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In this section, we illustrate the key condition, components,
dimensions, and environmental factors that support serendipity, using
historical examples. The structure of this section follows and
updates an earlier survey from
\citeA{pease2013discussion}, and
prepares the way for our model. \citeA{pease2013discussion}.
\subsubsection*{Key condition for serendipity}
diff --git a/conclusion.tex b/conclusion.tex
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\section{Conclusion} \label{sec:conclusion}
% What answers have we offered?
The ideas presented in this article
present outline several
interesting possible
directions for implementation, but
in any case considerable concrete
work remains to be done in order to realise
the our model in code. We
examined a number of prior computational systems that match some
aspects of our model, but even these hand-picked examples 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 serendipitous manner has not
yet been built.
% Further questions
The Nevertheless, the theoretical work in this paper shows that it is
indeed possible to plan -- and program -- for serendipity.
diff --git a/future-work-conclusion.tex b/future-work-conclusion.tex
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...
this sort of system is our next planned step. Representing, and
learning, design patterns in programmatic terms is a ``stretch goal''
-- but patterns like the one above will offer useful heuristic
guidelines for human programmers right
away. away, and give an idea
of our long-term plans.
% Is ``having a stretch goal'' an example of a serendipity pattern? I think so!
diff --git a/future-work-intro.tex b/future-work-intro.tex
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addition describing the solution (the `how').'' Regarding the
criteria that pattern writers seek to 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 to writing
%% good design patterns, e.g. \emph{Clear target
%% audience},
%% \emph{Visible forces}, and \emph{Relationship to other
%% patterns}.
A good design pattern \emph{describes} the resolution of forces in the
target domain;
at least in the setting we're interested in, creating a new
design pattern also \emph{effects} a resolution of forces directly.
This The use case of design pattern development maps into our diagram of
the basic features of serendipity as follows:
\input{pattern-schematic-tikz.tex}
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