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\begin{quote} {\em Identify a definition of serendipity that your
system should satisfy to be considered serendipitous.}\end{quote}
This is as As above.
%% This situation can be pictured schematically as follows:
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@inproceedings{schmidhuber2007simple,
title={Simple algorithmic principles of discovery, subjective beauty, selective attention, curiosity \& creativity},
author={Schmidhuber, J{\"u}rgen},
booktitle={Discovery Science},
pages={26--38},
year={2007},
organization={Springer}
}
@book{bergson1983creative,
title={Creative evolution},
author={Bergson, Henri},
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discovery. Here, we revisit each of these criteria and briefly
summarise how they can be thought about from a computational point of
view, again focusing on examples. We then present a thought
experiment
\textbf{[Is that
really what it is?]} that uses evaluates the ideas
to develop described above in the course of
developing a new system design.
% \input{writers-workshop-background-long}
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The features of our model match Merton's \citeyear{merton1948bearing} earlier description quite
well: $T$ is the unexpected observation; $T^\star$ highlights its
interesting or anomalous features and casts it as ``strategic data''; and the result $R$ may include updates to $p$ or $p^{\prime}$ that inform further phases of research.
Connections The connection to the
core key condition and components of serendipity
introduced in our literature survey are as follows:
%
\textbf{Focus shift}. This The \textbf{focus shift} corresponds to the identification of
$T^\star$, which is common to both
sides of the
diagram. discovery and the invention
phase. If the process operates in an ``online'' manner, $T^\star$ may
be
thought of as an evolving vector of interesting possibilities.
%
\textbf{Prepared mind}. This The \textbf{prepared mind} corresponds to the prior training $p$ and
$p^{\prime}$ in our diagram.
%
\textbf{Serendipity trigger}. This corresponds to the stimulus The \textbf{serendipity trigger} is denoted by $T$ in our diagram.
%
\textbf{Bridge}. This corresponds to The \textbf{bridge} is comprised of the actions based on $p^{\prime}$
that are taken on $T^\star$ leading to
the \textbf{result} $R$.
%
\textbf{Result}. This corresponds to our $R$. Note that $R$ may imply
updates to $p$ or $p^{\prime}$ in further phases of research.
In addition, Although they do not directly figure in our definition, the supportive
dimensions and factors can be interpreted using this schematic, as
follows:
%
\textbf{Chance}. One From the point of view of this model, $T$ is indeterminate.
Furthermore, one must assume that relatively few
of triggers $T^\star$
that are identified as interesting actually lead to useful results; in
other words, the process is
fallible. fallible and \textbf{chance} is likely to
play a role.
%
\textbf{Curiosity}. The prior training $p$ causes interesting features
to be extracted, even if they are not necessarily useful; $p^{\prime}$
asks how these features \emph{might} be useful.
These routines
suggest the relevance of a computational model of \textbf{curiousity}. One existing algorithmic approach is developed by \citeA{schmidhuber2007simple}.
%
\textbf{Sagacity}. Rather than a simple look-up rule, $p^{\prime}$ involves creating new knowledge.
A simple example is found in clustering systems, which generate new categories on the fly. A more complicated example, necessary in the case of updating $p$ or $p$ is automatic programming. There is ample room for \textbf{sagacity} in this affair.
%
\textbf{Value}. The evaluation $|R|>0$ Judging the \textbf{value} of the result $R$ may be carried out
``locally'' (as an embedded part of the process of invention of $R$)
or ``globally'' (i.e.~as an external process).
%
\textbf{Dynamic world}. As noted above, $T$ (and $T^\star$) appears within a stream of data
with indeterminacy. There is a further feedback loop, insofar as
products $R$ influence the future
state. state of the system. Thus, the
model exists in a \textbf{dynamic world}.
%
\textbf{Multiple contexts}. This is reflected directly in our Our model
by the difference
between separates the
``context of
discovery'' discovery'', involving prior preparations $p$,
and from the
``context of invention'' involving prior preparations $p^{\prime}$.
Both of these may be subdivided
further. further into \textbf{multiple contexts}.
%
\textbf{Multiple tasks}. Both $T$ and $T^\star$ may be multiple, causing an individual process
to fork into
communicating sub-processes
dealing with \textbf{multiple tasks} that
involve different skills sets.
%
\textbf{Multiple influences}. The process as a whole may be multiplied out among different
communicating
investigators. investigators, so that the final result bears the mark
of \textbf{multiple influences}.
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\end{enumerate}
\end{quote}
This can be summarised schematically as follows:
% \input{schematic-tikz}
{\centering
\includegraphics[width=.8\textwidth]{schematic}
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required to evaluate their own results, we are also implicitly
requiring them to evaluate 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
acts. As Campbell \citeyear{campbell} writes: ``serendipity
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\subsection{A thought \subsection{Thought experiment evaluating our model of serendipity} \label{sec:ww}
To evaluate our computational framework in usage, we apply a thought
experiment based around a scenario where there is high potential for