Why we should thank pigeons for our AI breakthroughs

In 1943, while the world’s brightest physicists split atoms for the Manhattan Project, the American psychologist B.F. Skinner led his own secret government project to win World War II. 

Skinner did not aim to build a new class of larger, more destructive weapons. Rather, he wanted to make conventional bombs more precise. The idea struck him as he gazed out the window of his train on the way to an academic conference. “I saw a flock of birds lifting and wheeling in formation as they flew alongside the train,” he wrote. “Suddenly I saw them as ‘devices’ with excellent vision and maneuverability. Could they not guide a missile?”

Skinner started his missile research with crows, but the brainy black birds proved intractable. So he went to a local shop that sold pigeons to Chinese restaurants, and “Project Pigeon” was born. Though ordinary pigeons, Columba livia, were no one’s idea of clever animals, they proved remarkably cooperative subjects in the lab. Skinner rewarded the birds with food for pecking at the right target on aerial photographs—and eventually planned to strap the birds into a device in the nose of a warhead, which they would steer by pecking at the target on a live image projected through a lens onto a screen. 

The military never deployed Skinner’s kamikaze pigeons, but his experiments convinced him that the pigeon was “an extremely reliable instrument” for studying the underlying processes of learning. “We have used pigeons, not because the pigeon is an intelligent bird, but because it is a practical one and can be made into a machine,” he said in 1944.

People looking for precursors to artificial intelligence often point to science fiction by authors like Isaac Asimov or thought experiments like the Turing test. But an equally important, if surprising and less appreciated, forerunner is Skinner’s research with pigeons in the middle of the 20th century. Skinner believed that association—learning, through trial and error, to link an action with a punishment or reward—was the building block of every behavior, not just in pigeons but in all living organisms, including human beings. His “behaviorist” theories fell out of favor with psychologists and animal researchers in the 1960s but were taken up by computer scientists who eventually provided the foundation for many of the artificial-intelligence tools from leading firms like Google and OpenAI.  

These companies’ programs are increasingly incorporating a kind of machine learning whose core concept—reinforcement—is taken directly from Skinner’s school of psychology and whose main architects, the computer scientists Richard Sutton and Andrew Barto, won the 2024 Turing Award, an honor widely considered to be the Nobel Prize of computer science. Reinforcement learning has helped enable computers to drive cars, solve complex math problems, and defeat grandmasters in games like chess and Go—but it has not done so by emulating the complex workings of the human mind. Rather, it has supercharged the simple associative processes of the pigeon brain. 

It’s a “bitter lesson” of 70 years of AI research, Sutton has written: that human intelligence has not worked as a model for machine learning—instead, the lowly principles of associative learning are what power the algorithms that can now simulate or outperform humans on a variety of tasks. If artificial intelligence really is close to throwing off the yoke of its creators, as many people fear, then our computer overlords may be less like ourselves than like “rats with wings”—and planet-size brains. And even if it’s not, the pigeon brain can at least help demystify a technology that many worry (or rejoice) is “becoming human.” 

In turn, the recent accomplishments of AI are now prompting some animal researchers to rethink the evolution of natural intelligence. Johan Lind, a biologist at Stockholm University, has written about the “associative learning paradox,” wherein the process is largely dismissed by biologists as too simplistic to produce complex behaviors in animals but celebrated for producing humanlike behaviors in computers. The research suggests not only a greater role for associative learning in the lives of intelligent animals like chimpanzees and crows, but also far greater complexity in the lives of animals we’ve long dismissed as simple-minded, like the ordinary Columba livia. 


When Sutton began working in AI, he felt as if he had a “secret weapon,” he told me: He had studied psychology as an undergrad. “I was mining the psychological literature for animals,” he says.

Skinner started his missile research with crows but switched to pigeons when the brainy black birds proved intractable.
B.F. SKINNER FOUNDATION

Ivan Pavlov began to uncover the mechanics of associative learning at the end of the 19th century in his famous experiments on “classical conditioning,” which showed that dogs would salivate at a neutral stimulus—like a bell or flashing light—if it was paired predictably with the presentation of food. In the middle of the 20th century, Skinner took Pavlov’s principles of conditioning and extended them from an animal’s involuntary reflexes to its overall behavior. 

Skinner wrote that “behavior is shaped and maintained by its consequences”—that a random action with desirable results, like pressing a lever that releases a food pellet, will be “reinforced” so that the animal is likely to repeat it. Skinner reinforced his lab animals’ behavior step by step, teaching rats to manipulate marbles and pigeons to play simple tunes on four-key pianos. The animals learned chains of behavior, through trial and error, in order to maximize long-term rewards. Skinner argued that this type of associative learning, which he called “operant conditioning” (and which other psychologists had called “instrumental learning”), was the building block of all behavior. He believed that psychology should study only behaviors that could be observed and measured without ever making reference to an “inner agent” in the mind.

When Richard Sutton began working in AI, he felt as if he had a “secret weapon”: He studied psychology as an undergrad. “I was mining the psychological literature for animals,” he says.

Skinner thought that even human language developed through operant conditioning, with children learning the meanings of words through reinforcement. But his 1957 book on the subject, Verbal Behavior, provoked a brutal review from Noam Chomsky, and psychology’s focus started to swing from observable behavior to innate “cognitive” abilities of the human mind, like logic and symbolic thinking. Biologists soon rebelled against behaviorism also, attacking psychologists’ quest to explain the diversity of animal behavior through an elementary and universal mechanism. They argued that each species evolved specific behaviors suited to its habitat and lifestyle, and that most behaviors were inherited, not learned. 

By the ’70s, when Sutton started reading about Skinner’s and similar experiments, many psychologists and researchers interested in intelligence had moved on from pea-brained pigeons, which learn mostly by association, to large-brained animals with more sophisticated behaviors that suggested potential cognitive abilities. “This was clearly old stuff that was not exciting to people anymore,” he told me. Still, Sutton found these old experiments instructive for machine learning: “I was coming to AI with an animal-learning-theorist mindset and seeing the big lack of anything like instrumental learning in engineering.” 


Many engineers in the second half of the 20th century tried to model AI on human intelligence, writing convoluted programs that attempted to mimic human thinking and implement rules that govern human response and behavior. This approach—commonly called “symbolic AI”—was severely limited; the programs stumbled over tasks that were easy for people, like recognizing objects and words. It just wasn’t possible to write into code the myriad classification rules human beings use to, say, separate apples from oranges or cats from dogs—and without pattern recognition, breakthroughs in more complex tasks like problem solving, game playing, and language translation seemed unlikely too. These computer scientists, the AI skeptic Hubert Dreyfus wrote in 1972, accomplished nothing more than “a small engineering triumph, an ad hoc solution of a specific problem, without general applicability.”

Pigeon research, however, suggested another route. A 1964 study showed that pigeons could learn to discriminate between photographs with people and photographs without people. Researchers simply presented the birds with a series of images and rewarded them with a food pellet for pecking an image showing a person. They pecked randomly at first but quickly learned to identify the right images, including photos where people were partially obscured. The results suggested that you didn’t need rules to sort objects; it was possible to learn concepts and use categories through associative learning alone. 

In another Skinner experiment, a pigeon receives food after correctly matching a colored light to a corresponding colored panel.
GETTY IMAGES

When Sutton began working with Barto on AI in the late ’70s, they wanted to create a “complete, interactive goal-seeking agent” that could explore and influence its environment like a pigeon or rat. “We always felt the problems we were studying were closer to what animals had to face in evolution to actually survive,” Barto told me. The agent needed two main functions: search, to try out and choose from many actions in a situation, and memory, to associate an action with the situation where it resulted in a reward. Sutton and Barto called their approach “reinforcement learning”; as Sutton said, “It’s basically instrumental learning.” In 1998, they published the definitive exploration of the concept in a book, Reinforcement Learning: An Introduction. 

Over the following two decades, as computing power grew exponentially, it became possible to train AI on increasingly complex tasks—that is, essentially, to run the AI “pigeon” through millions more trials. 

Programs trained with a mix of human input and reinforcement learning defeated human experts at chess and Atari. Then, in 2017, engineers at Google DeepMind built the AI program AlphaGo Zero entirely through reinforcement learning, giving it a numerical reward of +1 for every game of Go that it won and −1 for every game that it lost. Programmed to seek the maximum reward, it began without any knowledge of Go but improved over 40 days until it attained what its creators called “superhuman performance.” Not only could it defeat the world’s best human players at Go, a game considered even more complicated than chess, but it actually pioneered new strategies that professional players now use. 

“Humankind has accumulated Go knowledge from millions of games played over thousands of years,” the program’s builders wrote in Nature in 2017. “In the space of a few days, starting tabula rasa, AlphaGo Zero was able to rediscover much of this Go knowledge, as well as novel strategies that provide new insights into the oldest of games.” The team’s lead researcher was David Silver, who studied reinforcement learning under Sutton at the University of Alberta.

Today, more and more tech companies have turned to reinforcement learning in products such as consumer-facing chatbots and agents. The first generation of generative AI, including large language models like OpenAI’s GPT-2 and GPT-3, tapped into a simpler form of associative learning called “supervised learning,” which trained the model on data sets that had been labeled by people. Programmers often used reinforcement to fine-tune their results by asking people to rate a program’s performance and then giving these ratings back to the program as goals to pursue. (Researchers call this “reinforcement learning from feedback.”) 

Then, last fall, OpenAI revealed its o-series of large language models, which it classifies as “reasoning” models. The pioneering AI firm boasted that they are “trained with reinforcement learning to perform reasoning” and claimed they are capable of “a long internal chain of thought.” The Chinese startup DeepSeek also used reinforcement learning to train its attention-grabbing “reasoning” LLM, R1. “Rather than explicitly teaching the model on how to solve a problem, we simply provide it with the right incentives, and it autonomously develops advanced problem-­solving strategies,” they explained.

These descriptions might impress users, but at least psychologically speaking, they are confused. A computer trained on reinforcement learning needs only search and memory, not reasoning or any other cognitive mechanism, in order to form associations and maximize rewards. Some computer scientists have criticized the tendency to anthropomorphize these models’ “thinking,” and a team of Apple engineers recently published a paper noting their failure at certain complex tasks and “raising crucial questions about their true reasoning capabilities.”

Sutton, too, dismissed the claims of reasoning as “marketing” in an email, adding that “no serious scholar of mind would use ‘reasoning’ to describe what is going on in LLMs.” Still, he has argued, with Silver and other coauthors, that the pigeons’ method—learning, through trial and error, which actions will yield rewards—is “enough to drive behavior that exhibits most if not all abilities that are studied in natural and artificial intelligence,” including human language “in its full richness.” 

In a paper published in April, Sutton and Silver stated that “today’s technology, with appropriately chosen algorithms, already provides a sufficiently powerful foundation to … rapidly progress AI towards truly superhuman agents.” The key, they argue, is building AI agents that depend less than LLMs on human dialogue and prejudgments to inform their behavior. 

“Powerful agents should have their own stream of experience that progresses, like humans, over a long time-scale,” they wrote. “Ultimately, experiential data will eclipse the scale and quality of human generated data. This paradigm shift, accompanied by algorithmic advancements in RL, will unlock in many domains new capabilities that surpass those possessed by any human.”


If computers can do all that with just a pigeonlike brain, some animal researchers are now wondering if actual pigeons deserve more credit than they’re commonly given. 

“When considered in light of the accomplishments of AI, the extension of associative learning to purportedly more complicated forms of cognitive performance offers fresh prospects for understanding how biological systems may have evolved,” Ed Wasserman, a psychologist at the University of Iowa, wrote in a recent study in the journal Current Biology. 

Wasserman trained pigeons to succeed at a complex categorization task, which several undergraduate students failed. The students tried to find a rule that would help them sort various discs; the pigeons simply developed a sense for the group to which any given disc belonged.

In one experiment, Wasserman trained pigeons to succeed at a complex categorization task, which several undergraduate students failed. The students tried, in vain, to find a rule that would help them sort various discs with parallel black lines of various widths and tilts; the pigeons simply developed a sense, through practice and association, for the group to which any given disc belonged. 

Like Sutton, Wasserman became interested in behaviorist psychology when Skinner’s theories were out of fashion. He didn’t switch to computer science, however: He stuck with pigeons. “The pigeon lives or dies by these really rudimentary learning rules,” Wasserman told me recently, “but they are powerful enough to have succeeded colossally in object recognition.” In his most famous experiments, Wasserman trained pigeons to detect cancerous tissue and symptoms of heart disease in medical scans as accurately as experienced doctors with framed diplomas behind their desks. Given his results, Wasserman found it odd that so many psychologists and ethologists regarded associative learning as a crude, mechanical mechanism, incapable of producing the intelligence of clever animals like apes, elephants, dolphins, parrots, and crows. 

Other researchers also started to reconsider the role of associative learning in animal behavior after AI started besting human professionals in complex games. “With the progress of artificial intelligence, which in essence is built upon associative processes, it is increasingly ironic that associative learning is considered too simple and insufficient for generating biological intelligence,” Lind, the biologist from Stockholm University, wrote in 2023. He often cites Sutton and Barto’s computer science in his biological research, and he believes it’s human beings’ symbolic language and cumulative cultures that really put them in a cognitive category of their own.

Ethologists generally propose cognitive mechanisms, like theory of mind (that is, the ability to attribute mental states to others), to explain remarkable animal behaviors like social learning and tool use. But Lind has built models showing that these flexible behaviors could have developed through associative learning, suggesting that there may be no need to invoke cognitive mechanisms at all. If animals learn to associate a behavior with a reward, then the behavior itself will come to approximate the value of the reward. A new behavior can then become associated with the first behavior, allowing the animal to learn chains of actions that ultimately lead to the reward. In Lind’s view, studies demonstrating self-control and planning in chimpanzees and ravens are probably describing behaviors acquired through experience rather than innate mechanisms of the mind.  

Lind has been frustrated with what he calls the “low standard that is accepted in animal cognition studies.” As he wrote in an email, “Many researchers in this field do not seem to worry about excluding alternative hypotheses and they seem happy to neglect a lot of current and historical knowledge.” There are some signs, though, that his arguments are catching on. A group of psychologists not affiliated with Lind referenced his “associative learning paradox” last year in a criticism of a Current Biology study, which purported to show that crows used “true statistical inference” and not “low-level associative learning strategies” in an experiment. The psychologists found that they could explain the crows’ performance with a simple reinforcement-­learning model—“exactly the kind of low-level associative learning process that [the original authors] ruled out.” 

Skinner might have felt vindicated by such arguments. He lamented psychology’s cognitive turn until his death in 1990, maintaining that it was scientifically irresponsible to probe the minds of living beings. After “Project Pigeon,” he became increasingly obsessed with “behaviorist” solutions to societal problems. He went from training pigeons for war to inventions like the “Air Crib,” which aimed to “simplify” baby care by keeping the infant behind glass in a climate-­controlled chamber and eliminating the need for clothing and bedding. Skinner rejected free will, arguing that human behavior is determined by environmental variables, and wrote a novel, Walden II, about a utopian community founded on his ideas.


People who care about animals might feel uneasy about a revival in behaviorist theory. The “cognitive revolution” broke with centuries of Western thinking, which had emphasized human supremacy over animals and treated other creatures like stimulus-response machines. But arguing that animals learn by association is not the same as arguing that they are simple-minded. Scientists like Lind and Wasserman do not deny that internal forces like instinct and emotion also influence animal behavior. Sutton, too, believes that animals develop models of the world through their experiences and use them to plan actions. Their point is not that intelligent animals are empty-headed but that associative learning is a much more powerful—indeed, “cognitive”—mechanism than many of their peers believe. The psychologists who recently criticized the study on crows and statistical inference did not conclude that the birds were stupid. Rather, they argued “that a reinforcement learning model can produce complex, flexible behaviour.”

This is largely in line with the work of another psychologist, Robert Rescorla, whose work in the ’70s and ’80s influenced both Wasserman and Sutton. Rescorla encouraged people to think of association not as a “low-level mechanical process” but as “the learning that results from exposure to relations among events in the environment” and “a primary means by which the organism represents the structure of its world.” 

This is true even of a laboratory pigeon pecking at screens and buttons in a small experimental box, where scientists carefully control and measure stimuli and rewards. But the pigeon’s learning extends outside the box. Wasserman’s students transport the birds between the aviary and the laboratory in buckets—and experienced pigeons jump immediately into the buckets whenever the students open the doors. Much as Rescorla suggested, they are learning the structure of their world inside the laboratory and the relation of its parts, like the bucket and the box, even though they do not always know the specific task they will face inside. 

Comparative psychologists and animal researchers have long grappled with a question that suddenly seems urgent because of AI: How do we attribute sentience to other living beings?

The same associative mechanisms through which the pigeon learns the structure of its world can open a window to the kind of inner life that Skinner and many earlier psychologists said did not exist. Pharmaceutical researchers have long used pigeons in drug-discrimination tasks, where they’re given, say, an amphetamine or a sedative and rewarded with a food pellet for correctly identifying which drug they took. The birds’ success suggests they both experience and discriminate between internal states. “Is that not tantamount to introspection?” Wasserman asked.

It is hard to imagine AI matching a pigeon on this specific task—a reminder that, though AI and animals share associative mechanisms, there is more to life than behavior and learning. A pigeon deserves ethical consideration as a living creature not because of how it learns but because of what it feels. A pigeon can experience pain and suffer, while an AI chatbot cannot—even if some large language models, trained on corpora that include descriptions of human suffering and sci-fi stories of sentient computers, can trick people into believing otherwise. 

a pigeon in a box facing a lit screen with colored rectangles on it.
Psychologist Ed Wasserman trained pigeons to detect cancerous tissue and symptoms of heart disease in medical scans as accurately as experienced physicians.
UNIVERSITY OF IOWA/WASSERMAN LAB

“The intensive public and private investments into AI research in recent years have resulted in the very technologies that are forcing us to confront the question of AI sentience today,” two philosophers of science wrote in Aeon in 2023. “To answer these current questions, we need a similar degree of investment into research on animal cognition and behavior.” Indeed, comparative psychologists and animal researchers have long grappled with questions that suddenly seem urgent because of AI: How do we attribute sentience to other living beings? How can we distinguish true sentience from a very convincing performance of sentience?

Such an undertaking would yield knowledge not only about technology and animals but also about ourselves. Most psychologists probably wouldn’t go as far as Sutton in arguing that reward is enough to explain most if not all human behavior, but no one would dispute that people often learn by association too. In fact, most of Wasserman’s undergraduate students eventually succeeded at his recent experiment with the striped discs, but only after they gave up searching for rules. They resorted, like the pigeons, to association and couldn’t easily explain afterwards what they’d learned. It was just that with enough practice, they started to get a feel for the categories. 

It is another irony about associative learning: What has long been considered the most complex form of intelligence—a cognitive ability like rule-based learning—may make us human, but we also call on it for the easiest of tasks, like sorting objects by color or size. Meanwhile, some of the most refined demonstrations of human learning—like, say, a sommelier learning to taste the difference between grapes—are learned not through rules, but only through experience. 

Learning through experience relies on ancient associative mechanisms that we share with pigeons and countless other creatures, from honeybees to fish. The laboratory pigeon is not only in our computers but in our brains—and the engine behind some of humankind’s most impressive feats. 

Ben Crair is a science and travel writer based in Berlin. 

The AI Hype Index: The White House’s war on “woke AI”

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The Trump administration recently declared war on so-called “woke AI,” issuing an executive order aimed at preventing companies whose models exhibit a liberal bias from landing federal contracts. Simultaneously, the Pentagon inked a deal with Elon Musk’s xAI just days after its chatbot, Grok, spouted harmful antisemitic stereotypes on X, while the White House has partnered with an anti-DEI nonprofit to create AI slop videos of the Founding Fathers. What comes next is anyone’s guess.

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AI agents might be the toast of the AI industry, but they’re still not that reliable. That’s why Yoshua Bengio, one of the world’s leading AI experts, is creating his own nonprofit dedicated to guarding against deceptive agents. Not only can they mislead you, but new research suggests that the weaker an AI model powering an agent is, the less likely it is to be able to negotiate you a good deal online. Elsewhere, OpenAI has inked a deal with toymaker Mattel to develop “age-appropriate” AI-infused products. What could possibly go wrong?

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Large language models confidently present their responses as accurate and reliable, even when they’re neither of those things. That’s why we’ve recently seen chatbots supercharge vulnerable people’s delusions, make citation mistakes in an important legal battle between music publishers and Anthropic, and (in the case of xAI’s Grok) rant irrationally about “white genocide.”

But it’s not all bad news—AI could also finally lead to a better battery life for your iPhone and solve tricky real-world problems that humans have been struggling to crack, if Google DeepMind’s new model is any indication. And perhaps most exciting of all, it could combine with brain implants to help people communicate when they have lost the ability to speak.

How to build a better AI benchmark

It’s not easy being one of Silicon Valley’s favorite benchmarks. 

SWE-Bench (pronounced “swee bench”) launched in November 2024 to evaluate an AI model’s coding skill, using more than 2,000 real-world programming problems pulled from the public GitHub repositories of 12 different Python-based projects. 

In the months since then, it’s quickly become one of the most popular tests in AI. A SWE-Bench score has become a mainstay of major model releases from OpenAI, Anthropic, and Google—and outside of foundation models, the fine-tuners at AI firms are in constant competition to see who can rise above the pack. The top of the leaderboard is a pileup between three different fine tunings of Anthropic’s Claude Sonnet model and Amazon’s Q developer agent. Auto Code Rover—one of the Claude modifications—nabbed the number two spot in November, and was acquired just three months later.

Despite all the fervor, this isn’t exactly a truthful assessment of which model is “better.” As the benchmark has gained prominence, “you start to see that people really want that top spot,” says John Yang, a researcher on the team that developed SWE-Bench at Princeton University. As a result, entrants have begun to game the system—which is pushing many others to wonder whether there’s a better way to actually measure AI achievement.

Developers of these coding agents aren’t necessarily doing anything as straightforward cheating, but they’re crafting approaches that are too neatly tailored to the specifics of the benchmark. The initial SWE-Bench test set was limited to programs written in Python, which meant developers could gain an advantage by training their models exclusively on Python code. Soon, Yang noticed that high-scoring models would fail completely when tested on different programming languages—revealing an approach to the test that he describes as “gilded.”

“It looks nice and shiny at first glance, but then you try to run it on a different language and the whole thing just kind of falls apart,” Yang says. “At that point, you’re not designing a software engineering agent. You’re designing to make a SWE-Bench agent, which is much less interesting.”

The SWE-Bench issue is a symptom of a more sweeping—and complicated—problem in AI evaluation, and one that’s increasingly sparking heated debate: The benchmarks the industry uses to guide development are drifting further and further away from evaluating actual capabilities, calling their basic value into question. Making the situation worse, several benchmarks, most notably FrontierMath and Chatbot Arena, have recently come under heat for an alleged lack of transparency. Nevertheless, benchmarks still play a central role in model development, even if few experts are willing to take their results at face value. OpenAI cofounder Andrej Karpathy recently described the situation as “an evaluation crisis”: the industry has fewer trusted methods for measuring capabilities and no clear path to better ones. 

“Historically, benchmarks were the way we evaluated AI systems,” says Vanessa Parli, director of research at Stanford University’s Institute for Human-Centered AI. “Is that the way we want to evaluate systems going forward? And if it’s not, what is the way?”

A growing group of academics and AI researchers are making the case that the answer is to go smaller, trading sweeping ambition for an approach inspired by the social sciences. Specifically, they want to focus more on testing validity, which for quantitative social scientists refers to how well a given questionnaire measures what it’s claiming to measure—and, more fundamentally, whether what it is measuring has a coherent definition. That could cause trouble for benchmarks assessing hazily defined concepts like “reasoning” or “scientific knowledge”—and for developers aiming to reach the much–hyped goal of artificial general intelligence—but it would put the industry on firmer ground as it looks to prove the worth of individual models.

“Taking validity seriously means asking folks in academia, industry, or wherever to show that their system does what they say it does,” says Abigail Jacobs, a University of Michigan professor who is a central figure in the new push for validity. “I think it points to a weakness in the AI world if they want to back off from showing that they can support their claim.”

The limits of traditional testing

If AI companies have been slow to respond to the growing failure of benchmarks, it’s partially because the test-scoring approach has been so effective for so long. 

One of the biggest early successes of contemporary AI was the ImageNet challenge, a kind of antecedent to contemporary benchmarks. Released in 2010 as an open challenge to researchers, the database held more than 3 million images for AI systems to categorize into 1,000 different classes.

Crucially, the test was completely agnostic to methods, and any successful algorithm quickly gained credibility regardless of how it worked. When an algorithm called AlexNet broke through in 2012, with a then unconventional form of GPU training, it became one of the foundational results of modern AI. Few would have guessed in advance that AlexNet’s convolutional neural nets would be the secret to unlocking image recognition—but after it scored well, no one dared dispute it. (One of AlexNet’s developers, Ilya Sutskever, would go on to cofound OpenAI.)

A large part of what made this challenge so effective was that there was little practical difference between ImageNet’s object classification challenge and the actual process of asking a computer to recognize an image. Even if there were disputes about methods, no one doubted that the highest-scoring model would have an advantage when deployed in an actual image recognition system.

But in the 12 years since, AI researchers have applied that same method-agnostic approach to increasingly general tasks. SWE-Bench is commonly used as a proxy for broader coding ability, while other exam-style benchmarks often stand in for reasoning ability. That broad scope makes it difficult to be rigorous about what a specific benchmark measures—which, in turn, makes it hard to use the findings responsibly. 

Where things break down

Anka Reuel, a PhD student who has been focusing on the benchmark problem as part of her research at Stanford, has become convinced the evaluation problem is the result of this push toward generality. “We’ve moved from task-specific models to general-purpose models,” Reuel says. “It’s not about a single task anymore but a whole bunch of tasks, so evaluation becomes harder.”

Like the University of Michigan’s Jacobs, Reuel thinks “the main issue with benchmarks is validity, even more than the practical implementation,” noting: “That’s where a lot of things break down.” For a task as complicated as coding, for instance, it’s nearly impossible to incorporate every possible scenario into your problem set. As a result, it’s hard to gauge whether a model is scoring better because it’s more skilled at coding or because it has more effectively manipulated the problem set. And with so much pressure on developers to achieve record scores, shortcuts are hard to resist.

For developers, the hope is that success on lots of specific benchmarks will add up to a generally capable model. But the techniques of agentic AI mean a single AI system can encompass a complex array of different models, making it hard to evaluate whether improvement on a specific task will lead to generalization. “There’s just many more knobs you can turn,” says Sayash Kapoor, a computer scientist at Princeton and a prominent critic of sloppy practices in the AI industry. “When it comes to agents, they have sort of given up on the best practices for evaluation.”

In a paper from last July, Kapoor called out specific issues in how AI models were approaching the WebArena benchmark, designed by Carnegie Mellon University researchers in 2024 as a test of an AI agent’s ability to traverse the web. The benchmark consists of more than 800 tasks to be performed on a set of cloned websites mimicking Reddit, Wikipedia, and others. Kapoor and his team identified an apparent hack in the winning model, called STeP. STeP included specific instructions about how Reddit structures URLs, allowing STeP models to jump directly to a given user’s profile page (a frequent element of WebArena tasks).

This shortcut wasn’t exactly cheating, but Kapoor sees it as “a serious misrepresentation of how well the agent would work had it seen the tasks in WebArena for the first time.” Because the technique was successful, though, a similar policy has since been adopted by OpenAI’s web agent Operator. (“Our evaluation setting is designed to assess how well an agent can solve tasks given some instruction about website structures and task execution,” an OpenAI representative said when reached for comment. “This approach is consistent with how others have used and reported results with WebArena.” STeP did not respond to a request for comment.)

Further highlighting the problem with AI benchmarks, late last month Kapoor and a team of researchers wrote a paper that revealed significant problems in Chatbot Arena, the popular crowdsourced evaluation system. According to the paper, the leaderboard was being manipulated; many top foundation models were conducting undisclosed private testing and releasing their scores selectively.

Today, even ImageNet itself, the mother of all benchmarks, has started to fall victim to validity problems. A 2023 study from researchers at the University of Washington and Google Research found that when ImageNet-winning algorithms were pitted against six real-world data sets, the architecture improvement “resulted in little to no progress,” suggesting that the external validity of the test had reached its limit.

Going smaller

For those who believe the main problem is validity, the best fix is reconnecting benchmarks to specific tasks. As Reuel puts it, AI developers “have to resort to these high-level benchmarks that are almost meaningless for downstream consumers, because the benchmark developers can’t anticipate the downstream task anymore.” So what if there was a way to help the downstream consumers identify this gap?

In November 2024, Reuel launched a public ranking project called BetterBench, which rates benchmarks on dozens of different criteria, such as whether the code has been publicly documented. But validity is a central theme, with particular criteria challenging designers to spell out what capability their benchmark is testing and how it relates to the tasks that make up the benchmark.

“You need to have a structural breakdown of the capabilities,” Reuel says. “What are the actual skills you care about, and how do you operationalize them into something we can measure?”

The results are surprising. One of the highest-scoring benchmarks is also the oldest: the Arcade Learning Environment (ALE), established in 2013 as a way to test models’ ability to learn how to play a library of Atari 2600 games. One of the lowest-scoring is the Massive Multitask Language Understanding (MMLU) benchmark, a widely used test for general language skills; by the standards of BetterBench, the connection between the questions and the underlying skill was too poorly defined.

BetterBench hasn’t meant much for the reputations of specific benchmarks, at least not yet; MMLU is still widely used, and ALE is still marginal. But the project has succeeded in pushing validity into the broader conversation about how to fix benchmarks. In April, Reuel quietly joined a new research group hosted by Hugging Face, the University of Edinburgh, and EleutherAI, where she’ll develop her ideas on validity and AI model evaluation with other figures in the field. (An official announcement is expected later this month.) 

Irene Solaiman, Hugging Face’s head of global policy, says the group will focus on building valid benchmarks that go beyond measuring straightforward capabilities. “There’s just so much hunger for a good benchmark off the shelf that already works,” Solaiman says. “A lot of evaluations are trying to do too much.”

Increasingly, the rest of the industry seems to agree. In a paper in March, researchers from Google, Microsoft, Anthropic, and others laid out a new framework for improving evaluations—with validity as the first step. 

“AI evaluation science must,” the researchers argue, “move beyond coarse grained claims of ‘general intelligence’ towards more task-specific and real-world relevant measures of progress.” 

Measuring the “squishy” things

To help make this shift, some researchers are looking to the tools of social science. A February position paper argued that “evaluating GenAI systems is a social science measurement challenge,” specifically unpacking how the validity systems used in social measurements can be applied to AI benchmarking. 

The authors, largely employed by Microsoft’s research branch but joined by academics from Stanford and the University of Michigan, point to the standards that social scientists use to measure contested concepts like ideology, democracy, and media bias. Applied to AI benchmarks, those same procedures could offer a way to measure concepts like “reasoning” and “math proficiency” without slipping into hazy generalizations.

In the social science literature, it’s particularly important that metrics begin with a rigorous definition of the concept measured by the test. For instance, if the test is to measure how democratic a society is, it first needs to establish a definition for a “democratic society” and then establish questions that are relevant to that definition. 

To apply this to a benchmark like SWE-Bench, designers would need to set aside the classic machine learning approach, which is to collect programming problems from GitHub and create a scheme to validate answers as true or false. Instead, they’d first need to define what the benchmark aims to measure (“ability to resolve flagged issues in software,” for instance), break that into subskills (different types of problems or types of program that the AI model can successfully process), and then finally assemble questions that accurately cover the different subskills.

It’s a profound change from how AI researchers typically approach benchmarking—but for researchers like Jacobs, a coauthor on the February paper, that’s the whole point. “There’s a mismatch between what’s happening in the tech industry and these tools from social science,” she says. “We have decades and decades of thinking about how we want to measure these squishy things about humans.”

Even though the idea has made a real impact in the research world, it’s been slow to influence the way AI companies are actually using benchmarks. 

The last two months have seen new model releases from OpenAI, Anthropic, Google, and Meta, and all of them lean heavily on multiple-choice knowledge benchmarks like MMLU—the exact approach that validity researchers are trying to move past. After all, model releases are, for the most part, still about showing increases in general intelligence, and broad benchmarks continue to be used to back up those claims. 

For some observers, that’s good enough. Benchmarks, Wharton professor Ethan Mollick says, are “bad measures of things, but also they’re what we’ve got.” He adds: “At the same time, the models are getting better. A lot of sins are forgiven by fast progress.”

For now, the industry’s long-standing focus on artificial general intelligence seems to be crowding out a more focused validity-based approach. As long as AI models can keep growing in general intelligence, then specific applications don’t seem as compelling—even if that leaves practitioners relying on tools they no longer fully trust. 

“This is the tightrope we’re walking,” says Hugging Face’s Solaiman. “It’s too easy to throw the system out, but evaluations are really helpful in understanding our models, even with these limitations.”

Russell Brandom is a freelance writer covering artificial intelligence. He lives in Brooklyn with his wife and two cats.

This story was supported by a grant from the Tarbell Center for AI Journalism.

The AI Hype Index: AI agent cyberattacks, racing robots, and musical models

Separating AI reality from hyped-up fiction isn’t always easy. That’s why we’ve created the AI Hype Index—a simple, at-a-glance summary of everything you need to know about the state of the industry.

AI agents are the AI industry’s hypiest new product—intelligent assistants capable of completing tasks without human supervision. But while they can be theoretically useful—Simular AI’s S2 agent, for example, intelligently switches between models depending on what it’s been told to do—they could also be weaponized to execute cyberattacks. Elsewhere, OpenAI is reported to be throwing its hat into the social media arena, and AI models are getting more adept at making music. Oh, and if the results of the first half-marathon pitting humans against humanoid robots are anything to go by, we won’t have to worry about the robot uprising any time soon.

Seeing AI as a collaborator, not a creator

The reason you are reading this letter from me today is that I was bored 30 years ago. 

I was bored and curious about the world and so I wound up spending a lot of time in the university computer lab, screwing around on Usenet and the early World Wide Web, looking for interesting things to read. Soon enough I wasn’t content to just read stuff on the internet—I wanted to make it. So I learned HTML and made a basic web page, and then a better web page, and then a whole website full of web things. And then I just kept going from there. That amateurish collection of web pages led to a journalism internship with the online arm of a magazine that paid little attention to what we geeks were doing on the web. And that led to my first real journalism job, and then another, and, well, eventually this journalism job. 

But none of that would have been possible if I hadn’t been bored and curious. And more to the point: curious about tech. 

The university computer lab may seem at first like an unlikely center for creativity. We tend to think of creativity as happening more in the artist’s studio or writers’ workshop. But throughout history, very often our greatest creative leaps—and I would argue that the web and its descendants represent one such leap—have been due to advances in technology. 

There are the big easy examples, like photography or the printing press, but it’s also true of all sorts of creative inventions that we often take for granted. Oil paints. Theaters. Musical scores. Electric synthesizers! Almost anywhere you look in the arts, perhaps outside of pure vocalization, technology has played a role.  

But the key to artistic achievement has never been the technology itself. It has been the way artists have applied it to express our humanity. Think of the way we talk about the arts. We often compliment it with words that refer to our humanity, like soul, heart, and life; we often criticize it with descriptors such as sterile, clinical, or lifeless. (And sure, you can love a sterile piece of art, but typically that’s because the artist has leaned into sterility to make a point about humanity!)

All of which is to say I think that AI can be, will be, and already is a tool for creative expression, but that true art will always be something steered by human creativity, not machines. 

I could be wrong. I hope not. 

This issue, which was entirely produced by human beings using computers, explores creativity and the tension between the artist and technology. You can see it on our cover illustrated by Tom Humberstone, and read about it in stories from James O’Donnell, Will Douglas Heaven, Rebecca Ackermann, Michelle Kim, Bryan Gardiner, and Allison Arieff. 

Yet of course, creativity is about more than just the arts. All of human advancement stems from creativity, because creativity is how we solve problems. So it was important to us to bring you accounts of that as well. You’ll find those in stories from Carrie Klein, Carly Kay, Matthew Ponsford, and Robin George Andrews. (If you’ve ever wanted to know how we might nuke an asteroid, this is the issue for you!)  

We’re also trying to get a little more creative ourselves. Over the next few issues, you’ll notice some changes coming to this magazine with the addition of some new regular items (see Caiwei Chen’s “3 Things” for one such example). Among those changes, we are planning to solicit and publish more regular reader feedback and answer questions you may have about technology. We invite you to get creative and email us: newsroom@technologyreview.com.

As always, thanks for reading.

AI is pushing the limits of the physical world

Architecture often assumes a binary between built projects and theoretical ones. What physics allows in actual buildings, after all, is vastly different from what architects can imagine and design (often referred to as “paper architecture”). That imagination has long been supported and enabled by design technology, but the latest advancements in artificial intelligence have prompted a surge in the theoretical. 

ai-generated shapes
Karl Daubmann, College of Architecture and Design at Lawrence Technological University
“Very often the new synthetic image that comes from a tool like Midjourney or Stable Diffusion feels new,” says Daubmann, “infused by each of the multiple tools but rarely completely derived from them.”

“Transductions: Artificial Intelligence in Architectural Experimentation,” a recent exhibition at the Pratt Institute in Brooklyn, brought together works from over 30 practitioners exploring the experimental, generative, and collaborative potential of artificial intelligence to open up new areas of architectural inquiry—something they’ve been working on for a decade or more, since long before AI became mainstream. Architects and exhibition co-­curators Jason Vigneri-Beane, Olivia Vien, Stephen Slaughter, and Hart Marlow explain that the works in “Transductions” emerged out of feedback loops among architectural discourses, techniques, formats, and media that range from imagery, text, and animation to mixed-­reality media and fabrication. The aim isn’t to present projects that are going to break ground anytime soon; architects already know how to build things with the tools they have. Instead, the show attempts to capture this very early stage in architecture’s exploratory engagement with AI.

Technology has long enabled architecture to push the limits of form and function. As early as 1963, Sketchpad, one of the first architectural software programs, allowed architects and designers to move and change objects on screen. Rapidly, traditional hand drawing gave way to an ever-expanding suite of programs—­Revit, SketchUp, and BIM, among many others—that helped create floor plans and sections, track buildings’ energy usage, enhance sustainable construction, and aid in following building codes, to name just a few uses. 

The architects exhibiting in “Trans­ductions” view newly evolving forms of AI “like a new tool rather than a profession-­ending development,” says Vigneri-Beane, despite what some of his peers fear about the technology. He adds, “I do appreciate that it’s a somewhat unnerving thing for people, [but] I feel a familiarity with the rhetoric.”

After all, he says, AI doesn’t just do the job. “To get something interesting and worth saving in AI, an enormous amount of time is required,” he says. “My architectural vocabulary has gotten much more precise and my visual sense has gotten an incredible workout, exercising all these muscles which have atrophied a little bit.”

Vien agrees: “I think these are extremely powerful tools for an architect and designer. Do I think it’s the entire future of architecture? No, but I think it’s a tool and a medium that can expand the long history of mediums and media that architects can use not just to represent their work but as a generator of ideas.”

Andrew Kudless, Hines College of Architecture and Design
This image, part of the Urban Resolution series, shows how the Stable Diffusion AI model “is unable to focus on constructing a realistic image and instead duplicates features that are prominent in the local latent space,” Kudless says.

Jason Vigneri-Beane, Pratt Institute
“These images are from a larger series on cyborg ecologies that have to do with co-creating with machines to imagine [other] machines,” says Vigneri-Beane. “I might refer to these as cryptomegafauna—infrastructural robots operating at an architectural scale.”

Martin Summers, University of Kentucky College of Design
“Most AI is racing to emulate reality,” says Summers. “I prefer to revel in the hallucinations and misinterpretations like glitches and the sublogic they reveal present in a mediated reality.”
Jason Lee, Pratt Institute
Lee typically uses AI “to generate iterations or high-resolution sketches,” he says. “I am also using it to experiment with how much realism one can incorporate with more abstract representation methods.”

Olivia Vien, Pratt Institute
For the series Imprinting Grounds, Vien created images digitally and fed them into Midjourney. “It riffs on the ideas of damask textile patterns in a more digital realm,” she says.

Robert Lee Brackett III, Pratt Institute
“While new software raises concerns about the absence of traditional tools like hand drawing and modeling, I view these technologies as collaborators rather than replacements,” Brackett says.
How AI is interacting with our creative human processes

In 2021, 20 years after the death of her older sister, Vauhini Vara was still unable to tell the story of her loss. “I wondered,” she writes in Searches, her new collection of essays on AI technology, “if Sam Altman’s machine could do it for me.” So she tried ChatGPT. But as it expanded on Vara’s prompts in sentences ranging from the stilted to the unsettling to the sublime, the thing she’d enlisted as a tool stopped seeming so mechanical. 

“Once upon a time, she taught me to exist,” the AI model wrote of the young woman Vara had idolized. Vara, a journalist and novelist, called the resulting essay “Ghosts,” and in her opinion, the best lines didn’t come from her: “I found myself irresistibly attracted to GPT-3—to the way it offered, without judgment, to deliver words to a writer who has found herself at a loss for them … as I tried to write more honestly, the AI seemed to be doing the same.”

The rapid proliferation of AI in our lives introduces new challenges around authorship, authenticity, and ethics in work and art. But it also offers a particularly human problem in narrative: How can we make sense of these machines, not just use them? And how do the words we choose and stories we tell about technology affect the role we allow it to take on (or even take over) in our creative lives? Both Vara’s book and The Uncanny Muse, a collection of essays on the history of art and automation by the music critic David Hajdu, explore how humans have historically and personally wrestled with the ways in which machines relate to our own bodies, brains, and creativity. At the same time, The Mind Electric, a new book by a neurologist, Pria Anand, reminds us that our own inner workings may not be so easy to replicate.

Searches is a strange artifact. Part memoir, part critical analysis, and part AI-assisted creative experimentation, Vara’s essays trace her time as a tech reporter and then novelist in the San Francisco Bay Area alongside the history of the industry she watched grow up. Tech was always close enough to touch: One college friend was an early Google employee, and when Vara started reporting on Facebook (now Meta), she and Mark Zuckerberg became “friends” on his platform. In 2007, she published a scoop that the company was planning to introduce ad targeting based on users’ personal information—the first shot fired in the long, gnarly data war to come. In her essay “Stealing Great Ideas,” she talks about turning down a job reporting on Apple to go to graduate school for fiction. There, she wrote a novel about a tech founder, which was later published as The Immortal King Rao. Vara points out that in some ways at the time, her art was “inextricable from the resources [she] used to create it”—products like Google Docs, a MacBook, an iPhone. But these pre-AI resources were tools, plain and simple. What came next was different.

Interspersed with Vara’s essays are chapters of back-and-forths between the author and ChatGPT about the book itself, where the bot serves as editor at Vara’s prompting. ChatGPT obligingly summarizes and critiques her writing in a corporate-­shaded tone that’s now familiar to any knowledge worker. “If there’s a place for disagreement,” it offers about the first few chapters on tech companies, “it might be in the balance of these narratives. Some might argue that the ­benefits—such as job creation, innovation in various sectors like AI and logistics, and contributions to the global economy—can outweigh the negatives.” 

book cover
Searches: Selfhood in the Digital Age
Vauhini Vara
PANTHEON, 2025

Vara notices that ChatGPT writes “we” and “our” in these responses, pulling it into the human story, not the tech one: “Earlier you mentioned ‘our access to information’ and ‘our collective experiences and understandings.’” When she asks what the rhetorical purpose of that choice is, ChatGPT responds with a numbered list of benefits including “inclusivity and solidarity” and “neutrality and objectivity.” It adds that “using the first-person plural helps to frame the discussion in terms of shared human experiences and collective challenges.” Does the bot believe it’s human? Or at least, do the humans who made it want other humans to believe it does? “Can corporations use these [rhetorical] tools in their products too, to subtly make people identify with, and not in opposition to, them?” Vara asks. ChatGPT replies, “Absolutely.”

Vara has concerns about the words she’s used as well. In “Thank You for Your Important Work,” she worries about the impact of “Ghosts,” which went viral after it was first published. Had her writing helped corporations hide the reality of AI behind a velvet curtain? She’d meant to offer a nuanced “provocation,” exploring how uncanny generative AI can be. But instead, she’d produced something beautiful enough to resonate as an ad for its creative potential. Even Vara herself felt fooled. She particularly loved one passage the bot wrote, about Vara and her sister as kids holding hands on a long drive. But she couldn’t imagine either of them being so sentimental. What Vara had elicited from the machine, she realized, was “wish fulfillment,” not a haunting. 

The rapid proliferation of AI in our lives introduces new challenges around authorship, authenticity, and ethics in work and art. How can we make sense of these machines, not just use them? 

The machine wasn’t the only thing crouching behind that too-good-to-be-true curtain. The GPT models and others are trained through human labor, in sometimes exploitative conditions. And much of the training data was the creative work of human writers before her. “I’d conjured artificial language about grief through the extraction of real human beings’ language about grief,” she writes. The creative ghosts in the model were made of code, yes, but also, ultimately, made of people. Maybe Vara’s essay helped cover up that truth too.

In the book’s final essay, Vara offers a mirror image of those AI call-and-­response exchanges as an antidote. After sending out an anonymous survey to women of various ages, she presents the replies to each question, one after the other. “Describe something that doesn’t exist,” she prompts, and the women respond: “God.” “God.” “God.” “Perfection.” “My job. (Lost it.)” Real people contradict each other, joke, yell, mourn, and reminisce. Instead of a single authoritative voice—an editor, or a company’s limited style guide—Vara gives us the full gasping crowd of human creativity. “What’s it like to be alive?” Vara asks the group. “It depends,” one woman answers.    

David Hajdu, now music editor at The Nation and previously a music critic for The New Republic, goes back much further than the early years of Facebook to tell the history of how humans have made and used machines to express ourselves. Player pianos, microphones, synthesizers, and electrical instruments were all assistive technologies that faced skepticism before acceptance and, sometimes, elevation in music and popular culture. They even influenced the kind of art people were able to and wanted to make. Electrical amplification, for instance, allowed singers to use a wider vocal range and still reach an audience. The synthesizer introduced a new lexicon of sound to rock music. “What’s so bad about being mechanical, anyway?” Hajdu asks in The Uncanny Muse. And “what’s so great about being human?” 

book cover of the Uncanny Muse
The Uncanny Muse: Music, Art, and Machines from Automata to AI
David Hajdu
W.W. NORTON & COMPANY, 2025

But Hajdu is also interested in how intertwined the history of man and machine can be, and how often we’ve used one as a metaphor for the other. Descartes saw the body as empty machinery for consciousness, he reminds us. Hobbes wrote that “life is but a motion of limbs.” Freud described the mind as a steam engine. Andy Warhol told an interviewer that “everybody should be a machine.” And when computers entered the scene, humans used them as metaphors for themselves too. “Where the machine model had once helped us understand the human body … a new category of machines led us to imagine the brain (how we think, what we know, even how we feel or how we think about what we feel) in terms of the computer,” Hajdu writes. 

But what is lost with these one-to-one mappings? What happens when we imagine that the complexity of the brain—an organ we do not even come close to fully understanding—can be replicated in 1s and 0s? Maybe what happens is we get a world full of chatbots and agents, computer-­generated artworks and AI DJs, that companies claim are singular creative voices rather than remixes of a million human inputs. And perhaps we also get projects like the painfully named Painting Fool—an AI that paints, developed by Simon Colton, a scholar at Queen Mary University of London. He told Hajdu that he wanted to “demonstrate the potential of a computer program to be taken seriously as a creative artist in its own right.” What Colton means is not just a machine that makes art but one that expresses its own worldview: “Art that communicates what it’s like to be a machine.”  

What happens when we imagine that the complexity of the brain—an organ we do not even come close to fully understanding—can be replicated in 1s and 0s?

Hajdu seems to be curious and optimistic about this line of inquiry. “Machines of many kinds have been communicating things for ages, playing invaluable roles in our communication through art,” he says. “Growing in intelligence, machines may still have more to communicate, if we let them.” But the question that The Uncanny Muse raises at the end is: Why should we art-­making humans be so quick to hand over the paint to the paintbrush? Why do we care how the paintbrush sees the world? Are we truly finished telling our own stories ourselves?

Pria Anand might say no. In The Mind Electric, she writes: “Narrative is universally, spectacularly human; it is as unconscious as breathing, as essential as sleep, as comforting as familiarity. It has the capacity to bind us, but also to other, to lay bare, but also obscure.” The electricity in The Mind Electric belongs entirely to the human brain—no metaphor necessary. Instead, the book explores a number of neurological afflictions and the stories patients and doctors tell to better understand them. “The truth of our bodies and minds is as strange as fiction,” Anand writes—and the language she uses throughout the book is as evocative as that in any novel. 

cover of the Mind Electric
The Mind Electric: A Neurologist on the Strangeness and Wonder of Our Brains
Pria Anand
WASHINGTON SQUARE PRESS, 2025

In personal and deeply researched vignettes in the tradition of Oliver Sacks, Anand shows that any comparison between brains and machines will inevitably fall flat. She tells of patients who see clear images when they’re functionally blind, invent entire backstories when they’ve lost a memory, break along seams that few can find, and—yes—see and hear ghosts. In fact, Anand cites one study of 375 college students in which researchers found that nearly three-quarters “had heard a voice that no one else could hear.” These were not diagnosed schizophrenics or sufferers of brain tumors—just people listening to their own uncanny muses. Many heard their name, others heard God, and some could make out the voice of a loved one who’d passed on. Anand suggests that writers throughout history have harnessed organic exchanges with these internal apparitions to make art. “I see myself taking the breath of these voices in my sails,” Virginia Woolf wrote of her own experiences with ghostly sounds. “I am a porous vessel afloat on sensation.” The mind in The Mind Electric is vast, mysterious, and populated. The narratives people construct to traverse it are just as full of wonder. 

Humans are not going to stop using technology to help us create anytime soon—and there’s no reason we should. Machines make for wonderful tools, as they always have. But when we turn the tools themselves into artists and storytellers, brains and bodies, magicians and ghosts, we bypass truth for wish fulfillment. Maybe what’s worse, we rob ourselves of the opportunity to contribute our own voices to the lively and loud chorus of human experience. And we keep others from the human pleasure of hearing them too. 

Rebecca Ackermann is a writer, designer, and artist based in San Francisco.

How AI can help supercharge creativity

Sometimes Lizzie Wilson shows up to a rave with her AI sidekick. 

One weeknight this past February, Wilson plugged her laptop into a projector that threw her screen onto the wall of a low-ceilinged loft space in East London. A small crowd shuffled in the glow of dim pink lights. Wilson sat down and started programming.

Techno clicks and whirs thumped from the venue’s speakers. The audience watched, heads nodding, as Wilson tapped out code line by line on the projected screen—tweaking sounds, looping beats, pulling a face when she messed up.  

Wilson is a live coder. Instead of using purpose-built software like most electronic music producers, live coders create music by writing the code to generate it on the fly. It’s an improvised performance art known as algorave.

“It’s kind of boring when you go to watch a show and someone’s just sitting there on their laptop,” she says. “You can enjoy the music, but there’s a performative aspect that’s missing. With live coding, everyone can see what it is that I’m typing. And when I’ve had my laptop crash, people really like that. They start cheering.”

Taking risks is part of the vibe. And so Wilson likes to dial up her performances one more notch by riffing off what she calls a live-coding agent, a generative AI model that comes up with its own beats and loops to add to the mix. Often the model suggests sound combinations that Wilson hadn’t thought of. “You get these elements of surprise,” she says. “You just have to go for it.”

two performers at a table with a disapproving cat covered in code on a screen behind them

ADELA FESTIVAL

Wilson, a researcher at the Creative Computing Institute at the University of the Arts London, is just one of many working on what’s known as co-­creativity or more-than-human creativity. The idea is that AI can be used to inspire or critique creative projects, helping people make things that they would not have made by themselves. She and her colleagues built the live-­coding agent to explore how artificial intelligence can be used to support human artistic endeavors—in Wilson’s case, musical improvisation.

It’s a vision that goes beyond the promise of existing generative tools put out by companies like OpenAI and Google DeepMind. Those can automate a striking range of creative tasks and offer near-instant gratification—but at what cost? Some artists and researchers fear that such technology could turn us into passive consumers of yet more AI slop.

And so they are looking for ways to inject human creativity back into the process. The aim is to develop AI tools that augment our creativity rather than strip it from us—pushing us to be better at composing music, developing games, designing toys, and much more—and lay the groundwork for a future in which humans and machines create things together.

Ultimately, generative models could offer artists and designers a whole new medium, pushing them to make things that couldn’t have been made before, and give everyone creative superpowers. 

Explosion of creativity

There’s no one way to be creative, but we all do it. We make everything from memes to masterpieces, infant doodles to industrial designs. There’s a mistaken belief, typically among adults, that creativity is something you grow out of. But being creative—whether cooking, singing in the shower, or putting together super-weird TikToks—is still something that most of us do just for the fun of it. It doesn’t have to be high art or a world-changing idea (and yet it can be). Creativity is basic human behavior; it should be celebrated and encouraged. 

When generative text-to-image models like Midjourney, OpenAI’s DALL-E, and the popular open-source Stable Diffusion arrived, they sparked an explosion of what looked a lot like creativity. Millions of people were now able to create remarkable images of pretty much anything, in any style, with the click of a button. Text-to-video models came next. Now startups like Udio are developing similar tools for music. Never before have the fruits of creation been within reach of so many.

But for a number of researchers and artists, the hype around these tools has warped the idea of what creativity really is. “If I ask the AI to create something for me, that’s not me being creative,” says Jeba Rezwana, who works on co-creativity at Towson University in Maryland. “It’s a one-shot interaction: You click on it and it generates something and that’s it. You cannot say ‘I like this part, but maybe change something here.’ You cannot have a back-and-forth dialogue.”

Rezwana is referring to the way most generative models are set up. You can give the tools feedback and ask them to have another go. But each new result is generated from scratch, which can make it hard to nail exactly what you want. As the filmmaker Walter Woodman put it last year after his art collective Shy Kids made a short film with OpenAI’s text-to-video model for the first time: “Sora is a slot machine as to what you get back.”

What’s more, the latest versions of some of these generative tools do not even use your submitted prompt as is to produce an image or video (at least not on their default settings). Before a prompt is sent to the model, the software edits it—often by adding dozens of hidden words—to make it more likely that the generated image will appear polished.

“Extra things get added to juice the output,” says Mike Cook, a computational creativity researcher at King’s College London. “Try asking Midjourney to give you a bad drawing of something—it can’t do it.” These tools do not give you what you want; they give you what their designers think you want.

Mike Cook

COURTESY OF MIKE COOK

All of which is fine if you just need a quick image and don’t care too much about the details, says Nick Bryan-Kinns, also at the Creative Computing Institute: “Maybe you want to make a Christmas card for your family or a flyer for your community cake sale. These tools are great for that.”

In short, existing generative models have made it easy to create, but they have not made it easy to be creative. And there’s a big difference between the two. For Cook, relying on such tools could in fact harm people’s creative development in the long run. “Although many of these creative AI systems are promoted as making creativity more accessible,” he wrote in a paper published last year, they might instead have “adverse effects on their users in terms of restricting their ability to innovate, ideate, and create.” Given how much generative models have been championed for putting creative abilities at everyone’s fingertips, the suggestion that they might in fact do the opposite is damning.  

screenshot from the game with overlapping saws
In the game Disc Room, players navigate a room of moving buzz saws.
screenshot from the AI-generated game with tiny saws
Cook used AI to design a new level for the game. The result was a room where none of the discs actually moved.

He’s far from the only researcher worrying about the cognitive impact of these technologies. In February a team at Microsoft Research Cambridge published a report concluding that generative AI tools “can inhibit critical engagement with work and can potentially lead to long-term overreliance on the tool and diminished skill for independent problem-solving.” The researchers found that with the use of generative tools, people’s effort “shifts from task execution to task stewardship.”

Cook is concerned that generative tools don’t let you fail—a crucial part of learning new skills. We have a habit of saying that artists are gifted, says Cook. But the truth is that artists work at their art, developing skills over months and years.

“If you actually talk to artists, they say, ‘Well, I got good by doing it over and over and over,’” he says. “But failure sucks. And we’re always looking at ways to get around that.”

Generative models let us skip the frustration of doing a bad job. 

“Unfortunately, we’re removing the one thing that you have to do to develop creative skills for yourself, which is fail,” says Cook. “But absolutely nobody wants to hear that.”

Surprise me

And yet it’s not all bad news. Artists and researchers are buzzing at the ways generative tools could empower creators, pointing them in surprising new directions and steering them away from dead ends. Cook thinks the real promise of AI will be to help us get better at what we want to do rather than doing it for us. For that, he says, we’ll need to create new tools, different from the ones we have now. “Using Midjourney does not do anything for me—it doesn’t change anything about me,” he says. “And I think that’s a wasted opportunity.”

Ask a range of researchers studying creativity to name a key part of the creative process and many will say: reflection. It’s hard to define exactly, but reflection is a particular type of focused, deliberate thinking. It’s what happens when a new idea hits you. Or when an assumption you had turns out to be wrong and you need to rethink your approach. It’s the opposite of a one-shot interaction.

Looking for ways that AI might support or encourage reflection—asking it to throw new ideas into the mix or challenge ideas you already hold—is a common thread across co-creativity research. If generative tools like DALL-E make creation frictionless, the aim here is to add friction back in. “How can we make art without friction?” asks Elisa Giaccardi, who studies design at the Polytechnic University of Milan in Italy. “How can we engage in a truly creative process without material that pushes back?”

Take Wilson’s live-coding agent. She claims that it pushes her musical improvisation in directions she might not have taken by herself. Trained on public code shared by the wider live-coding community, the model suggests snippets of code that are closer to other people’s styles than her own. This makes it more likely to produce something unexpected. “Not because you couldn’t produce it yourself,” she says. “But the way the human brain works, you tend to fall back on repeated ideas.”

Last year, Wilson took part in a study run by Bryan-Kinns and his colleagues in which they surveyed six experienced musicians as they used a variety of generative models to help them compose a piece of music. The researchers wanted to get a sense of what kinds of interactions with the technology were useful and which were not.

The participants all said they liked it when the models made surprising suggestions, even when those were the result of glitches or mistakes. Sometimes the results were simply better. Sometimes the process felt fresh and exciting. But a few people struggled with giving up control. It was hard to direct the models to produce specific results or to repeat results that the musicians had liked. “In some ways it’s the same as being in a band,” says Bryan-Kinns. “You need to have that sense of risk and a sense of surprise, but you don’t want it totally random.”

Alternative designs

Cook comes at surprise from a different angle: He coaxes unexpected insights out of AI tools that he has developed to co-create video games. One of his tools, Puck, which was first released in 2022, generates designs for simple shape-matching puzzle games like Candy Crush or Bejeweled. A lot of Puck’s designs are experimental and clunky—don’t expect it to come up with anything you are ever likely to play. But that’s not the point: Cook uses Puck—and a newer tool called Pixie—to explore what kinds of interactions people might want to have with a co-creative tool.

Pixie can read computer code for a game and tweak certain lines to come up with alternative designs. Not long ago, Cook was working on a copy of a popular game called Disc Room, in which players have to cross a room full of moving buzz saws. He asked Pixie to help him come up with a design for a level that skilled and unskilled players would find equally hard. Pixie designed a room where none of the discs actually moved. Cook laughs: It’s not what he expected. “It basically turned the room into a minefield,” he says. “But I thought it was really interesting. I hadn’t thought of that before.”

Anne Arzberger
a stuffed unicorn and sewing materials

Researcher Anne Arzberger developed experimental AI tools to come up with gender-neutral toy designs.

Pushing back on assumptions, or being challenged, is part of the creative process, says Anne Arzberger, a researcher at the Delft University of Technology in the Netherlands. “If I think of the people I’ve collaborated with best, they’re not the ones who just said ‘Yes, great’ to every idea I brought forth,” she says. “They were really critical and had opposing ideas.”

She wants to build tech that provides a similar sounding board. As part of a project called Creating Monsters, Arzberger developed two experimental AI tools that help designers find hidden biases in their designs. “I was interested in ways in which I could use this technology to access information that would otherwise be difficult to access,” she says.

For the project, she and her colleagues looked at the problem of designing toy figures that would be gender neutral. She and her colleagues (including Giaccardi) used Teachable Machine, a web app built by Google researchers in 2017 that makes it easy to train your own machine-learning model to classify different inputs, such as images. They trained this model with a few dozen images that Arzberger had labeled as being masculine, feminine, or gender neutral.

Arzberger then asked the model to identify the genders of new candidate toy designs. She found that quite a few designs were judged to be feminine even when she had tried to make them gender neutral. She felt that her views of the world—her own hidden biases—were being exposed. But the tool was often right: It challenged her assumptions and helped the team improve the designs. The same approach could be used to assess all sorts of design characteristics, she says.

Arzberger then used a second model, a version of a tool made by the generative image and video startup Runway, to come up with gender-neutral toy designs of its own. First the researchers trained the model to generate and classify designs for male- and female-looking toys. They could then ask the tool to find a design that was exactly midway between the male and female designs it had learned.

Generative models can give feedback on designs that human designers might miss by themselves, she says: “We can really learn something.” 

Taking control

The history of technology is full of breakthroughs that changed the way art gets made, from recipes for vibrant new paint colors to photography to synthesizers. In the 1960s, the Stanford researcher John Chowning spent years working on an esoteric algorithm that could manipulate the frequencies of computer-generated sounds. Stanford licensed the tech to Yamaha, which built it into its synthesizers—including the DX7, the cool new sound behind 1980s hits such as Tina Turner’s “The Best,” A-ha’s “Take On Me,” and Prince’s “When Doves Cry.”

Bryan-Kinns is fascinated by how artists and designers find ways to use new technologies. “If you talk to artists, most of them don’t actually talk about these AI generative models as a tool—they talk about them as a material, like an artistic material, like a paint or something,” he says. “It’s a different way of thinking about what the AI is doing.” He highlights the way some people are pushing the technology to do weird things it wasn’t designed to do. Artists often appropriate or misuse these kinds of tools, he says.

Bryan-Kinns points to the work of Terence Broad, another colleague of his at the Creative Computing Institute, as a favorite example. Broad employs techniques like network bending, which involves inserting new layers into a neural network to produce glitchy visual effects in generated images, and generating images with a model trained on no data, which produces almost Rothko-like abstract swabs of color.

But Broad is an extreme case. Bryan-Kinns sums it up like this: “The problem is that you’ve got this gulf between the very commercial generative tools that produce super-high-quality outputs but you’ve got very little control over what they do—and then you’ve got this other end where you’ve got total control over what they’re doing but the barriers to use are high because you need to be somebody who’s comfortable getting under the hood of your computer.”

“That’s a small number of people,” he says. “It’s a very small number of artists.”

Arzberger admits that working with her models was not straightforward. Running them took several hours, and she’s not sure the Runway tool she used is even available anymore. Bryan-Kinns, Arzberger, Cook, and others want to take the kinds of creative interactions they are discovering and build them into tools that can be used by people who aren’t hardcore coders. 

Terence Broad
ai-generated color field image

Researcher Terence Broad creates dynamic images using a model trained on no data, which produces almost Rothko-like abstract color fields.

Finding the right balance between surprise and control will be hard, though. Midjourney can surprise, but it gives few levers for controlling what it produces beyond your prompt. Some have claimed that writing prompts is itself a creative act. “But no one struggles with a paintbrush the way they struggle with a prompt,” says Cook.

Faced with that struggle, Cook sometimes watches his students just go with the first results a generative tool gives them. “I’m really interested in this idea that we are priming ourselves to accept that whatever comes out of a model is what you asked for,” he says. He is designing an experiment that will vary single words and phrases in similar prompts to test how much of a mismatch people see between what they expect and what they get. 

But it’s early days yet. In the meantime, companies developing generative models typically emphasize results over process. “There’s this impressive algorithmic progress, but a lot of the time interaction design is overlooked,” says Rezwana.  

For Wilson, the crucial choice in any co-creative relationship is what you do with what you’re given. “You’re having this relationship with the computer that you’re trying to mediate,” she says. “Sometimes it goes wrong, and that’s just part of the creative process.” 

When AI gives you lemons—make art. “Wouldn’t it be fun to have something that was completely antagonistic in a performance—like, something that is actively going against you—and you kind of have an argument?” she says. “That would be interesting to watch, at least.”Â