Joe Corneli tweak recommendations and future work  about 9 years ago

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publisher={Wiley Online Library}  }  @incollection{von2003cybernetics,  title={Cybernetics of cybernetics},  author={Von Foerster, Heinz},  booktitle={Understanding Understanding},  pages={283--286},  year={2003 [1979]},  publisher={Springer}  }  @book{von2003essays,  title={{U}nderstanding {U}nderstanding: {E}ssays on {C}ybernetics and {C}ognition},  author={von Foerster, Heinz},         

This diagram does Here we do  not mean to  suggest that every instance of ``a solution to a problem in a context'' is due to  serendipity at work  -- on the contrary, that is just the discovery step. Inventing a viable design pattern  only happens when the solution is explicable and useful.  To van Andel's assertion that ``The very moment I can plan or programme `serendipity' it cannot be called serendipity anymore'' -- of course, if the context is fully determined in advance,  and if the solution is completely replicable, then some of the  fundamental conditions for serendipity are not met. However, anymore,''  we would reply that  can also describe patterns (and programs)  with built-in indeterminacy: indeterminacy.  Here is one of van Andel's patterns of serendipity rewritten as a  design pattern using the template suggested by our model:  \begin{mdframed}  \vspace{-.35cm}  \paragraph{Successful error}  \emph{Van Andel's example} -- Post-it\texttrademark\ Notes\\[.05cm]  \begin{description}  \item[{\tt context}] -- You run a creative organisation with several different divisions and many contributors with different expertise.Unexpected discoveries are often made.  \item[{\tt problem}] -- One of the members of your organisation  discovers something with interesting properties, butthat  no one knows how to turn it  into a product with industrial or commercial application. \item[{\tt solution}] -- You create a space for sharing and discussing  interesting ideas on an ongoing basis (perhaps a Writers Workshop).  \item[{\tt rationale}] -- You suspect it's possible that one of the 

application; you know that if a potential application is found, it  may not be directly marketable, but at least there will be a  prototype that can be concretely discussed.  \item[{\tt resolution}] -- Writing down and promulgating the The  \emph{Successful error} pattern rewritten  using this template gives one is itself an example of  such a  prototype.  \end{description}  \end{mdframed}         

\subsection{Future Work} \label{sec:futurework} \label{sec:hatching}  Within the context of the ongoing COINVENT project \cite{coinvent14},  we are interested in using computational theory blending to realise  certain aspects of this model in As  astand-alone architecture.  %  It will be useful to consider how we can take both the \emph{discovery  step}, which combines a serendipity trigger $T$, and prior  preparation $p$, to produce a classification $T^{\star}$ -- and the  \emph{invention step}, which combines the classified trigger  $T^{\star}$, and preparations $p^{\prime}$, and produces a novel  result $R$ -- to be \emph{blends} in the sense of Joseph Goguen  \citeyear{goguen1999introduction}.  The epistemological  frameworkof discovery gives some important clues  about how to compute a common base between $T$ and $p$, a key step  for blending, since these common features will typically be preserved in  the blend. Although $T$ was previously uninteresting, it will have  attributes or attribute-types that match the patterns recognised by  $p$ (e.g. van Andel's \citeyear{van1994anatomy} \emph{One surprising  observation}).  %  In managing  the invention step, reasoning, experimentation, social interaction  strategies rely on $p^{\prime}$, which might draw on patterns like van  Andel's \emph{Successful error} in order to pinpoint the seeds processes  ofa useful result  within $T^{\star}$. One important guidepost for implementation is  the theory-building orientation that says that outcomes may include  new patterns of behaviour that the system can draw on in subsequent interactions.  What is particularly needed is an approach to encoding patterns and  methods for pattern  discovery in a computationally accessible manner.  Here and invention,  we are drawn to the approach taken by the \emph{design pattern} community \cite{alexander1999origins}, although we recognize that we  would be using propose to use  design patterns in rather nonstandard way: \begin{itemize}  \item[(1)] We want to encode our design patterns directly in runnable  programs, not just give them to programmers as heuristic guidance.  \item[(2)] We want the (automated) programmer to generate new design  patterns, not just apply or adapt old ones.  \item[(3)] We want our design patterns to help describe find  new problems, not just capture the solutions to existing problems. ones.  \end{itemize}  \citeA{meszaros1998pattern} describe the typical scenario for design  pattern writers: ``You are an experienced practitioner in your  field. You have noticed that you keep using a certain solution to a  commonly occurring problem. You would like to share your experience  with others.'' They also remark that remark,  ``What sets patterns apart is their ability to explain the rationale for using the solution (the `why') in addition describing the solution (the `how').'' Regarding the criteria that pattern writers seek to address, they write: address:  ``The most appropriate solution to a problem in a context is the one that best resolves the highest priority forces as determined by the particular context.'' %%  Their article describes a number of criteria %%  relevant at the meta-level of pattern writing, to writing good design patterns,  e.g. \emph{Clear target %%  audience}, \emph{Visible forces}, and \emph{Relationship to other %%  patterns}. A good design  pattern describes \emph{describes}  the resolution offorces, but  it also resolves certain  forces itself. In terms in the  target domain; in the setting we're interested in, creating a new  design pattern also \emph{effects} a resolution  of forces directly.  This use case maps into  our now-familiar  diagram: diagram of the basic features of serendipity as follows:  \input{pattern-schematic-tikz.tex}         

\subsection{Recommendations} \label{sec:recommendations}  Deleuze writes: wrote:  ``True freedom lies in the power to decide, to constitute problems themselves'' \cite[p. 15]{deleuze1991bergsonism};  and, elsewhere, rephrasing this sentiment in a social way:  \begin{quote}  ``\emph{We learn nothing from those who say: `Do as I do'. Our only teachers  are those who tell us to `do with me', and are able to emit signs to  be developed in heterogeneity rather than propose gestures for us to  reproduce.}''~\cite[p. 26]{deleuze1994difference}  \end{quote}  Dewey emphasised a child's training must  deal with objects which ``arise out of their interests and their  own problems'' \cite[p. 73]{dewey-by-mead}. Von von  Foerster \citeyear[p. 286]{von2003cybernetics}  advocated a form of cybernetics \emph{second-order cybernetics}  in which ``the observer who enters the system shall be allowed to stipulate his own purpose''  \cite[p. 286]{von2003essays}. purpose.''  % Dewey,  Whiteheadis  similar too. The Our  thought experimentpresented  in Section \ref{sec:ww} illustrated explores these ideas,  and helps to illustrate  the relationship between problem creation and serendipity. Looking The search  forthe  connections that make raw data into ``strategic data'' is a  core pattern part  of problem creation. This is this common ground, and  an appropriate theme for researchers in computational creativity to grapple with. In \cite{stakeholder-groups-bookchapter}, we outlined a general  programme for computational creativity, and examined perceptions of 

-- 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. When We should give  computers are  required to the tools effectively  evaluate their own results, we are also implicitly  requiring them to evaluate results and  their creative process.We should give  them the tools to do that effectively.  %  These ideas set a relatively high bar, if only because computational  creativity has often been focused on generative rather than reflective 

recalling Turing's proposal that computers should ``be able to  converse with each other to sharpen their wits''  \cite{turing-intelligent}. Other fields, including computer Chess,  Go, and argumentation have achieved such standards, this,  and to good effect. 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