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%% Saved with string encoding Unicode (UTF-8)   @article{wu2013curiosity,  title={{C}uriosity: {F}rom psychology to computation},  author={Wu, Qiong and Miao, Chunyan},  journal={ACM Computing Surveys (CSUR)},  volume={46},  number={2},  pages={18},  year={2013},  publisher={ACM}  }  @inproceedings{grace2014using,  title={{U}sing {C}omputational {C}reativity to {G}uide {D}ata-{I}ntensive {S}cientific {D}iscovery},  author={Grace, Kazjon and Maher, Mary Lou},  booktitle={{W}orkshops at the {T}wenty-{E}ighth {AAAI} {C}onference on {A}rtificial {I}ntelligence},  editor={Yolanda Gil and Haym Hirsh},  year={2014},  note={Discovery Informatics Workshop: Science Challenges for Intelligent Systems.}  }  @article{bishop-erden-special-issue,  title={{C}omputational {C}reativity, {I}ntelligence and {A}utonomy {[}{S}pecial issue{]}},  editor={Bishop, Mark J. and Erden, Yasemin J.},         

Combined with the ability to learn, \textbf{curiosity} could be  described as the urge to make  ``outside-the-box''\footnote{\citeA{abbassi2009getting}.}  recommendations specifically for the purposes of learning more about  users, possibly to the detriment of other metrics over the short term.  Measures of \textbf{sagacity} would relate to the system's ability to  draw inferences from user behaviour. For example, the system might do  A/B testing to decide how novel recommendation strategies influence  conversion. Again, currently this would typically be organised by the  system's developers. The \textbf{value} of recommendation strategies  can be measured in terms of traditional business metrics or other  organisational objectives.  A \textbf{dynamic world} which nevertheless exhibits some regularity  is a precondition for useful A/B testing. As mentioned above the  primary \textbf{(multiple) contexts} are the user model and the domain  model. A system matching the description here would have  \textbf{multiple tasks}: making useful recommendations, generating new  experiments to learn about users, and building new models. Such a  system could avail itself of \textbf{multiple influences} related to  experimental design, psychology, and domain understanding.  % As a general comment, we would say that this is largely how  % \emph{research and development} of recommender systems works, but  % without the same levels of system automony envisioned here. %%%  \begin{table}[ht!]  {\centering \renewcommand{\arraystretch}{1.5}  \footnotesize 

\caption{Summary: applying computational serendipity model to positive case studies\label{caseStudies}}  \end{table}%  \normalsize  %%%  recommendations specifically for the purposes of learning more about  users, possibly to the detriment of other metrics over the short term.  Measures of \textbf{sagacity} would relate to the system's ability to  draw inferences from user behaviour. For example, the system might do  A/B testing to decide how novel recommendation strategies influence  conversion. Again, currently this would typically be organised by the  system's developers. The \textbf{value} of recommendation strategies  can be measured in terms of traditional business metrics or other  organisational objectives.  A \textbf{dynamic world} which nevertheless exhibits some regularity  is a precondition for useful A/B testing. As mentioned above the  primary \textbf{(multiple) contexts} are the user model and the domain  model. A system matching the description here would have  \textbf{multiple tasks}: making useful recommendations, generating new  experiments to learn about users, and building new models. Such a  system could avail itself of \textbf{multiple influences} related to  experimental design, psychology, and domain understanding.  % As a general comment, we would say that this is largely how  % \emph{research and development} of recommender systems works, but  % without the same levels of system automony envisioned here.         

never have happened.}''~\cite{bergson2010creative}  \end{quote}  As we have indicated, serendipity would seem to require features of  both; both discovery and invention;  that is, the discovery of something unexpected and the invention of an application for the same. We must complement \emph{analysis} with \emph{synthesis} \cite{delanda1993virtual}. The balance between  these two features will differ from case to case.         

\subsection{Future Work} \label{sec:futurework} \label{sec:hatching}  In looking for ways to manage and encourage serendipity, we are drawn to the approach taken by the \emph{design pattern} community \cite{alexander1999origins}. The essential features of this approach are described below, but weshould  point out straight away that we propose to use design patterns in rather nonstandard fashion: fashion. These adaptations  to the typical design pattern methodology are proposed to parallel the  four themes outlined above.  \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 patterns, working in combination,  to help find new problems, emergent problems and patterns,  not just capture the solutions to existing ones. known problems.  \item[(4)] We want our design patterns to play an overt role in the  dynamical systems they describe.  \end{itemize}  \citeA{meszaros1998pattern} describe the typical scenario for authors of design                 

models personal motivations, social interactions and the evolution of  domains.'' Paper 10, d'Inverno and Luck's \citeyear{d2012creativity}  ``Creativity Through Autonomy and Interaction'', also contains a  theoretical engagement with these themes, and  presents a formalism for multi-agent systems that could usefully be adapted to model  serendipitous encounters. Both papers are particularly concerned with  \emph{motivation}, a theme topic  that relates to our notion of a both the  prepared mind andto  the topic theme  of embedded evaluation. We believe that our clarifications to the multifaceted concept of  serendipity will help encourage future computer-aided (and         

An active research community investigating computational models of serendipity exists in the field of information retrieval, and specifically, in recommender systems \cite{Toms2000}. In this domain, \citeA{Herlocker2004} and \citeA{McNee2006} view serendipity as an important factor for user satisfaction, alongside accuracy and diversity. Serendipity in recommendations variously require the system to deliver an \emph{unexpected} and \emph{useful}, \emph{interesting}, \emph{attractive} or \emph{relevant} item.   % \cite{Herlocker2004} \cite{Lu2012},\cite{Ge2010}.   Definitions differ as to the requirement of \emph{novelty}; \citeA{Adamopoulos2011}, for example, describe systems that suggest items that may already be known, but are still unexpected in the current context. While standardized measures such as the $F_1$-score or the (R)MSE are used to determine the \emph{accuracy} of a recommendation (as very close to what the user is known to prefer), there is no common agreement on a measure for serendipity yet, although there are several proposals \cite{Murakami2008, Adamopoulos2011, McCay-Peet2011,iaquinta2010can}.  In terms of our model, these systems focus mainly on producing a \emph{serendipity trigger} for the user, user and in support of discovery,  but they include aspects of user modeling which could bring other elements into play, as we will discuss in Section \ref{sec:computational-serendipity}. Recent work has examined related topics of \emph{curiosity}  \cite{wu2013curiosity} and \emph{surprise} \cite{grace2014using} in  computing. This latter work seeks to ``adopt methods from the field  of computational creativity [$\ldots$] to the generation of scientific  hypotheses.'' In contrast to the typical application of recommender  systems, this is an example of an effort focused on computational  invention.  Paul Andr{\'e} et al.~\citeyear{andre2009discovery} have examined  serendipity from a design perspective. These Like us, these  authors also propose proposed  a two-part model, in which what we have called \emph{discovery} above  exposes model encompassing ``the chance encountering of  information, and  the unexpected, while \emph{invention} is sagacity to derive insight from  the responsibility  another subsystem that finds applications. encounter.''  According to Andr\'e et al., the first phase is the one that has most frequently been automated -- but they suggest that computational systems should be developed that support both aspects. Their specific suggestions They  specifically suggest to  focus on representational features: \emph{domain expertise} and a \emph{common language model}. Although tremendously useful when they are available, these features  are not always enough to account for serendipitious events. Using the  terminology we introduced earlier, these features seem to exemplify  aspects of the \emph{prepared mind}. However, as we mentioned above,  the \emph{bridge} is a distinct process that mental preparation can  support, but that it does  not always necessarily  fully determine. For example, participants in a poetry workshop may possess a very limited understanding of each  other's aims or of the work they are critiquing, and may as a  consequence talk past one another to a greater or lesser degree -- 

\emph{asymmetric partial knowledge} can support serendipitious  findings. These examples suggest that a distinction between emergent  knowledge of other actors and knowledge about an underlying domain may  be useful -- although the distinction would somewhat may be  less relevant if the underlying domain itself has dynamic and emergent features.  \emph{Social coordination} among human users of information systems is  a current research topic. \citeA{rubin2010everyday} point out that         

\bigskip  \noindent In our thought experiment, we focus on the case of hypothetical discussions and exchange of views between computational  poetry systems as our example of a situation where social  circumstances could encourage serendipity. We note that similar ideas         

\emph{reflections}) are the responsibilities of the presenting author; the other  elements (listening, feedback, and answers) are the responsibilities of the attendant critics.  %  The system as a whole can be further decomposed into generative  components as follows:  \bigskip \begin{figure}  {\centering  \input{ww-generative-tikz}  \par}  \caption{Generative schematic for a Writers Workshop\label{fig:generative-diagram}}  \end{figure}  %  The system as a whole can be further decomposed into generative  components, as in Figure \ref{fig:generative-diagram}.