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analyses current evaluation procedures used in computational
creativity, and provides a much-needed set of customisable evaluation
guidelines, the \emph{Standardised Procedure for Evaluating Creative
Systems} (SPECS) \cite{jordanous:12}.
The Originally designed to evaluate the concept of creativity, the three step
process of SPECS
process firstly requires the evaluator to define the concept(s) they are evaluating the system
on (originally SPECS was designed to evaluate the concept of creativity). on. This definition is then converted into
testable standards that can
eventually be used to
test and evaluate individual systems, or comparatively evaluate multiple systems.
We give a slightly modified version of her earlier evaluation
guidelines, in that rather than attempt a definition and evaluation of
{\em creativity}, we follow the three steps for \emph{serendipity}.
%\newpage
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\begin{quote} {\em Using Step 1, clearly state what standards you use to evaluate the serendipity of your
system. }\end{quote}
\noindent
Here we need to identify testable standards from With our definition
of computational serendipity. in
other words, mind, we
now state propose the following standards for evaluating serendipity in computational systems. They represent the key parts of our definition in a form that
can be evaluated as allows to
what assess the degree
to which they are
or are not met.
With our definition in mind, we propose the following standards for evaluating serendipity in computational systems: met:
%% Serendipity relies on a reassessment or reevaluation -- a \emph{focus shift} in which something that was previously uninteresting, of neutral, or even negative value, becomes interesting.
...
\begin{quote} {\em Test your serendipitous system against the standards stated in Step 2 and report the
results.}\end{quote}
\noindent We will
develop several examples of devote the
application of this framework entire next section \ref{sec:computational-serendipity} to
examples from computing testing our framework in
Section
\ref{sec:computational-serendipity}. respect to existing computational systems focussing on serendipity.
\paragraph{Example.}
To get a feel for the likelihood score, briefly consider the case of
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and his dog's fur and became curious about how they worked. After
examining them under a microscope, he realised the possibility of
creating a new kind of fastener that worked in a similar
fashion. fashion, laying the foundations for the hook-and-pile fastener.
% \cite[p. x]{roberts}
\end{itemize}
...
abductive inference (what might cause a clear patch in a petri
dish?); analogical reasoning (de Mestral constructed a target domain
from the source domain of burs hooked onto fabric); and conceptual
blending
(Kekul\'e (Kekul\'e, discoverer of the benzene ring structure, blended his knowledge of molecule structure with
his vision of a snake biting its tail). The bridge may also rely on
new social arrangements, such as the formation of cross-cultural
research networks.
...
hypothesis, a new use for a material substance, and so on. The
outcome may contribute evidence in support of a known hypothesis, or
a solution to a known problem. Alternatively, the result may itself
be a {\em new} hypothesis or problem. The result may be
a
``pseudoserendipitous'' in the sense that it was {\em sought}, while
nevertheless arising from an unknown, unlikely, coincidental or
unexpected source. More classically, it is an \emph{unsought}
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revised criteria, and also show forays of computational intelligence
into domains known for serendipity in their everyday cultural context.
We then turn to a more elaborated thought experiment that evaluates
these ideas in the course of developing a new system design.
First, a
bracketing remark.
\paragraph{Minimally As a contrast, we introduce the notion of \emph{minimally serendipitous
systems.} systems}: According to our standards, there are various ways to achieve a result with \emph{low} serendipity: if the observation was likely, if further
developments happened with little skill, and if the the value of the
result was low, then we would not say the outcome was serendipitous.
We would be prepared to attribute ``minimal serendipity'' to cases
...
\paragraph{Recommender systems.}
% Stress distinction between serendipity on the system- vs. serendipity on the user's side.
As discussed in Section \ref{sec:related}, recommender systems are one
of the primary contexts in computing where serendipity is seen to play
a role. As we noted, these systems mostly focus on discovery.
Although this describes the mainstream of recommender system
development, it seems that there are some architectures that also take
account of
invention. We have in mind invention such as the Bayesian methods
(surveyed surveyed in
Chapter 3 of
\citeNP{shengbo-guo-thesis}). \citeNP{shengbo-guo-thesis}. The current discussion
focuses on possibilities for serendipity on the system side, drawing
on the observation that recommender systems
do not
only \emph{stimulate}
serendipitous
discovery: they discovery, but also
have the task of \emph{simulating} \emph{simulate}
when this is likely to occur.
A recommendation is typically provided if the system suspects Most discussions of serendipity in recommender systems focus on suggesting items to a user that
the
item will be likely to introduce
new ideas that are
unexpected, but close to what the user
knows, but that will be unexpected. Typical discussions of
serendipity in recommender systems focus on this. However, user
behaviour (e.g.~following up on these recommendations) may also serve
as a \textbf{serendipity trigger} for the system, and change the way
it makes recommendations in the future. Note that it is
typically the
system's \emph{developers} who adapt the system; even in the Bayesian
case, already interested in. If the
latter connection exists, such a system
has limited responsibilities. Nevertheless, the
impetus to develop increasingly autonomous systems is present,
especially in complex domains where hand-tuning reaches its limits. must be called pseudoserendipitous. Current systems have at least the makings of a \textbf{prepared mind}, including both a \emph{user model} and a \emph{domain model}, both of which can be updated dynamically. A \textbf{bridge} to a new kind of recommendation may be found by pattern matching, and especially by looking for exceptional cases: new elements are introduced into the domain which do not cluster well, or different clusters appear in the user model that do not have obvious connections between them. The intended outcome of recommendations depends on the organisational
mission: to make money, to provide a good user experience, etc. mission, and can in most cases be situated between making money and empowering the user. The serendiptious \textbf{result} would be learning a new approach that helps to address these goals.
\textbf{Chance} will only have a significant role in the system if it
has the capacity to learn from user behaviour.
%% The typical commercial perspective on recommendations is related to
%% the process of ``conversion'' -- turning recommendations into
%% clicks and clicks into purchases.
Note that it is typically the system's \emph{developers} who adapt the system; even in the Bayesian case, the system has limited autonomy. Nevertheless, the impetus to develop increasingly autonomous systems is present, especially in complex domains where hand-tuning is either very cost-intensive or infeasible. As an approach towards more autonomy, user behaviour (e.g.~following up on these recommendations) may serve as a \textbf{serendipity trigger} for the system, and change the way it makes recommendations in the future. Combined with the ability to learn, \textbf{curiosity} could be described as the urge to make
``outside-the-box''\footnote{\citeA{abbassi2009getting}.} recommendations specifically for the purposes of learning more about users, possibly to the detriment of other metrics over the short term. Measures of \textbf{sagacity} would relate to the system's ability to
draw inferences from user behaviour. For example, the system might do A/B testing to decide how novel recommendation strategies influence conversion. Again, currently this would typically be organised by the system's developers. The \textbf{value} of recommendation strategies
can be measured in terms of traditional business metrics or other organisational objectives.
%%%
\begin{table}[ht!]
{\centering \renewcommand{\arraystretch}{1.5}
...
\end{table}%
\normalsize
%%%
recommendations specifically for the purposes of learning more about
users, possibly to the detriment of other metrics over the short term.
Measures of \textbf{sagacity} would relate to the system's ability to
draw inferences from user behaviour. For example, the system might do
A/B testing to decide how novel recommendation strategies influence
conversion. Again, currently this would typically be organised by the
system's developers. The \textbf{value} of recommendation strategies
can be measured in terms of traditional business metrics or other
organisational objectives.
A \textbf{dynamic world} which nevertheless exhibits some regularity
is a precondition for useful A/B testing. As mentioned above the
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The connection to the key condition and components of serendipity % AJ four dimensions instead of components? ****
introduced in our literature survey are as follows:
%
The \textbf{serendipity trigger} is denoted by $T$.
%
The \textbf{focus shift} takes place with the identification of
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\end{enumerate}
\end{quote}
\noindent This definition can be summarised schematically as
follows: follows, with letters referencing to the key condition and components introduced in the literature survey:
% \input{schematic-tikz}
{\centering
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\subsection{Related work} \label{sec:related}
An active research community investigating computational models of serendipity exists in the field of information retrieval, and specifically, in recommender systems \cite{Toms2000}. In this domain, \citeA{Herlocker2004} and \citeA{McNee2006} view serendipity as an important factor for user satisfaction, alongside accuracy and diversity. Serendipity in recommendations
variously always require the system to
deliver an suggest \emph{unexpected}
and items, which have to be considered as either \emph{useful}, \emph{interesting}, \emph{attractive} or \emph{relevant}
item. by the user.
% \cite{Herlocker2004} \cite{Lu2012},\cite{Ge2010}.
Definitions differ as to the requirement of \emph{novelty}; \citeA{Adamopoulos2011}, for example, describe systems that suggest items that may already be known, but are still unexpected in the current context. While standardized measures such as the $F_1$-score or the (R)MSE are used to determine the \emph{accuracy} of a recommendation (as very close to what the user is known to prefer), there is no common agreement on a measure for serendipity yet, although there are several proposals \cite{Murakami2008, Adamopoulos2011, McCay-Peet2011,iaquinta2010can}.
In terms of our model, these systems focus mainly on producing a \emph{serendipity trigger}
and predicting their potential for
serendipitous discovery on the
user and in support side of
discovery, the user, but they include aspects of user modeling which could bring other elements into play, as we will discuss in Section \ref{sec:computational-serendipity}.
Recent work has examined related topics of \emph{curiosity}
\cite{wu2013curiosity} and \emph{surprise} \cite{grace2014using} in