Question 1A:
Something that exhibits effective complexity is the procedural Minecraft landscape, I’d say its on the left hand side of the graph shown on page 13. It’s quite random but at the same time there are rules that it must follow so you can almost guess what it will somewhat look like.
Question 1B: I have a conflict with the problem of intent. I understand that making a computer do the work for you instead of specifically hand crafting it to be your perfect piece draws away the intent of the piece, but in some cases, like in Dead Cells, the computer generated landscape adds to the piece and the re-playability of the game which goes great with the Roguelike Genre. I think that generative art can have just as much intent as normal art as long as it fits in with the genre and ideas behind the piece.