deletions | additions
diff --git a/SPECS-continues.tex b/SPECS-continues.tex
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--- a/SPECS-continues.tex
+++ b/SPECS-continues.tex
...
consisting of previous experiences, background knowledge, a store of
unsolved problems, skills, expectations, and (optionally) a current
focus or goal. It then processes a \emph{\textbf{serendipity
trigger}} that is at least partially the result of factors outside
of its control, including randomness or unexpected events. The
system then uses reasoning techniques and/or social or otherwise
externally enacted alternatives to create a \emph{\textbf{bridge}}
from the trigger to a result. The \emph{\textbf{result}} is
evaluated as useful, by the system and/or by an external source.}
\item[\emph{(\textbf{B - Dimensions})}] \emph{Serendipity, and its
various dimensions, can be present to a greater or lesser degree.
If the criteria above have been met, we generate ratings as
estimated probabilities
in $[0,1]$, along several dimensions:
%
\emph{($\mathbf{a}$ - \textbf{chance})} how likely was this trigger to appear to
the system?
...
results.}\end{quote}
We will develop several examples of the application of this framework
to examples from computing in Section
\ref{sec:computational-serendipity}.
First, a quick illustration
using one of the historical examples mentioned earlier.
\begin{mdframed}
\vspace{-.35cm}
\paragraph{De Mestral's invention of Velco\texttrademark}~\\[.05cm]
\begin{description}
\item[\emph{\textbf{prepared mind}}] De Mestral was a trained engineer and experienced inventor.
\item[\emph{\textbf{serendipity trigger}}] Burdock burs stuck to clothes and fur.
\item[\emph{\textbf{bridge}}] Viewing the burs under a microscope, followed by experiments to create a fastener that worked on the same principle.
\item[\emph{\textbf{result}}] Velcro\texttrademark
\item[\emph{\textbf{chance}}] High chance of encountering burs while out walking.
\item[\emph{\textbf{curiosity}}] Few people would investigate them under a microscope.
\item[\emph{\textbf{sagacity}}] Few people would conceive of a useful application or have the perseverance required to carry out product development.
\item[\emph{\textbf{value}}] High; hook-and-loop fasteners are widely used.
\begin{itemize}
\item Ruling: ``highly serendipitous''.
\end{itemize}
\item[\emph{\textbf{dynamic world}}] New fabrication principles required.
\item[\emph{\textbf{multiple contexts}}] Biomimicry (art imitating life).
\item[\emph{\textbf{multiple tasks}}] N/A.
\item[\emph{\textbf{multiple influences}}] N/A.
\end{description}
\end{mdframed}
%% In order to develop connections with our theoretical framework, and
%% because existing experiments have not been particularly strong, we
diff --git a/bibliography/biblio.bib b/bibliography/biblio.bib
index d578959..2b8178d 100644
--- a/bibliography/biblio.bib
+++ b/bibliography/biblio.bib
...
@book{colton2002automated,
title={Automated theory formation in pure mathematics},
author={Colton, Simon},
year={2002},
publisher={Springer}
}
@inproceedings{abbassi2009getting,
title={Getting recommender systems to think outside the box},
author={Abbassi, Zeinab and Amer-Yahia, Sihem and Lakshmanan, Laks VS and Vassilvitskii, Sergei and Yu, Cong},
diff --git a/cc-intro.tex b/cc-intro.tex
index ccb7960..61206cb 100644
--- a/cc-intro.tex
+++ b/cc-intro.tex
...
\section{Serendipity in
a computational
context} systems} \label{sec:computational-serendipity}
The 13 criteria from Section \ref{sec:literature-review} specify the
conditions and preconditions that are conducive to serendipitous
discovery.
Here, we revisit each These criteria have been further formalised
in Section \ref{specs-overview}.
%
\citeA{pease2013discussion} used a slightly different version of
these the
SPECS criteria
to discuss three examples of serendipitous behaviour:
in dynamic investigation problems, model generation, and
briefly
summarise how they can be thought about from a computational point poetry
flowcharts. Two additional examples using the revised criteria are
described below. These example serve the purpose of illustrating our
revised criteria, and also show forays of
view, again focusing on examples. computational intelligence
into domains known for serendipity in their everyday cultural context.
We then
present turn to a
more elaborated thought experiment that evaluates
the these ideas
described above in the course of developing a new system design.
% \input{writers-workshop-background-long}
\subsection{Prior partial examples}
\citeA{pease2013discussion} used a somewhat different version of the
SPECS criteria to discuss three examples, related to dynamic
investigation problems, model generation, and poetry flowcharts. The
\paragraph{{[}To add: Jazz.{]}}
% \paragraph{{[}To add: HR.{]}}
...
of the primary contexts in computing where serendipity is seen to play
a role. As we noted, these systems mostly focus on discovery.
Nevertheless, certain architectures that also take account of
invention
may would match
the all of criteria described by our model.
We Here we
draw on the observation that recommender systems not
only aim to \emph{stimulate}
serendipitous discovery for the user: they also have the task of
\emph{simulating} when this is likely to occur.
A recommendation is typically provided if the system suspects that the
item will be likely to introduce ideas that are close to what the user
...
new approach that helps to address these goals better.
From the perspective of our model, \textbf{chance} will only have a
significant role
if when the system has the capacity to learn from user
behaviour.
Indeed, In fact, Bayesian methods are used in contemporary
recommender systems (surveyed in Chapter 3 of
\citeNP{shengbo-guo-thesis}).
The typical commercial perspective on
recommendations is related to the process of ``conversion'' -- turning
recommendations into clicks and clicks into purchases. 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. The typical commercial perspective on recommendations is
related to users, potentially at the
process cost of
``conversion'' -- turning recommendations
into clicks and clicks into purchases. recommendation quality. Measures of
\textbf{sagacity} would relate to the system's ability to draw
inferences from user behaviour
to that would update the recommendation
model. For example, the system might do A/B testing to decide how
novel recommendation strategies
influences influence conversion. The
\textbf{value} of
new recommendation strategies can be measured in terms
of traditional business metrics or other organisational objectives.
A \textbf{dynamic world} is a precondition for 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 based on the results of these experiments. 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.
diff --git a/ww-analysis.tex b/ww-analysis.tex
index d09cced..b7592df 100644
--- a/ww-analysis.tex
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...
related to poetry (e.g.~definitions of words, valence of sentiments,
metre, repetition, density, etc.) and code (e.g.~the data, functions,
and macros in which the poetic concepts and workshop protocols are
embodied). Some notable
previous early experiments with concept invention have been
fraught with questions about autonomy
\cite{ritchie1984case,lenat1984and}.
\textbf{[Some comment about HR here?]} \citeA{colton2002automated}
presented a system that was convincingly autonomous -- the system was
able to generate novel conjectures that surprised its author.
However, \citeA{pease2013discussion} note that this system was not
convincingly serendipitous: ``we had to willingly make the system less
effective to encourage incidents which onto which we might project the
word serendipity.''
One cognitively inspired hypothesis
is that
could describe the
serendipitous formation of new concepts is
the notion that the
development of new concepts is closely related to formation of
new
sensory experiences \cite{milan2013kiki}. If the workshop
participants have the capacity to identify the distinctive features of
a given poem, then training via a machine learning or genetic
algorithm approach could be used assemble a battery of existing
low-level tools that can approximate the effect. Relatedly, a
compression process could seek to produce a given complex poetic
effect with a maximally-succinct
algorithm \cite{schmidhuber2007simple}.
The key point is that feedback on the poem -- simply describing
what's what
is in the poem from several different points of view -- can be used to
define new problems for the system to solve. This is not simply a
matter of decomposing the poem into pieces, but also of reconstructing
the way in which the pieces work together. This is one of the
diff --git a/ww-intro.tex b/ww-intro.tex
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--- a/ww-intro.tex
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...
\subsection{Thought experiment: Serendipity by design} \label{sec:ww}
To evaluate our computational framework in usage, we apply a thought
experiment based around a
novel computational scenario where there is
high potential for serendipity. As discussed above, sociological
factors can influence serendipitous discoveries on a social scale.
The exploitation of social creativity and feedback can create
scenarios where serendipity could
occur. occur for computers as well.
%
In \cite{poetry-workshop}, we considered multi-agent systems that
learn by sharing work in progress, and discussing partial
understandings. The thought experiment we apply here explores