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diff --git a/SPECS-continues.tex b/SPECS-continues.tex
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+++ b/SPECS-continues.tex
...
\begin{quote} {\em Using Step 1, clearly state what standards you use to evaluate the serendipity of your
system. }\end{quote}
With our definition in mind, we propose the following standards for evaluating our definition of serendipity:
%% 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}
\begin{description}
\item[\emph{Prepared mind}] \item[\emph{(\textbf{A - Definitional characteristics})}] \emph{The
system can be said to have a
prepared mind, \emph{\textbf{prepared mind}},
consisting of previous experiences, background knowledge, a store of
unsolved problems, skills, expectations, and (optionally) a current
focus or
goal.}
\item[\emph{Serendipity trigger}] \emph{The serendipity trigger goal. It then processes a \emph{\textbf{serendipity
trigger}} that is at least partially the result of factors
outside
the system's control.
These may include of its control, including randomness or
simple unexpected events.
The
trigger should be determined independently from the end result.}
\item[\emph{Bridge}] \emph{The system
then uses reasoning techniques
that support a process of invention -- e.g.~abduction, analogy,
conceptual blending -- and/or social or otherwise
externally enacted alternatives
-- to create a
bridge \emph{\textbf{bridge}}
from the trigger to a
result.}
\item[\emph{Result}] \emph{A novel result is obtained, which result. The \emph{\textbf{result}} is
evaluated as useful, by the system and/or by an external source.}
\item[\emph{(\textbf{B - Dimensions})}] \emph{Serendipity, and its
various dimensions, can be present to a greater or lesser degree.
If the criteria above have been met, we generate ratings as
estimated probabilities in $[0,1]$, along several dimensions:
%
\emph{($\mathbf{a}$ - \textbf{chance})} how likely was this trigger to appear to
the system?
%
\emph{($\mathbf{b}$ - \textbf{curiosity})} On a population basis, comparing
similar circumstances, how likely was the trigger to be identified
as interesting?
%
\emph{($\mathbf{c}$ - \textbf{sagacity})} On a population basis, comparing
similar circumstances, how likely was it that a similar trigger
would be turned into a result?
%
Finally, we ask, again, comparing similar results where possible:
\emph{($\mathbf{d}$ - \textbf{value})} How valuable is the result that
is ultimately produced?}
\begin{itemize}
\item \emph{Then $\mathbf{a}\times\mathbf{b}\times\mathbf{c}$ gives a
likelihood score: low likelihood and high value is the criterion we use to say that the event was ``highly serendipitous.''}
\end{itemize}
\item[\emph{(\textbf{C - Factors})}] \emph{Finally, if the criteria
from Part A are met, and if the event is deemed ``highly
serendipitous'' according to the criteria in Part B, then in order
to deepen our qualitative understanding of the serendipitous
behaviour, we ask: To what extent does the system exist in a
\emph{\textbf{dynamic world}}, spanning \emph{\textbf{multiple
contexts}}, featuring \emph{\textbf{multiple tasks}}, and
incorporating \emph{\textbf{multiple influences}}?}
\end{description}
\end{quote}
\subsubsection*{Step 3: Testing our serendipitous system}
diff --git a/conclusion.tex b/conclusion.tex
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...
%% case studies and thought experiments in terms of this model.
%
We used this model to examine several partial examples of serendipity,
in recommender systems, computerised jazz, and
computational concept
invention. We then presented a thought experiment that exhibits all of the features of
the our
model.
%
%% Section \ref{sec:discussion} offers recommendations for researchers
%% working in computational creativity (a key research area concerned
%% with the computational modelling of serendipity), and describes our
%% own plans for future work.
We then extracted
recommendations related to the themes several corollaries of
our definitions, which
outline a paradigm for serendipitous computing rooted in
\emph{autonomy}, \emph{learning}, \emph{sociality}, and \emph{embedded
evaluation} which appear to be corollaries of serendipitous
computing. evaluation}.
%% Section \ref{sec:conclusion} reviews the argument and summarises the
%% limitations of our analysis.
% What answers have we offered?
The ideas presented in this article
outline point to several possible
directions for implementation,
but in and to further theoretical questions
about programming with design patterns. In any
case case, considerable
concrete work remains to be done in order to realise our model in
code. Even our hand-picked examples of prior art pale in comparison
to the examples of serendipitous discovery and invention from human
history. It would seem that a fully-automated system that can
realistically be said to behave in a
highly serendipitous manner has
not yet been built.
\textbf{[Actually, that depends on what we say in
the SPECS section, let's check.]}
% Further questions
Nevertheless, the theoretical work in this paper shows that it is
indeed possible to plan -- and program -- for serendipity.
diff --git a/connections.tex b/connections.tex
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...
% \section{Connections} \label{sec:connections-to-formal-definition}
The features of our model matches and expands upon Merton's \citeyear{merton1948bearing} description of the ``serendipity pattern.'' $T$ is an unexpected observation; $T^\star$ highlights its interesting or anomalous features and recasts them as ``strategic data''; and, finally, the result $R$ may include updates to $p$ or $p^{\prime}$ that inform further phases of research.
Although they do not directly figure in our definition, the supportive
diff --git a/definition.tex b/definition.tex
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...
The \textbf{bridge} is comprised of the actions based on $p^{\prime}$
that are taken on $T^\star$ leading to the \textbf{result} $R$, which is ultimately given a positive evaluation.
%% Here, $T$ is the trigger and $p$ denotes those preparations that afford the
%% classification $T^\star$, indicating $T$ to be of interest, while
%% $p^{\prime}$ denotes the preparations that facilitate the creation of a
%% bridge to a result $R$, which is ultimately given a positive
%% evaluation.
diff --git a/recommendations.tex b/recommendations.tex
index 13f07bb..605c5f6 100644
--- a/recommendations.tex
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...
% Dewey, Whitehead similar too.
Our thought experiment in Section \ref{sec:ww} develops a design
illustrating the relationship between creativity at the level of
artefacts
(e.g. new (e.g.~new poems) and creativity at the level of
\emph{problem specification}. The search for connections that make
raw data into ``strategic data'' is an appropriate theme for
researchers in computational creativity to grapple with.
...
%% detection and outlier analysis are part of the standard machine
%% learning toolkit, but it seems
In \cite{stakeholder-groups-bookchapter}, we \citeA{stakeholder-groups-bookchapter} outlined a general programme
for computational creativity, and examined perceptions of creativity
in computational systems found among members of the general public,
Computational Creativity researchers, and creative communities --
understood as human communities. We should now add a fourth important
``stakeholder'' group in computational creativity research: computer
systems themselves. Creativity may look very different to this fourth
stakeholder group than it looks to us. We should help computers
evaluate their own results and creative process.
%% These ideas set a relatively high bar, if only because computational
%% creativity has often been focused on generative rather than reflective
...
The Writers Workshop described in Section \ref{sec:ww} is an example
of one such social model, but more fundamentally, it is an example of
\emph{learning from
feedback}. experience}. The Workshop model ``personifies''
the wider world
as in the form of one or several critics. It is clearly
also possible for a lone creative agent to take its own critical
approach in relationship to the world at large, using an experimental
approach to generate feedback, and then looking for models to fit this
feedback.
%% While the pursuit of serendipitous findings may not enhance,
%% and may even diminish, results from a computationally creative system
...
\subsubsection*{Serendipity as a framework for computational creativity}
\begin{itemize}
\item \textbf{Autonomy}: In the standard cybernetic model, we control computers, and we control the computer's context. There is little room for serendipity because there is nothing outside of our
direct control. Von Foerster \citeyear[p. 286]{von2003cybernetics} advocated a \emph{second-order cybernetics} in which ``the observer who enters the system shall be allowed to stipulate his own purpose.'' An eventual corollary of serendipitous operation of computers will be that \emph{Computational agents can specify their own
problems.} problems to work on.}
\item \textbf{Learning}: If we admit the possibility of computational agents
who that operate our world rather than a circumscribed microdomain,
together with curiousity about and that
are curious about this world, then another corollary is that \emph{Computational agents will learn more and more about the world we live in.}
\item \textbf{Sociality}:
Turing recognised that we would not get there overnight, but that computers would have to be coached in this direction. Deleuze \citeyear[p. 26]{deleuze1994difference} wrote: ``We learn nothing from those who say: `Do as I do'. Our only teachers are those who tell us to `do with me'[.]''
The 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. A third corollary of serendipitous computing is that \emph{Computational agents will
think, much like we do, interact in a
recognisably social way
rather than by reason alone.} with us and with each other.}
\item \textbf{Embedded evaluation}: Finally, the fourth corollary is that \emph{Computational agents will evaluate their own
creativity.} creative process and products.}
\end{itemize}