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...
\end{quote}
\subsection{Future Work} \label{sec:futurework}
\input{future-work}
diff --git a/future-work.tex b/future-work.tex
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\section{Future work} \subsubsection{``Hatching'' new designs: Which came first?}
Whereas van Andel speaks of ``patterns of serendipity'' in a
relatively informal way, this paper will rely on the somewhat more
formal theory of \emph{design patterns} \cite{alexander1999origins},
to which it makes several additions and alterations. This theory is
by no means limited to computing, and indeed, has its origins in
architecture and urban planning. Our approach to ``designing for
serendipity'' \cite{andre2009discovery} centres on the use of design
patterns to capture the dynamic aspects of serendipitous situations.
The typical use of design patterns, since they were introduced by
Christopher Alexander
\cite{alexander1979timeless,alexander1977pattern}, is to prescribe as
well as to describe. Design patterns provide models \emph{for} as
well as models \emph{of} \cite[p. 93]{geertz1973interpretation}.
Thus, when Alexander describes the pattern \emph{A place to wait}, he
is telling readers that it is a good idea to consider building such
places when designing living spaces. In connection with our
understanding of serendipity as closely associated with deviations
from familiar patterns, the central concern in this paper is the way
in which \emph{new} patterns are formed.
For example, when Poincar\'e \citeyear{poincare1910creation} describes his
discovery of the existence of Fuchsian functions, he includes the
detail: ``contrary to my habit I took black coffee, I could not
sleep.'' This is much more interesting as part of a story about an
exceptional case of productive insomnia than it is as the broad
characterisation of a typical nightly sleep schedule. It might best
be described as a part of a ``situational pattern,'' with a title like
\emph{Change of pace}, rather than a ``behaviour pattern''; indeed, at
the level of behaviour, a \emph{Change of pace} is the exception to a
pattern! Nevertheless, along with Poincar\'e, we can recognize a
pattern at another level.
\subsubsection{Computational poetry}
Naturally, we hope to realise the Writers Workshop in one or more
suitable formats. Initial experiments with {\sf FloWr} are underway.
...
$T^{\star}$. Here, an important guidepost for implementation is that
many outcomes will result in new patterns of behaviour that the system
can draw on in subsequent interactions.
diff --git a/introduction.tex b/introduction.tex
index bcf8f6d..22b0698 100644
--- a/introduction.tex
+++ b/introduction.tex
...
on. In practice, we are likely to attribute \emph{value} to materials that
are useful, and \emph{creativity} to a person who puts materials to use in a
novel way.
% Although computational creativity is well studied in both theory and
practice, the role of \emph{serendipity} has often not been discussed
in this field -- even though serendipity has often played a role in
historical instances of scientific and technical creativity. Many
instances of
\emph{serendipity} serendipity centre on reevaluation. For example, a
non-sticky ``superglue'' that no one was quite sure how to use turned
out to be just the right ingredient for 3M's
Post-it\texttrademark\ notes.
%
Serendipity is related, firstly, to deviations from familiar patterns,
...
the role it has to play in the future development of computational
creativity.
Whereas van Andel speaks of ``patterns of serendipity'' in a
relatively informal way, this paper will rely on the somewhat more
formal theory of \emph{design patterns} \cite{alexander1999origins},
to which it makes several additions and alterations. This theory is
by no means limited to computing, and indeed, has its origins in
architecture and urban planning. Our approach to ``designing for
serendipity'' \cite{andre2009discovery} centres on the use of design
patterns to capture the dynamic aspects of serendipitous situations.
The typical use of design patterns, since they were introduced by
Christopher Alexander
\cite{alexander1979timeless,alexander1977pattern}, is to prescribe as
well as to describe. Design patterns provide models \emph{for} as
well as models \emph{of} \cite[p. 93]{geertz1973interpretation}.
Thus, when Alexander describes the pattern \emph{A place to wait}, he
is telling readers that it is a good idea to consider building such
places when designing living spaces. In connection with our
understanding of serendipity as closely associated with deviations
from familiar patterns, the central concern in this paper is the way
in which \emph{new} patterns are formed.
For example, when Poincar\'e \citeyear{poincare1910creation} describes his
discovery of the existence of Fuchsian functions, he includes the
detail: ``contrary to my habit I took black coffee, I could not
sleep.'' This is much more interesting as part of a story about an
exceptional case of productive insomnia than it is as the broad
characterisation of a typical nightly sleep schedule. It might best
be described as a part of a ``situational pattern,'' with a title like
\emph{Change of pace}, rather than a ``behaviour pattern''; indeed, at
the level of behaviour, a \emph{Change of pace} is the exception to a
pattern! Nevertheless, along with Poincar\'e, we can recognize a
pattern at another level.
The key idea in this paper is to computationally model situations
where emergence of this particular sort can happen.
%
It will take some work to get there, however. Section
\ref{sec:literature-review} develops 13 key criteria for the
evaluation of serendipity based on a review of several well-known
examples of serendipitous discoveries from human history. Section
\ref{sec:foundations} describes a working testbed for exploring
serendipitous computational discovery. In Section
\ref{sec:patterns-of-serendipity}, we apply our 13 criteria to analyse
several narrative ``patterns of serendipity'' collected by van Andel
\cite{van1994anatomy}. Section \ref{sec:patterns-of-serendipity} is
the theoretical core of the paper; here we give our interpretation of
the design pattern methodology. In Section
\ref{sec:computational-serendipity}, we focus on serendipity in a
computational context, condensing our criteria into an operational
definition, making our treatment of design patterns more concrete, and
proposing an experimental setup that we think will exhibit many of the
relevant features. In Section \ref{sec:related}, we examine related
work, and in Section \ref{sec:recommendations}, we advance our
recommendations for researchers working on computational creativity
(and serendipity).
diff --git a/literature.tex b/literature.tex
index d344836..d77a01c 100644
--- a/literature.tex
+++ b/literature.tex
...
the genre of detective fiction, and arguably even on detective
work.]}
\subsection{Connections with our formal definition}
\subsubsection*{Key condition for serendipity}
diff --git a/outtakes/basic-examples.tex b/outtakes/basic-examples.tex
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index 0000000..7aaad76
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...
\begin{itemize}
\item The 17\textsuperscript{th} Century discovery that \emph{quinine} extracted from
the bark of South American cinchona trees could be used to treat and
prevent malaria -- building on a much earlier indigenous Quechua
discovery that the extract stops shivering.
\item Fleming's discovery of {\em penicillin}.\footnote{Merton and
Barber \citeyear{merton} state that the description of this discovery
was the first time that the word \emph{serendipity} was used without
inverted commas or accompanying definition.}
\item de Mestral's invention of {\em Velcro}\texttrademark\ following
the model presented by cockle-burs that stuck to his jacket while
out walking \cite[pp 220-222]{roberts}.
\item Arthur Fry's invention of sticky bookmarks (the prototype for
{\em Post-it}\texttrademark\ notes), using a weak glue developed by
his colleague, Spencer Silver \cite[p. 224]{roberts}.
\item Penzias and Wilson's discovery of the {\em echoes of the Big
Bang} \cite{singh2004big}.
\item Kekul\'e's dream-inspired discovery of the {\em structure of the
benzine ring} \cite[p. 21]{benfey}, cf. \cite[p. 77]{roberts}.
\item Charles Goodyear's invention of {\em vulcanised rubber}
\cite{goodyear1855gum}.
\item The {\em Rosetta Stone} was found by a soldier who was
demolishing a wall in order to clear ground for what was to be Fort
St. Julien \cite[pp. 109 - 111]{roberts}.
\end{itemize}
%% with similar characteristics: e.g. the invention of dry cleaning by
%% a professional dye-maker after his maid spilled kerosene on the
%% tablecloth, or the discovery of a marketable use for sildenafil
%% citrate (better known as {\em Viagra}\texttrademark) which had been
%% trialled as a heart medicine.
diff --git a/outtakes/caution.tex b/outtakes/caution.tex
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...
We begin with some words of caution.
%
Note that the classic examples of human serendipity tend to focus on
ground-breaking discoveries. In computational creativity, we have
learned that we must not aim to build systems which perform
domain-changing acts of creativity before we can build systems which
can perform everyday, mundane creativity (distinguished as ``big C''
and ``little c'' creativity.) Similarly, we should be prepared to
model ``little s'' serendipity before we are able to model ``big S''
serendipity. Furthermore, attempts to introduce serendipity into
computer systems may initially diminish artefact value.
%
A system which allowed itself to be derailed from a task at hand might
not achieve as much as one which maintains focus. A system that uses
a random search or that has its behaviour determined by environmental
conditions may be deemed less intelligent than one which follows
detailed, explicit, pre-programming.
%
To such arguments, we would respond that serendipity is not ``mere
chance'' -- the axes of sagacity (skills) and useful results
(recognised as such at least by the discoverer) are equally important.
diff --git a/outtakes/old-outline.tex b/outtakes/old-outline.tex
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...
The key idea in this paper is to computationally model situations
where emergence of this particular sort can happen.
%
It will take some work to get there, however. Section
\ref{sec:literature-review} develops 13 key criteria for the
evaluation of serendipity based on a review of several well-known
examples of serendipitous discoveries from human history. Section
\ref{sec:foundations} describes a working testbed for exploring
serendipitous computational discovery. In Section
\ref{sec:patterns-of-serendipity}, we apply our 13 criteria to analyse
several narrative ``patterns of serendipity'' collected by van Andel
\cite{van1994anatomy}. Section \ref{sec:patterns-of-serendipity} is
the theoretical core of the paper; here we give our interpretation of
the design pattern methodology. In Section
\ref{sec:computational-serendipity}, we focus on serendipity in a
computational context, condensing our criteria into an operational
definition, making our treatment of design patterns more concrete, and
proposing an experimental setup that we think will exhibit many of the
relevant features. In Section \ref{sec:related}, we examine related
work, and in Section \ref{sec:recommendations}, we advance our
recommendations for researchers working on computational creativity
(and serendipity).
diff --git a/related-work.tex b/related-work.tex
index 811579b..d78ee33 100644
--- a/related-work.tex
+++ b/related-work.tex
...
\subsection{Related work} \label{sec:related}
Paul Andr{\'e} et
al.~\cite{andre2009discovery} al.~\citeyear{andre2009discovery} look at serendipity
from a design point of view. They propose a two-part model, in which
what we might call chance+curiosity exposes the unexpected, and
sagacity+value is determined by another subsystem. This corresponds
...
The issue of designing for serendipity has also been taken up by
Deborah Maxwell et al.~\cite{maxwell2012designing}, in their
description of a prototype of the
SerenA {\sf SerenA} system. This system is
designed to support serendipitous discovery for its \emph{users}
\cite{forth2013serena}. The authors rely on a process-based model of
serendipity \cite{Makri2012,Makri2012a} that is derived from user
...
reflection we may well ask ``what, exactly, are we looking for as
evidence of reflection?'' \cite{rodgers2002defining}. A detailed
answer derived from the classic work of John Dewey
\cite{dewey1997we} \citeyear{dewey1997we} is explored in \cite{rodgers2002defining}.}
SerenA {\sf SerenA} is a system like the ones described by Andr{\'e} et
al.~\cite{andre2009discovery}, in which the user is expected to have
the ``aha'' moment, and take the creative steps. The computer is
mainly used to facilitate this; and as indicated above this is usually
done by searching outside of the normal search parameters to engineer
potentially serendipitous (or at least pseudo-serendipitous)
encounters. Another earlier example of this sort of system is {\sf
Max}, created by Figueiredo and Campos
\cite{Campos2002}. \citeyear{Campos2002}. The user
emailed {\sf Max} with a list of interests and {\sf Max} would find a
webpage that may be of interest to the user. Other search-related
examples support searching for analogies (\cite{Donoghue2002} and
\cite{Donoghue2012}) and content \cite{Iaquinta2008}.
In earlier joint work \cite{colton-assessingprogress},
mentioned in
Section \ref{sec:foundations}, we presented a
diagrammatic formalism for evaluating progress in computational
creativity. It is useful to ask what serendipity would add to this
formalism, and how the result compares with other attempts to
formalise serendipity, notably Figueiredo and Campos's
\citeyear{Figueiredo2001} `Serendipity
Equations' \cite{Figueiredo2001}. Equations'.
%
In \cite{stakeholder-groups-bookchapter}, we advanced several
hypotheses related to the development of the computational creativity
diff --git a/serendipity-in-computational-context.tex b/serendipity-in-computational-context.tex
index 1abfd73..7d163c0 100644
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+++ b/serendipity-in-computational-context.tex
...
\section{Serendipity in a computational context} \label{sec:computational-serendipity}
We begin with some words of caution.
%
Note that the classic examples of human serendipity tend to focus on
ground-breaking discoveries. In computational creativity, we have
learned that we must not aim to build systems which perform
domain-changing acts of creativity before we can build systems which
can perform everyday, mundane creativity (distinguished as ``big C''
and ``little c'' creativity.) Similarly, we should be prepared to
model ``little s'' serendipity before we are able to model ``big S''
serendipity. Furthermore, attempts to introduce serendipity into
computer systems may initially diminish artefact value.
%
A system which allowed itself to be derailed from a task at hand might
not achieve as much as one which maintains focus. A system that uses
a random search or that has its behaviour determined by environmental
conditions may be deemed less intelligent than one which follows
detailed, explicit, pre-programming.
%
To such arguments, we would respond that serendipity is not ``mere
chance'' -- the axes of sagacity (skills) and useful results
(recognised as such at least by the discoverer) are equally important.
As Campbell says: ``Chance is fundamentally inimical to rationality,
whereas serendipity presupposes a smart mind'' \cite{campbell}. While
it might not enhance, or may even diminish, results from a
computationally creative system which has been constructed with other
goals in mind, we believe that serendipity is both possible and useful
to model in future systems.
\subsection{Evaluation criteria} \label{sec:evaluation-criteria}
The 13 criteria from Section \ref{sec:characteristics}
specify the conditions and preconditions that are conducive to
...
significant advance in the field of computational creativity. Since
the experience is about \emph{learning} rather than winning, there is
little motivation to ``game the system''
(cf. \cite{lenat1983eurisko}). \cite{lenat1983eurisko}.
\paragraph{Writers Workshop: Serendipity triggers.}