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\subsection{Challenges for future research} \label{sec:recommendations}
Viewing Reviewing the
concepts components of serendipity introduced in Section
\ref{sec:by-example}
through and crystalised in the definition of serendipity
presented in Section \ref{sec:our-model} in light of the practice
scenarios
we have discussed, discussed in Section \ref{sec:computational-serendipity}, we
can describe the following challenges for research in computational
serendipity.
\begin{itemize}
\item \textbf{Autonomy}: The essential issues were drawn out in Section \ref{sec:related}, and are expanded here.
\paragraph{\textbf{Autonomy}.} Our case studies in Section
\ref{sec:computational-serendipity} highlight the potential value of
increased autonomy on the system side.
The search for connections that make raw data into ``strategic data''
...
shall be allowed to stipulate his own purpose.'' \emph{A
primary challenge for the serendipitous operation of computers is
developing computational agents that specify their own problems.}
\end{itemize}
\begin{itemize}
\item \textbf{Learning}: \paragraph{\textbf{Learning}.} Each of the case studies considered in
Section \ref{sec:computational-serendipity} describes a system that
is able, in one way or another, to learn from experience. As we
considered ways to enhance the measure of serendipity in these
examples, we were led to consider computational agents that
participate more meaningfully in ``our world'' rather than in a
circumscribed microdomain. Knowledge-intensive development work may
often be
unavoidable, but understanding unavoidable. Understanding how to foster serendipity is
a
particularly important
step, because it points to the potential of
systems learning on their own. \emph{A second challenge is for
computational agents to learn more and more about the world we
live in.}
\end{itemize}
\begin{itemize}
\item \textbf{Sociality}: \paragraph{\textbf{Sociality}.} We may be aided in our pursuit of the
``smart mind''
\cite{campbell2005serendipity} required for
serendipity by recalling Turing's proposal that computers should ``be
able to converse with each other to sharpen their wits''
\cite{turing-intelligent}.
Turing
recognised that computers would have to be coached in the direction
of social learning, but that once they attain that standard they
will learn much more quickly. The four
supportive factors for serendipity described in this paper
-- a
\emph{dynamic world}, \emph{multiple contexts},
\emph{multiple tasks}, and \emph{multiple
influences} -- resemble nothing more than
our
experience of social
reality.
For example, In our analysis of {\sf GAmprovising}
we suggested
that
it a future version of the system should interact more with the
listener listener, and that individual
Improvisers should allow themselves to be influenced by each other,
rather than working in a digital silo. \emph{A third challenge is for
computational agents to interact in a recognisably social way with
us and with each other, resulting in emergent effects.}
\end{itemize}
\begin{itemize}
\item \textbf{Embedded evaluation}: \paragraph{\textbf{Embedded evaluation}.} \citeA{stakeholder-groups-bookchapter} outline a general programme
for computational creativity, and examine perceptions of
computational creativity among members of the general public,
computational creativity researchers, and existing creative
communities. We should now add a fourth important ``stakeholder''
group in computational creativity research: computer systems
themselves. System designers need to teach their systems how to
make
evaluations in a way evaluations. We saw that
this is
both reasonable and ethical. This
condition a crucial issue in designing
an automated programming experiment. The guiding light is
exemplified by the preference for a
``non-zero sum''
criterion for value introduced conception of value. This can be extended to
situations in
Section \ref{sec:by-example}.
Similar judgements apply when which the the ``product'' is a new
process. process or action.
Within a Kantian framework ``an agent's moral maxims are instances
of universally-quantified propositions which could serve as moral
laws -- ones holding for any agent'' \cite{powers2005deontological}.
Embedded evaluation
is of immediately has pragmatic as well as
broader philosophical
implacations; thus, for example, the latest implementation of {\sf
GAmprovising} is limited because it is ``poor at using reasoned
self-evaluation'' and ``does not generate novel aesthetic measures''
\cite[pp.~189, 288]{jordanous2012evaluating}. \emph{A fourth
challenge is for computational agents to evaluate their own
creative process and products.}
\end{itemize}
\subsection{Future Work} \label{sec:futurework} \label{sec:hatching}
...
\vspace{-1mm}
\end{mdframed}
}
\caption{Standard \caption{A standard design pattern template applied to van Andel's
serendipity pattern, \em{Successful error}\label{fig:va-pattern-figure}}
\end{figure}
\noindent There are many ways to describe a solution. Meszaros and Doble remark,
...
To van Andel's assertion that ``The very moment I can plan or
programme `serendipity' it cannot be called serendipity anymore,'' we
reply that
we can certainly describe patterns -- and programs --
with can include built-in
indeterminacy. Moreover, we can foster circumstances that may make
unexpected happy outcomes more likely, by
designing and developing
systems that increasingly address the challenges outlined in Section
\ref{sec:recommendations}. Such systems
would have a chance of encountering will encounter unexpected
stimuli,
becoming become curious about them, sagaciously pursuing enquiry
together with others, within a social context, and
assessing assess the value of any outcomes.
%
Figure \ref{fig:va-pattern-figure} shows one
approach example of a design
pattern that can be used to
planning \emph{plan for
serendipity, serendipity}, based on
rewriting one of van Andel's
serendipity patterns using the standard design a
pattern
template. identified by van Andel: ``\emph{Successful Error}''. In
future work, we intend to build a more complete serendipity pattern
language -- and put it to work within autonomous programming systems.
diff --git a/13conclusion.tex b/13conclusion.tex
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\section{Conclusion} \label{sec:conclusion}
%
We began
the paper by surveying
``serendipity'', developing a broad the historical
view, meaning of
``serendipity'', drawing on previous theories and
describing several collecting
historical examples from various domains. We used this survey to
develop a collection of criteria which we propose to be
computationally salient.
We reviewed related work; like
\citeA{andre2009discovery}, we propose a two-part definition of
serendipity: \emph{discovery} followed by \emph{invention}.
%
Adapting the ``Standardised Procedure for Evaluating Creative
Systems'' (SPECS) model from \citeA{jordanous:12}, we
developed proposed a
detailed set of evaluation standards for serendipity.
%
We used this model to analyse the potential for serendipity in case
studies of evolutionary computing, recommender systems, and automated
programming. We saw that the proposed framework can be used
retrospectively, as an evaluation tool, and prospectively, as a design
tool.
%
We
used this model to analyse potential for serendipity with case studies in evolutionary computing, recommender systems, and automated programming. then reviewed related work: like
\citeA{andre2009discovery}, we propose a two-part definition of
serendipity: \emph{discovery} followed by \emph{invention}.
%
We then reflected back over our definition and analyses, and outlined
a programme for serendipitous computing in the pursuit of
\emph{autonomy}, \emph{learning}, \emph{sociality}, and \emph{embedded
evaluation} that would tackle the following challenges:
%
\begin{itemize}
\item \emph{A primary challenge for the serendipitous operation of
...
%
We indicate several possible further directions for implementation
work in each of our case studies. We have also drawn attention to
broader
design considerations. considerations in system design. Our examples show that
serendipity is not foreign to computing practice. There are further
gains to be had for research in computing by planning -- and
programming -- for serendipity.
%
diff --git a/2literature.tex b/2literature.tex
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...
latter scenario is provided by the Swiss company Freitag, which was
started by design students who built a business around ``upcycling''
used truck tarpaulins into bags and backpacks. Thanks in part to
clever marketing \cite[pp. 54--55,
68--69,]{russo2010companies}, 68--69]{russo2010companies},
their product is now a global brand. Wherever possible, we prefer
to make use of independent judgements of value, which helps to
capture a non-zero sum notion of value.
...
\begin{itemize}
\item \textbf{Multiple tasks}: Einstein's work at the patent office
seems to have been fortuitous not because it gave him ideas, but
because it gave him time to work on his
ideas, famously resulting ideas. Famously, this
resulted in four fundamental papers in 1905. Two decades later,
translating his correspondent Satyendra Nath Bose's paper from
English to German, Einstein learned a calculation method that
produced accurate physical
results, despite results -- and that implicitly
making made
nonstandard physical assumptions \cite{delbruck1980bose}.
Subsequent
further examination of these ideas led to
fundamentally new insights into physics. the discovery of
Bose-Einstein statistics, which describes particles that do not obey
the Pauli exclusion principle. The potential for interrelationships
between the tasks
-- and is especially relevant, along with the ability to
carry the tasks through
-- seems to
be more important
than the raw number of tasks. a satisfactory degree. In John Barth's
\citeyearpar{barth1992last} novel \emph{The Last Voyage of Somebody
the Sailor}, the author gives himself three main tasks: writing
what reads as a straightforward semi-autobiographical
fiction,
writing an historical fantasy, novel,
adapting a classic fairy tale, and interweaving (and finally
merging) these two stories. The result includes numerous examples
of what the text refers to as ``logistically assisted serendipity''
\cite[p.~311]{barth1992last}, through
repeated or varied the use of images and plot
points. points that repeat-with-variation.
\end{itemize}
\begin{itemize}
\item \textbf{Multiple influences}: The bridge from trigger to result
is often found by making use of a social network. For example, Arno
Penzias and Robert Wilson, working at Bell Labs, used a large
antenna to detect radio waves that were relayed by bouncing off
satellites. After they had removed interference effects due to
radar, radio, and heat, they found residual ambient noise that
couldn't be eliminated. They were mystified, and only understood
diff --git a/3model.tex b/3model.tex
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...
\section{A computational model of serendipity} \label{sec:our-model}
Figure \ref{fig:model} recapitulates the ideas from the previous
section, integrating them into a computationally meaningful
model of
process. process
model. The model is summarised in text form at the end of this
section, in our working definition of serendipity.
Figure \ref{fig:1a} is a heuristic map of the features of serendipity
...
Figure \ref{fig:1b} removes these unserendipitous paths to focus on
the key features of ``successful'' serendipity.
%
The
\textbf{serendipity trigger} \textbf{trigger} is denoted here by $T$.
%
The \textbf{prepared mind} corresponds to those preparations, labeled
$p$ and $p^{\prime}$, that are relevant to the discovery and invention
...
from there, to applications.
The ellipses at the end of the workflow in Figure \ref{fig:1c} are
intended to suggest that applications are open-ended;
however, an one
important class of applications will result in changes to one or more
of the system's modules,
for example either by expanding the knowledge base
that
they have available. it draws on, or adjusting its processing.
Note that earlier components of the workflow
cannot, in general, anticipate what the subsequent phases will produce
or achieve. If the system's next steps could be anticipated, we would
not say that the behaviour was
serendipitous. In other words,
serendipity serendipitous, and this global condition pushes back on each of the component modules.
Serendipity does not adhere to one specific part of the system, but to
its operations as a whole. Although Figures \ref{fig:1b} and \ref{fig:1c}
treat the case of successful serendipity, as indicated in Figure
\ref{fig:1a}, each step is fallible, as is the system as a whole.
Thus, for example, a trigger that has been initially tagged as interesting may prove to be fruitless.
Similarly a system that implements all of the steps in Figure \ref{fig:1c}, but that
for whatever reason never
achieves results of value
does not cannot be said to have potential for serendipity.
However, a system only produces results of high value would also be
suspect, since it would indicate a tight coupling between trigger
and outcome. Fallibility is a ``meta-criterion'' that transcends the criteria from Section \ref{sec:by-example}.
...
\begin{mdframed}
\begin{ndef}
\emph{(1) Within a system with a prepared mind, a previously uninteresting trigger arises due to circumstances that the system does not
control and cannot predict, control, and is classified as interesting by the system; and,}
\emph{(2) The system uses the trigger and prior preparation, together with relevant computational processing, networking, and experimental techniques, to obtain a novel result that is evaluated favourably by the system or by external sources.}
\end{ndef}
\end{mdframed}
diff --git a/6SPECS.tex b/6SPECS.tex
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...
\subsection{Heuristics}\label{specs-heuristics}
Do How can we we estimate the chance of the trigger
appearing according to the
trigger's uniqueness, or some other feature? appearing, if every
trigger is unique? Consider de Mestral's encounter with burrs.
The probability of encountering burrs while out walking is
high, and high: many
people have had
a similar experience before
and since. that experience. The unique features of de Mestral's
experience are that he had the curiosity to investigate the burrs
under a microscope, and the sagacity (and tenacity) to turn what he
discovered into a successful product. The details of the particular
burrs that were encountered effectively irrelevant.
In the genera case, we are not interested in the chance of encountering a particular object or set of data, which may be vanishingly small. Rather, we are interested the chance of encountering a trigger that could precipitate an interested response. The trigger itself may be a complex object or event that takes place over a period of time; in other words, it may be a pattern, rather than a fact. Noticing that a pattern exists is a key aspect of sagacity.
diff --git a/8cc.tex b/8cc.tex
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...
However, in the version of the system under discussion, individual
threads are effectively equivalent regarding the features of chance,
curiosity, and sagacity. The only thing to distinguish them from one
another is their value.
Accordingly, Referring to the moderate-at-best likelihood
measure, even those threads which maximise value cannot be regarded as
particularly serendipitous.
\subsubsection{Qualitative assessment}
diff --git a/bibliography/biblio.bib b/bibliography/biblio.bib
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...
year={1980},
publisher={ACS Publications}
}
@inproceedings{jordanous2015four,
title={Four {PPPP}erspectives on {C}omputational {C}reativity},
author={Jordanous, Anna},
booktitle={Procs. of the AISB Symposium on Computational Creativity},
year={2015}
}