates about human capabilities, values
and the meaning of productive activities.
Cybernetic interactions—those between people and
technologies—have been recognised, periodically, as
having the potential to influence musical developments
(Machover and Chung 1989; Pressing 1990; Rowe 1993;
Miranda 2000; Dean 2003; Pachet 2002; Gifford and
Brown 2013). Recent theoretical advances in
understanding the relationship between embodied
cognition and music technologies lay the groundwork for
the next stage of these developments (Leman 2008, Borgo
2012). These ideas are manifest in creative practices and,
by using those insights to elaborate notions of musical
agency, we may be better able to appreciate co-creation
with generative media.
At the heart of all creative interactions is a sense of
creative agency—the opportunities and responsibilities
for decisions and actions in creative activities. Cybernetic
co-creation, where creative control is shared with
technologies, challenges our understanding of agency––
both human and non-human. Research has examined how
expert musicians manage these collaborations (Winkler
1998; Brown 2003; Collins 2006; Gurevich 2014). To
date, researchers have mostly focused on individual
instances of algorithmic music in experimental music
contexts, but opportunities are increasing to study
virtuosic practices in mainstream practices. This work has
helped to identify the salient features of music
interactions with algorithmic media and to use them to
account for theories of co-creation and musical agency, in
order to inform future cultural innovation and
development. Musical practices that include algorithmic
media––typically computers running interactive and/or
generative software—and our interactions with them have
been studied in recent years by this author (Brown 1999;
2001; 2005; Brown, Gifford and Wooller 2010; Brown,
Gifford and Voltz 2013) and a number of others (Pressing
1990; Rowe 1993; Cope 2000; Pachet 2002; Nierhaus
2010).
In previous work I, and co-authors, have argued that to
build and use “generative software that operates
appropriately in a creative ecosystem, we must secure
some understanding of how we interact with our existing
partners and tools, and how they interact with us” (Jones,
Brown and d’Inverno 2012:200). An underlying
proposition in that work is that music made with
interactive software constitutes its own form of musical
Brown, A. R. (2016). Understanding Musical Practices as Agency Networks. In Proceedings of the International Conference on Computational
Creativity. Paris: Association of Computational Creativity.
practice and that opportunities for stimulating cultural
development result from these new creative relationships.
It is also important to appreciate how this interactive
practice builds on a long history of technological usage
more broadly. In the language of the philosophy of
technology, tools (including musical instruments) may be
engaged with as ready-to-hand, under conscious
utilitarian control, or as present-at-hand, experienced as
an embodied engagement or in ‘flow’ (Heidegger 1977,
Ihde 1979). Experiences with automated media transcend
this duality in that technologies appear to us as musical
partners with their own agency. This type of humanmachine discourse—where “two entities are acting
reciprocally upon one another”—has been labelled
Interactionism (Agre 1997:53). Specifically this kind of
internationalism involves moving from a technological
representation of music, such as notated scores and
recorded audio data, to a technological simulation
(generation) of musical actions and outcomes. Generative
algorithms might simulate compositional processes,
human behaviours, or sociocultural conditions. Margaret
Boden suggests that computer artists value the degree of
machine autonomy that such automation provides; they
find it, Boden suggests, aesthetically more interesting
than when the computer is treated as ready-to-hand, or as
a “slave” (Boden 2010:190).
Investigations into music making with automated
media, such as those described in previous surveys of the
field in Joel Chadabe’s (1997) Electric Sound and Roger
Dean’s (2003) Hyperimprovisation, highlight the
historical explorations in interactive algorithmic music
and, in particular, the role of chance in providing novelty,
and of improvisation (especially by the human being) in
adapting to changing or unexpected events. These
researchers also underscore the stylistic innovation
associated with algorithmic musical practices over past
decades, particularly the aesthetic connections with
electroacoustic music, sound art and, more broadly, with
experimental music.
Human-machine co-creation
In her book on computer art, Boden defines creativity as
“the generation of novel, surprising and valuable ideas”
and explicitly includes musical concepts and artefacts
within the term ‘ideas’ (Boden 2010:1). She outlines three
types of creativity; combinatorial, exploratory, and
transformational. Of particular interest here is that, firstly,
computers seem quite capable of these processes (perhaps
with some limitations in assessing value) and, secondly,
that her definition leaves open the possibility of also
adopting Mihaly Csikszentmihalyi’s assertion that
creativity “arises from the synergy of many sources and
not only from the mind of a single person” (1996:1). Cocreation between musician and algorithmic media meets
this criterion and resonates with the associated theory of
distributed cognition, which acknowledges that our
competence is reliant on support from the world around
us (Merleau-Ponty 1962; Perkins 1993; Clark 1997). Just
as in the past, when musicians have relied on each other
and acoustic instruments for enhanced musical
expression, so today and in the future, algorithmic
computer systems do and will play their part. How these
interactions operate for effective musical outcomes can be
usefully understood, I propose, by thinking about them as
networks of elements with particular agency. Different
musical practices will arise from different configurations
of agency networks.
Examples of musical practices that include algorithmic
media are: Generative Music (Eno 1996), Live
Algorithms (Blackwell, Bown and Young 2012), Live
Coding (Collins et al. 2003), Interactive Music Systems
(Rowe 1993), Mobile Music Making (Tanaka 2004), and
Algorithmic Composition (Cope 2000). These involve the
kinds of interactions typical of most human musical
collaborations, such as synchronisation and coordination,
outlined as crucial by David Borgo (2005) in his
interrogation of musical improvisation amongst jazz
musicians. To date, algorithmic musical practices have
been employed predominantly in experimental or avantgarde musical genres.
Less obviously, perhaps, automated media have played
a part in the rise of contemporary electronic (dance)
music since the latter part of the 20th century (Kirn 2011).
Software sampling and sequencing technologies have
been significant in the development of these genres. In
general, technologies such as step sequences and
parameter control, while ‘automated’, are not generally
characterised as algorithmic, although algorithmic
processes have been increasingly present in commercial
music technologies in recent years (e.g., Apple Logic
Pro’s ‘Drummer’). Some notable EDM artists, including
Aphex Twin and Autechre, have taken advantage of
algorithmic techniques. Driven by technological and
cultural transfer from academic and experimental
practices—like those described above—to popular music,
the need to appreciate and articulate the characteristic of
interaction with algorithmic music processes is all the
more pressing. Models of interactive music practices as
Brown, A. R. (2016). Understanding Musical Practices as Agency Networks. In Proceedings of the International Conference on Computational
Creativity. Paris: Association of Computational Creativity.
an agency network ‘system’ can play a part in assisting
the understanding and design of these new musical
practices.
The emergent behaviour of human-machine cocreation practices implies that we consider the human and
machine components as part of a creative system, a
perspective that is particularly favoured in the field of
cybernetics. The uses of Cybernetic principles within
digital arts I have previously reviewed (Gifford and
Brown 2013). A more detailed overview of Cybernetics is
provided by Andrew Pickering’s (2010) history of the
field, which includes some references to its use in the arts,
and extends his earlier work exploring human interactions
with the materiality of the world, specifically in the field
of scientific discovery.
Musical
co-creation
between
humans
and
computationally creative software has accelerated in
recent decades as the computing tools for real-time
interactive media and the means of audience interaction
through mobile devices have become ubiquitous. It is
timely that an agency network perspective be catalyst for
re-examining these interactions and, in particular,
exploring their use in contemporary culture. The focus of
such a perspective, as proposed here, is a better
appreciation of the concept of musical agency as it applies
to all elements of the co-creative ‘system’.
Toward a networked approach to musical
agencies
Agency can be simply defined as the ability to produce an
effect. This definition is often constrained further to the
production of an intended effect. Human beings have
always been accepted as having agency, especially
through their ability to act intentionally to satisfy needs
and desires. Ascribing non-human agency, however,
requires intellectual care. Going even further, to describe
algorithmic media as “creative machines” (Lewis
2011:460)—as we might wish to do in situations of cocreation—is particularly precarious as debates within the
computational creativity community attest.
For the purposes of this article I will refer to the
capacity of human beings or technologies to generate
music as their musical agency. It might seem
controversial to ascribe agency to non-living things;
however, inspired by the work of anthropologist Alfred
Gell (1998) it seems reasonable to say that artefacts and
machines have (at least) a relational agency that depends
upon their interaction with human intentions and cultural
conventions. Gell suggests that inanimate artefacts (like
works of art) can be influential and ‘cause things to
happen’ within a cultural context. It seems less
controversial, then, to suggest that ‘animated’ machines
capable of generating sound automatically (such as
generative computer music software), might have musical
agency. This arises, following Gell’s logic, because of
their relationships or interaction with human makers,
performers, and audiences—a cultural context that
contains intention and meaning—as part of the to-and-fro
of creative collaborations (Brown 2012; Brown, Gifford
and Voltz 2013). Lambros Malafouris further suggests
that such interaction itself may not ‘say much’ about the
agency of interacting elements, but he suggests that we
look to see what “constitutes a meaningful event in the
larger enchainment of events that constitute the activity”
for greater insights into the presence of ‘pragmatic
agency’ (Malafouris 2008:25).
An early application of the notion of agency to music
appeared in Timothy Taylor’s book Strange Sounds
(2001), where he focused on the influence of electronic
and digital technologies on musical culture. He did not,
however, examine the impact of algorithmic approaches.
With a not-dissimilar cultural agenda, the proposition I
pose here is that understanding creativity as a network of
agencies may influence the ways algorithmic technologies
are integrated into musical practice. Like many of the
relevant writers in this field, Taylor considers musical
culture to be a “system” made up human, technical and
social forces––the position most famously suggested by
Bruno Latour in his Actor Network Theory (Latour 2007).
While generally supportive of the role of technologies in
moving musical culture forward, Taylor often
characterises technologies as constraining. In celebrating
human re-use, or misuse, of a technology for new musical
purposes—as when DJs repurpose turntables—he
suggests this is evidence that “Human agency struck
back” (Taylor 2001:204) against the ‘resistance’ of
technical design. My view of this interaction is more
optimistic than Taylor’s.
Also drawing on Actor Network Theory as a model,
Pickering examined how people and material things are
interrelated and each has an effect on how activities (in
his case, science) play out. “The basic metaphysics of the
actor-network is that we should think of science (and
technology and society) as a field of human and
nonhuman (material) agency. Human and nonhuman
agents are associated with one another in networks, and
evolve together within those networks. The actor-network
Brown, A. R. (2016). Understanding Musical Practices as Agency Networks. In Proceedings of the International Conference on Computational
Creativity. Paris: Association of Computational Creativity.
picture is thus symmetrical with respect to human and
nonhuman agency” (Pickering 1995). Pickering’s more
recent book, The Cybernetic Brain (2010), extended this
view of material agency within an historical survey of the
pioneers of cybernetics, some of whom explored
cybernetic principles in audio-visual contexts, and
Pickering himself has a growing interest in the connection
of material agency to the arts (personal correspondence).
Theories of material agency have been applied to
artistic contexts such as making pottery (Malafouris
2008). Recently, Chris Salter applied the notion of
material agency directly to musical processes, in
particular sound installations. Salter is especially
concerned with the materiality of sound and sonic
environments and the way in which artists and audiences
interact with this materiality. Like Gell, Malafouris and
Pickering he attributes the agency of objects to their
contextuality: “... agency is not located in objects or
things but situated in practice, it is ‘in the flow of the
activity itself’” (Salter 2015:40). With possible extensions
of this view, the position taken in the article is that it
might be helpful to attribute agency more directly to nonhuman actors, or as an emergent property of interaction
between them, within musical practices.
The term ‘musical agency’ has been used on previous
occasions; for example Blackwell, Bown and Young
defined it as “the influence someone or something has on
a body of music” (2012:164). This definition is one
similar to that applied to agency in general, but
constrained to the musical context; it indicates, however,
an explicit acknowledgment of human and non-human
agency. In his more recent writing Bown makes an even
more explicit claim along these lines that “All human
creativity occurs in the context of networks of mutual
influence” (Bown 2015:17).
Such literature attests to a growing interest in the issue
of agency as an explanatory theory about the operation of
creative practice. I suggest, however, that there are
problems in using underspecified terms too liberally, and
in directly applying to artistic contexts, those concepts
(such as material agency) that have been worked out in
other domains. Therefore, it is proposed that there is a
need to explore alternatives that might lead to more
detailed and appropriate definitions and understandings of
musical agency.
In the case of automated media, such as algorithmic
music software, there might be more to agency than
‘reflected glory’ during interaction. This is not only
because of the generative capability of computer systems,
but perhaps also because agency need not be simply
‘present’ or ‘absent’. Instead, there can be degrees of
agency, and a non-human agent might have limited, or
partial, agency within the network of co-creative
relationships. Some could argue that agency is only
awarded by the transferred intentionality of its
designer/programmer; the hypothesis, explored here, is
that algorithmic agency is an inherent potential and
independent of human intentionality. A potential that can
be realised (or emerge) through interactivity.
The idea of partial agency or, perhaps, dimensions of
agencies may appear somewhat intuitive, but was
formally proposed by Victor Kaptelinin and Bonnie Nardi
(2006). To some degree, in opposition to Pickering (and
Latour), they suggest that agents in a network of
interaction might have asymmetric degrees of agency.
That is, the human might have more, or different, agency
than a computer system but it would still make sense to
talk of the computer as having agency in that limited way.
A “more expansive treatment of agencies is needed”,
suggest Kaptelinin and Nardi, “to capture the complexity
of phenomena related to modern technologies, especially
intelligent machines” (2006:243). In particular, I suggest,
we need to consider how ideas about networks of musical
agency may lead to a better understanding of the
dynamics of creative musical practices (and creativity
more generally), especially practices with algorithmic
systems. This perspective resonates with George Lewis’
view: “Understanding computer-based music-making as a
form of cultural production obliges a consideration of the
discourses that mediate our encounters with the computer
itself” (Lewis 2011:457). It follows then that, not unlike
Salter (2015) suggests, theories about musical agency
may provide insights into musical practices that employ
algorithmic processes, and might open new opportunities
for evolving musical culture.
Cultural evolution with algorithmic media
There is a common narrative around technology-driven
human development. Daniel Pink provides a succinct
summary, writing; “Last century, machines proved they
could replace human backs. This century, new
technologies are proving they can replace human brains”
(Pink 2005:44). Musical examples of this include Colon
Nancarrow’s Studies for Player Piano (1948-1992), where
machine performance challenged the physical limits of
human performative capability, and the software Shazam
Brown, A. R. (2016). Understanding Musical Practices as Agency Networks. In Proceedings of the International Conference on Computational
Creativity. Paris: Association of Computational Creativity.
that can ‘listen to’ and identify musical works even when
our own memory fails us.
Pink cites the defeat of chess champion Garry
Kasparov as a case in point of cognitive skill replacement.
His recipe for moderating interpretations of this as
technological determinism, is to add “the capacity for art
and heart to our penchant for logic and analysis” (Pink
2005:222). This is not such a new prescription. A more
authoritative source is the philosopher Martin Heidegger
who, in his essay The Question Concerning Technology,
observed that “the essence of technology is nothing
technological” and went on to suggest that “essential
reflection upon technology and decisive confrontation
with it must happen in a realm that is, on the one hand,
akin to the essence of technology and, on the other,
fundamentally different from it. Such a realm is art”
(Heidegger 1977:35). It is in this spirit of adopting a
poetic orientation towards the technological that an
agency network view of musical practices with
computational media is proposed. A poetic (aesthetic)
view corresponds, also, with a more pragmatic
understanding of agency networks as an evaluative frame
for co-creative music making.
Rather than being drawn into pessimism due to
technological determinism, there are reasons to be
optimistic about algorithmic music as a creative force and
stimulus for cultural development; indeed there are
pockets of society in which this is already occurring.
Specifically, there are notable individuals who have
worked diligently to bring together the skills required to
make this practice a success. The musicians cited
throughout this article are some of these. If history is any
guide, then cultural leaders should pave the way for this
practice to become more mainstream. At present, success
requires persistence and passion. Fortunately, both music
and computing are pursuits that people become passionate
about, and where the pursuit of virtuosity—either as a
performer or as a software developer (hacker)—is
desirable and exemplars well documented (Turkle 1984;
Pachet 2012).
Adopting an agency network approach to creativity
research and system development may provide a more
comprehensive picture of emerging cultural practices,
taking care to account for the complexities of these
creative acts within our current technoculture. Observing
the mutual influences of musicians, technologies and
cultures should help refine notions of musical agency.
Such an approach takes account of the dynamics of
cultural developments arising from musical interactions
with computational media, so that new understandings
might lead to a better appreciation of these practices, and
provide some predictive power to inform the design of
future interactive music systems and music activities with
them.
Conclusion
The work reviewed here supports the position of the
article that creative practices can be usefully understood
as an agency network. This position shifts the focus of
attention from individual objects, actors or elements as
being (or not) creative, and moves our gaze toward a
distributed view of interactions and relations amongst
participating influences.
Agency networks are systems of participating
elements that have varying types and degrees of agency.
Elements in the systems are ‘coupled’ such that they are
mutually influencing, but their contributions to the
musical outcome are not the same, and generally not
considered equal. As emphasised by Kaptelinin and
Nardi, agency varies in different dimensions (yet to be
fully worked out), and the relationship between agencies
is dynamic and changes over time. In the language of
Pickering and Malafouris, within the ‘dance of agencies’
different elements may take the lead at different times.
The perspective provided by considering creative
systems as agency networks is useful for the pragmatic
tasks of designing new interactive music systems and
developing new musical practices that utilise them.
Some may consider that an agency network approach
to describing creativity simply side-steps the issue of
creativity altogether, perhaps it does. But if one’s
objective is to improve artistic and innovative outcomes
using computational systems, then the development of
theoretical positions that provide more diversity and
nuance, such as describing types and degrees of agency,
may well stimulate new approaches and tactics. If one’s
objective is purely philosophical, to understand or
computationally model creativity, then it may be that
reconfiguring theoretical discussions around agency may
not suffice. Also, there remain questions of perceived
autonomy, and of human predilection to seeking
relationships of cause and effect in the world—even
where none exist. An agency network perspective may
not directly address these issues but its foregrounding of
the distributed nature of influences in music making
systems opens up questions for further consideration by
computational creativity researchers, designers of
Brown, A. R. (2016). Understanding Musical Practices as Agency Networks. In Proceedings of the International Conference on Computational
Creativity. Paris: Association of Computational Creativity.
computer music systems, and musicians who interact with
those systems.
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