Creativity and Artificial Intelligence
Creativity and Artificial Intelligence
≥
Applications of Cognitive Linguistics
4
Editors
Gitte Kristiansen
Michel Achard
René Dirven
Francisco J. Ruiz de Mendoza Ibáñez
Mouton de Gruyter
Berlin · New York
Creativity and
Artificial Intelligence
A Conceptual Blending Approach
by
Francisco Câmara Pereira
Mouton de Gruyter
Berlin · New York
Mouton de Gruyter (formerly Mouton, The Hague)
is a Division of Walter de Gruyter GmbH & Co. KG, Berlin
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Acknowledgements
In parallel to the work behind this book, a whole novel could have been writ-
ten, with many more actors than appears in the final document. The truth is
that, without these actors, it would certainly lose much of its value.
My former supervisor and colleague, Prof. Dr. Amı́lcar Cardoso, has been
a key actor from the first to the last chapter, sometimes as a patient advisor
and listener, other times as a friend.
Some colleagues (and friends) had the leading role on occasion, even if
they were unaware of it. In fact, a substantial part of this book was a result
of talks, collaborations and constructive arguments with Tony Veale, Pablo
Gervás, João Leite and Geraint Wiggins.
Also, without the rest of the AILab crew (before and after ECOS), a lot
of science and friendship chapters would certainly be irreparably lost. These
were Penousal, Paulo, Grilo, Xico, Leonor, Prof. Carlos Bento, Prof. Ernesto
Costa, Jorge Tavares, André, Miguel Ferrand and Ana Alves.
Special thanks must be made to Paulo Ribeiro, João Pedro Martins, Bruno
Leitão and Bruno Marques who have contributed with work that is also stron-
gly linked to the thesis that originated the book.
A large part of this novel was done within the environs of the Departament
de Informatics Engineering of the University of Coimbra, and I must not
forget to thank my colleagues there and particularly the staff, Isabel, Paula,
Manuela and Márcia, for their support.
The other side of the story, with different scenery and people, starts at
home. Ana has given the strongest support and love as only she can give and
has frequently drawn from a limitless reservoir of patience. Kali, Becas and
Sansao have also been patient and supportive, in the way that only cats and
dogs can be. Kali and Becas have left us during this period, and we feel a deep
sorrow, for this and future novels would never be the same without them.
Finally, my parents and sister deserve a special mention for the many times
that I missed them, especially when they needed me. And for the support they
have given from the beginning.
I must also kindly thank the reviewers of this (and previous) publicati-
ons for the several constructive and incisive comments that definitely helped
improve its potential as a contribution to science.
Contents
1 Introduction 1
1 Motivations . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
2 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
3 Contributions . . . . . . . . . . . . . . . . . . . . . . . . . . 4
4 Structure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
2 Creativity 7
1 Creativity theories . . . . . . . . . . . . . . . . . . . . . . . . 7
1.1 Divergent Production . . . . . . . . . . . . . . . . . . . . . . 8
1.2 Bisociation . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
1.2.1 Humor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
1.2.2 Science . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
1.2.3 Arts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
1.3 The Systems Model . . . . . . . . . . . . . . . . . . . . . . . 19
1.4 Boden’s taxonomies . . . . . . . . . . . . . . . . . . . . . . . 23
1.5 Others . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
1.6 Synthesis . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
2 Computational Creativity . . . . . . . . . . . . . . . . . . . . 30
2.1 Two accounts for characterizing Creativity . . . . . . . . . . . 30
2.1.1 Characterizing Creativity in AI . . . . . . . . . . . . . . . . . 31
2.1.2 Creativity assessment . . . . . . . . . . . . . . . . . . . . . . 32
2.2 Creative systems . . . . . . . . . . . . . . . . . . . . . . . . 36
2.2.1 What is a creative system? . . . . . . . . . . . . . . . . . . . 36
2.2.2 Some systems and models . . . . . . . . . . . . . . . . . . . 38
5 Divago 101
1 Overview of the architecture . . . . . . . . . . . . . . . . . . 101
2 Knowledge Base . . . . . . . . . . . . . . . . . . . . . . . . 103
3 Mapper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
4 Blender . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
5 Factory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
6 Constraints . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
6.1 Integration . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
6.2 Topology . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
6.3 Pattern Completion . . . . . . . . . . . . . . . . . . . . . . . 131
6.4 Maximization/Intensification of Vital Relations . . . . . . . . 132
6.5 Unpacking . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133
6.6 Web . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
6.7 Relevance . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136
7 Elaboration . . . . . . . . . . . . . . . . . . . . . . . . . . . 136
8 Divago as a creative system . . . . . . . . . . . . . . . . . . . 140
6 Experiments 141
1 The Boat-House . . . . . . . . . . . . . . . . . . . . . . . . . 142
2 The Horse-Bird . . . . . . . . . . . . . . . . . . . . . . . . . 149
2.1 Evaluating the Optimality Pressures . . . . . . . . . . . . . . 151
2.2 Finding the Pegasus . . . . . . . . . . . . . . . . . . . . . . . 154
3 Noun-Noun combinations . . . . . . . . . . . . . . . . . . . . 161
3.1 Tuning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164
3.2 Free generation . . . . . . . . . . . . . . . . . . . . . . . . . 166
3.3 Comparison to C 3 . . . . . . . . . . . . . . . . . . . . . . . . 171
Contents ix
Notes 235
Bibliography 239
Index 250
Chapter 1
Introduction
The useful combinations [of ideas] are precisely the most beautiful.
(Poincaré)
1. Motivations
Right from the start, the main focus in AI research has always been with
the issue of problem solving. Seen from this point of view, intelligence cor-
responds to the ability to solve (complex) problems, from the accurate au-
tonomous movement of a robot arm to the understanding of a natural lan-
guage sentence. The classical setting is that of a search in a space of solu-
tions for the problem, where an intelligent agent looks for the best choices.
A commonly used analogy is of this agent travelling in a search space with
mountains (highly valued solutions), valleys (bad solutions), islands (moun-
tains surrounded by valleys) and plains (areas where quality of solution hardly
changes)1 .
One of the most common criticisms made of Artificial Intelligence meth-
ods of problem solving is their limited ability to deal with situations not pre-
dicted in the specification. The search space is normally strictly defined, how-
ever flexible, complex and adaptable the system seems to be. When facing a
problem with no satisfactory solution in its search space, an AI system simply
returns, at best, the least unsuccessful result that exists in that search space-
even when the solution is achievable via the simplest operation of changing
perspective, relaxing a constraint or adding a new symbol. In other words,
such systems are hardly capable of performing what we normally call cre-
ative behavior, a fundamental aspect of intelligence.
2 Introduction
2. Overview
There is general agreement that the ability to find relations between appar-
ently unrelated knowledge is a creative activity. As can be found in many
studies from the area of cognitive psychology, the creative faculties of the
human mind are hugely dependent on the ability to search through spaces
Overview 3
or “viewpoints” that are different from the ones immediately or more obvi-
ously involved. For example, according to (Marin and De La Torre 1991),
our capacities of abstraction, symbolic analysis, of finding less-obvious re-
lations, among others, are associated to creative production. Indeed, many
important discoveries, great music compositions or paintings were reportedly
achieved at times of wandering in domains not directly related to the actual
problem (e.g. the famous dream of Kekulé, the discoverer of the structure of
the Benzene molecule, who was dozing by the fire and dreaming of self-biting
snakes when he made his major discovery (Boden 1990)). One of these psy-
chology theories (Guilford 1967) concentrates on the idea of divergent think-
ing. Arthur Koestler (Koestler 1964) also wrote about a related phenomenon,
naming it bisociation. From the computer science point of view, the mod-
elling of divergent thinking and bisociation seems extremely difficult mainly
because it is far from formally specified and, even if it was, it would certainly
demand cognitive capacities that are still not achievable by computers. Yet,
this does not mean that it is impossible to build models, perhaps less ambi-
tious ones, that are capable of achieving a smaller degree of divergence, in
which a computer is able to reason in a multi-domain knowledge base, even-
tually solving problems via transferring knowledge from different domains.
Since different domains will contain different knowledge and possibly differ-
ent symbols and representations, a model for reasoning in a multi-domain en-
vironment must have translation mechanisms, so that the transferred knowl-
edge will still have meaning in the new context. There are well known cogni-
tive mechanisms that establish cross-domain relationships, namely Metaphor
and Analogy, which have been studied to some depth within AI, and which
are certainly good candidates for plausible cross-domain transfer.
A perfect cross-domain transfer mechanism will be futile if the new
knowledge is not integrated into its novel context in a meaningful way. This
integration demands processes and principles able to generate knowledge
structures that can be considered as a whole rather than the sum of its parts. In
other words, the transfer of new knowledge should not be condemned to re-
sult in a pastiche or a concatenation of the parts, instead an emergence of new
structure, function or behavior is to be favoured. Two research trends from
Cognitive Science aim to solve this problem, namely Conceptual Combina-
tion and Conceptual Blending (also known as Conceptual Integration). The
former traditionally deals with the understanding of linguistic combinations
(such as “pet fish” or “mountain stream”) while the latter is conceived as a
process that can apply across the cognitive spectrum in general. Despite their
4 Introduction
differences, they both share the intent of understanding the cognitive abil-
ity of integrating knowledge from distinct sources. Both have already been
subject to computational modelling.
Finally, the unavoidable question of evaluation could justify a research
programme on its own, with worries regarding expertise, intentionality, com-
plexity, aesthetic judgement, constraint satisfaction and novelty, to name only
a few topics. In the current context, the evaluation should be primarily con-
cerned with whether the just created knowledge structures are worth consid-
ering for further use and treatment within the domain it was designed for. In
other words, if it is both novel and useful within this domain. The computa-
tional approach to novelty assessment has been based on similarity metrics
or clustering techniques while determining usefulness is normally done via
application of rules or checking constraint satisfaction. Conceptual Blend-
ing proposes a set of generic Optimality Constraints that aim to govern the
generation of a blend. However, these are not explained formally, raising the
challenge of their computational modelling.
We have just summarized some of the components for a Model of Con-
cept Invention from cross-domain transfer. By concept invention, we mean
the generation and addition of a new concept (or knowledge structure) to
a domain in which this new concept could not be obtained by any internal
means (e.g. deduction) and which can still be accepted as a valid concept for
the domain. For example, before the invention of the airplane, the domain of
“transport means” did not have the entire knowledge to lead to it. It was nec-
essary to observe physical laws that were not taken into account for any other
previous means of transport (even the balloon) in order to create different
concepts of propulsion and sustaining structure.
3. Contributions
4. Structure
1. Creativity theories
Creativity has been the motivation for many lines of writing throughout hu-
man history, for it is such an appealing and mysterious aspect of our ex-
istence. However, it is also noticeable that its study, from a scientific per-
spective, has been neglected until the second half of the twentieth century
(Albert and Runco 1999). The early twentieth century scientific schools of
psychology, such as structuralism, functionalism and behaviorism, devoted
practically no resources at all to the study of creativity (Sternberg and Lubart
1999). The oft cited foremost turning point was when Joy Paul Guilford,
in his American Psychological Association presidential address, challenged
psychologists to pay attention to what he found to be a neglected but ex-
tremely important attribute, namely, creativity (Guilford 1950). The so called
first golden age of creativity then took place, with many newly founded re-
search institutions. However this revolution did not last for long. In fact, from
1975 to 1994, only about 0.5% of the articles indexed in Psychological Ab-
stracts concerned creativity (Sternberg and Lubart 1999). Today, it seems that
the subject has gained another burst of output (the second golden age). In-
deed, unprecedented resources are being directed towards creativity research
in many areas.
In the following sections, the reader will be introduced to some of the
works on creativity that influenced this book. These works come from the
areas of Psychology (section 1.1), Philosophy (section 1.2) and Cognitive
Science (1.4). Without having a direct influence on our own work, the con-
tribution of Csikszentmihalyi (Csikszentmihalyi, 1996) is also presented in
section 1.3 for three special reasons: it is often cited in works of Creativity
8 Creativity
and AI2 ; it is also a respected and referential work within the area of Psy-
chology; it reasserts some of the conclusions given by the previous sections,
attesting their current acceptance. In section 1.5, we will complete the state-
of-the-art of creativity with an overview of other works. Finally, a synthesis
will be made in section 1.6, with particular emphasis on the aspects relevant
to this book.
general, this becoming the general motivation for the SOI. His more specific
intentions were to provide SOI as a frame of reference for the study of the
“intellectual factors”. An intellectual factor corresponds to an aspect of intel-
ligence represented by a triple operation/product/content (see figure 1).
Contents
Visual
Auditory
Symbolic
Semantic
Behavioral
Products
Units
Classes
Relations
Systems
Transformations
Implications
Operations
Evaluation
Convergent Production
Divergent Production
Memory
Cognition
For each factor, Guilford proposes tests, the majority of them implying
correlations of many factors. For example, for cognition of symbolic classes
(CSC), he suggests tests like:
This test has correlations with CSR (cognition of symbolic relations) and
CMS (cognition of semantic systems). With SOI, there would be no single
value to represent the intelligence of a subject, instead a set of values would
represent his/her main intellectual qualities and defects.
Perhaps the major contribution of SOI to the area of psychology and, more
specifically, to the notion of intelligence has to do with the demonstration,
supported by a large variety and quantity of empirical work, that intelligence
is not monolithic: there is a multitude of factors to take into account and one
cannot find a unique and absolute measure (as Catherine Cox had claimed
before). However uncontroversial and obvious this may seem today, the fact
is that only during the last decades of the twentieth century was there gen-
eral acceptance of the idea that single measures like the IQ are very fragile
indicators for peoples’s behavior and abilities. Another important contribu-
tion, the one that most interests us, has to do with the inclusion of creativity
as a fundamental aspect of intelligence. More specifically, Guilford considers
creative production as a general ability that humans have, and which depends
on many different intellectual factors, but, most of all, on an operation: that
of divergent production (DP). His formal definition of divergent production
reads: “generation of information from given information, where the empha-
sis is upon variety and quantity of output from the same source; likely to
involve transfer.” (Guilford 1967). DP composes four fundamental abilities:
– fluency - generation of a large number of solutions for a problem
– flexibility - generation of varied solutions
– originality - generation of solutions that are: rare within the population;
remotely related; clever responses
– elaboration - ability to think of details
As with the rest of SOI, Guilford proposes a series of tests. In DP-tests,
subjects are asked to exhibit evidence of divergent production in several ar-
eas, including that of semantic units (e.g. listing consequences of people no
longer needing to sleep), of figural classes (finding as many classifications
of sets of figures as is possible), and of figural units (taking a simple shape
such as a circle and elaborating upon it as much as possible). For example,
the following test should measure divergent production of semantic classes
(DMC):
From the list of words to the left, make some small subclasses of objects:
1. arrow alternate classes
2. bee 1,2,5,7 (found in the air)
Creativity theories 11
From these tests and reflections on the whole model, Guilford also pro-
poses another concept as fundamental to creativity, that of transfer recall:
“Things are recalled in connection with cues with which they were not expe-
rienced before. Transfer recall is retrieval of information instigated by cues in
connection with which the information was not committed to memory stor-
age.” (Guilford 1967). In other words, transfer recall is the operation that
allows knowledge in memory, however semantically distant and apparently
unrelated to the problem at hand, to be brought and applied to a current situ-
ation. This is what we call cross-domain transfer throughout this book.
To summarize, the operation of divergent production is the very basis for
the set of phenomena that are commonly associated with creativity in people,
although, as Guilford himself points out,
measure the ability to solve puzzles, equations, classification tasks and prob-
lems in general that yield a logically sound unique solution.
Guilford makes a comparison between DP and CP:
‘[In DP], the problem itself may be loose and broad in the re-
quirements for solutions; or the problem, if properly structured,
may call for a unique solution, but the individual may have an
incomplete grasp of it; or he may comprehend the problem fully,
but he is unable to find the unique answer immediately.(..) In CP,
an answer can be rigorously structured and is so structured and
an answer is forthcoming without much hesitation. In the former,
restrictions are few; in the latter they are many; in the former, the
search is broad; in the latter it is narrow. In the former, criteria
for success are vague and somewhat lax and may, indeed, stress
variety and quantity; in the latter, criteria are sharper, more rig-
orous, and demanding.’
Thus, according to Guilford, CP and DP are two complementary facets of
our productive capacity. This capacity, along with cognition (which he con-
siders a more specific operation: that of comprehension and understanding),
memory and evaluation, make part of a model of problem solving and creative
production that the author proposes as an operational integration of all the as-
pects of SOI. Although this model is essentially a speculation, it is interesting
to reproduce the original diagram to the reader (figure 2).
It is far outside the scope of this book to present this model in detail. Since
Guilford did not explore it deeply himself, it is an abstract suggestion for how
things should be when solving problems. Two aspects, however, should be re-
tained: Guilford argued for problem solving and creative production being the
same, thus building a common model for both; he considers a heterogenous
memory with many kinds of representation, perspectives, domains, all co-
habiting together, in an organized whole. This is what we call multi-domain
environment throughout this book.
We would like to finish this section with some thoughts about Guilford’s
work, taking into account, obviously, that this is a work that is almost 40
years old. The first issue is the supremacy of verbal versus non-verbal repre-
sentation, which sometimes seems to imply that thought is defined by (verbal)
language and not the opposite. Allowing some speculation from our side, we
believe this is due to the dualist tendency of the time, where mind is detached
from matter, as opposed to the current view, of embodiment, where some
Creativity theories 13
Figure 2. Guilford’s model of problem solving and creative production (from (Guil-
ford 1967: 315-316)
of the confrontation between the inconsistencies and the theory (e.g. Kepler’s
discoveries about elliptic versus circular orbits5 ). Guilford would certainly
agree with this opinion.
In conclusion, the Structure of Intellect is now certainly outdated, and its
contribution is now seen from a historical perspective. However, with regard
to the psychology of creativity, Guilford’s legacy about divergent and conver-
gent production is still a constant reference. For us, it has become a modelling
inspiration.
1.2. Bisociation
Before going into further detail about Arthur Koestler’s work, we would like
to add that The Act of Creation is a rich philosophical and psychological ref-
erence that encompasses ideas that are still currently accepted and explored,
as we can see in current trends such as embodiment or conceptual blending.
In many ways, bisociation prefigures the blending framework. Indeed, we
might even ask in what way is blending merely “parameterized bisociation”,
that is, bisociation with more elaborate principles and constraints. This will
be discussed in due course.
Written during the early sixties, when behaviorism was the dominating
trend within psychology, this book takes the opposite position (which is close
to a structuralist view) and aims to explain the act of creativity, tackling this
challenge from several different perspectives. While it certainly misses many
aspects and perhaps fails in depth to favor the breadth, it proposes a set of
ideas that we will try to synthesize here and which will be taken by us for the
sake of argument of some of our options.
In The Act of Creation, Arthur Koestler presents a theory that unifies three
sides of human behavior commonly deemed creative: humor, science and the
arts. According to him, the underlying processes are the same, but applied
in different contexts, subject to different intentions and perspectives. In order
to support his theory, Koestler proposes a set of definitions regarding knowl-
edge and problem solving, namely matrices of thought, codes of rules and
strategies.
A matrix of thought (or simply, a matrix) is “any ability, habit, or skill,
any pattern of ordered behavior governed by a ‘code’ of fixed rules” (Koestler
1964). In his example of chess playing (as an ability), he proposes a matrix
as being “the pattern before you, representing the ensemble of permissible
Creativity theories 15
moves. The code which governs the matrix can be put into simple mechanical
equations which contain the essence of the pattern in a compressed, ‘coded’
form”. A code of rules is then what defines the matrix, which means that
both represent the same entity from different perspectives, one intensional,
the other extensional. A strategy corresponds to the selection of elements
within the matrix in order to achieve a goal or pattern of behavior. In the case
of chess, this would be the choice of the “next move”.
We find several obvious correlations with AI problem solving, namely a
matrix corresponds to the set of all possible solutions for a given problem (the
solution space), defined by the code of rules, a set of constraints that define
what a valid solution must be like. The strategy is then the search procedure,
the method used to choose solutions.
According to Koestler, the creative process is connected to what he terms
bisociation of matrices, a phenomenon that occurs when two (or more) ma-
trices become intersected: a reasoning is being followed in one of the matri-
ces and, for some reason (e.g. external stimulus, need, dream, or trance-like
state), a “clash” happens with another matrix and there is a leap to an alternate
reality.
1.2.1. Humor
1.2.2. Science
1.2.3. Arts
The third perspective that Koestler analyzes is that of the artist. As with hu-
mor, he starts by focussing on the physical manifestations connected to it,
the many sensuous phenomena we feel in moments of self-transcendence,
from goose bumps to weeping, thereby arriving at the emotive potential of a
matrix, with its capacity to generate and satisfy participatory emotions (e.g.
by identification, aggression, tension, relaxation). Perceiving a form of art,
of deluding oneself without losing track of reality, means exploring this ma-
trix with higher emotive potential, moving from the trivial present to a plane
remote from self-interest while forgetting current preoccupations and anxi-
eties: “The capacity to regress, more or less at will, to the games of the un-
derground, without losing contact with surface, seems to be the essence of the
poetic, and of any other form of creativity”. The author thus proposes the act
18 Creativity
of interpretation as being also bisociative, and thus creative from the point of
view of the recipient.
As in scientific discovery, metaphor and imagery also come into existence
by a process of seeing an analogy where no one saw one before, its aesthetic
satisfaction depending on the emotive potential of the matrices involved. Ac-
cording to Koestler, discoveries of art derive from “the sudden transfer of
attention from one matrix to another with a higher emotive potential”. In
other words, as with science, the greatness of an artist rests in creating a new
idiom - a novel code which deviates from the conventional rules. The key
turning points result from a new departure along a new line, where we can
find bisociations in the grand style - cross-fertilization between different pe-
riods, cultures, and provinces of knowledge. Once a new idiom is established,
“a whole host of pupils and imitators can operate it with varying degrees of
strategic skill”. Here, Koestler clearly shows his view on “true creativity -
the invention of a new recipe” as opposed to “the skilled routine of providing
variations for it”. This dichotomy also corresponds to the transformational
and exploratory creativity that Margaret Boden discusses, which will be ap-
proached in section 1.4.
In conclusion, Koestler argues that bisociation is active in those three as-
pects of human creativity. In humour, by the collision of matrices; in science
by their integration; and in arts by their juxtaposition.
Although rarely showing it in a formal or algorithmic fashion, Koestler
provides an insight to one of the most definite phenomena behind the creative
process, that of combining knowledge from different domains. More than
describing in detail what happens in cognition, he identifies the consistent
existence of what he calls bisociation within a very wide range of situations
commonly deemed creative, and while it may be arguable that not every cre-
ative act complies with this description, it is certainly true that many of them
result from the association of apparently semantically distant sources, which,
for some reason, combine in such a way that novel and useful knowledge
emerge so naturally that those sources no longer seem so distant. From the
perspective of Guilford’s theory, the notion of bisociation takes many inter-
sections with that of transfer recall, although the latter seems reduced to the
act of retrieving unexpected elements from memory, and the former to the
actual processes of combination involved.
Creativity theories 19
their field. Although presumably not providing statistical validity (e.g. there
is no control group or objective measures in general), the author identified
a set of traits that were common among the individuals (Csikszentmihalyi
1996):
1. Creative individuals have a great deal of physical energy, but they also
know how to be quiet and at rest.
2. Creative individuals tend to be smart, yet also naive at the same time.
6. Creative individuals are also remarkably humble and proud at the same
time.
9. Most creative persons are very passionate about their work, yet they
can be extremely objective about it as well.
10. Finally, the openness and sensitivity of creative individuals often ex-
poses them to suffering and pain yet also a to great deal of enjoyment.
four step model of Wallas, with Verification split into Evaluation and Elabo-
ration): Preparation, Incubation, Insight, Evaluation and Elaboration. He then
frames these steps within the systems model of domain, person and field.
As confirmed in each of the individuals studied, there is the need for a
tremendous amount of information about the domain and the field, normally
achieved after years of hard work. This preparation depends as much on ex-
ternal factors (e.g. family, education, socioeconomic factors, political issues
within a field) as on internal factors (e.g. curiosity, persistence, talent). The
incubation is generally described as the process of solving a problem in the
underground of cognition, after the creative person feels that he/she have been
blocked: “Cognitive theorists believe that ideas, when deprived of conscious
direction, follow simple laws of association. They combine more or less ran-
domly, although seemingly irrelevant associations between ideas may occur
as a result of a prior connection”(Csikszentmihalyi 1996). This mysterious
and often controversial step was also confirmed by the individuals studied,
who often reported finding the solution to a problem in unpredictable or con-
sciously unprepared situations, sometimes after years of working on the prob-
lem (or even having left it alone). As the author points out, this insight, also
found recurrently in the literature of creativity, is only possible when the per-
son (in fact the whole system) is prepared to identify it. This corresponds to
the idea of ripeness, as described by Koestler. For this to happen, the per-
son must be in the right place at the right time, with a significant amount of
confidence, knowledge and luck, as frequently confirmed by the interviewed
individuals.
Evaluation and elaboration are steps that gradually become more depen-
dent on the whole system and less on the individual, as the act, idea, or prod-
uct is confronted with the domain and the field, although the person also
becomes part of this evaluation, particularly in less objective domains.
Two important aspects which raise from Csikszentmihalyi’s observations
are the duality of divergent/convergent thinking and integration across and
within domains, both of which are consistently reported and analyzed. From
the observations, creative people are able to perform well (and with constant
switches) in both the opposite ways of thinking reported in section 1.1: diver-
gent and convergent.
‘People who bring about an acceptable novelty in a domain seem able to use
well two opposite ways of thinking: the convergent and divergent(..). Diver-
gent thinking is not much use without the ability to tell a good idea from a
22 Creativity
Of the works and authors in this section, there is no doubt that Margaret
Boden (Boden 1990) is the most read and cited within the field of AI and
Creativity. The simple reason for this is the fact that she pioneered the effort
of analyzing some of the work that had been done (in AI) from a perspective
that takes into account those philosophical and psychological issues which
are traditionally deemed as creative. In so doing, she proposes a set of classi-
fications for analyzing a program (as much as a human). These classifications
themselves have raised much debate, some of which we will cover here.
The first classification proposed by Boden concerns the fact that there is
novelty in an idea or discovery: Whether it is novel for a single person or for
the whole of human history. In principle, every new and useful idea or dis-
covery is creative for its producer. This is called psychological creativity (or
p-creativity). The other reference is history. When an idea is novel and useful
for the whole of human history, then we are faced with historical creativity
(or h-creativity). This is perhaps the less controversial classification, although
many authors argue that true creativity cannot exist without an external eval-
uation (e.g. (Csikszentmihalyi 1996), (Lubart 1999)). Another aspect is that
one can never determine h-creativity in absolute terms because an idea can
be h-creative and not be seen as such for years. And the reverse also hap-
pen, when an idea and an author are regarded as h-creative by the society,
24 Creativity
but the original idea should actually have been credited to a preceding author.
There are countless examples of these misjudgments in human history. This
view does not remove the validity of h-creativity as presented, but it testifies
to how complex the problem can be. It is also important to mention that p-
creativity is the main focus of Boden’s analysis, as she is mainly concerned
with the personal perspective.
The other classification brought by Boden (Boden 1990) pertains to the
process needed to produce the novel idea or discovery. She thus presents two
kinds: combinatorial creativity and exploratory-transformational creativity.
The combinatorial creativity results from “unusual combination of, or associ-
ation between, familiar ideas. Poetic imagery, metaphor and analogy fall into
this class.” (Boden 1999). Alternatively, exploratory-transformational cre-
ativity (ET-creativity) is about how a subject deals with a conceptual space.
Her definition of conceptual space is: “an accepted style of thinking in a par-
ticular domain - for instance, in mathematics or biology, in various kinds of
literature, or in the visual or performing arts...” (Boden 1999). There is a clear
similarity with Koestler’s matrices throughout the many descriptions that Bo-
den provides for conceptual space, although neither provide a formal defini-
tion. ET-creativity further subdivides into two distinct categories: exploratory
(e-) and transformational (t-). E-creativity deals with the exploration of the
conceptual space without jumping out of its boundaries, without breaking
strong constraints, and it is normally based on the mere “tweaking” of the
most superficial dimensions. Sometimes it is capable of achieving p-creative
or even h-creative outcomes, but still without changing the (well defined) con-
ceptual space. T-creativity involves some transformation “of one or more of
the (relatively fundamental) dimensions defining the conceptual space con-
cerned” (Boden 1999). In other words, it demands changes in the conceptual
space, such as re-representation, change in the evaluation or integration of
new concepts. Boden also sees this kind of creativity as impossibilist, “in that
ideas may be generated which - with respect to the particular conceptual space
concerned - could not have been generated before (they are made possible by
some transformation of the space).” (Boden 1990:519-520). Thus, there is a
clear opposition between e- and t- creativity, although for some authors, it is
about the level of abstraction. Indeed this taxonomy has raised many points
of debate.
The first point is that transformational creativity is also exploratory at a
meta-level (Wiggins 2001; Colton 2001; Ram et al. 1995). In other words,
given the nature of t-creativity, the only possible way to transform a concep-
Creativity theories 25
tual space is to change its own defining rules. This would involve being aware
of its own defining rules, in other words, being able to do meta-level reason-
ing. Following this argument, it leads us to the conclusion that this change of
meta-level rules would necessarily be (at some point, even if at a meta-meta-
level, and so on) exploratory. This argument has been formalized in (Wiggins
2001).
Another criticism concerns the vagueness of the definition of conceptual
space (Wiggins 2001; Ritchie 2001). Although she provides many exam-
ples, such as from within the broad areas of expertise like music, writing
or physics, it is never sufficiently clear from a computational modelling per-
spective what it actually comprises. More specifically, should it correspond
to a solution set, i.e. the set of solutions to a problem? Is there any ordering,
so it becomes then a search space? This issue may become important when
considering the computational modelling (and analysis) of t- and e-creativity.
For example, changing the ordering of concepts would correspond to a trans-
formation of the search space, but not of the solution set. Since in the latter
case there is no introduction of new concepts, one cannot say it could not have
been generated before (therefore it should be e-creativity). On the other hand,
many discoveries and art revolutions (i.e. h-creative events) may have been
based more on this kind of restructuring the space than on the generation of
impossible concepts, which would mean that t-creativity is not necessarily a
superior kind of creativity. We think that these issues could be better clarified
with a more precise definition of conceptual space.
The final point to present here regards the distinction between combinato-
rial creativity and ET-creativity (Ritchie 2001). Although not having raised
as much debate as the previous issues, essentially because Boden herself
dropped this differentiation, this one has particular interest for our work. If
one sees the problem of combinatorial creativity as the generation of a new
concept from the association of previous ones (as the definition says), one
can also accept a conceptual space containing all the possible combinations.
By doing so, there is no difference between the act of exploring the concep-
tual space of possible combinations, and the act of generating a combination
(which would exist in that conceptual space). Similarly, if, with the novel as-
sociation, a novel concept emerges that could not have been generated before,
then we could have achieved t-creativity. In other words, although combina-
torial creativity may be regarded as a particular kind of creativity (which is
also the one approached in this book), it should also be included in and not
distinguished from the set of ET-creativity phenomena. This is, as far as we
26 Creativity
1.5. Others
Given the recent increase in creativity research, it is not a simple task to pro-
vide a meticulous overview without leaving out any fundamental work. There
is a great variety of approaches and therefore we will provide a summary of
the most cited works from those approaches that are most prominent and
field-covering: cognitive psychology (Finke, Ward and Smith 1992); conflu-
ence theories7 (Sternberg and Lubart 1996); neuroscience (Martindale and
Greenough 1974); motivation and intention (Amabile 1983) and biographical
case studies (Weisberg 1999).
Finke and his colleagues have proposed what they call the Geneplore
model, according to which there are two main phases in creative thought:
generative and exploratory (Finke, Ward and Smith 1992). Many potential
ideas or solutions are created, followed by their extensive exploration. From
laboratory experiments, these researchers concluded that subjects generate a
set of “preinventive structures, in the sense that they are not complete plans
for some new product, tested solutions to vexing problems, or accurate an-
swers to difficult puzzles” (Ward, Smith and Finke 1999). From these partial
structures, a phase of exploration and interpretation takes place that attempts
to construct a feasible solution to a problem, by focusing and expanding these
structures. Constraints can be imposed at any time during the generative or
exploratory phase. This model “acknowledges that a range of factors other
than cognitive processes contribute to the likelihood of any individual gener-
ating a tangible product that would be judged to be ‘creative’ ” (Ward, Smith
Creativity theories 27
and Finke 1999). From a broad perspective, the Geneplore model falls into
the class of divergent-convergent models, as proposed by Guilford and agreed
by Csikszentmihalyi.
The investment theory of Sternberg and Lubart falls into the category of
confluence theories (theories that offer the possibility of accounting for di-
verse aspects of creativity). It suggests that “creative people are ones who are
willing and able to ‘buy low and sell high’ in the realm of ideas. Buying low
means pursuing ideas that are unknown or out of favor but that have growth
potential. (..) The person persists in the face of this resistance and eventually
sells high” (Sternberg and Lubart 1996). From extensive experimentation,
Sternberg and Lubart developed a model that presupposes the interaction of
six distinct but interrelated resources: intellectual abilities, knowledge, styles
of thinking, personality, motivation, and environment.
At a different level of research, Martindale and Greenough studied the
variability of level of arousal and attention in the performance of creativity
tests (e.g. Remote Associations Test, Similarities Test of divergent thinking),
by observing galvanic skin response fluctuations, heart rate variability, corti-
cal activation, as well as other biometrical measures (Martindale and Gree-
nough 1974; Martindale 1999). One interesting conclusion was that creative
individuals have a highly variable level of arousal, rather than a basal (i.e.
stable in this context) level of arousal, which means that “creative inspiration
occurs in a mental state where attention is defocused, thought is associative,
and a large number of mental representations are simultaneously activated”
(Martindale 1999). Moreover, the authors also associate their work with the
primary-secondary process thesis (Kris 1952), which says that creative indi-
viduals have a greater ability to switch between two modes of thought (pri-
mary and secondary) than less creative individuals. Primary process thought
is found in states such as dreaming and reverie (as well as in psychosis and
hypnosis), it is autistic, free-associative, analogical. Secondary process is the
abstract, logical, reality-oriented thought. Martindale found supportive evi-
dence confirming Kris’s proposal, meaning that creativity is not just based
on primary process thought, but on its systematic intertwining with the sec-
ondary process. Again, we find a clear similarity to the ideas of divergent
thinking (the primary process) and convergent thinking (the secondary pro-
cess), as discussed before.
The work of Teresa Amabile on motivation and intention is also often cited
in literature. She proposes a two-pronged hypothesis about how motivation
affects creativity: “The intrinsically motivated state is conducive to creativity,
28 Creativity
1.6. Synthesis
2. Computational Creativity
The legacy left by Boden’s descriptive hierarchy sparked off the attention to-
wards analyzing AI systems from a creativity perspective (e.g. (Ram et al.
1995; Bentley 1999)). Notwithstanding the many fragilities, some of which
have already been named, the point was made of the need of such analyses
Computational Creativity 31
or, at the least, for the consideration of Creativity within AI. However, the
lack of formal approaches and of stable epistemological and methodological
settlements condemns this research to endlessly recycle unsolvable problems.
While it seems currently impossible to say that a system is creative, or even
intelligent, without any controversy, it may be possible to classify it accord-
ing to criteria that are based both on formal computational accounts and on
theories such as Boden’s.
We now present the two approaches towards characterizing the creativity
of AI systems. The first one derives from an assumed attempt of formal-
izing Boden’s theory and is centered on the process, while the second one
deals with evaluation and focusses on the product. We will apply these works
when analyzing our system in chapters 4 and 6. In order to keep this section
comprehensible for a general audience, we tried to reduce the formal exposi-
tions to the minimum necessary. On some parts, these become indispensible
to clarify concepts for those interested in technical detail, but they are still
accompanied with an informal description.
or not) makes to travel in the space of possible elements. For example, some
people prefer to work “top-down”, i.e. to define the whole structure, then pro-
ceed reifying the ideas, others “bottom-up”. Others rely on ad-hoc method-
ologies, even randomness. It is not guaranteed, though, that all elements
found are acceptable (belong to C ). In other words, the application of T
may produce non-acceptable outcomes. This aspect is extremely important in
terms of creativity, as it opens a door to re-thinking the whole system.
According to Wiggins (Wiggins 2001), it is thus from the interaction of
these three sets, R, E and T that exploration of the universe of concepts
can be analyzed in the light of exploratory creativity. Each of these sets can
change with time, in the same way that science and arts evolve by chang-
ing their rules, goals or methodologies. It is this constant change that drove
Wiggins (and others (Wiggins 2001; Colton 2001; Ram et al. 1995)) to a con-
clusion that the process of exploratory creativity (the three sets) is also ex-
ploratory in and of itself. In other words, using the same formalization as the
one referred to above, Wiggins proposes the demonstration that transforma-
tional creativity is equivalent to exploration at the meta-level (Wiggins 2001).
The idea is that transformational creativity can only happen with changes in
(at least) one of the three sets and, if we jump one level up and consider
an exploration in the space of possible rule sets (e.g. the space of style rule
sets, space of “value judgments”, space of strategies), then the same analysis
can be made. Of course, the question arises: when to stop this recursion?; or
even, is this conclusive about the act of creativity? Aren’t those transforma-
tions driven bottom up or emergent (e.g. serendipity, empirical observation,
sensorial evolution), rather than a meta-level activity? Of course, Wiggins
setting is more a proposal for the analysis and discussion of creativity within
AI than an actual statement of how things work cognitively and, in that sense,
it has been an interesting base to apply.
first one regards the notion of basic item, an entity that a program produces.
“This is not a definition of what would count as successful or valid output for
the program, merely a statement of the data type it produces”. Ritchie pro-
poses two rating schemes to analyze the produced items: typicality ratings
(typ) and value ratings (val). There is also the notion of inspiring set, I, the
set of basic items that, explicitly or implicitly, lay behind a generative sys-
tem. For example, for a rule-based system, the elements implicitly defined by
those rules would be in the inspiring set; for a case-based system, the initially
stored cases would also be part of the inspiring set; for an example-based,
learning system, the examples given in the training phase would belong to
the inspiring set. The definition of the inspiring set is fundamental to estimate
how successful a system is in obtaining novel ideas, but it is often hard to find,
since the designer of the system is rarely conscious of all the influences be-
neath their own choice. For example, a system for composing a certain style
of music may have been designed via analysis of a set of pieces (which would
be part of its inspiring set), while if it were made from musicology theories,
defining that set would be a harder task.
Finally, we need to define four notation conventions. We assume that X
and Y are two sets of items, and that F can be a function such as typ or val:
de f
Tα ,β (X ) = {x ∈ X | α ≤ typ(x) ≤ β } : The subset of X falling in
a given range of normality
de f
Vα ,β (X ) = {x ∈ X | α ≤ val(x) ≤ β } : The subset of X falling in
a given range of quality
de f
AV (F, X ) = (∑x∈X F(x)/ | X |) : The average value of func-
tion F across finite set X
de f
ratio(X ,Y ) = | X | / | Y |: The relative sizes of two
finite sets X, Y
In general, isolated measures will not say anything regarding creativity. Each
one contributes with its own part to the overall picture of the analysis of the
output. Some of them (the later ones), however, are combinations of the others
and allow us to conjecture about creativity potential.
measure 1 AV (typ, R) > θ , for suitable θ .
The first measure compares the average of typicality of items with a value,
θ . The following measure studies to what extent typical items form a signifi-
cant proportion of the results:
measure 2 ratio(Tα ,1 (R), R) > θ , for suitable α , θ .
measure 3 AV (val, R) > θ , for suitable θ .
measure 4 ratio(Vγ ,1 (R), R) > θ , for suitable γθ .
Measure 3 and 4 follow the same reasoning as the first two, but applied to
value (val). Alternatively, the fifth measure classifies the success of a system
as its ability to obtain a high proportion of highly valued items, within the set
of the typical ones:
measure 5 ratio(Vγ ,1 (R) ∩ Tα ,1(R), Tα ,1 (R)) > θ , for suitable α , γ , θ
The following three measures compare the set of highly valued, yet un-
typical results, to the output, to the whole set of untypical results and to the
set of typical highly valued outcomes.
measure 6 ratio(Vγ ,1 (R) ∩ T0,β (R), R) > θ , for suitable β , γ , θ .
measure 7 ratio(Vγ ,1 (R) ∩ T0,β (R), T0,β (R)) > θ , for suitable β , γ , θ .
measure 8 ratio(Vγ ,1 (R) ∩ T0,β (R),Vγ ,1 (R) ∩ Tα ,1 (R)) > θ , for
suitable β , γ , θ .
A program might be replicating its entire inspiring set, in which case it
might be said it is not creative since (at least some of) the outputs are not
novel:
measure 9 ratio(I∩R,I) > θ , for suitable θ .
Thus, a high value in this measure is something we don’t want if looking
for creativity in a system. Conversely, the system may produce outcomes that
do not belong to the inspiring set. Thus, in measure 10, we calculate the ratio
of all the items generated with respect to the ones (from that set of generated
ones) that also belong to the inspiring set:
measure 10 ratio(R,I∩R) > θ , for suitable θ .
Measures 11 and 12 propose some possible perspectives on the generated
items not belonging to the inspiring set: proportion of those that are typical
(measure 11); proportion of those that are valuable (measure 12). The former
stresses the capability of the system to produce results that are not replica-
tions, yet still fitting the “norms” (i.e. still being typical). The latter estimates
Computational Creativity 35
how well the system is able to produce valued items that are not replications.
measure 11 AV (typ, (R−I)) > θ , for suitable θ .
measure 12 AV (val, (R−I)) > θ , for suitable θ .
Finally, measures 13 and 14 give an estimate about the proportion of
highly typical and valued novel results. The latter justly fits the view of cre-
ativity as the generation of “novel and valued” products.
measure 13 ratio(Tα ,1 (R−I), R) > θ , for suitable α , θ .
measure 14 ratio(Vγ ,1 (R−I), R) > θ , for suitable γ , θ .
These measures pose two obvious problems for their application. The first
one has to do with the rating schemes val and typ, namely the former would
demand a compromise that is rarely explicitly made in everyday observation
of creativity, of what a valuable outcome is composed of exactly. The second
problem regards the variables involved (α , β , γ and θ ). Finding acceptable
values will depend on experimentation in different contexts. Yet, until now,
there has been no application of these. Furthermore, their scales will differ
among measures (e.g. measures 4 till 9 yield values in the interval [0, 1],
measure 8 can give any positive real number, measure 10 always results in
values higher than 1). In this work, we assume α , β and γ to be 0.5.
Another issue is that Ritchie considers typicality and value, rather than
novelty and usefulness. While usefulness and value are often meant as syn-
onymous (in the sense that something is valued when it accomplishes a pur-
pose), typicality runs opposite to novelty. Assuming the risk of oversimpli-
fying these notions, we consider, in this work, that typicality is converse to
novelty (i.e. novelty(x) = 1−typ(x)) and value equals usefulness. This is im-
portant for the analyses made in chapter 6.
Before proceeding, we must define the necessary (but not sufficient) condi-
tions for a computational system to be included in the list we study here as
being creative:
– It should aim to produce solutions that are not replications of previous
solutions (known to it).
– It should aim to produce solutions that are acceptable for the task it pro-
poses.
Of course, these correspond to the classical definition of novelty and use-
fulness, from a perspective of p-creativity, in Boden’s terms. Thus, we are
allowing for the classical extremes: a random process that can find good
items; a system that explores the whole search space with a brute-force blind
Computational Creativity 37
Figure 3. The classification of concepts within the universe U according to the sets
R, T , E , [[R]]and [[E ]]. Remember that C =[[R]]
method; a system that generates different outcomes every time, but which all
look very similar to humans. All these are creative systems, according to this
classification, but we intend primarily to rule out the (much larger) set of AI
systems that focus solely on the second condition: to accomplish a well de-
fined goal. As with intelligence, there is a continuum of creativity degree in
such systems, from the utterly non-creative to the undoubtedly creative, and
some dimensions can be inspected in order to sort out further classifications:
– The complexity it is able to treat, without breaking the conditions above
- creative abilities are often more salient (or vital) in problems with high
complexity. A program able to satisfy our criteria in highly complex set-
tings is definitely on the (highly) creative side of the continuum.
– Its ability to reason at different levels of abstraction - A system that can deal
with different levels of abstraction for the same problem would certainly be
closer to the goal of meta-level reasoning (and t-creativity) than a system
without such ability.
– Its ability to process different sorts of representation - It has been of-
ten referred in Creativity literature (e.g. (Karmiloff-Smith 1993)) that re-
38 Creativity
Of all the surveys presented in this book, the overview of the field of cre-
ative systems is the most difficult to make for two particular reasons: there
has been a surprisingly high proliferation of such systems during the past five
years, spreading across a variety of areas and approaches; only a few identify
themselves as “creative systems”, preferring different classifications such as
“cyber art”, “generative systems” or “creative design”. Moreover, from these,
only a few consciously follow an underlying “computational model of cre-
ativity”. Thus, in order to analyze the models that have been used so far, it is
necessary to abstract them from the existent implementations.
The list of systems chosen for the overview obeys three conditions. Each
system should have its implementation description available somewhere (rul-
ing out many commercial implementations), it should also have been pub-
lished recently13 (except for some classical examples), and it must satisfy,
even if only assumed informally, the definition above for creative systems.
The approaches presented range all over the traditional AI paradigm clas-
sification spectrum of Symbolic, Sub-symbolic and Hybrid systems. This di-
vision could therefore be a starting point to structure this overview. Neverthe-
less, we prefer to organize it according to issues that have been discussed so
far regarding the theme of creativity.
The first issue regards the opposition of perspectives cognition/society,
which were also observed in section 1. Some works follow the systems per-
spective of Csikszentmihalyi, via multi-agent environments in which creativ-
ity emerges as a result of multiple interaction. Examples of this approach are
the Hybrid Society (Romero Cardalda 1999), The Digital Clockwork Muse
Computational Creativity 39
(TDCM) (Saunders and Gero 2001), Design Situations (DS) (Sosa and Gero
2003) and SC-EUNE (Macedo and Cardoso 2001). On the other side, there
are the systems that follow approaches based on a cognitive perspective (i.e.
the machine is one single agent) by applying domain-dependent rules (e.g.
Lothe’s Mozart Minuets (Lothe 2000), Aaron (Cohen 1981)), stochastic mod-
els (e.g. Craft and Cross’s fugal exposition generation (Craft and Cross 2003),
the Postmodernist generator (Bulhak 2000)), reusing past experience (e.g.
the Case-Based Reasoning approaches of ReBuilder (Gomes et al 2002) and
ASPERA (Gervás 2001)), evolutionary computation (e.g. NevAr (Machado
and Cardoso 2002) and Poevolve (Levy 2001)), modelling specific cogni-
tive phenomena like Metaphor (e.g. Sapper (Veale 1995; Veale and Keane
1997; Veale and O’Donoghue 2000)), Analogy (e.g. Copycat, (Hofstadter
and Mitchell 1988)) or Conceptual Combination (e.g. C3 (Costello, 1997)).
Of course, individual agents in multi-agent systems need to have individual
processes, and therefore these two perspectives are not totally incompatible.
A second issue regards evaluation: is the system performing self-
evaluation by any means in order to obtain the final product, or is there the
participation of a user, the generation of the product being a result of the
interaction (in this case, the general system - human plus machine - could
be seen as a two agent system)? In general, multi-agent systems presuppose
a built-in evaluation strategy, normally becoming part of the interaction be-
tween agents (agents reward other agents for positive evaluation, as happens
in TDCM), the Hybrid Society being an exception (humans can be part of
the egalitarian multi-agent system and produce and/or evaluate). In single-
agent architectures, some kind of self-assessment is also built-in, either via
probability, rules, or pre-trained mechanisms (like a Neural Network). These
self-assessments rely more on the appropriateness of the product according
to a style or goal than on aesthetic judgment. Yet, one should not read this too
strictly since we can find a variety of self-evaluation methods that consider
aesthetics (e.g. NevAr allows the application of aesthetic principles based on
perception; HR contains interestingness heuristics). Some systems rely on the
active participation of the user in the generation process. A typical example is
the interactive genetic algorithm (IGA), where the algorithm generates items
that are evaluated by the user (e.g. NevAr and (Sims, 1991)14 ), and this eval-
uation is used to produce the subsequent items. Max (Campos and Figueiredo
2001) is an agent that searches the Web for interesting pages (according to a
user profile) in order to trigger serendipitous insights for the user, who has to
give Max appropriate feedback to continue the cycle. MuzaCazUza and Re-
40 Creativity
Builder are two Case-based reasoning systems on music and software reuse
(respectively), which rely on the user for the adaptation of cases (in the case
of ReBuilder, it also provides an analogy mapping method of adaptation).
A third issue has to do with the use of memory. Does the system keep
track of past runs, and therefore is it able to profit from past experience? This
can be seen as an instantiation of the preparation phase discussed earlier. A
few systems have this property, namely SC-EUNE, NevAr, ReBuilder, Max,
Metacat and Sapper.
Being able to do meta-level reasoning, i.e. to reason about the method
of reasoning, could only be found in three systems: HR, Metacat and Sap-
per. The former (Colton, Bundy and Walsh 1999), named after Hardy and
Ramanujam, was designed by Simon Colton to carry out discovery in pure
mathematics. It performs a complete cycle of mathematics, including build-
ing its own mathematical concepts, making conjectures about the concepts,
attempting to prove the true conjectures and finding counterexamples for the
false ones. It builds new concepts according to seven heuristics and nine pro-
duction rules. All these are considered the most generic possibilities across
the field of mathematics. It has a meta-level reasoning version (Colton 2001),
in which it builds a high-level theory that contains concepts and conjectures
about the concepts and conjectures of the lower-level theory. For example, it
is able to form the high-level concept of “function” (there is a unique second
object for each first object found in the pairs which make up the examples
for these concepts). Examples of low-level functions are definitions for prime
numbers, perfect numbers, pairs and so on. The HR project has also a multi-
agent version with four HR-based agents with different strategies running in
parallel (Colton, Bundy and Walsh 2000), which cooperate by exchanging
new concepts and conjectures.
Metacat (Marshall 2002) is the latest evolution of Copycat (Hofstadter
and Mitchell 1988), which is a system for solving puzzle analogies (such as
“abc→abd::xyz→?”) that applies a bottom-up parallel strategy to find map-
pings between the source and the target, as well as explanatory relations
within them, and to associate these mappings and relations with concepts in
a Slipnet. This Slipnet is a semantic network with variable distance between
concepts (examples of concepts are the letters of the alphabet, relations like
opposite or predecessor, and attributes like rightmost or first letter of the al-
phabet) where a spreading activation algorithm is used to determine the plau-
sible mappings (e.g. “c” corresponds to “z” - both are rightmost - and “c” is
predecessor of “d” - in the alphabet). When a set of concepts is activated, a
Computational Creativity 41
mented according to the methods below, but its interaction with others is
essential to find creative items.
– Evolutionary model (EM). Creativity emerges as a result of evolution of
the artifact. This evolution is made in parallel with concurrent streams of
candidate artifacts that eventually converge to a maximum. The judgments
(fitness functions) are either given by a user (IGA’s) or via algorithmic
methods such as neural networks or heuristic rules.
– Domain-centered model. Creativity results from expertise on a specific do-
main. Different domains invite different specific methods or knowledge
structures (even if the general approach remains the same). This model can
be divided into three sub-types:
– Expert Systems model (ESM). Items are generated by following well
established constraints and methodological rules of the domain of appli-
cation. Creativity is stimulated by allowing randomness in well-bounded
decision making points.
– Case-Based Reasoning model (CBRM). Creativity is the result of reuse
and adaptation of past experience with attention to the present context.
According to (Ram et al. 1995), this is achieved in five steps: problem
interpretation, problem reformulation, case and model retrieval, elabo-
ration and adaptation and evaluation.
– Stochastic model (STM). Creative items are generated from non-
deterministic automata that result from analysis on selected data16 .
When it is well-trained, issues like evaluation or memory are embedded
in the automaton, which rarely produce wrong outcomes or outcomes
that differ considerably from the initial data.
– Cognition-centered model (CCM). Creativity results from mental pro-
cesses that can be computationally modelled. It is domain-independent and
therefore items are represented at a conceptual level that needs to be reified
at application level. This reification may be made externally, but it must be
consistent with the concept description.
In tables 1 and 2, we give a summary of the characteristics of the systems
analyzed. Some systems are not described in detail here because their descrip-
tion would not add pertinent facts for this book. Many more systems were left
out (never mind the commercial ones), so this is a very small sample of the
state-of-the-art which hopes to cover the wide breadth of the approaches.
Perhaps due to the youth of the area of creative systems or to the differ-
ent purposes of each system, few provide formal analysis of the creativity
involved. The formalisms of Wiggins, Ritchie and the others have scarcely
Table 1. Generic description of the analyzed creative systems (part I)
Name Theme Reasoning Paradigm Domain
HR Concept Formation Rule-based Many (essentially Maths)
SC-EUNE Surprise Modelling Rule-based Architecture
TDCM Aesthetic evolution IGA+NN Artistic images
Design Situations Design Hybrid Design
Hybrid Society Aesthetic evolution IGA+NN Music
NevAr Image generation IGP Artistic images
MuzaCazUza Melody generation CBR Music
ReBuilder Software Reuse CBR+Analogy Software Engeneering
Max Serendipity Rule-based Web searching
Metacat Analogy Hybrid Puzzles
ASPERA Style imitation in poetry CBR Poetry
(Conklin and Witten 1995) Music prediction Stochastic Music
(Craft and Cross 2003) Style imitation in music Stochastic model (n-gram) Music
(Sims 1991) Image generation IGP Artistic images
Copycat Analogy Hybrid Puzzles
(Lothe 2000) Style imitation in music Rule-based Music (Mozart Minuets)
EMI Style imitation in music Stochastic model (n-gram) Music
(Manurung, Ritchie and Thompson 2000) Poem generation Hybrid (rule-nased+GA) Poetry
Poevolve Poem generation IGA+NN Poetry
WASP Poem generation Rule-based Poetry
JAPE Pun generation Rule-based Humour
Postmodernist generator Thesis generation Stochastic Literature/humor
MAKEBELIEVE Text Generation Rule-based Stories
Dupond Text Generation Rule-based Conversation
Brutus Text Generation Rule-based Stories
Aaron Image generation Rule-based Artistic images
HAHAcronym Acronym generation Rule-based Humour
Sapper Metaphor Hybrid Many
Drama Analogy Hybrid Many
Computational Creativity
been applied, which is understandable given the problems which arise when
determining the inspiring set or the value for the many variables involved.
Only WASP (Gervás 2002) and Dupond (Mendes 2004) have been analyzed
so far with those formalisms, and it is still complicated to compare them
with other systems (as emphasized in (Pereira, Mendes, Gervás and Cardoso
2005)). In this book, we give another contribution to this fundamental aspect
of evaluation of creative systems.
We would like to conclude this section by noting that, in spite of the cur-
rent proliferation of creative systems, the large majority is exploratory. One
can say that transformational creativity has so far been achieved by systems
such as HR and Metacat, although only at an elementary level. These systems
deal with meta-knowledge but are still far from actually transforming their
conceptual space, strategy, knowledge representation or evaluation function.
Chapter 3
Working with Concepts
1. What is a concept?
Perhaps the most specific definition we can give is that a concept is an ab-
straction that refers to ideas, objects or actions. Concepts can be dynamic en-
tities, i.e. they can change with time (e.g. the concept of “phone” has evolved
along with its technology), person (e.g. for some people a “crocodile” is a
“pet”, while for others it is not) or context (e.g. the concept of “giant” will
differ radically when comparing an “elephant” with a “human” and with a
“dinosaur”). In some domains, normally scientific, they can also be formal
and static (e.g. the concept of “prime number” is not supposed to change).
More than about the definition, much debate has been about how concepts
are represented in cognition. There are three main views:
– Prototype view (Rosch 1975). Concepts are represented in the mind by
prototypes, rather than by explicit definitions, which can be used to differ-
entiate when an instance is or is not an example of the concept. Concepts
are represented by an “idealized” prototype, which has the “average” char-
acteristics of the concept (e.g. the prototype of “bird” would have “has
wings”, “has feathers”, etc.) or by a “paradigmatic” prototype (e.g. a cof-
fee cup for a cup or wooden spoon for large spoon). Of course, this view
raises problems because concepts are not necessarily static entities, defin-
able with a fixed set of properties.
– Exemplar view [?]. Concepts are represented by their most common ex-
emplars. Therefore, classifying an instance consists in determining which
48 Working with Concepts
remembered exemplars are the most similar. This view implies that we
organize experience in an episodic memory. If considered in isolation, the
exemplar view fails in a particular aspect. Although it is agreed that knowl-
edge is dependent on individual experiences, the ability to do abstraction,
to generalize from experience, is fundamental, otherwise memory would
be insufficient for reasoning.
– Theory view (Murphy and Medin, 1985). The representation of concepts
is based on micro-theory. A micro-theory describes the concept with facts
about the concept (or related concepts) and causal connections between
them. For example, the concept “bird” would have the facts that “it flies”,
“it has wings“, etc., but also rules that explain causality (e.g. Why do birds
fly? Why do they nest in trees?). Thus, a micro-theory can be seen as com-
prising a concept network (with causal links) and rules about the concept.
This view also poses some problems such as these two: what should the
limits of a micro-theory be (e.g. should we explain flight by physical rules,
or with common sense and to which level of detail)? Since concepts can be
dynamic, representing them with a theory would raise all sorts of problems
of non-monotonic reasoning (how to represent change? how to maintain
consistency and tractability?).
In AI, these three views have been applied. To name a few examples:
the prototype view is common in systems that represent concepts as attribute
value sets, such as in some machine learning systems (e.g. version space
learning (Mitchell 1978), decision trees); the exemplar view is typical in
Case-Based Reasoning systems, where episodic memory is used to compare
old to new problems; the Theory view is common in Logics (for example in
Inductive Logic Programming) and in systems that use semantic networks,
such as Sapper and Copycat (presented in sections 4.2 and 2.2.2).
Throughout this book, whenever we refer to concepts, we assume the The-
ory view, both in relation to our work and to the work of others, except when
explicitly stating an alternative. It is also important to state the relationship
between concept and category. In our work, a category is itself also a con-
cept, but viewed from the perspective of membership (e.g. the concepts dog
and wolf belong to the canine category, while the concepts canine and feline
belong to the mammal category). This follows an AI Ontology Engineering
philosophy, in which an ontology contains a web of interrelated concepts,
sometimes gathered within more compreehensive concepts (the categories,
which are also concepts themselves).
Building concepts 49
2. Building concepts
Throughout the literature, there seems to be some confusion with the no-
tions of concept discovery, formation, invention, generation, design and cre-
ation. Sometimes they are synonymous to each other, sometimes they are
considered different. We propose a distinction between two ways of build-
ing concepts: concept formation and concept invention. We provide a con-
sensual definition for concept formation, from Psychology, which coincides
(also consensually) with concept discovery. The definition for concept inven-
tion (or generation or creation) may be less agreed upon since it is based on
less formal principles.
A concept has been invented (as opposed to formed) when it cannot be de-
duced from its generative process and when it did not exist before, inten-
sionally or extensionally. In other words, the process of concept invention
is unsound. This definition covers a very broad range of possibilities, from
randomness to heuristics-based search.
In concept invention, evaluation becomes a fundamental issue. Since there
is no a priori notion of validity, criteria must be met for the assessment of
the generated concepts. These criteria can coincide with those discussed for
creativity (i.e. novelty and usefulness) or to problem solving (i.e. satisfying
a goal). Since these are, again, difficult criteria, concept invention is nor-
mally applied as a generative phase to feed other sound procedures, which
can guarantee validity. For example, in scientific discovery systems (e.g. HR,
AM, EURISKO), conjectures are generated from the application of heuris-
tics; in conceptual design the process of concept invention (or generation)
commences by establishing structural relationships and searching for regular-
ities and combining them into concept variants (Reffat 2002). In AI systems
in general, concept invention has been implemented based on heuristics (e.g.
in HR), parallel processes (e.g. in Copycat), evolutionary techniques (e.g. in
NevAr), to name a few. The main argument here is that in neither case is
the novel concept the logical conclusion from data analysis, but merely a
bounded guess to be explored later.
To conclude, we must stress that, in practice, there is not such a strict sep-
aration between formation and invention (rather, there is a continuum). Every
discovery involves conjecturing (i.e. inventing - or speculating about - new
concepts yet to be proven), a process that has a great deal of its power in un-
sound processes, like aesthetics, intuition and free-association. In the systems
referred to above (HR, AM and EURISKO), the conjecture generation step is
fundamental and it is achieved with the application of production rules and
heuristics to evaluate how interesting yet-to-be-proven concepts are.
The distinction between formation and invention could be reduced to a
problem of constraint satisfaction: formation has stronger constraints to sat-
isfy than invention, which is ill-defined. However, a clearer distinction is
needed since these correspond to two distinct, yet inter-dependent, steps of
creativity: rationality and imagination. Once again, convergence and diver-
gence. While rationality is more constrained, thus more limited but compu-
tationally implementable, imagination allows a world of possibilities that for
Mixing concepts 51
3. Mixing concepts
ments which are already known to co-occur on the basis of past experience.
This constraint would predict that the interpretation “an angel pig is a pig with
wings on its torso” would be preferable to “an angel pig is a pig with wings
on its tail”. Informativeness requires an interpretation to convey a requisite
amount of new information. Informativeness excludes feasible interpretations
that do not communicate anything new relative to either constituent concept;
for example, “a pencil bed is a bed made of wood” (Keane and Costello 2001).
Costello and Keane implemented a computational model of their theory.
The system is named Constraints on Conceptual Combination (or C3 ) and
will be subject to a comparison with Divago in chapter 5.
Generic Space
Input 1 Input 2
Blend
tion (the inputs), acquires gradual independence through use. We often find
a blend as being a concept that has the structure of other concepts, yet also
having its own (emergent) structure. We find examples of blends in many
sorts of situations. People have been making blends from at least the times
of Greek mythology (e.g. Pegasus) till today (e.g. the Pokemon creatures).
They are present throughout our daily communication (e.g. “John digested
the book”), technological evolution (e.g. “Computer virus”, “Computer desk-
top”), arts (e.g. Mussorgsky’s “Pictures at an exhibition”; Kandynsky’s “Im-
provisations”), advertising (e.g. Swatch is a blend of “swiss” and “watch”).
The works of (Mandelblit 1997; Sweetser and Dancygier 2005; Coulson
2000) and (Veale and O’Donoghue 2000) contain or are in themselves exam-
ples of how CB can contribute to Linguistics, Creative Cognition, Analogy
and Metaphor.
The first fundamental element of Conceptual Blending is the mental space.
A mental space is “a partial and temporary representational structure which
speakers construct when thinking or talking about a perceived, imagined,
past, present or future situation” (Grady, Oakley and Coulson, 1999). “Men-
tal spaces are small conceptual packets constructed as we think and talk, for
purposes of local understanding and action. (..) [they] are very partial. They
contain elements and are typically structured by frames. They are intercon-
nected, and can be modified as thought and discourse unfold. Mental spaces
can be used generally to model dynamic mappings in thought and language”
(Fauconnier and Turner 2002: 40-41). From a symbolic AI perspective, a
mental space could be represented as a semantic network, a graph in which
we have nodes identifying concepts18 (corresponding to the elements of a
mental space) interconnected by relations. The definitions of mental space
still allow many other representations (e.g. cases in Case-Based Reasoning,
memes in Memetics or even the activation pattern of a Neural Network in a
given moment) but these would certainly demand more complex computa-
tional treatment, especially with regard to the mapping. In figure 5, we show
two possible mental space representations for “computer” and “virus”.
In order to generate a blend, we must find mappings between the two
mental spaces. We call these cross-space (or cross-domain) mappings. They
connect elements of one mental space to others, in another mental space. A
mapping may be achieved through different processes (e.g. identity, structure
alignment, slot-filling, analogy) and doesn’t have to be 1-to-1, i.e., an element
may have more than one counterpart or it can have no counterparts at all. A
possible mapping for the “computer virus” blend is shown in figure 6.
Mixing concepts 57
computer virus
binary replicates
computer ability
virus
representation host
contain invades
program infects
processes reduced
collection use
belong_to
instruction produce resources
capacity
receive evaluative_quality
output
input unwanted
Figure 5. Two simple mental spaces for computer program and for virus
computer virus
binary replicates
computer ability
virus
representation host
contain invades
program infects
processes reduced
collection use
belong_to
instruction produce resources
capacity
receive evaluative_quality
output
input unwanted
Figure 6. Cross-space mapping between the mental spaces of computer and virus
Virus Frame
virus
binary computer replicates
computer ability
virus
representation host
contain invades
program infects
processes reduced
collection use
belong_to
instruction produce capacity resources
receive evaluative_quality
output
input unwanted
Program Frame
Figure 7. The organizing frames of the mental spaces of computer and virus
computer virus
binary replicates
computer ability
virus
representation host
contain invades
program infects
processes reduced
collection use
belong_to resources
instruction produce capacity
receive evaluative_quality
output
input unwanted
binary replicates
ability
representation
collection
instruction
contain
processes
invades
computer infects
computer virus
reduced
use
capacity belong_to
evaluative_quality
resources
unwanted
Computer Virus
The structure in the blend can then be elaborated. This is called “running
the blend”. It consists of cognitive work performed within the blend, ac-
cording to its own emergent logic.
We illustrate the process of blending construction with another classic
example, the “Riddle of the Buddhist Monk”, which comes from Arthur
Koestler’s The Act of Creation:
Generic
Space
a2
d1 d2
a1
Input
Space 2
Input
Space 1
d'
Blended
Space
According to this model of sign, the traffic sign for “stop” would con-
sist of: the red light facing traffic (the representamen); vehicles halting (the
object) and the idea that a red light indicates that vehicles must stop (the in-
terpretant). In the work of Goguen, a complex sign (or a sign system) is a sign
that may have several levels of subsigns with an internal structure. He thus
developed Algebraic Semiotics as being a computational treatment of sign
systems. “Building on an insight from computer science, that discrete struc-
tures can be described by algebraic theories, sign systems are defined to be
algebraic theories with extra structure, and semiotic morphisms are defined
to be mappings of algebraic theories that (to some extent) preserve the extra
structure” (Goguen 1999). Describing blends as being semiotic morphisms of
sign systems (the input spaces), Goguen thus applies Algebraic Semiotics as
a way of formalizing Conceptual Blending. More specifically, he argues that
two category theory constructions, 32 pushouts and 32 colimits, give blends that
are “best possible” in a sense that involves ordering semiotic morphisms by
quality. Some examples of how this quality can be measured are:
– The most important subsigns of a sign should map to correspondingly im-
portant subsigns of its representation (more technically, this calls for pre-
serving important sorts and constructors).
– It is better to preserve form (i.e., structure) than content, if something is to
be sacrificed.
– The most important axioms about signs should also be satisfied by their
representations.
We presented Goguens’ work rather briefly and informally for much more
space would be needed and the reader would have to become acquainted with
algebraic semiotics and their application to Blending and we think that this is
an unnecessary effort with regard to understanding our work. However, when
presenting our model of blending, we will return to Goguen’s formalization
whenever there are similarities and discrepancies. There, we hope, the reader
will also gain a better insight into Goguen’s approach. As a final remark, we
have to say that although this formalization should be credited as the first at-
tempt to clarify some of CB’s aspects with as much accuracy as possible, it
leaves out some important issues, such as the optimality constraints, the ac-
tual processes of construction (composition, completion and elaboration) or
selective projection. Some of these are theoretically accounted for (or indi-
rectly implied by the formalization, such as the quality constraints example
above, which can be seen as optimality constraints), but they are not realized
in any specific way (e.g. with specific processes for generating mappings
Mixing concepts 65
and doing selective projection), which would certainly unravel many more
problems. Finally it is noticeable that, in spite of efforts in this direction, the
formal notation for blending given by Goguen has not been applied by the
cognitive linguistics community, perhaps because it is too complex, or, more
probably, because the community still finds it ineffective in studying blends.
Veale and O’Donoghue (Veale and O’Donoghue 2000) present a compu-
tational model which relies on the metaphor interpretation system, Sapper
(presented in the next section), to establish a dynamic blend between two
domains. This blend, rather than being an independent new domain, corre-
sponds to a unifying set of correspondences of concepts from both domains,
built according to a constructor space. Therefore, although the authors argue
to the contrary, this work misses the actual creation of the fourth space, the
blend, which should have the same sort of structures as the inputs. It ends
up being the set of awakened dormant bridges that are raised during the pro-
cess (this will be thoroughly explained in section 4.2) which correspond to
a mapping rather than being an independent new domain. The assignment of
pairs of mapped elements doesn’t necessarily imply a specific blend, as some
elements may get projected, others get fused or be absent in the blend (se-
lective projection). In our opinion, Sapper generates what we later will call a
blendoid. As for emergent structure, it relies on “candidate inference” (trans-
fer of structure from source to target), which is sufficient for laying the basis
for novelty, but not for exploring it (i.e. there is no “running of the blend”).
The authors also address the optimality pressures (Veale and O’Donoghue
2000) as being by-products of the pressure to find a good isomorphism, but
we think these are a set of varied perspectives, hardly reducible to a single
measure20 . Perhaps the weakness of their approach to blending is that the au-
thors did not elaborate this idea more than in (Veale and O’Donoghue 2000),
nor give any practical results or detailed demonstrations, for then we would be
able to contrast our proposals to theirs. As we will see, Sapper, more specif-
ically its cross-space mapping mechanism, will also be useful for the work
presented here.
Lee and Barnden (Lee and Barnden 2001) focus the problem of reasoning
with counterfactuals from the point of view of their ATT-Meta system (Barn-
den 1998) (which will be briefly described in section 4.3), further analysing
it from a perspective of Conceptual Blending. A counterfactual is the rea-
soning associated to expressions of the form “If S1 then S2” (e.g. “If John
had sold his shares then he would have made a profit.”) and it implies a pri-
ori contradictions when making straight truth assertions of the constituents
66 Working with Concepts
S1 and S2 (it must be true that “John did not sell his shares”, otherwise the
“if” condition would not be necessary). Thus, to check the truth value of a
counterfactual, one has to reason by hypotheses (for which ATT-Meta is well
suited). Starting by a simple example, such as the one just given, and explain-
ing how it could be processed via ATT-Meta’s mechanisms, the authors then
proceed to more complex situations that would imply a conceptual blending,
such as “If Julius Ceasar was in charge of the Korean War then he’d have
used the atom bomb”. This would imply the blending of “Roman Empire”
and “Korean War” domain knowledge into the same space prior to analysing
the counterfactual in the same fashion as the simpler examples. The authors
do not explore in depth any of the mechanisms of Conceptual Blending de-
scribed here, as it is not the focus of their work. Conversely, we will not focus
on counterfactual reasoning throughout this book since it would imply a de-
viation from its main objectives. However, there is no reason to believe that
its results should not be extended towards this type of reasoning.
We will now give special attention to the weaknesses and problems of the
Conceptual Blending framework. It is noticeable that the Conceptual Blend-
ing framework is still ongoing research, possibly in its early versions. Natu-
rally, it has been subject to some criticisms and its evolution to the next stages
of the cycle of research certainly depends on searching for valid answers to
these concerns .
The first and most obvious weakness of Conceptual Blending is its vague-
ness and lack of formality across its many aspects. Starting from the notion of
mental space, it is unclear what it is exactly, to which extent it is cognitively
plausible (it should be plausible, given the claims of CB as fundamental to
cognition). Indeed, the reader might have felt some discomfort with the defi-
nition we gave, and which we tried to clarify with AI examples. This problem
of definition of mental spaces becomes harder when discussing domains and
frames. In some examples, we see the blending of domains, in some others
(as happens in Seana Coulson’s book (Coulson 2000) of frames, without un-
derstanding why these are not just named as “mental spaces”. If there were a
more clear notion of mental spaces, perhaps the Optimality Principles would
become less vague (see, for example the explanation for “Intensification of
Vital Relations”21 above). This obscurity is carried over to the whole method-
Mixing concepts 67
ology that the authors use to deconstruct blends. There seems to be no specific
set of rules for analyzing a blend other than intuition. A clear sign of this can
be observed in the generic space shown in our examples (see Appendix B),
which sometimes is a set of generalizations, sometimes it represents specific
knowledge, and other times it is just absent. Each new example may yield dif-
ferent analysis from different people, which compromises the predictability
of this framework. This, of course, shows more in complex blends, which we
tried to reduce to a minimum in the examples given (in fact, being subjective
as little as possible was one of the main restrictions for selecting examples
for experiments). In simpler blends, when it is clear that we are indeed faced
with a blend (e.g. “computer virus”, “Riddle of the Buddhist Monk”, Pegasus,
Dracula), the framework does not seem to be so controversial. Nevertheless,
it is still not clear how to distinguish a simple from a complex blend and, even
worse, it is not clear how to distinguish a blend from a non-blend. Ultimately,
it seems that everything that has a symbolic meaning is a blend (e.g. sign
language, money, machine dials, etc.), which of course leads to very extreme
claims. This reasoning falls into the same category as the claim that “every
language is metaphoric”, also a relativist perspective that, although maybe
philosophically interesting, only risks to sterilize its development unless a
valid paradigm shift is made (i.e. “since every language is metaphoric, let us
develop a different theory of language, and demonstrate its validity”).
All these problems lead to the issue of falsifiability. Since the Concep-
tual Blending framework does not predict the more complex blends and the
distinction between what is and what is not a blend is obscured, it is in prin-
ciple not falsifiable, and therefore not a theory, in a modern science sense22 .
Assuming the different perspective of research programs from Lakatos23 , the
framework of Conceptual Blending could be considered a research program,
although its belt of auxiliary hypotheses needs to be more formally defined.
In other words, these auxiliary hypotheses still need to be falsifiable.
These criticisms are intended to encourage work that, from our point of
view, is fundamental and also motivates us. We do not promise to give any
perfect blending machine or even to demonstrate that ours is the formalization
of the whole Conceptual Blending framework. To do so, it would be necessary
to solve the problems described above (what is a mental space, a frame or a
projection; what should the optimality principles and the selective projections
be about) prior to dedicating an entire thesis to it. Here, we will propose a
computational level answer to some of them.
In spite of all these criticisms, it has been claimed that Conceptual Combi-
68 Working with Concepts
nation theories (such as presented earlier in section 3.1) cannot predict more
than Conceptual Blending does, i.e., the same level of predictions with noun
noun combinations can be done with CB (see (Coulson 2000)). Indeed, as
said by James Hampton, only a small set of emergent features can be pre-
dicted by theories, which limits predictability to the more constrained and
closed world situations (i.e. in an ideal, yet unrealistic, scenario, we have two
concepts defined with a universally accepted and stable representation). As an
analytical model, it can become productive, as the examples of (Mandelblit,
1997; Sweetser and Dancygier, 1999; Coulson, 2000; Veale and O’Donoghue
2000) show how CB can contribute to Linguistics, Creative Cognition, Anal-
ogy and Metaphor.
Metaphor and analogy are two cognitive mechanisms that have been recog-
nized as underlying the reasoning across different domains25 . Because of this,
they play an indomitable role in creativity and must be discussed here. Al-
though no consensus has been reached in the current literature regarding a
clear distinction between metaphor and analogy, it is clear that their mechan-
ics share many commonalities. It is widely accepted in analogy research that
many of the problems of metaphor interpretation can be handled using estab-
lished analogical models, such as the structure mapping approach (Gentner
1983). Thus, we present a set of works that involve mapping across distinct
domains, namely SME (section 4.1) and Sapper (section 4.2). Although only
the latter has been of direct influence to our work, SME deserves particular
attention for it has been the main reference in Analogy in the past few years
and was the starting point and the benchmark for other systems, which will
also be covered in an overview (section 4.3).
Metaphor and Analogy 69
3. Evaluation and Use: estimate the ‘quality’ of the match. Three kinds
of criteria are involved: the structural criteria include the number of
similarities and differences; the second criteria concerns the validity of
the match; the third criteria is relevance, i.e., whether or not the analogy
is useful to the reasoner’s current purposes.
SME deals only with the Mapping and Inference stage (although also
providing a domain-independent structural evaluation). In terms of knowl-
edge representation, it differentiates between entities, predicates and dgroups.
Entities correspond to the lower level objects or constants; predicates are
higher-level primitives of three sorts (functions, attributes and relations); and
dgroups correspond to a collection of entities and predicates about them. Be-
low, we give an example of a dgroup named simple-heat-flow.
(defDescription simple-heat-flow
entities (coffee ice-cube bar heat)
expressions (((flow coffee ice-cube heat bar) :name hflow)
((temperature coffee) :name temp-coffee)
70 Working with Concepts
Match Hypotheses:
(0.6500 0.0000) (>PRESSURE >TEMP)
(0.7120 0.0000) (PRESS-BEAKER TEMP-COFFEE)
(0.7120 0.0000) (PRESS-VIAL TEMP-ICE-CUBE)
(0.9318 0.0000) (BEAKER-6 COFFEE-1)
(0.6320 0.0000) (PIPE-8 BAR-3)
oo o
oo o
GlobalMappings:
Gmap#1: (>PRESSURE >TEMPERATURE) (PRESSURE-BEAKER TEMP-COFFEE)
(PRESSURE-VIAL TEMP-ICE-CUBE) (WFLOW HFLOW)
Emaps: (beaker coffee) (vial ice-cube) (water heat) (pipe bar)
Weight: 5.99
Candidate Inferences: (CAUSE >TEMPERATURE HFLOW)
In his model, Veale proposes two different, subsequent, steps for metaphor
interpretation: extraction of a conceptual scaffolding between the ideas
evoked by a metaphoric utterance, by identification of underlying core
Metaphor and Analogy 73
Figure 10. Example of the scaffolding construction with four primitives (Actual and
Attempted Causality, Connect and Disconnect) (from (Veale, 1995))
tween the concepts, which will allow the transfer of knowledge and, finally,
the explication of the metaphor. This is done by Sapper.
Sapper works with a semantic network that contains the information
brought from the conceptual scaffolding, also enriched with background do-
main knowledge. It applies a spreading activation based process in order to
determine novel cross-domain relations, thus reproducing much of the con-
nectionist philosophy in a symbolic framework. These are normally called
localist networks, since a distinct unit, or fixed cluster of units, is assigned to
each concept, and an activation-carrying inter-unit linkage is assigned to each
inter-concept relation (of the appropriate conductivity to capture the salience
of the relation). There are two generic aspects regarding Sapper memory that
are the most important for our purposes:
– The representation of all knowledge is equal. If not given a specific context,
all concepts and relations are equally relevant (or irrelevant), i.e. there is
no built-in hierarchy or ordering to organize the memory.
– Activation flow is entirely opportunistic. The most activated concepts will
be those that happen to be in the spots where the activation waves are
higher and in larger number, independently of what the concept actually
is or means. In other words, again, there is no a priori preference for con-
cepts or relations.
Since concepts are intrinsically dynamic, their representation should also
be dynamic and impartial. In other words, one concept can play a central
role and have a particular meaning in one context and be lateral and have a
different meaning in another context, thus it is the situation that shapes it,
not its representation. This is a well-known problem in AI, and it is clear
that Sapper does not solve it except at the very specific level of cross-space
mappings, as we will see below.
Sapper has two modes of processing, which interchange constantly as the
Metaphor and Analogy 75
Figure 12. Example of the triangulation rule. Dashed arrow represents a dormant
bridge (from (Veale 1995))
Figure 13. Example of the squaring rule. The bidirectional arrow with ’M’ label rep-
resents a cross-domain bridge (from (Veale 1995))
There is one final point to add to this description of the Sapper algorithm.
Inter-concept linkages also exhibit a certain resistance (the inverse of con-
ductivity) to the flow of activation energy. This provides an attenuation effect
Metaphor and Analogy 77
Figure 14. Activation Waves in Sapper possess both amplitude (or Zorch) and fre-
quency. This signature frequency of an activation wave is the product of
the resonant frequencies of those nodes encountered by the wave in the
conceptual space (from (Veale 1995))
in the amplitude of the waves at each node they encounter. When this ampli-
tude drops below a predetermined threshold, it ceases to propagate. Dormant
bridges have the highest (infinite) resistance, until they are awakened and at-
tributed a resistance consistent with the structural evidence brought by the
wave.
Finally, we give an example of the interpretation of “My surgeon is a
butcher” generated by Sapper (figure 16) and the returned output for “The
General is a Surgeon” (in table 5, figures on the left represent the conductiv-
ity of the cross-domain linkages).
To conclude, while Conceptual Scaffolding is knowledge dependent and
needs detailed specification and coding of the core metaphors it analyzes,
Sapper is an algorithm that finds a 1-to-1 mapping between two domains
which, although not guaranteeing the optimal solution (whatever the criteria
chosen), is computationally tractable and does not demand big compromises
78 Working with Concepts
Sacred Edible
Flesh
isa
at
tr isa tr
at
affe
c t
affe
ct
attr Surgeon Butcher attr
M Clumsy
Skilful att
r
attr a t tr
Blood attr
r
att
att
r
Precise Careless
Location
isa perform
Bright isa Dark
attr M attr
att r
Operating r att Abattoir
attr
attr
Theatre
Hygiene
Safety Danger
Activity
Slaughter
Surgery isa isa
attr
attr
M
r Blood attr
attr
att attr
Surgical Pain
tr
at
at
att
tr
r
r att
Death
part
part
Scream
Clinical
Scalpel Cleaver
Incision Chopping
M perf
rm
perfo attr Delicate Hefty
att
r orm
*
att r
tr
at
r att
at
tr
attr
attr
Sharp
Sterile
Dangerous
M
Precise Clumsy
isa
isa
Accurate
Figure 16. Interpretation for ’SURGEONS are BUTCHERS’ (from (Veale 1995))
Metaphor and Analogy 79
4.3. Others
pret sentences like “One part of John was insisting that Sally was right”.
ATT-Meta then triggers rules that propose possible interpretations for the
metaphor, according to different pretences29 . It isolates pretences (thus avoid-
ing logical inconsistencies) within cocoons, enabling the simultaneous con-
sideration of several different, possibly conflicting, hypotheses. This system
allows representation of uncertainty in its knowledge, which will then serve to
evaluate the truth probability of a pretence (and propagating this probability
to other, dependent, pretence cocoons) and propose a plausible interpretation.
ATT-Meta does not itself deal with natural language input directly. Therefore,
a user supplies hand coded logic formulae that are intended to express the
literal meaning of small discourse chunks (two or three sentences)(Barnden
1998).
Another work on metaphor reasoning is MIDAS (Martin 1990). As with
Conceptual Scaffolding, MIDAS approaches interpretation with the assump-
tion that there is a set of core metaphors. These are stored in a knowledge
base that is continually augmented with extended metaphors, which derive
from the core metaphors. Each metaphor is represented by a structure called
metaphor-sense, which contains a source, a target, and a set of associations.
An association is represented by a metaphor-map, which links a source con-
cept to a target concept. MIDAS interprets a metaphoric utterance by retriev-
ing the most similar metaphor and adapting it to the current situation. In this
sense, it works as a Case-Based Reasoning system, whose learning ability
relies on the storing of newly adapted cases.
John Hummel and Keith Holyoak proposed an artificial neural-network
model of relational reasoning, LISA (Learning and Inference with Schemas
and Analogies) (Hummel and Holyoak 1997), which uses synchrony of fir-
ing to bind distributed representations of relational roles (e.g., the roles of
opposite-of(X, Y)) to distributed representations of their fillers (e.g., black
and white). Thus, a proposition corresponds to a pattern of activation. LISA
has a Working Memory (WM) containing the target (and the source, after re-
trieval) being investigated; and a Long Term Memory (LTM), which holds the
candidate sources. When a target is specified in WM, its pattern of activation
triggers the retrieval of the appropriate source proposition from LTM, which
is the one that is better synchronized with the pattern of activation of that tar-
get. These two memories have distinct representations. WM comprises a dis-
tributed representation (as is traditional on pure connectionist system), while
the LTM is localist (as with Sapper). For example, if the WM contains the
target proposition “Beth sells her futon to Peter”, then it may retrieve an anal-
Metaphor and Analogy 81
ogous source proposition (e.g. “Bill sells his car to Mary (and so Mary owns
the car)”). When two analogous propositions are met in LISA’s WM, their
co-mapped constituents are co-activated in synchrony (Bill to Beth, car to fu-
ton, etc.) and it is possible to transfer inference from the source to the target
(i.e. “Peter owns the futon”), following the same activation procedure (“Pe-
ter” is co-activated with “Mary”, who “owns” a “car”, which is co-activated
with “futon”). LISA’s main limitations concern the WM memory sizes and
LTM representation issues. Indeed, the WM can only store one proposition
at a time, which forbids solving complex analogies. Moreover, the built-in
representation of LTM makes LISA an uncreative system with low flexibility,
since it demands the explicit coding of each proposition.
Drama is a system that aims to integrate semantic and structural informa-
tion in analogy making (Eliasmith and Thagard 2001). It has a set of particu-
larities that make it unique among its peers. The foremost is its application of
holographic reduced representations (HRRs) (Plate 1994) memories, which
allow the distributed, vector-based, representation of concepts and relations
in Drama. The storage operation of a vector in a HRR is called convolution,
while the retrieval operation is called correlation. HRRs allow the convolu-
tion of large amounts of information in the same memory space, but the more
they store, the lower reliability they will provide in correlation. It is then
necessary an error-cleaning mechanism. It is claimed that HRRs are cog-
nitively plausible models of memory (Eliasmith and Thagard 2001). Other
systems also apply distributed representations such as neural networks (e.g.
LISA), so a thorough comparison should be made to understand which one
is better in analogy contexts. In Drama, each ground concept is attributed a
random vector that is then stored in a HRR, along with its semantic infor-
mation (properties and ISA relations, each defined as an independent vec-
tor). Domain structure (relations between different concepts) is also stored in
the HRR in the form of vectors. Given the source and a target proposition
vectors, Drama starts the analogy-mapping by obtaining their similarity (via
vector dot product). When they are sufficiently similar (higher than a thresh-
old), it then proceeds to the constituents. For each pair of similar constituents,
Drama builds a node in a network (the mapping network), and establishes
links between nodes that participate in the same relation. This latter process
is the same as ACME’s (Holyoak and Thagard 1989) algorithm for analogy
mapping: in ACME, the algorithm starts by establishing a network of map-
ping pairs, each node containing a pair, each pair linked to other pairs. Using
the LISA example above, ACME (or Drama) would initially build nodes for
82 Working with Concepts
“sells” with “sells” then for “Beth” with “Bill”, “car” with “futon”, etc. each
of these nodes being co-activated. It could also generate competing mapping
nodes in the network (e.g. “Beth” with “Mary” - both are women) which
would have little co-activation with the former nodes. Then, with a spread-
ing activation process (as in Sapper), it would select the mapping sets that
best satisfy the constraints of similarity, structure and purpose, as defined in
(Eliasmith and Thagard 2001) and (Holyoak and Thagard 1989). In theory,
Drama can integrate both structure and meaning, which would be a major
breakthrough in analogy research, but, since the ground concepts are given
random vectors, the meaning is entirely dependent on the property and ISA
relations, which end up as being structural knowledge as any other relation.
Indeed, although the authors treat these relations differently, they do not cor-
respond to the notion of meaning that they advocate. More specifically, the
problem lies in the randomness of encoding the ground concepts and their
resulting similarity (e.g. in one run, “dog” and “cat” can be more similar than
“dog” and “freedom”; while in the following one, the opposite can happen
without any particular reason). The authors claim that this is coherent with
the psychological differences between people, but randomness does not seem
to be a good model for it. A proper solution would be to learn the meanings,
as also suggested in (Eliasmith and Thagard 2001). However, this learning
algorithm is by itself a challenge.
Also unique in many aspects, Copycat (Hofstadter and Mitchell 1988) is
a system for solving puzzle analogies (such as “abc→abd::xyz→?”) as al-
ready presented in section 2.2.2. This system has many nuances and has been
deemed an example of computational creativity, as well as its related fam-
ily: Tabletop, Letter-Spirit and Metacat (Hofstadter 1995). Nevertheless, it
has been criticized as only being able to work on a very specific, exhaustively
defined domain. In fact, while an omnicompetent Slipnet is theoretically plau-
sible, in practice, serious resources are necessary even for simple domains.
The issue of knowledge representation has been evoked constantly as a
central problem in any of these systems. Some approach it by focusing on
specific domains (ATT-Meta, Copycat), some try to cover generic knowl-
edge (Sapper, SME, MIDAS, LISA, Drama). Some rely on structure mapping
(SME, Sapper), some on axiomatic inference (ATT-Meta, MIDAS), some try
integrating both (Drama, Copycat). Nevertheless, it is clear that each one is
ultimately dependent on built-in domain representations (the exception being
Drama, which solved the problem with randomness). The path now taken in
the area seems to lead to hybrid approaches, both in terms of paradigm (sym-
Metaphor and Analogy 83
also be taken into account. As well as being able to process the knowl-
edge, a model of creativity should be able to process its own processes
of processing knowledge, preferably without having to employ different
techniques for each level of abstraction (Colton 2001; Wiggins 2001).
– Evaluation. An indisputable part of the creative process has to do with eval-
uation, both in terms of the self and of the society. A model for creativity
should be able to do self-assessment and react to external evaluation (Csik-
szentmihalyi 1996; Boden 1990).
– Interaction with the environment. No model of creativity should be de-
signed without taking into account the environment. Indeed, some re-
searchers have emphasized that creativity can only be perceived against
a context, which includes the individual (as a producer and recipient), the
society, the History, the motivations, in other words a set of aspects that lie
outside the scope of the new concept or idea being considered (Csikszent-
mihalyi 1996).
– Purpose. There is always a purpose in any creation, even though it may
be sometimes extremely subtle. We do not agree with the argument that a
creative system does not have to be goal-oriented. Creativity happens as a
necessity rather than as a purposeless activity, whether for satisfying some
fuzzy aesthetic preferences or for solving a practical problem (Amabile
1983).
– Divergence/convergence. One of the main conclusions taken from chapter
2 is the existence of two modes of thinking, the divergent and the con-
vergent, both important to creativity in different aspects. Thus, a model
of creativity should consider both divergent thinking, which is when free-
association is sought, a less controlled search is allowed, constraints can
be broken and inconsistencies may be generated; and convergent thinking,
which is methodic and driven by rationality (Guilford 1967).
– Ordinary processes. A final aspect to raise is that there is no reason to
believe that, underneath a creativity model, there need be processes that are
special or fundamentally different from the ones applied in non-creative
reasoning. Furthermore, there is no reason to argue that bisociation and
divergent thinking are not grounded in the same cognitive processes as any
other cognitive phenomenon or mode of thought. In other words, all these
are manifestations of intelligence, with divergent thinking and bisociation
being the ones that are more commonly identified with creativity (Guilford
1967; Csikszentmihalyi 1996; Koestler 1964; Boden 1990; Finke, Ward
and Smith 1992).
A Creative General Problem Solver 87
Re-representation
Bisociative Reasoning
mechanism Mechanism
U se f u ln e ss
Multi-domain Knowledge Base
Evaluation
Bisociative mechanism Reasoning Mechanism
No v e lty
Transfer operation Convergent Strategy
Elaboration Goal
2. ω (x, Ø) = Ø
The set Ω contains all possible bisociations within U . We call it the biso-
ciation set:
Ω = {k : k = ω (x, y), x, y ∈ U }
When ω is applied to two entire domains, we obtain the set ΩD1 ,D2 . We call
it a domain bisociation:
The bisociation set thus contains all possible bisociations for a knowledge
base KB. In our model, this set contains the structures that result from what
Guilford called divergent production, also to which (Finke, Ward and Smith
1992) called the pre-inventive structures, in the Geneplore model.
The choice or ordering of the bisociation set can only be made if there is
a goal to be reached. The agent should be looking for something, otherwise
there would be no particular reason for picking one element from the bisoci-
ation set, i.e. to explore pre-inventive structures or to converge on something
interesting. Thus we define the set Ug of all possible expressed goals, based
on Lg , such that Lg ⊆ L . A goal can range from very specific requirements
for a problem (e.g. a set of design requirements) to abstract (e.g. achieve
balance in a picture) and vague requirements (e.g. need for joy). Associated
evaluation functions, which test whether a concept does or does not fulfil the
94 A Model of Concept Invention
criteria, and verify its novelty, must underpin any of these goals. Thus, we
have two functions, novelty and usefulness:
nov : U × Ug −→ [0, 1]
The function nov returns the novelty of a concept w.r.t. a goal g. In the typ
function of (Ritchie 2001), which should be the inverse of novelty, the goal
was implicitly considered, but we think goals should not be singular or en-
coded in functions, they should also be seen as concepts and be members of
U . This means, in the notion of concept followed here, that goals should also
be expressed as micro-theories. Another implication is that goals themselves
can be bisociated. The usefulness is given by the other function:
use : U × Ug −→ [0, 1]
Again, the accomplishment of a goal is as fundamental as the concept itself
in order to assess its usefulness. Something is only useful (or appropriate) if
it is seen in context.
Now examining the bisociation set, its size may vastly increase and the
novelty and usefulness of its members may vary extensively. In other words,
the search space for getting good concepts can become extremely complex.
Following (Wiggins 2001), we also propose the traversal set, T , which em-
beds the strategy used by an agent to traverse a search space. We assume that
T ⊆ U , i.e. the strategy is also defined as a set of concepts from the universe
U , also implying that the same operations could be applied to the strategy it-
self. We propose no practical realization for this meta-level reasoning in this
work, but we want to stress that it is a fundamental aspect if we want to reach
the limits of computational creativity.
The bisociation set is traversed by a strategy Td . In the traversal of
these pre-inventive structures, definitive values for novelty and usefulness are
sometimes hard to assess, so priority to other measures of interest (not nec-
essarily driven by the goal) may also be applied, such as diversity, simplicity,
re-representation potential, etc. In other words, although we are only consid-
ering the functions of novelty and usefulness here, other factors may be of
importance in the selection of elements from the bisociation set. Td should
thus be understood as the divergence strategy, which should cognitively cor-
respond to the act of wandering for possible solutions, or inspirations, to a
problem.
Also following Wiggins approach, we suggest the function operator,
., ., . , which selects elements of U from existing ones. Wiggins proposed
Description of the model 95
Notice that we apply the function directly to the set Ω, instead of giving the
“starting symbol”, the empty concept ⊥. The intent is to explicitly assert that
this search is made within the set Ω, instead of the whole universe U . Also
notice that the resulting set will be a subset of the set Ω itself. Informally,
after defining the set of all possible bisociations (certainly a very large set),
one needs to choose good ones. This can only be done via criteria such as
novelty and usefulness in conjunction with a search strategy.
We have reached the point where a (set of) concept(s) is found, still in
its “pre-inventive” state. In other words, it would be expected that further
exploration is needed in order to arrive at a proper answer to the goal(s). This
corresponds to the convergent phase, also previously referred. Let us now
have the function θ , called elaboration function:
θ : U × U −→ U
96 A Model of Concept Invention
3. Discussion
This model implies the interaction of three concept sets, all belonging to the
universe U : the set UKB , consisting of all the concepts implicitly or explicitly
Discussion 97
defined in the available knowledge base; the set Ω, which contains all the
bisociations generated; the set Θ, comprising all the possible elaborations
of the elements from Ω. Two more sets should be considered, regarding the
definition of the search strategies, UT and the goals, Ug . In figure 19, we
depict all these sets as well as the directions taken by the search strategies. We
should remember that, since this is a purely theoretical analysis, one should
not read too much into the exact position and size of the sets. Our intention
here is to relate our model to each of the sets and their intersections.
diverge more, considering the sets UT and Ug , as well as having the freedom
to jump off the bisociation space as it was defined (e.g. due to a change in its
own goal and strategy). Again, this is more a dissertation than a practical pro-
posal. Indeed, this leads us to consider the “simple” strategies as a realizable
step towards that ideal. The intuition behind the two sides of this continuum
is the range between day-by-day creativity and the revolutionary creativity, or
the big “C”. We suggest that divergence as well as convergence are constantly
present in daily problem solving, although only in special situations does it
become necessary to diverge considerably, i.e. to apply a Td kind of strategy.
A somewhat different analysis can be made regarding the expected weight
of novelty and usefulness in the application of the strategies (figure 20). Here,
we have a closer match with the diagram proposed for Wiggins’ formaliza-
tion, in section 2.
Figure 20. An analysis of the model presented by applying the framework of Wig-
gins, modified by instantiating R with use and E with nov
able for the search method, UKB should contain a variety of concepts, ranging
from the useful to the non-useful, from the novel to the typical31 . We also as-
sume that Tc would be directed towards usefulness and Td towards novelty,
although there is no formal indication for that on the Model. We are intu-
itively led to this suggestion, and empirical results (in chapter 6) will indeed
confirm this reasoning.
In the imagined scenario given in section 2, we arrived at a point where,
when the system did not have the sufficient knowledge or the search space
was too big to reach a goal in a reasonable amount of time, it would enter a
divergence mode. However, it is clear that the complexity of this mode could
(and possibly would) be higher than the convergent one. In other words, in the
case of our model, if there was a mapping between each pair of the n concepts
from KB, we would have n × (n − 1) bisociations, if the transfer operation,
ω , only produced one new concept for each pair. Since we are assuming a
large and varied knowledge base, this value would be extremely big, even
with an optimistic perspective. Indeed, if we also consider the possibility of
changing T and G , then we soon reach the conclusion that it is unrealistic to
search but only a little portion of this (new) search space. Thus, the purpose
of presenting and discussing this model is not to implement it entirely, but
to state our position on what modelling concept invention with bisociation
is about and to lay the foundations for practical implementations such as the
one we will describe in the next chapter. A question thus arises: Why is this
concept invention?
As we can observe, even if an outcome given by this model is logically de-
ducible from KB, its generation is not based on soundness32 , in the same way
that someone solves a problem without having followed a conscious sequence
of steps. This does not mean that this is the way unconsciousness works, or
even how humans invent concepts, rather it is a model for how it can be com-
putationally simulated. Thus, we call it a model of concept invention because
it produces new (and potentially useful) concepts from an unsound process,
which agrees with the definition we gave in section 2.2.
Again, we would like to raise the question about search. After all, isn’t
this just search in a (complex) space? What more do we have to offer than
any other AI model? The answer is simply yes, it is search. And this is an
AI model which, as many other AI models, aims to simulate a specific kind
of human behavior that has been rarely approached before. In this case, cre-
ativity, more specifically concept invention. Would this mean that creativity
is part of (or is a kind of) intelligence? The answer we give is that they are
100 A Model of Concept Invention
We will now present our system. It is called Divago, after the Portuguese
expression “(Eu) divago”, which means “I wander”. In the previous chapter,
we explained our Model of Concept Invention, which comprehends the main
theoretical substance of this book. In this chapter, we seek to provide a practi-
cal instantiation of its modules. The construction of Divago demanded many
compromises between the overall goal of instantiating the model of concept
invention and the specificities that appeared during the development and re-
flection upon each of the modules. For this reason, there are some points of
conflict between them, namely in the implementation of the search strategies
and in the choice of constraints. Where the reading becomes harder to follow
(due to formalization or algorithms), we will try to synthesize the message in
a manner as fluent as possible.
In figure 21, we show the architecture of Divago. Before entering into details,
we prefer to give a superficial overview of how it works, with attention to the
role that each module takes and to the data flow (represented by arrows in the
diagram).
The Knowledge Base contains a set of concepts, each one defined ac-
cording to several different kinds of representations (concept maps, rules,
frames, integrity constraints, instances). The concept maps, rules, frames and
integrity constraints follow the Micro-theory view, while the instances agree
with the Exemplar view.
The first step for the invention of a new concept is the choice of the input
knowledge, in this case a pair of concepts. Since, in Divago, we are focusing
on the mechanisms of divergence and bisociation, we provide no specific al-
gorithm for this selection. This choice is either given by a user or randomly
generated. After being given a pair of concepts, the Mapper builds a struc-
tural alignment between (the definitions of) them. It then passes the resulting
mapping to the Blender, which then produces a set of projections that implic-
itly define the set of all possible blends. This will be the search space for the
102 Divago
Constraints
Factory
Blender
Mapper
GA
Convergent Strategy
Elaboration Goal
Both the Mapper and the Elaboration modules are optional, for different
reasons. The mappings provided by the Mapper are essentially based on the
Analogy and Metaphor works presented in section 4. However, in some situa-
tions, these mappings are very restrictive. Thus, without having implemented
alternative procedures, we allow an externally defined mapping (which, in
some experiments, is user-defined). The Elaboration can also be bypassed for
experimentation reasons. When analyzing results, the elaboration can hide
the real results, i.e. it can fix problems by itself that we may need to watch in
order to assess the functioning of the system.
In comparison with the model presented in the previous chapter, a dif-
ference immediately arises that the mechanisms of divergent and convergent
search (Td and Tc , respectively) are not separated in Divago. On the contrary,
they work intertwined: the method for divergence (the GA) uses the method
of convergence (which applies the Elaboration) once for every blend found.
Another difference is that Divago is not processing its own internal speci-
fications. In other words, we leave meta-level reasoning, which might support
transformational creativity, for future developments. As discussed before, this
is an extremely complex task per se.
We will now describe in greater detail each of the six modules: the Knowl-
edge Base, the Mapper, the Blender, the Factory, the Constraints and the Elab-
oration.
2. Knowledge Base
We also define the exhaustive closure CM + as the concept map with all
elements A E and relations A R between them, i.e.
CM + = {X (Y, Z) : X ∈ A R,Y, Z ∈ A E }
Therefore, CM ⊆ CM + .
In tables 6 and 7, we show examples of concept maps for “horse” and
“bird”(made with Clouds). These maps are necessarily arbitrary in the sense
106 Divago
that each person would draw her own maps, a result of the different concep-
tualization and individual points of view one can take. Some relations such as
“pw”(part-whole), “member of” (category inclusion relation), “isa”, “sound”
are either shorter words for the same relations of GUM or extensions made
to this hierarchy.
for “horse”.
The concept map corresponds to the factual part of the micro-theory of
the concept. The inferential part comprises rules that explain the inherent
causality, frames that have the role of providing a language for abstract or
composite concepts and integrity constraints, particular rules that serve to
assess the consistency of the concept.
Rules have the form:
A0 ∧ A1 ∧ ... ∧ Ai ←− B0 ∧ B1 ∧ ... ∧ B j , Ai ∈ K
with K = CM + ∪ {not R : R ∈ CM + }
This allows for the use of negation as well as a conjunctive set of atoms (Ai ) in
the head, although with specific constraints: Ai ∈ K and B j can be any atom or
logical expression (e.g. a comparison). For example, a rule for inferring that
something is at the gaseous state (and not at the solid or liquid state) could
108 Divago
be:
state(X , gaseous) ∧ not state(X , solid)∧ ←− ebulition lvl(X , N)∧
not state(X , liquid) temperature(X , T )∧
T >N
where Domain corresponds to the domain or concept with which the rule is
related, PosConds and NegConds correspond to the (positive and negative,
resp.) sets of conditions of the rule and AddList and DelList correspond to the
(positive and negative, resp.) sets of conclusions of the rule.
The frames have the role of describing abstract concepts, situations or
idiosyncracies. A frame consists of a set of conditions that the concept map
must satisfy. When a concept c satisfies all the conditions of a frame f , we
say that c integrates f . Frames are formally very similar to rules but they are
applied differently in the process:
When a concept map integrates the “transport means” frame, then we can
either say that it is itself a “transport means” or one of its constituents is a
“transport means”. For example, the concept map of school bus would inte-
grate this frame, while the concept map of classroom wouldn’t.
The syntax for representing a frame is the following:
This frame covers every part-whole relation in a concept map (the larger it
becomes, the more “part-whole” based is the concept - the more the schema
becomes meaningful for the concept). It can be said that these frames are too
strict for the “metaphorical” potential of image schemas - the part-wholeness
of the schema should not have to be processed literally (in the same way that
an individual is part of the society, as opposed to a wheel being literally part
of an engine), but it is also true that the set of concepts it can match depends
on the abstractness of the frame. For example, the relation “pw” above could
be replaced by a more general one (e.g. “belonging”) or it could be defined
via an algorithm.
The same reasoning could be taken for any other image schema (once
we find the relationships and their arguments), but it becomes difficult to ar-
gue that frames are image schemata, because we didn’t explore the relation-
ships any further, namely regarding the cognitive basis, the role of perception,
learning or any other aspect regarding the mentality of image schemata. What
we are trying to say is that, with our frames, some of the properties of the im-
age schemata can be simulated, namely being a generic structure, applicable
to different concepts, thus attributing to these concepts a particular associa-
tion (to the image schema - e.g. “part-wholeness”), and triggering associated
inferences. Frames could be seen as a strictly symbolic - computational - ver-
sion of image schemata. Again, we redirect the interested reader to Appendix
C, which can clarify further the scope of these structures.
The integrity constraints serve to specify logical impossibilities. Each
integrity constraint consists of a set of propositions that should not be
simultaneously true. Let Ai be any atom or logical expression, an integrity
constraint ic is defined as:
sion, i.e. something cannot have a part-whole relation (pw) with itself:
f alse ← pw(X , X )
In the Prolog syntax that we use, an integrity constraint is represented by the
predicate integrity/3:
Using the functors ’case’, ’:’, ’=’ and ’/’, this instance describes the several
parts of a house, starting from its top-level element (“house”) to the smallest
constituents (“door”). It associates each of the elements (that are also part of
the theory) to a 2D drawing language (Logo). Its interpretation generates the
image in figure 23.
Since the details of these instances and their syntax are not central for this
book, we redirect the description of the language used to the Appendix D.
Instances are useful for interpreting a new concept in the sense that they
can attach a semantics to a concept and its constituents. For example, with a
visual instance of a house, one sees an example of what a door can look like.
This will be observed in the house-boat and creatures experiments.
Finally, in Divago, a concept is defined by the pair (CT , I), where CT is
the theory and I is a set of instances. The Knowledge Base can simultaneously
have many different concepts, from different domains. However, during con-
114 Divago
cept invention, Divago only considers a pair of concepts (or domains) and a
special domain, the generic domain.
The generic domain contains all knowledge that is applicable to all con-
cepts and to the process of concept invention. It has encoded the hierarchy
of GUM in a predicate arc/5, which can be used to generalize/specialize the
relations found in a concept map. This facility is used by some frames. The
generic domain also contains an isa ontology, which is used mostly by the
Mapper (shown in next section) to build correspondences between elements
of different concepts. The majority of the frames used by Divago also be-
long to the generic domain. In table 8, we show some of the frames from the
generic domain that were used in the experiments.
the system is able to give results as shown in chapter 6. The need of each
representation type will depend on the problem at hand: if working with con-
cepts that need reasoning that depends on “hidden” inferences (e.g. temporal
reasoning - story plot blending; spatial reasoning - scenario blending), we
will need rules; if we intend to design specific objects (e.g. 3D objects), then
instances may be necessary to provide a real output; if making experiments
at the conceptual level (e.g. testing examples of Conceptual Blending), then
maybe frames and concept maps will be enough. The integrity constraints
are present in almost every application, as they become essential to advise
Divago not to follow wrong paths36 .
3. Mapper
The Mapper defines the mapping function φ of the model presented in this
book. In the definition we gave, this function is oversimplified, since it only
provides a binary association between pairs of concepts. In Divago, a con-
cept is itself a structure with many different sub-structures, thus the mapping
becomes somewhat more complex. This justifies a revised version of the map-
ping operation, φ :
φ : U × U −→ M
where M is the powerset (set of all sets) of all possible pairs of sub-structures
from concepts of U . In this module, we propose to use exclusively the con-
cept maps. To state this more clearly, for any pair, CM1 and CM2 , of concept
maps, the Mapper will find a set of mappings between their elements, each
pair having one element from CM1 and one from CM2 .
In his formalization of Conceptual Blending, Goguen introduces the semi-
otic morphisms. A semiotic morphism is a structure preserving mapping, as
it should map sorts to sorts, subsorts to subsorts, data sorts to data sorts,
constructors to constructors, etc. (Goguen 1999). However it is assumed that
these should only be partial maps. As far as we are aware, Goguen does not
suggest any specific algorithm for building semiotic morphisms. We believe
that an algorithm such as the one implemented for the Mapper could be a
viable solution.
The Mapper uses a spreading activation algorithm to look for the largest
isomorphic pair of subgraphs (contained in the concept maps). In this con-
text, two graphs are considered isomorphic when they have the same rela-
tional (arcs) structure, independently of the elements (nodes). There is poten-
116 Divago
tially more than one structure matching between any pair of concept maps
and this complexity grows worse than exponential with the number of ele-
ments (nodes)37 . However, since it only allows alignment when it finds equal
relations in both graphs, the number of possible solutions can be drastically
reduced, although still demanding that Mapper makes the search in a huge
space. Furthermore, the algorithm starts with a randomly selected pair of el-
ements, so the “perfect choice” (or even the same choice) is not guaranteed
every time we run it.
The Mapper uses an algorithm of structure matching inspired by Tony
Veale’s Sapper framework (Veale 1995). We have already presented Sapper
and therefore the differences will now be further enhanced. While Sapper
needs two cycles to obtain the mapping (one for laying down dormant bridges
with the triangulation rule and one for finding the mapping)38 , our Mapper
uses three cycles: one for laying down dormant bridges (with both triangula-
tion and squaring rules); another one for spreading activation (in our case, a
flood fill algorithm); and a final cycle for finding the mapping. In the first cy-
cle, Mapper builds new dormant bridges whenever two elements from the two
input concept maps share the same relation to the same element (the triangu-
lation rule). Here, the generic domain (and particularly the isa-ontology) is
extremely important because it is a source of shared knowledge. The Mapper
also adds a dormant bridge between every two elements that share the same
relation to two different elements that are connected by a dormant bridge
(the squaring rule). Thus, while Sapper adds dormant bridges as the mapping
is found, the Mapper creates all possible dormant bridges in the first cycle.
The second cycle in Mapper spreads activation throughout the concept maps.
This is different to Sapper where this activation has no prime factorization
or wave. It has only an activation value that decays as it passes by elements.
This activation starts at 100 and is reinforced when passing near a dormant
bridge. Below a threshold (the default value is 20), it stops spreading. After
this second cycle, the network will have a set of sub-graphs with activated
elements, centered in the dormant bridges. The final cycle starts with the ran-
dom (or user-given) choice of one of the dormant bridges, the seed mapping.
This dormant bridge is awakened, and thus becomes the first mapping. Then
it progresses in parallel in both concept maps, so that each new pair of ele-
ments to be mapped (i.e. each dormant bridge visited) is connected by a pair
of equivalent relations to a previously awakened dormant bridge.
As a result of the algorithm, the Mapper returns a set of mappings between
the two concept maps. This module was born out of an idea to implement a
Blender 117
version of Sapper that would not worry about returning the best (widest?)
mapping or would bias the mapping towards the highly activated nodes (for
instance, in Sapper, the choice “Scalpel: Snub-Fighter” beats out “Scalpel: B-
52” (Veale 1995: chapt. 6) due to higher activation; in Mapper, any could be
selected). The principle was that, if it clearly became less effective (slower,
with smaller mappings, etc.) than Sapper, then we would directly use Veale’s
algorithm. However, we gradually found that the Mapper had limitations that
would not be resolved by changing to Sapper. As we will see in the exper-
iments, restricting mappings to structure alignment narrows the potential of
the system, thus we gave the Mapper a secondary (i.e. optional) role in Di-
vago. On the other hand, the behavior of the module was sufficiently satis-
factory to be retained in some situations. In spite of the complexity involved,
this module is fast in returning a mapping and it achieves the same results as
Sapper in the majority of the time .
As an example, we show in figure 9 the three different mappings produced
for the concept maps of horse and bird (from tables 6 and 7). It is important
to understand that every relation has the same weight in the graph and there
is no domain knowledge or special heuristics considered in the mapping con-
struction. This means that the results may contain non-intuitive associations
(e.g. “4” associated with “2”; “nose” with “bird”).
4. Blender
tion module) and focuses on calculating the set of all possible blends.
Assuming a mapping m, generated by the mapping operation φ , as de-
fined by the Mapper or by an external source, we must specify the transfer
operation, ω , which will transfer knowledge from two concepts into one (as
in chapter 4). As with the mapping function, so the transfer operation works
with the concept maps.
First, we have to define what a blending projection is. A blending projec-
tion of an element x from concept map CM is a non-deterministic operation
that maps x to another element (in the blend) which is either x, Ø, x|y or y (y
is the counterpart of x, i.e. (x, y) ∈ m). The symbol x|y is called a compound
and can be read as being both x and y at the same time. In order to consider
this symbol, we must have the alphabet AB , which contains the alphabet A
Blender 119
plus every combination of pairs x|y that are possible to obtain from symbols
of A . Thus, given A and AB , two concept maps CM1 and CM2 (the two input
concepts), a mapping m (given by φ ), a blending projection γ is the operation
γ : A −→ AB , such that:
⎧
⎪
⎪ x ∨ x|y ∨ y ∨ Ø if x ∈ CM1 , ∃y ∈ CM2 : (x, y) ∈ m
⎨
x ∨ y|x ∨ y ∨ Ø if x ∈ CM2 , ∃y ∈ CM1 : (y, x) ∈ m
γ (x) =
⎪
⎪ x∨Ø if (x ∈ CM1 , ∃y ∈ CM2 : (x, y) ∈ m) or
⎩
(x ∈ CM2 , ∃y ∈ CM1 : (y, x) ∈ m)
Figure 24. The blending projection applied to two small concept maps
a compound with the counterpart (x|y), directly as its counterpart (y) or have
no projection at all. For example, from the third mapping in figure 9, “wing”
could be projected to “wing”, “hoof|wing”, “hoof” or be absent in the blend.
In figure 24, we sketch all possible projections from two little concept maps.
Notice that “human” has no mapping counterpart, therefore it can only map
to its copy or to Ø.
A blend is defined by the blending projections. The transfer operation, ω ,
is defined by an algorithm that composes the blend by transferring knowledge
from the inputs to the blend, according to the projections. It corresponds to the
step of Composition of the Conceptual Blending framework. The algorithm
follows:
Input:
Two input concepts, C1 and C2 , defined by the pairs (CT1 , I1 ) and (CT2 ,
I2 ), respectively, with CT1 =(CM1 , R1 , F1 , IC1 ) and CT2 =(CM2 , R2 , F2 ,
IC2 ).
Algorithm:
Let Blend ←− {}
For i=1,2 do
For each relation r(a, b) in concept map CMi do
Add relation to Blend with the form
r(γ (a), γ (b)), iff γ (a) and γ (b) are not Ø
EndDo
For each rule r from Ri , in the form
r = c1 (x1 , y1 ) ∨ c2 (x2 , y2 ) ∨ . . . ∨ cm (xm , ym ) ∨ {Codec } ←− p1 (z1 ,t1 )
∧p2 (z2 ,t2 ) ∧ . . . ∧ pn (zn ,tn ) ∧ {Code p }, do
Add new rule to Blend such that each cm (xm , ym ) is substituted by
cm (γ (xm ), γ (ym )) (when γ (xm ), γ (ym ) = Ø) and pm (zm ,tm )
is substituted by pm (γ (zm ), γ (tm )) (when γ (xm ), γ (ym ) = Ø)
Copy Code p and Codec (the scripts) directly to the new rule.
EndDo
For each frame f from Fi do
Apply the same process as with rules
EndDo
For each integrity constraint ic from ICi do
Apply the same process as with rules
EndDo
For each instance s from Ii , in the form s = I(x1 , x2 , ..., xn ), do
Add new instance to Blend with the functor I and apply the
same process as with relations (but with arity n and recursively)
EndDo
EndDo
Blender 121
M bird
horse
pw pw
hoof
ride M wing
human
Input 1 Input 2
(horse) (bird)
horse|bird
horse
bird
ride
ride pw
ride pw pw
pw
pw hoof|wing pw
human pw
pw pw
hoof
wing
blendoid
Taking a close look over the search space of blends, we notice that, for an
input concept 1 with a concept map with m different elements and an input
concept 2 with n elements, we may have the maximum of ∑ki=1 [ mi · ni · i!]
different mappings (if we use the isomorphic mappings, as in the Mapper),
122 Divago
with the largest mapping having a size k = min(m, n). To understand this for-
mula, let us consider the extreme case in which all relations (in both concept
maps) are equal. Counting all mapping sizes (from 1 to k), we have, for a
mapping size39 i, all combinations of m elements matching all arrangements
of n elements. In reality, the number of mappings is much lower since there
is a variety of different relations in both inputs. Furthermore, we may also
assume that the Mapper will normally produce only the largest mappings
(smaller mappings are generated only when the Mapper loses activation pre-
maturely when doing the spreading activation process)40 .
Assuming each blending projection is independent, we will have a total
of l = m + n different projections in the definition of every blend. So, in the
“least complexity scenario”, the size of the mapping is 0, meaning that we
only have two choices for each of the l elements (either it gets projected to
the blend or it is not projected), thus we have 2l different blends. If the size of
the mapping is k (the maximum possible), we have four choices for each of 2k
elements (k elements in each of the domains) because each element x mapped
to y can be projected either to x, y, x|y or Ø. Apart from these 2k elements, the
rest (l − 2k) has only two possibilities. This leads us to the conclusion that, for
a mapping of size s (0 ≤ s ≤ k), we have 42s × 2l−2s different possible blends
to choose, which is a very large search space. For example, for m = n = 20
(an “average” sized pair of networks), we have at least 240 (if s = 0) and at
most 420 (if s = 20) different solutions. If we remember that the Optimality
Principles are mutually competing pressures, then we may guess that this is
a very complex search space. Obtaining a good blend is the main motivation
for the Factory module, which will be the subject of the next section.
The Blender module provides two fundamental services to the Factory: it
generates the blending projections (only once and before the Factory starts
searching); it provides the transfer operation, which is used by the Factory
each time it needs to create a blend.
5. Factory
with A E CMi corresponding to the set of elements that are present in CMi .
Given the complexity of the search space, and for computational reasons,
we decided to implement a parallel search algorithm, a genetic algorithm
124 Divago
3. The best individuals are chosen for reproduction. This choice can be
based on aspects other than fitness value (e.g. biodiversity).
5. Steps 2 - 4 are repeated for a set amount of times or until a halt condi-
tion is met.
Figure 27. The genotype of the individual corresponding to the selective projection
of figure 26
Figure 28. The phenotype - a horse|bird has wings and is ridden by humans
The initial population has 100 individuals selected randomly. The evalua-
tion of an individual is made by the application of the Optimality Principles,
which then participate in a weighted sum, yielding the fitness value. This
work is performed in the Constraints module. The selection of the individ-
uals is of the roulette-wheel type, i.e. the ones with higher fitness have a
greater probability of being chosen. Our algorithm uses 3 reproduction oper-
ations: asexual reproduction (the individual is copied to the next population);
crossover (two individuals exchange part of their list of projections) and mu-
tation (random changes in the projections). It also allows the random genera-
tion of a new individual, which can be useful when the current population has
low biodiversity. The system stops when a predefined number of iterations of
this process has been done, when it stabilized around an acceptable maxi-
mum for more than a predefined number of iterations or when an individual
was found that has a satisfactory value.
126 Divago
6. Constraints
Figure 29. The blend satisfies (or accomplishes) the frames “Equinae” and “Flying
thing”
6.1. Integration
CMB+ , and V I, the set of integrity constraints that are violated in the frame,
the integration value, I f is defined by:
#C #CMb
If = × (1 − ι )#VI × (1 + )/2
#CMb #CMB+
being ι a penalty factor between 0 and 1, a value that penalizes a frame for
each violation of integrity constraints. An integrity constraint is violated if its
premises are true. In the context of the integration measure of frame f above,
f violates integrity ic if the conditions Cic of ic are verified and Cic C = Ø.
In other words, f needs to violate ic in order to be integrated.
We would like to further clarify the above formula: the first factor repre-
sents the ratio of coverage of b w.r.t. f ; the second factor means that each
integrity constraint violation implies an exponential discount; the third factor
serves the purpose of maximizing the size of the blend (if two frames have
the same ratio of coverage, the one that contains more relations should have
higher integration); the division by 2 aims to normalize the result between 0
and 1.
While the value for a single frame integration is described above, the in-
tegration measure of a blend w.r.t. a set of frames is not necessarily straight-
forward. At first sight, it is appealing to just add the values of integration of
all frames, or of the union of their condition sets. Or even their intersection.
But this would lead to the wrong results, because a set of frames can not be
reduced to a single frame from the point of view of integration. In this mea-
sure, we want to stimulate unity, coverage and take into account the strength
of each frame individually. In terms of unity, we argue that the set of relations
that make the “core” of all the frames that are satisfied (i.e. the intersection of
the sets C of conditions of all frames) should be highly valued. On the other
side, the coverage of this “core” will be smaller than the overall coverage
(or equal, if the frames have equivalent C sets), which leads us to take into
account the disjoint sets of relations of the frames. Finally, the integration of
each individual frame (as defined above) should also be present in the overall
measure. These last two issues (the overall coverage and the integration of in-
dividual frames) are subject to a disintegration factor because they reflect the
existence of different, not totally intersected, frames. We propose this factor,
α , to be a configurable value from the interval [0, 1]. It is now time to present
our proposal for the Integration measure of a blend:
Definition 6.2 (Integration). Let Fb = { f1 , f2 , ..., fi } be the set of the frames
that have their conditions (Ci ) satisfied in the blend b, α , the disintegration
Constraints 129
factor (with 0 < α < 1), and I fi , the single frame integration value, as in 6.1.
i
Integration = I i + α ×U ncoverage × ∑ I fi
0 Ci
0
The U ncoverage value consists of the ratio of relations that do not belong
to the intersection of all frames w.r.t. the total number of relations considered
in the frames:
i i
# 0 Ci − # 0 Ci
U ncoverage =
# i0 Ci
This shows that the Integration value of blend D will be considerably smaller
than that of the blend A, as intended.
130 Divago
6.2. Topology
#TC
Topology =
#CMb
Constraints 131
Intuitively, this measure represents the amount of relations from the in-
puts that were projected unchanged to the blend. We are aware that this
is stricter than the topology constraint in the blending framework, as it is
based on identity rather than counterparts. As the reader will see, this role of
analysing counterparts as maintaining original structure/neighborhood is left
for the Unpacking constraint. At the moment, the only way to violate topol-
ogy is by having a pair of concepts projected to the same one (e.g. “horse”
and “bird” projected to “horse”), bringing a new relation that was exclusive
to one of the domains (e.g. ability(bird, f ly) projects to ability(horse, f ly);
pw(wing, bird) projects to pw(wing, horse)).
verified in the blend, it is difficult to find such a linear rationale (e.g. would
two patterns each with an individual completion x value higher than three
each having slightly less than x?). As a result, we propose to find the union
of all the conditions contained within the patterns and then estimate its own
completion evidence:
Definition 6.5 (Pattern Completion). The Pattern Completion measure of a
blend b with regard to a set F with n frames is calculated by
PatternCompletion = e(∪n0 fi , b)
This measure has a very important role in increasing the potential of
the blend, for it brings the “seeds” that may be used in the Elaboration
module. In figure 31, we illustrate Pattern Completion with two examples.
Assuming a frame with three conditions (pw(X ,Y ), purpose(Y, f ly) and
ability(X , f ly)), on the left it has a completion evidence of 66.6% (two re-
lations out of three are already accomplished: pw(Horse Bird, wings) and
purpose(wings, f ly)), whereas on the right the completion evidence is only
33.3% (only pw(Horse Bird, wings) exists). For both, since we consider only
one frame (i.e. one pattern), the value of Pattern Completion is the same as
of the completion evidence.
Fauconnier and Turner propose a set of vital relations that should govern the
blend creation (Fauconnier and Turner 2002). As already stated, our approach
to CB relies essentially on earlier works from the same authors, thus we must
point out that the approach to vital relations discussed here leaves more open
questions that encountered solutions. We may say that we are facing vital re-
lations as merely salient relations, without agonizing with their role in com-
pression - which should be, one might say, their essential role. Compression
Constraints 133
Definition 6.6 (Maximization V R). Let ϒ be a set of vital relations. From the
concept map of the blend b, we may obtain the set of vital relations in b, BV R :
From the blendoid (the union of all possible blend), B+ , we have BV+R :
6.5. Unpacking
Unpacking is the ability to reconstruct the whole process starting from the
blend. In our view, such achievement underlies the ability to reconstruct the
134 Divago
input spaces. I.e. the reconstruction of the input spaces from the blend de-
mands the assessment of the cross-space mappings, the generic space and
other connections. Thus, what we are proposing is that Unpacking can be re-
duced to the ability to reconstruct the inputs. This is because there is no way
to properly reconstruct the inputs without a reconstruction of the cross-space
mappings, generic space and the connections between spaces.
Unpacking should take the point of view of the “blend reader”, i.e. some-
one or something that is not aware of the process of generation, thus not
having access to the actual projections. Being such, this “reader” will look
for patterns that point to the “original” concepts. Once again we use the idea
of frames, more specifically the defining frame of an element, which com-
prises the immediate surrounding elements and relations. For example, if the
element “wing” was projected onto x in the blend, the defining frame with
regard to the “bird” concept map would consist of purpose(x, fly), condi-
tional(x, fly), quantity(x, 2) and pw(x, bird). The more that these relations are
found in the blend, the more likely it is that the “reader” will find it easy to
understand the relationship between x and “wing”.
Definition 6.7 (De f iningFrame). Given a blend b and an input space d, the
element x (which is the projection of the element xd of input concept map d
to b) has a defining frame fx,d consisting of
k
ξ (x, d) =
n
where n is the number of elements to which x is connected. We calculate
the total estimated unpacking value of x as being the average of the unpacking
values with regard to the input spaces. Thus, having input concept maps 1 and
2, we have
ξ (x, 1) + ξ (x, 2)
ξ (x) =
2
Definition 6.8 (U npacking). Let X be the set of m elements of the blend
b, generated from input concept maps 1 and 2. The Unpacking value of b is
Constraints 135
calculated by
i=0 ξ (xi )
∑m
U npacking = , xi ∈ X
m
In Figure 32, we present the defining frame for “horse”, in the “horse”
concept map. In Blend 1, the element “horse|bird” (the projection of “horse”)
will have the highest Unpacking value (w.r.t. “horse” concept map) because
it fits precisely into its defining frame. In Blend 2, the value is lower because
there are two new relations (with “fly” and “wings”), meaning that it is not
exactly same element. Blend 3 will get the lowest Unpacking value of all
three because it also lacks some relations (e.g. with “run” and “grass”).
6.6. Web
The Web principle concerns being able to “run” the blend without cutting the
connections to the inputs. In our opinion, this is not an independent princi-
ple, being co-related to those of Topology and Unpacking because the former
brings a straightforward way to “maintain the web of appropriate connections
to the input spaces easily and without additional surveillance or computation”
and the latter measures exactly the work needed to reconstruct the inputs from
the blend. This is not to say that Web is the same as Topology or Unpacking.
Rather, on one side, Topology provides a pressure to maintain the most fun-
damental connection to the input: the same structure; on the other side, Un-
packing evaluates the easiness of reestablishing the links to the inputs. These
two values combined in a weighted sum yield, we propose, an estimation of
the strength of the web of connections to the inputs:
Definition 6.9 (Web).
with λ + β = 1.
6.7. Relevance
The notion of “relevance” or “good reason” for a blend is tied to the goal of
the blending generation. A blend, or a part of it, may be more or less relevant
depending on what it is for. Once again, frames take a fundamental role as
being “context” specifiers, (i.e. the set of constraints within a frame describe
the context upon which the frame is accomplished). Therefore, having a set of
goal frames, which can be selected from the ones available in the Knowledge
Base or specified externally, a blend gets the maximum Relevance value if it
is able to satisfy all of them.
An aspect of the goal frames is that they become queries. For example,
if we want to find a concept that “flies”, we could build a goal frame with
the relation ability(x, f ly). The blends that satisfy this frame would be highly
relevant.
7. Elaboration
If the premises are found to be true, then the Elaboration module will add
the relations lives in(X , water tank) and in(water tank, house) to the con-
cept map of the blend and also delete the relation live in(X , house). Another,
more complex example, is a rule that applies the movement laws to determine
the meeting point of two objects X 1 and X 2 moving on the same line:
rule(generic, meeting time, [starting position(X1, P0X1),
starting position(X2, P0X2),
{X1\=X2}, speed(X1, SX1), speed(X2, SX2), day(X1, D),
day(X2, D), starting time(X1, T0), starting time(X2, T0)],
[],
[{Dif is SX2-SX1, Dif\=0,T is (P0X1-P0X2)/Dif},
meet(X1, X2), time(X1, T), time(X2, T)],
[]).
The internal logic elaboration, θC , in this module inspects the frames that
are accomplished by the blend and in turn applies their effects, as with the
rules. In the special case of rules that are part of the blend (as a result of
projection from one of the inputs), we can also consider internal-logic elab-
oration, although the procedure that controls their application is the same as
for any other rules.
The cross-concept based elaboration is probably the least explored elabo-
ration method used. It is based on pattern completion. When the completion
evidence of a frame (as calculated in the Pattern Completion measure) sur-
passes a minimum specified value (the completion threshold), then the Elab-
oration module will add the missing relations that can be fully defined. For
138 Divago
example, in figure 31 (left), if the completion threshold was below 66%, then
the Elaboration module would add the relation ability(horse|bird, f ly). In
this case, the relation is fully defined because both arguments (horse|bird and
f ly) are known. If, on the contrary, the instantiation of the frame’s premises
had yielded ability(horse|bird, ) or ability(horse|bird, Ø), then no new re-
lation would be created. We call this cross-concept elaboration because it is
based on the transfer of knowledge from an external concept (the uncom-
pleted frames) to the concept map of the blend. We are aware that this may be
both an unsafe and incorrect way of doing cross-concept based elaboration. It
can be unsafe because, apart from the completion evidence, there is no other
method for ensuring correctness or meaningfulness of the added knowledge.
Only when dealing with goal frames (i.e. when there is an external motivation
to accomplish the frame), does the completion have a meaningful potential
consequence. It can be an incorrect perspective on cross-concept based elab-
oration because the source concept (the frame) is created from an analysis
of internal logic (the Pattern Completion measure), rather than being another
different concept that, for some reason, appears to be a good source of knowl-
edge.
The rules and frames applied in this module may mutually influence each
other. For example, the new knowledge added by a frame may in turn trigger a
rule and so on. This means that the system is sensitive to order of application.
To reduce this effect, the Elaboration module applies the rules iteratively until
no change to the concept map is made, i.e. until it stabilizes around a set
of relations. The drawback of this approach is that it becomes sensitive to
cycles. For example, suppose the following list of rules, with r1 , r2 and r3
being relations, and a blend containing the single relation r1 .
r2 ∧ not r3 ←− r1
r3 ∧ not r1 ←− r2
r1 ∧ not r2 ←− r3
After running the first rule, the Elaboration module would start by adding r2 ,
then would trigger the second rule, which would remove r1 and trigger the
third rule, which would return to the initial state, indefinitely. We are aware
that this is far from an unknown problem in the area of Logic Programming,
and thus we believe that good solutions may have already been found. How-
ever, for this book, and for the current version of Divago, the rules must be
Elaboration 139
coded with attention to avoiding cycles, since we have not investigated farther
in this subject.
This module is very useful when one is knowledgeable about the domain
for which Divago is inventing concepts. For example, for the creatures exper-
iment, designed for a game project, we added some specific rules and frames
relating to solutions to problems (e.g. adding a wooden leg for a creature
when there is one leg missing) and for calculating values (e.g. calculating
a new strength value when there are conflicts between two possible candi-
dates).
The Elaboration module could have been applied after the GA cycle, to
the resulting best blend produced by the Factory, but this choice would imply
that the generation of the best blend itself could not take into account the
improvements from the Elaboration. In other words, the system would tend
to avoid generating solutions where, in spite of having originated from a low
valued non elaborated blend, the result after elaboration would compensate
its previous imperfections. This was the main reason for integrating it within
the GA of the Factory.
As with the Mapper, so the Elaboration module is optional for it can ob-
scure the inner workings of the blending mechanism in hiding imperfections
of the blend. Since this is important for the validation of the system, we also
allow the selection of the specific elaboration methods to apply.
Getting back to the model of concept invention that was the subject of the
previous chapter, we said that the elaboration function, θ , should be used to
define the space that would be traversed by the convergent strategy. Instead,
the Elaboration module is being (optionally) applied by the genetic algorithm
of the Factory, which we described as our divergent strategy. In this case, to
be coherent with ourselves, we ought to acknowledge that, when the Elabo-
ration module is used, we have a strategy that shares both the divergent and
convergent perspectives of the model. Thus, we present here no pure conver-
gent strategy. At first sight, this could be seen as a flaw in Divago and results
from the deliberate compromise of focusing divergence and bisociation and
disregarding other issues. However, and also for the same reasons, it became
gradually clear that the flaw is in the model itself. In fact, it seems much
more natural to consider convergence and divergence intermingled with each
other, rather than having a strict separation. We recall the analyses made in
section 1, in which we met the convergence/divergence dichotomy. Although
this duality was salient, in nowhere it was proposed to exist a strict separation
(rather, an interaction was often considered).
140 Divago
To finalize this chapter, let us analyze Divago with the same criteria of section
2.2, where a classification of creative systems was proposed:
– Architecture. Single agent. As we have explained before, the approach that
we are following is centered on a single isolated system. In future stages, a
natural development would be to include it in a multi-agent environment.
– Model. Divago fits entirely the Cognition Centered Model (CCM)
paradigm, as it was developed from analyses of creativity from Cogni-
tive Science, Psychology, Philosophy and AI, and most of all it partially
integrates a computational implementation of a proposal for a cognitive
mechanism, named Conceptual Blending.
– Episodic Memory. Divago has NO true mechanism of Episodic Memory.
Although its implementation may possibly imply little more than a feed-
back loop (the outputs would become part of the KB), we are dedicated to
a feedforward version, as it showed sufficiently complex by itself.
– Evaluation. Divago has a built-in evaluation made by the Constraints mod-
ule. The only active participation of an external entity happens in the be-
ginning of the process (by setting the goal and the weights to associate
to each optimality constraint, and possibly also the input concepts and a
mapping).
– Theme. The theme of this project is Concept Invention.
– Reasoning paradigm. Divago is clearly a Hybrid system, in that it makes
use of rule-based reasoning, genetic algorithms and, to a much lesser de-
gree, connectionism (in the Mapper module).
– Domain. As we will see in the next chapter, Divago has been applied to a
variety of domains, namely 2D drawings, 3D creature design and linguistic
creativity.
Chapter 6
Experiments
Ever since its first sketches, Divago has been subject to experiments in several
domains. At the risk of making experimentation itself divergent, we decided
on this in-breadth approach for two reasons: we have been arguing in this
book for the consideration of multi-domain environments in computational
models of creativity; with an in-depth approach, we would focus more gradu-
ally on specific domain issues than on Divago itself. Whatever the approach,
validating this system with respect to creativity is a goal that we have been
pursuing, without finding any definitive and uncontroversial solutions as yet.
Because this is a fragile issue, we must follow the most solid principles we
can find. First, we need to avoid building the input knowledge structures in-
volved ourselves, the only exceptions being the first two experiments, the
house-boat and the horse-bird. Second, we try to read as little as possible
from the results except when there is a well-defined interpretation mecha-
nism. In other words, we try to avoid putting our own point of view on to
ambiguous events. Third, we seek to provide the statistically most signif-
icant data as possible to support the claims and conclusions achieved. We
follow the Central Limit Theorem, which says that “the distribution of means
from repeated samples from a population will be approximately normally
distributed if sample size is large (> 30) and exactly normally distributed if
the population itself is normally distributed”. Therefore, without knowing in
advance the distribution of the populations involved, we will rely on the con-
dition that each sample must be large. For example, each of the optimality
constraint weight configurations tested was subject to 30 runs with the same
starting conditions. Fourth, we estimate some of the measures for creativity
assessment, as presented in section 2, which will allow us to follow the same
evaluation framework throughout the experiments, which will be useful for
comparing the behavior of Divago within its own domains, as well as provid-
ing benchmarks for future comparisons with other systems.
The experiments are presented in chronological order and so the reader
will also perceive the evolution of the system in terms of the modules used,
the control over the results, the methodology and the interpretation of the
results. In the boat-house, we generate the whole set of possible combinations
(of boat|house drawings), using only the Mapper and the Blender. Only in
142 Experiments
1. The Boat-House
Figure 33. The boat and the house, as drawn from the instances
Table 13. The blendoid concept map for house and boat
isa(entrance|movement, task) purpose(mast, support)
purpose(door, entrance|movement) isa(entrance, task)
purpose(sail, entrance|movement) isa(movement, task)
isa(roof|mast, physical object) purpose(door, entrance)
isa(roof, physical object) purpose(sail, entrance)
isa(mast, physical object) purpose(door, movement)
purpose(roof|mast, protection|support) purpose(sail, movement)
purpose(roof, protection|support) shape(door|sail, triangle)
purpose(mast, protection|support) shape(door, triangle)
purpose(mast, protection) shape(sail, triangle)
purpose(door|sail, entrance|movement) purpose(roof, protection)
have(house|sailing boat, body|vessel) have(house, body|vessel)
have(sailing boat, body|vessel) purpose(roof, support)
have many(house|sailing boat, room) have(house, body)
live in(human, house|sailing boat) have(sailing boat, body)
live in(human, house) have(house, vessel)
live in(human, sailing boat) have(sailing boat, vessel)
... ...
146 Experiments
the form of Logo procedures, we must decide how to use them to produce the
new drawings. In the case where these concepts are found alone, their inter-
pretation is straightforward (just read the corresponding Logo procedures in
the potentially new context), but in the case of compounds (e.g. door|sail),
the problem becomes difficult. The ideal solution would be to find a way of
getting one degree of abstraction down and also blend the Logo procedures
themselves. However, the explorations done in this direction were leading
to a degree of complexity unjustifiable for the goals of the experiment. For
this reason, the interpreter made for these drawings ignored the compounds
and produced both alternatives (e.g. for door|sail, a drawing with door and
another with sail), thus producing the same results as with separate projec-
tions. Perhaps the most important conclusion from this experiment was that
the interpretation of a compound in itself opens up another blending problem,
recursively until a final and definitive answer is found (a possible solution in
drawings could be to apply visual morphing). In spite of reducing the search
space considerably by not proposing a different interpretation for compounds
and only taking into account the mappings that would have visual effects, a
large set of new drawings was produced. The mappings presented in table
12 generate respectively a set of 240 and 408 drawings with repetitions (giv-
ing approximately 80 and 100 different images, resp.). From mapping 1, we
found drawings such as those shown in figure 34.
By analyzing these house|boats, we can see some subtle transfers (e.g.
the square hatch in the first sail boat; the circular window in the house) and
The Boat-House 147
Figure 36. Images from the body ↔ vessel, door ↔ mast and window ↔ sail blend
some blends that clearly share knowledge from both inputs, either visually
fortunate (e.g. the boat with rectangular sail) or unfortunate (e.g. the house
with the triangular door and a mast on top). It is also of relevance to say that
these unfortunate instances appear as a consequence of not having specific
domain-knowledge for generating a drawing or just because of unfortunate
combinations (second, third and fifth images).
When applying mapping 2, the results are as shown in figure 35. Notice for
example the different placement of the circle (and door). With the mapping 3
(body ↔ vessel, door ↔ mast and window ↔ sail), Divago produced draw-
ings such as in figure 36. Finally, the fourth mapping, which has a different
variation (body ↔ vessel, door ↔ hatch, roo f ↔ mast and window ↔ sail),
gave rise to images such as in figure 37.
148 Experiments
Figure 37. Images from the body ↔ vessel, door ↔ hatch, roo f ↔ mast and
window ↔ sail blend
Since we cannot have any precise measure of novelty or usefulness for the
drawings (that is not obscured by the subjectivity of the image) we cannot
do a thorough analysis of these results with regard to the criteria presented
in chapter 2. However, we can say that Divago produces a large proportion
(over 90%) of drawings that are definitely different from typical drawings of
houses or boats (they gather different elements of house and boat in the same
drawing, sometimes lacking some parts or violating basic drawing principles,
like non superimposing objects) in a total of more than 1300 drawings (with
repetitions), if counting all the mappings. This basically corroborates that, far
from reinventing (i.e. converging), instead it generates novel, yet potentially
pointless, results (i.e. diverging).
In general, we can say that, although the two concepts of a house and a
boat are close to each other (both are physical structures, used by humans),
this can be an example of computational modelling of divergent thought be-
cause a large amount of new instances was generated from the blending of
The Horse-Bird 149
ZOOM
Domain B
Domain D
Space of Blends
Domain A
Domain E
path towards the solution
starting point of search
solution found
2. The Horse-Bird
The Horse-Bird experiment was the first to assess the behavior of the Factory
and Constraints module (presented in (Pereira and Cardoso, 2003a)46 ). Ac-
tually, it consists of two different kinds of experiments, each with a distinct
goal: assessment of the individual effects of each measure on the final results;
qualitative evaluation and tuning of the model. After several preliminary GA
parameters tuning tests, we decided for 100 individuals as the population size,
5% of asexual reproduction (copy of an individual to the following popula-
150 Experiments
min(d(b, x1 ), d(b, x2 ))
distance(b) =
sizeb
such that x1 and x2 are the input concepts for generating b and sizeb is the size
of the concept map of b. The larger the distance to inputs, the higher is the
The Horse-Bird 151
This experiment serves to observe the effect of each pressure in the final
results, bringing up a way to predict and control the system. For the first part
of these experiments, we isolated each optimality pressure, by attributing zero
weight to the remaining criteria. Since one of the optimality pressures is not
independent (Web) and another (Intensification of V.R.) was not accounted
for in our current implementation we have only six different criteria to take
into account.
The input domains applied were the domains of horse and bird (in ta-
bles 6 and 7), meaning that the expected results range from the unchanged
copy of one (or both) of the concepts to a horse-bird (or bird-horse) which is
a combination of selected features from the input domains. The generic do-
main consists of the general ontology, integrity constraints and a set of frames
(already given in table 8; see also Appendix E).
We applied the three mappings presented in figure 9. For each mapping,
we tested the six optimality pressures, each of these comprising 30 runs48 .
152 Experiments
The Elaboration module was not used. Each blend was examined by the Con-
straints module without being subject to any transformation after the projec-
tions.
We now present an analysis of the individual effect of each of the mea-
sures:
– In Integration, frames behave as attractor points in the search space. More-
over, the frames with a larger coverage tend to be preferred, although when
too large (like aprojection or aframe) they are dropped. The evolution is di-
rected to a compromise of coverage and satisfaction. The complexity of the
search space grows with mapping size (the number of cross-space associ-
ations found by the mapping algorithm). In fact, when we have a mapping
of size 5, six different blends are returned, the best choice being retrieved
43% of the times, while with a mapping size of 21, eight different solu-
tions are found, the best choice being retrieved a mere 6% of the time. This
confirms the complexity and dimensions of the search space we discussed
in section 5. A good compensation for this apparent loss of control is that
the returned values are clearly higher (0.68, for the best) than in the small
mappings (0.22), suggesting that, with larger mappings, the probability of
finding a better solution is higher than in smaller ones. Finally, the novelty
was 0.71, meaning that the set of frames used does not lead naturally to
any of the inputs, i.e. the system diverges from its input concepts.
– Pattern Completion drives the blend to partially complete (i.e. satisfies
some conditions but not all) the highest possible number of frames, lead-
ing, in each case, to several sets of relations which fit into those frames
without satisfying them completely. This means that, isolated, Pattern
Completion only leads to disperse, non-integrated results and so it is not
very useful. Interestingly, it can be useful when combined with Integration
because it gradually brings to the blend the concepts and relations that are
needed to complete the frames and so it speeds up the process of finding
frames with high Integration value. In respect to the search landscape, it
seems to be very rich in local maxima. The most constant results came
from mapping 2 (of Figure 9), with the best results obtained 13% of the
time and the second best 20% of the time. An interesting remark is that
the local maxima always fall within a very strict range of values (of max-
imum amplitude 0.11, in mapping 3). The median value for nov was 0.79,
which confirms our expectancy that Pattern Completion would be close to
Integration, in these terms, since they use the same set of frames.
– From the experiments with Topology, we can observe that there is a ten-
The Horse-Bird 153
dency to bring all the relations from both concept maps to the blend, with-
out being transformed. This means that, at the limit, the blend will com-
prise the union of the two concept maps from the inputs, thus (if both the
inputs have the same size) the novelty will tend to be 0.50 (half the concept
map of the blend would have to be deleted to become an exact copy of one
of the inputs). This prediction is corroborated by the result (nov= 0.51).
– The influence of Maximization of Vital Relations in the results is straight-
forward, given that its highest value (1) reflects the presence, in the blend,
of all the vital relations that exist in the inputs. As the evolution goes on
in each run, the value grows until reaching the maximum reasonably early.
For each set of the 30 runs, it reached the value 1 a minimum of 93%
of the times, and the remaining 7% achieved at least a value of 0.95. As
in Topology, the search space of Maximization of Vital Relations is very
simple since there is a global maximum in the neighborhood of (almost)
every point. However, in contrast to Topology, this measure results in very
high novelty (0.99), which can be explained by the fact that the number of
vital relations in the concept maps is relatively small and that there is no
constraint on the arguments of these relations. In other words, it does not
matter what the vital relations actually associate with, only that their sim-
ple presence in the blend is important in order to get the maximum value in
this measure, yielding an apparently random choice of elements projected.
– The results of the Unpacking measure show that it drives towards similar
results as Topology, with the main difference being that the relations in the
blend are clusters of copies of subgraphs from the inputs. I.e., Unpacking
only copies those relations that do not imply conflicts (e.g. some concepts
that belong to both domains, such as leg, can become problematic because
its Unpacking is unambiguous). It is therefore a force of inertia. The me-
dian value for nov was 0.63, testifying that, whatever was present in the
concept map of the blend, it was similar to one of the inputs yet missing
some parts that would make it an exact copy, which intuitively agrees with
its definition.
– The first part of the test on Relevance focussed on making a single relation
query. In this case, we asked for “something that flies” (ability( , f ly)). The
results were straightforward in any mapping, accomplishing the maximum
value (1) in 100% of the runs, although the resulting concept maps did not
reveal necessarily any overall constant structure or unity, giving an idea of
randomness in the choice of relations other than ability( , f ly). In other
words, the evolution took only two steps: when no individual has a rela-
154 Experiments
tion ability( , f ly), therefore with value 0; when a relation ability( , f ly)
is found, yielding a value 1, independently of the rest of the concept
map. The second part of the test on Relevance, by adding a frame (abil-
ity explanation) to the query, revealed similar conclusions. There was no
sufficient knowledge in any of the input domains to satisfy this new frame
completely, so the algorithm searched for the maximum satisfaction and
reached it 100% of the time in every mapping. So the landscape seems to
have one single global and no local maxima, reflecting the integration of
the two parts of the query. The existence of local maxima would be ex-
pected if there were separate frames. Intuitively, the search landscapes of
Integration and Relevance seem to be similar. As with Integration, the nov-
elty is dependent on the available frames, more specifically on the frames
used in the query. With the ones used, the value for nov was 1. This is con-
sistent with the observations just made of the apparent randomness of the
choice of relations for complementing the concept map.
For our concerns, we define a pegasus as being a “flying horse with wings”, so
leaving out other features it may have (such as being white). These extra fea-
tures could also be considered but would need knowledge about any aspects
of ancient Greece, Greek mythology and some ontological associations (e.g.
purity is white). Moreover, they would make the generation of the blend con-
siderably more complex, although possibly more interesting. Formally, the
pegasus we want to generate has the same concept map as the horse domain
augmented with 2 wings and the ability to fly (so, it should also have the
relations ability(horse, f ly), motion process(horse, f ly), pw(wing, horse),
quantity(wing, 2) and purpose(wing, f ly)).
For validation purposes, we started by submitting a query with all the rela-
tions of the pegasus, so as to check if they could be found in the search space,
and the results reveal that only the mapping 3 (see figure 9) respects such
constraints. This led us to use this mapping exclusively throughout the rest of
the experiment. Knowing that the solution exists in the search space, our goal
was to find the minimal necessary requirements (the weights, the frames and
the query) in order to retrieve it. From a first set of runs, in which the system
considers a large set of different frames and no query, we quickly understood
that it is not simple (or even feasible) to build the pegasus solely by handling
The Horse-Bird 155
the weights. This happens because the optimality pressures provide control
regarding to structural evaluation and general consistency, but only by pure
chance can we find the exact weights to match the same relations of the pega-
sus, a very specific blend that fails to follow all but a few of constraints, but a
combination of them. This drives us to the need of queries.
A query may range from specific conditions that we demand the blend
to respect (e.g. the set of conditions for flying, enumerated above) to highly
abstract frames that reflect our preferences in the blend construction (e.g. the
frame aprojection: elements from input concept map 1 should all be pro-
jected). Intuitively, the best options seem to comprise a combination of the
different levels of abstraction.
Since a query is only considered in the Relevance measure, its weight
must be large if we intend to give it priority. In fact, using only Relevance
is sufficient to bring the concept map of the solution to the blend, when the
query is specific enough, as we could test by using a query with aprojection
and the flying conditions. From a creativity point of view, it is not expected
to have very specific queries and we are more interested in less constrained
search directives. In table 14, we show the parameters we used, as well as the
nov and use values obtained. use is calculated as:
d(b,target)
use(b) = 1 −
sizeb
with target being the concept map of an optimal blend (in this case, the Pega-
sus). The weights we present correspond to Integration (I), Pattern Comple-
tion (PC), Topology (T), Maximization of Vital Relations (MVR), Unpacking
(U) and Relevance (R). The fly conds. are the relations that the blend must
have in order to be a flying creature, and aframe, aprojection and new ability
are frames as described before (and detailed in appendix E). The values pre-
sented correspond to the median in each set of results.
An observation that must be made is that the target is very similar to one
of the inputs (the “horse”), its novelty being exactly of 0.26, a very low value
that was only acknowledged after the first experiments. Since making it less
typical would imply artificial changes in the concept map (actually the Pega-
sus is a horse with wings), we decided to leave it untouched. Furthermore, it
is theoretically possible to generate a blend that is close to the pegasus, yet
far away from the horse (if it falls in the opposite direction of similarity). As
we can see from the experiments, there are useful results that nevertheless fail
the threshold of novelty and there is no linear relationship between nov and
156 Experiments
Table 14. The 10 different configurations used. Query: A=fly conds. + apro-
jection; B=fly conds. + aframe; C=fly conds.+ aprojection + aframe;
D=new ability+aprojection+aframe
Exp. Weights Query nov use Best blend
# I PC T MVR U R (nov/ use)
1 0 0 0 0 0 100 A 0.59 0.53 0.40/0.74
2 0 0 0 0 0 100 B 0.86 0.26 0.0/49
3 0 0 0 0 0 100 C 0.59 0.53 0.40/0.71
4 50 0 0 0 0 50 C 0.51 0.62 0.19/0.97
5 33.3 33.3 0 0 0 33.3 C 0.78 0.34 0.82/0.32
6 33.3 0 33.3 0 0 33.3 C 0.60 0.52 0.49/0.66
7 25 0 25 25 0 25 C 0.70 0.28 0.45/0.58
8 20 0 20 20 20 20 C 0.62 0.33 0.47/0.51
9 34 0 16 10 4 36 C 0.43 0.70 0.44/0.95
10 34 0 16 10 4 36 D 0.26 0.71 0.35/0.73
11 20 0 0 0 0 80 C 0.16 0.76 0.21/0.90
12 20 0 0 0 0 80 D 0.58 0.47 0.18/0.92
use, although when use gets high scores, the opposite happens with nov.
The first eight configurations were dedicated to understanding the effect
of gradually adding optimality pressures to the fitness function. In the first
three, where only Relevance was used, we verified that, although it was easy
to have all the concepts and relations we expect for a pegasus, often it was
complemented by an apparently random selection of other relations. This re-
sults from having no weight on Integration, which we added on the config-
uration 4, yielding the result that was closest to our pegasus: the projection
of the entire horse domain, and the selective projection of wings and the f ly
ability from the bird domain. There were a few extra bits of knowledge, such
as having two claws, feathers or chirping. The majority of the time, the extra
knowledge results in blends that are distant to the inputs and to the pega-
sus, i.e. the pegasus found was more a singularity than the average situation.
The straight explanation is that the weight of Integration leads Divago to sat-
isfy frames that compete with the pegasus (e.g. bframe, which would project
the bird’s concept map structure) in many different ways. In configuration
5, the influence of Pattern Completion led the results to minimum incom-
pleteness (e.g. a pegasus with everything except a mane, wings or any other
item), which revealed that, by itself, it is not a significant or even positive
contribution to the present goal, a reason for dropping its participation in the
subsequent configurations.
Adding Topology (conf. 6) essentially brought two different kinds of re-
sults. As with configuration 4, it returned the “correct” pegasus with extra fea-
The Horse-Bird 157
tures like having f eathers or a beak, each of which was apparently selected
at random. These were also given the highest scores in the fitness function.
However, in some of the runs (10%), the results contained both creatures
(horse and bird) in the same concept map, as if they were connected (e.g.
having the same legs or ears). This is a rather unwanted result, and it sug-
gests that the weight of Topology should be relatively small in comparison to
others.
The following configuration, the inclusion of Maximization of Vital Re-
lations, confirmed the same conclusions as from Topology, but with more
control over the kind of extra relations transferred to the blend. For example,
the blend may have 2 wings (from the relation quantity), a beak and feath-
ers (from pw), but it is never an oviparous (from member o f ). On the other
hand, we can sense a gradual lack of focus on the overall results (no two runs
returned the exact same result) complicating considerably our goal of control-
ling the system. There is a simple explanation for this: Relevance, Integration,
Topology and Maximization of V.R. all have the same weight and some (like
Maximization) are more easily satisfied, thus driving the evolution towards
their maxima, from wherever the evolution started. This same phenomenon
happened in configuration 8, although Unpacking had brought a more stable
set of results.
An immediate conclusion we took from these experiments was that each
pressure should have a different weight, correspondent to the degree of influ-
ence it should have in the result. In our case, we are seeking for a specific
object (the pegasus), we know what it is like, what it should not have and
some features not covered by the query conditions that we would like it to
have. This led us to a series of tests for obtaining a satisfiable set of weights,
used in the configurations 9 and 10. Given the huge dimension of the problem
of finding these weights, they were obtained from a generate-and-test process,
driven by our intuition, so there is no detailed explanation for the exact choice
of why these values and not others. Yet, a qualitative analysis can be made
and we see a clear strength given to Relevance and Integration. The former
serves to “satisfy what we asked” and the latter guarantees overall coherence
(centered on the query frames) and consistency (e.g. it prevents the solution
from having 2 and 4 legs simultaneously). There is also a more discrete pres-
ence of Topology, Maximization and Unpacking, to allow the transfer of extra
knowledge. Configuration 9 revealed, possibly, the “richest” pegasus found,
in the sense that, although largely failing the target, it contains all of its rela-
tions as well as a selection of other relations (having lungs, f eathers, a pair
158 Experiments
first four. Indeed, there is such a correlation between these eight measures
that we suspect they can be reduced to a smaller set.
For determining the fine-tuning of the system according to (Colton, Pease
and Ritchie 2001) (see Appendix A), we can at most determine an estimate,
given the participation of so many variables in the definition of each result.
From the experiments so far, we can say, for example, that Relevance and In-
tegration are creatively more useful than Pattern Completion, and that aframe
is less creatively useful than aprojection (compare configurations 1 and 2).
However, we can also see the high complexity involved. Compare, for exam-
ple, configurations 11 and 12. The former normally produced better results
than the latter, but the latter has a best blend with higher scores. It seems,
therefore, that configuration 11 earned more stability at the cost of losing
better singularities to the configuration 12. To check the individual influence
of the frames in configuration 11, we applied the same weight configuration
of 80% Relevance and 20% Integration to all possible combinations of the
query (see table 16). Notice that the first two queries (void query and fly
conds.) completely fail to achieve anything useful. This results from not hav-
ing applied an organizing frame (such as aframe or aprojection). In this case,
Divago was directed towards satisfying anything (empty list) or just a small
160 Experiments
set of relations (fly conds.), preventing it from using an organizing frame and
therefore making a coherent whole. From this, we can conclude that aframe
and aprojection are important to organize the blend (in this case, towards the
same organization of the horse concept map).
We can also notice that, when using only aframe and aprojection (aframe
alone or combined with aprojection), Divago produces either an exact copy
of “horse” or a very similar result. However, when put together with the flying
conditions, it makes a whole that can lead to (very nearly) the pegasus. This
may indicate a high fine-tuning towards the pegasus, however we can also see
that the same combination can lead to other results depending on the weights
applied (e.g. configuration 5) and other combinations (e.g. configuration 12)
can lead to the same results with the same weight configurations. To conclude,
if, on the one hand, the frames are a method for controlling/tuning the system,
it is also true that their application does not guarantee valuable results and
that, in this sense, fine-tuning the system is an extremely difficult task. This
results from the complexity of the space and from the specificities of frame
combinations (some may be compatible, some others may be competing).
It is clear that the results in this section were driven subjectively by us in
the choice of the concepts and frame design, but the argument we are trying
to make is that we can lead Divago to produce novel and useful outputs.
Nevertheless, it is a difficult system to control, a good aspect on one side -
it is hard to be intentionally biased to specific outputs -, but bad on the other
side - it is extremely difficult to test its full potential.
We also developed (in collaboration with Pablo Gervás (Pereira and
Gervás 2003)) an Interpreter for generating textual descriptions of the blends,
based on Natural Language Generation techniques. This system made de-
Noun-Noun combinations 161
scriptions by comparison with the input concepts of “horse” and “bird”. Ex-
amples of automatically generated descriptions of blends are:
(1) A horsebird is a horse. A horsebird has two wings and feathers. It can fly,
and it moves by flying.
(2) A horsebird is a horse. A horsebird can fly, it has feathers, a beak, and
wings for flying and it moves by flying.
(3) A horsebird is a horse. A horsebird can fly. It chirps, it has wings for flying
and it moves by flying.
3. Noun-Noun combinations
Necklace
name: (necklace)
feature-set: (solid inanimate static)
color: (silver gold)
shape: (small circular)
structure:
made of: metal
parts: (pendant)
found:
function: ((wears person3 necklace neck)
(decorates necklace person3))
along with necklace, these nouns can be seen as a small graph representing
the knowledge about people and necklaces. Within this small graph, there is
normally no repetition of function specifications (e.g. in neck or person3 rep-
resentation, there is no wears function, although it exists implicitly). For this
experiment, we directly and separately converted each noun to a concept map,
and there is no communication between our concept maps, which means that
many nouns in our knowledge base lose their original implicit data. This was
necessary since automatically converting that implicit network into our con-
cept maps would not be a trivial exercise in terms of programming and would
clearly fall away from the goals of this project. Another aspect of the dataset
is that some concepts have several different instantiations (e.g. person3 is the
third representation of the noun person). We also converted these directly and
separately to our knowledge base, without merging them.
The main goal of these experiments was to observe how Divago behaves
with respect to criteria of novelty and usefulness when applied to knowledge
from another concept combination system. Another intention was to improve
the control over Divago with regard to these measures.
The noun-noun interpretations we consider in the experiments are either
hybrid interpretations or property interpretations (see section 3.1). In some
tests we made prior to these ones, the Mapper (which is based on structure
alignment) was clearly unable to allow other types of interpretations such as
relational and known-concept interpretations. This may point in the same di-
rection as Costello and Keane (Keane and Costello 2001), who argue that con-
ceptual combination cannot be reduced to structure alignment. In our case,
the strictness of the structure alignment methodology affects Divago’s needed
flexibility: 1-to-many mappings should sometimes be considered (rather than
1-to-1); representation of inputs sometimes with variable granularity should
be possible (e.g. “fido is a canine, who is a mammal” mapped to “tweety
is a bird” should yield f ido ↔ tweety and mammal ↔ bird, rather than
canine ↔ bird or canine ↔ tweety). Still, we cannot argue that these lim-
itations are more than computational and/or representational limitation, so
further exploration regarding structure alignment and computation should be
taken before claiming it as too rigid.
In order to provide a pragmatic background for the experiments, we invite
the reader to consider a situation where one wants to obtain combinations
with a specific set of characteristics, we can thus define this set via scripts
with the same syntax of the nouns described above. A useful concept must
have specific values for the slots of the script and respect a set of integrity
164 Experiments
constraints. The slots and values required can thus be grouped together in a
query. In all experiments (except in the tuning set), this query consisted of:
property(A,[animate, inanimate]),
property(A,[liquid, solid]),
property(A,[static, mobile]),
made of(A, ),
shape(A, ), color(A, ),
actor(F, ), actee(F, )
3.1. Tuning
without them, the result would not be novel or valued). In table 17, we show
a sample with the tuning combinations, target descriptions, resulting differ-
ence to the target, novelty score and frames used in the query. It is important
to remember that the target interpretations are obtained using only the exist-
ing knowledge representation of both nouns, which justifies the appearance
of awkward interpretations (e.g. “head hammer handle”, “pen person”). We
can also see that the frames were initially tailored to fit the target interpreta-
tions and reused later when effective (e.g. the “shape transfer” was created
for “bullet potato”, and used often in the succeeding experiments).
The table 18 presents the frames that were obtained (or selected from the
already existing ones in the generic domain). For the rest of the experiment,
this became the set of available frames.
It is clear though that both the target interpretations and the frames were
made by us, so introducing a subjectiveness component in these experiments.
Since there does not seem to be any simple automatic frame generation mech-
anism and given that the language itself demands some expertise, the frames
had to be constructed with the method described. On the other hand, it would
be possible to use other people’s interpretations of the randomly generated
pairs, requiring a reasonably large set of participants with some expertise to
understand the constraints (interpretations are confined to the specific repre-
sentation). This was done for the next two experiments (established blends
and game creatures). Not having done so for this experiment, we tried to fol-
low our intuition and imagination in each case. At worst, the experiments
reflect our specific ways of noun combination on the tuning set applied to the
free generation set.
The mappings used in all the experiments were automatically generated
by our structure alignment algorithm, with the seed dormant bridge connect-
ing the individual identifier symbol of the nouns (for example, in “necklace
paper”, the seed dormant bridge is necklace and paper, which then goes to
the made o f relations, establishing a mapping between metal and paper and
so on). It typically established mappings between elements with the same role
in both nouns (color value with color value, made o f value with made o f
value, etc.)
166 Experiments
Table 17. Excerpt of the tuning set (average distance to target (average error)=0.67,
standard deviation=0.994)
Frame Description
bframe The blend has the same relations of head noun (although the arguments
may differ)
bcore The blend has the same relations and arguments (except those related to
function) of head noun
analogy transfer Transfer all neighbor elements and relations of an element of modifier to
the mapping correspondent of head
function substitution A function from head is substituted by a function of modifier
single differentiating feature Head and modifier differ only on one feature, which is transferred to head
function transfer The head gains a function that was part of the modifier
shape transfer The head gains the shape of the modifier
structure transfer The head gains the structure of the modifier
slot set completion The slots in head that did not have a value are filled with modifier’s
corresponding values
feature set contrast The feature-set in the head are replaced by the feature-set of the modifier
pletely distinct from the tuning set) and using the above described query to
generate new blended concepts. Every frame shown in table 18 was available
to the system so that it could find itself the selection of frames that suited
the highest scores of the fitness function. The optimality constraint weights
were chosen from what we had learned from the previous experiments. In this
case, we wanted to give a central role to the frames (thus giving high value
to Relevance and to Integration), while also allowing a little control to Topol-
ogy, Maximization V.R.50 and Unpacking. The latter received a higher weight
to reinforce inheritance of the input concept’s main characteristics. The val-
ues were: Relevance, 45%; Integration, 30%; Topology, 5%; Maximization of
V.R., 5%; Unpacking, 15%. We also added an integrity constraint of having
at least two frames being accomplished so as to stimulate knowledge transfer.
Apart from these, parameters were equal to those used for tuning.
In figure 39, we show examples of the generation of the “fish tail1 desk”
and “fish spider” blends, with the inputs (“fish tail1”, “desk”, “fish” and “spi-
der”) and the frames that were applied.
In table 19, we show the results achieved. For each pair of concepts, we
show the best result (in terms of the fitness function) of the 30 runs and de-
scribe it textually by enhancing the differences to the head. The use score cor-
responds exactly to the resulting Relevance value. Therefore, a 100% means
that every condition of the query was satisfied and no integrity constraints
were violated. Other values indicate that either some condition was not satis-
fied or that integrity constraints were violated (or both).
168 Experiments
shape_transfer(1)
structure_transfer function_substitution
Figure 39. Frames used in the construction of “fish tail1 desk” and “fish spider”
For example, in Figure 39, we can observe that both blends satisfy all
requirements of the query (therefore scoring 100%). If, say, there were no
values for made o f and color, then use would be 75% since two (in eight)
conditions were not satisfied. Another situation could be an integrity con-
straint violation (e.g. “Something cannot be black and made of flesh at the
same time”), which would lead to a penalty (e.g. supposing integrity con-
straint violation penalty was 20%, “fish spider” usefulness value would be
80%). The frames listed correspond to the frames found in the construction
of the best result for each combination.
We notice that every experiment ended satisfying a bcore frame. This is
not surprising considering the query we used, which comprises a set of re-
lations that coincides almost with the bcore frame relations. Still with re-
gard to frames, we can also see that the results used essentially 6 different
frames (bcore, slot set completion, shape transfer, structure transfer, func-
tion transfer and function substitution). A possible explanation may be that
the other 4 were either too specific (single modifying feature) or too generic
170 Experiments
the results (10). Interestingly, Divago produced almost exactly the same pro-
portion of untypical and valued items as in the previous experiments, with
regard to the whole set of outputs (6). It even increased, if only considering
the untypical items (7).
3.3. Comparison to C 3
We had access to a set of analogous experiments that Costello and Keane did
with C3 . In these experiments, the authors randomly generated 10 pairs of
nouns (e.g. “eagle” and “tulip”) and, for each pair, generated interpretations
for the two possible combinations (e.g. “eagle tulip” and “tulip eagle”). This
gives 20 combinations, for which C3 provided interpretations (e.g. “An eagle
tulip is a tulip that grows on an eagle”). These experiments were intended
to model the creativity of concept combination and therefore it makes sense
to compare them with Divago. However, we cannot do a comparison that
survives subjectivity because both the values referred here (of novelty and
usefulness) and by C3 output (plausibility, informativeness and diagnosticity)
are not aligned in the same perspectives. Surely, C3 interpretations would of-
172 Experiments
ten fail in the use measure suggested by our script, and Divago would not
necessarily do well with C3 constraints, and any of these conclusions would
lead nowhere in terms of saying which one is more creative. We can do a
different, perhaps more interesting, experiment: check if Divago can arrive to
the same results of C3 (thus proving the possibility of achieving the same cre-
ativity, whatever it is); and determine which frames would be needed (would
they have to be different?). First of all, to level both systems in terms of rep-
resentation, we had to allow Divago access to the implicit relations with other
concepts.
In order to check if Divago could find the same results as C3 , we applied
the process described above as tuning phase and found that Divago is able
to achieve the same results with an average error of 2.4 and median 1. This
means that the normal error was either 0 or 1 and so the average was strongly
affected by two outliers, of errors 8 and 10. These latter cases, in which Di-
vago failed, were interpretations that included knowledge from third nouns,
i.e. when there are attributes that do not belong to any of the inputs and come
from other elements in the knowledge base. In the rest, it normally achieved
the same results of C3 . Another remark is that it tended to include knowledge
(e.g. that “an eagle tulip is solid”) that C3 had excluded via the informative-
ness constraint. Whichever one is more correct in this issue, it was also clear
that, by declaring that the diagnostic features of each noun are the features
that differentiate the noun in relation to other nouns (an information that is
actually available in C3 ), Divago could reduce drastically this extra knowl-
edge.
Perhaps the more striking conclusion from this experiment was that Di-
vago could achieve the same results of C3 (with the error just described) with
a very small set of frames. Indeed, only two frames were needed about 85%
of the time: acore (or bcore, depending on whether the focus was the modi-
fier or the head) and analogy transfer. This means that, essentially, C3 picked
one of the nouns (head or modifier), built the combination centered on it -
which means it has the same structure and the same “core” attributes-, and
also transferred the attributes directly related to the other noun. By directly
related we mean attributes with distance 1 in its graph representation. This
seems to indicate that combinations generated in C3 were essentially of the
property type. The other 15% of the results used also the bframe (or aframe,
depending on the focus). The results, representations and C3 results are listed
in appendix E.
The creature generation experiment 173
We now invite the reader to imagine the following context: a game with a
knowledge base of objects (creatures, physical objects, scenarios, etc.) coded
according to Divago representation. Instead of having a specific object pre-
determined for each game situation, let us suppose only a partial specification
is given (e.g. for situation x, the game needs a f riendly creature that belongs
to the blue team and should have a strength y). Depending on the size of the
knowledge base, on the abstractness of these specifications, and on a com-
petent engine for retrieving these objects, such a game could become more
unpredictable and surprising, which is one of the current challenges in the
area of game development.
We idealized a blending engine for games (Ribeiro et al 2003) that would
fit the context just given, which would partly be a re-implementation of Di-
vago with attention to the specific domain of games and to performance is-
sues, always vital in game development. In order to assess the feasibility of
the idea and have a first insight on the problems involved, we made some
experiments with generating creatures in Divago.
174 Experiments
4.1. Tuning
For this stage, we had to obtain blends of creatures (to become the targets).
In order to avoid our own bias, we asked another researcher, not aware with
Divago’s inner processes and having little knowledge of Conceptual Blend-
ing, to select randomly pairs of creatures and invent three different combi-
nations for each of them. He chose 14 pairs of creatures, thus making 42
combinations. It was then our task to obtain the set of frames that could help
Divago generate the same set of combinations.
Prior to starting the testing and designing of frames, it was necessary to
check whether the solution actually existed in the search space, as we did
in previous experiments. In other words, given a query with the exact rela-
tions of the target, the mapping applied by the designer52 , no integrity con-
straints (so that, whatever inconsistencies the target may have, it will not be
less valued), and a configuration of 90% weight on Relevance (and 10% on
Integration), Divago should be able, after a sufficient number of generations
(aprox. 30, for the Horse-Bird experiment), to generate the exact same blend.
In such a configuration, the search space has only one maximum, containing
The creature generation experiment 175
10
9
8
7
Error
4
3
2
1
2
l1
sh ba al3
2
2
2
fu s_d pa te_ e r1
c r r1
m g el _fur urg 3
_g us _ arf1
_m rf3
ve wle un d em l 1
_v awl olta g_ l 3
al
2
2
as _ cr ora _a l ica
ca _p 1
fi e c_c al _ e_c st3
fu u s_ rf_ _a ale r
n
ca raw r_a el e o on
go ma l _a _m n3
go s_d rf_ _ s li ca
r
en c_c _so ia n ant
pa in_ m al _ es_ ha l
sh
ta
st
ic
ite ler
go _ m rf_g _ s on
pa _a li ca l d_ wle
eo
a
al
nt
o
le ou gel
en
ri c ltar prie
ie
i c urio dw
dw
_v je m ge
ar
_s eri c am aw
rio eo s am he
ld ge
ld ge
s
b
gi
e
a
r
ar
m
n
cr
_
n
fi e ur
_
r
_
_a
l _ us
he cr r_a s_
en c_c al _ ia n
s rin
l
l in
e
i
m
io
m
n
_
_c er_ h_
ob
v
r
ie
e m ent aje
h sh
h
je
dw fi e
he aw c i
as
s
f
s
a
f
l_
o
_
p
nt l _p
l
al
h_ le m al _
al
n_
r_
a
t
ic
ic
le
a
a
er
t
w
r
s_ aw
m ar
el
rs
en
le
_v l e
he al
j e ng
l
ng
g
em
n
ur
r
r
e
_a
Blend
s_
_c
_
c
e
el
rio
m
as _e
in
bl
_v
ve
h_
rio
ld
je
bl
bl
fu
el
je
h
ca
as
en
as
as
as
Figure 40. Least possible error theoretically achievable by Divago for each of the
blends (mean values over 30 runs)
either the set of relations of the target or the subset that can be achievable by
Divago.
In figure 40, we can observe that only five of the combinations are com-
pletely contained in the search space. The reason for this apparent fail-
ure is simple when we inspect the combinations that produced bigger er-
ror. Let us analyze one of these combinations, the second combination of
f ield surgeon with pa jem angelical, which has an error of 5. The concept
map of pa jem angelical has been given above and f ield surgeon is repre-
sented as:
isa(field surgeon, clerical) pw(head, field surgeon)
member of(field surgeon, creature) pw(left arm, field surgeon)
strength(field surgeon, 1) pw(right arm, field surgeon)
defense(field surgeon, 1) pw(torso, field surgeon)
food consumption(field surgeon, 2) pw(left leg, field surgeon)
team color(field surgeon, white) pw(right leg, field surgeon)
color(field surgeon, flesh colored) actor(healing, soltarian priest)
made of(field surgeon, flesh) actee(healing, creature)
size(field surgeon, medium size) points(healing, 1)
core(X)
h_ m tal pa _ el
0
1
2
3
4
5
6
7
8
9
10
el en _v jem an ica
shape(X)
frame(X)
e ta o g l
as me l_v rac _an elic 1
he nta o iou g al
creature(X)
fightAttr(X)
as s_ l_v rac s_ elic 2
he cra or iou ba al3
as s_ wl ac s_ boo
as he cra er_ ious bab n1
he s_ wl as _ oo
as s_ cra er_ h_ bab n2
he cr wl as ele oo
attr transfer(L, X)
as s_ awl er_ h_ me n3
he cra er as ele nt
s_ w _th h_ m al1
function transfer(X)
shape transfer(S, X)
ca cra ler_ und ele ent
shape amputation(L)
ve w th e m al2
ca _c ler_ und ring ent
ve ra th e _ al3
ca _c wle und ring gian
ve ra r_ e _ t1
en _c wle sol ring gia
_ ra r_ tar _ nt2
en vec wle sol ian gia
_v _c r_s tar _p nt3
en ec ler ol ian rie
_ _ ic ta _ s
en ve cle al_ ria prie t1
_ c_ ric ca n_ s
en vec cle al_ ve_ prie t2
_ _c ric ca c s
en vec ler al_ ve_ raw t3
_ _c ica ca c le
fie vec ler l_s ve_ raw r1
ld _c ica am c le
from input X
n 1
go n_m rsh _as _m rsh
b a al he a al2
go lin_ rsh _as s_ rsh
bl ma al_ he cra al3
i
go _ s s _ l
b m h h c e
pa lin ars al_f es_ raw r1
je _m h ie c le
pa m_ ars al_f ld_ raw r2
je an ha iel sur ler
pa m_ ge l_f d_ ge 3
l s
The creature inherits from X the shape S
je an lica l_fu us wa
m g l_ r _ rf
_a eli g io dw 1
ng ca ob us_ ar
el l_g lin dw f2
ic o _m a
al bl
_g in ar rf3
ob _m sh
The creature inherits the overall shape from input X
lin ar al1
_m sh
ar al2
s
The creature contains the core (all attributes) of input X
Blend
The creature maintains the same set of relations of input X
The creature generation experiment
AverageTuning
AverageLeastError
The name of the creature is the same as the name of the creature X
given, the search space became much too convoluted and, in order to accom-
Since we tried to avoid tailoring the frames to the specific blends, for some
plish some frames, Divago had to drop others, eventually achieving many
frames that would give us the best result or a result that was very close to it.
(namely the ones with error bigger than 2, in figure 42), it was difficult to
The creature has not any of the shape items(arms, legs, etc.) in list L
178 Experiments
10
9
8
7
6
Error
5
4
3
2
1
0
2
l1
l3
fi e urg l 2
2
2
r3
c r r1
pa _an al _ _su r3
us arf1
_m rf3
l1
l3
al
n_ nt2
2
_a ic a
er
ite er2
_a li ca iou eon
on
_ m rf_g _ su n1
_m on3
a
al
le
sh
ta
ia ies t
st
ic
le
le
ic
a
al
em hea
eo
_v wle ltar _gi a
sh
h_ abo
el
ou gel
aw
aw
en
av prie
dw
w
l
el
ar
w
e
fu rge _sa _ he
rg
e
ng
pr
_d
g
rg
ar
ra
m
ca raw hun l em
n
cr
s_
n
b
_
n_
g
_a
c
s_
ite
u s ar f _ _ a
s_
_a sha es_
s
e_
l in
el
ia
ld
ta e m
u s war ld_
rio
ri c am
li n
he
h_
ob
Blend
_v l eri ltar
fie
r
j e ma ash
je
fu
fu
e
ob
i
as
aj
as
as
c
_d pa j
as ent _pa
_g
c
l_
i
l_
o
o
a
l_
f
h_ e m l _p
l_
f_
_ m hal _
_
r_
r_
s
r
al
al
ec ri ca
vo
_
ca
al
r_
_c r_t
ic
l
le
ta
on
ic
sh
l
he al _
el
w
r
w
s_ aw
ge
el
s
en
en
le
le
le
w
d
ar
ar
ng
ra
ng
w
_c
_c
c
_
as e m
_d
a
r
c
us
a
_
r
u
ec
s_
s_
ec
cr
in
_s
em
el
el
rio
rio
m
in
in
bl
m
he
_v
ve
ve
h_
h_
rio
ld
je
bl
bl
go
fu
je
el
he
ca
en
en
fi e
as
en
go
go
pa
pa
fu
as
as
as
Figure 42. Efficency of Divago: difference to best possible values (mean values)
patible frames are the frames for shape amputation(List) and shape(X ) (in
table 21). The former removes a piece of the creature, while the latter tries to
make it as a whole.
that something that has wings should have the ability to fly, something with
an odd number of legs should get a wooden leg in the missing connection and
it should move by jumping. Another rule calculates the mean when there are
two different numerical values for the same attribute (and replaces them with
this mean). We also added a rule stating that, when something is dangerous,
very strong and very large (strength > 5 and size > 3), then it should get an
ogre head and lose the original one. The new integrity constraints state that
a creature should not have two different values for the same attribute, they
should be symmetric, they should not have two heads, two torsos, or two
members in the same place (e.g. two le f t arms)53 .
We only applied a single query throughout this experiment. To determine
this query, we analyzed the history of frame combinations used to build the
42 creatures in the previous stage. We concluded that each one had two or
three abstract frames such as creature(X), frame(X) or core(X). Since core(X)
can be too specific, we decided to have creature(X) and frame(X) (the former
forces to only have one creature name in the blend, the latter to follow its
relational structure). There is also some regularity in the transfer of shape
parts from each of the inputs, so we decided to have shape transfer(E1, Y),
shape transfer(E2, Y), {E1 \= E2}, with X different from Y. Thus, the query
is:
creature(X ), f rame(X ), shape trans f er(E1,Y ), shape trans f er(E2,Y ),
{E1\ = E2, X \ = Y }.
A good blend would therefore consist of the structure of one of the crea-
tures with at least two of the shape parts of the other creature. In table 22, we
show, for each pair of creatures and a weight configuration, the median results
of novelty and usefulness obtained, as well as the scores for the best blend.
The weight configurations consist essentially of the ones used in previous
experiments.
180 Experiments
In these experiments, almost every result entirely satisfied the query, thus
giving a value of 100% for each one (the mean was 0.98 with a standard devi-
ation of 0.05 corresponding to a few outliers). With respect to novelty, we can
observe the variability of the results with the weight configurations. Indeed,
when there is a focusing on Relevance and Integration, the system runs away
from typicality, which is understandable when we analyze the used frames.
They favor the use of knowledge from both inputs, without significantly fa-
voring one input over the other. When doing so, as also verifiable in the other
experiments, novelty tends to increase. When, on the contrary, the frames fa-
vor one of the inputs (e.g. the Pegasus is a horse), then the typicality will
tend to increase. When adding other optimality principles such as namely
Topology and Unpacking, we can notice a decrease of novelty, although also
achieving the 100% solution. This results from a heavy weight on Relevance,
but also a preference for those blends that, although accomplishing the goal
frames, respect the other principles as much as possible (Topology and Un-
packing particularly favoring similarity to inputs). From applying Ritchie’s
measures, we obtain the table 23, where we can see that the average and ratio
of typicality has lowered slightly in comparison to the previous experiments
(measures 1 and 2). The average and ratio of value is, of course, 100% given
that every result entirely satisfied the query (3 and 4). This fact implies also
maximum values in other measures (5, 7, 12 and 14). Again, this demon-
The creature generation experiment 181
Figure 44. The best blends for horse|dragon (nov=0.25), horse|werewolf (0.56) and
werewolf|dragon (0.62)
Figure 45. The best blends for horse|dragon (0.37), horse|werewolf (0.86) and
werewolf|dragon (0.65)
horse|werewolf with four back legs) or a pirate leg. See figure 48.
We left the visualization of these creatures to the end of this section to
prevent the reader from placing excessive importance on the images. Indeed,
there is much more behind each of these creatures, namely characteristics
such as the abilities, their strength and de f ense values and so on. Therefore
Figure 46. The best blends for horse|dragon (0.75), horse|werewolf (0.86) and
werewolf|dragon (0.65)
The creature generation experiment 183
Figure 47. The best blends for horse|dragon (0.50), horse|werewolf (0.71) and
werewolf|dragon (0.59)
Figure 48. Some worst blends for horse|dragon (nov=0.73), horse|werewolf (0.44
and 0.60) and werewolf|dragon (0.67)
their novelty, as reported in the captions, may have been affected by these
non-visual characteristics.
The positive conclusion from these experiments was that Divago, as a gen-
erative model, can enhance the dynamics of a game environment. Suppose
that it is allowed to blend not only creatures, but also scenarios, physical ob-
jects, behaviors, and so on. Even more, with appropriate frames, it is theoreti-
cally possible to blend creatures and scenarios (with blends that, say, transfer
the color or texture of a scenario to a creature, or the function of an object),
which would considerably potentiate the possibilities of the game.
Although these experiments were stimulating as a motivation for develop-
ing a game, they also revealed some problems that need to be solved:
– The majority of the mappings used in this experiment were not made by the
Mapper, they were hand coded, first because the Mapper is easily fooled by
the representation simplicity (e.g. it can map back leg to right arm because
both are connected to the creature with the same relation, pw), and second
because some of the mappings are not based on structure alignment. The
above situation of the scrambling of numbers is a good example.
184 Experiments
– The projections are too restrictive, which prevents them from achieving a
lesser error to the targets. Perhaps the game engine should consider multi-
ple projections for the same concept map element.
– Divago is extremely slow in generating each creature. This is acceptable
for a Prolog based prototype, but not for an on-line system. For this reason,
the game engine must be developed in a computationally faster and lighter
setting.
to understand to what extent Divago was able to achieve the “correct” blends
(the targets). Unlike the previous experiments, we will not focus on novelty
and usefulness as the goal here is not to assess the creativity of the system,
but to find how competent it is in being a model of CB, i.e. in minimizing the
error to the target. These targets correspond to the blends described in each
example in literature. In table 25, we show the target for the “gun wound”
blend as well as a (hypothetical) blend with error 0.75. It has 2 relations that
do not belong to the target (“actee(shoot, target)” and “result(shoot, result)”)
and misses one target relation (“actee(shoot, human)”), yielding a sum of 3.
Since the size of the target is 4, we have an error of 3/4 (=0.75). Please no-
tice that this error measure (which follows the same reasonings described for
calculating distance in the Horse-Bird experiments, in section 2) potentiates
error values that may be higher than what intuition would say. For example,
if a projected relation r erroneously replaces another one, this will count as
two (one for delete, another for insert) instead of one (i.e. there is “only one”
wrong relation). This doesn’t mean we should divide by two the estimated
errors, but we must take this into account when quantitatively analysing the
errors found.
As in the Horse-Bird experiments, we divide the experiments into two
different stages: isolated constraints and combined constraints. In the former,
we will be able to watch the behavior of each isolated optimality constraint of
Divago w.r.t. each of the examples. In so doing, it is possible to observe which
of these constraints is able to achieve minimum error in the blend generation.
The results will also be useful for the last stage of the experiments, in which
186 Experiments
Table 25. Target blend for the “gun wound” example (left) and a blend (right)
actor(shoot, agent)
actor(shoot, agent).
actee(shoot, target)
actee(shoot, human).
error=0.75 −→ means(shoot, gun)
means(shoot, gun).
result(shoot, wound)
result(shoot, wound).
result(shoot, result)
In table 27, we can observe some regularity in the choice of frames. Nor-
mally, there is at least one generic organizing frame (e.g. aframe, bprojec-
tion), which establishes the general structure of the blend (aframe makes the
blend maintain the relations of input 1; bprojection makes the blend main-
tain the elements of input 2). Then, there may be other frames that can be
transforming (e.g. analogy transfer, head transfer, day compression) or or-
ganizing (e.g. role transfer). Finally, pattern identifying frames like debate
are used in specific situations. A final remark concerns the “sandwich coun-
terfactual” example. As referred to in the creatures experiment, Divago is
technically unable to reach the target when a 1-to-many mapping is necessary,
as happens with this blend, so we removed it from the rest of the experiments.
Apart from Relevance, no other Optimality principles demand special con-
figuration concerns, therefore their application depends exclusively on their
weight being higher than zero.
The intention of this part of the experiment is to find the dominant principles
of each blend within the first order i.e., it gives us the principle that seems to
188 Experiments
3
Buddhist Monk
Computer Virus
2.5
Gun Wound
Error
Land Yacht
2 CEO Fight
Clinton Lewinsky
1.5 Same-sex Marriage
Kant debate
1 Trashcan Basketball
Computer Desktop
0.5 Pet fish
Mabel is the...
0
Relevance Integration Pattern Topology Unpacking
Completion
Optimality Principle
Figure 49. The median of the error, for the optimality principles in isolation
be immediately prevalent in the blend (within the second order, we would see
pairs of principles that seem to be prevalent, and so on), thus giving a first
classification for our blends. This latter idea can become even more precise
when considering the behavior of all (isolated) principles for each blend and
comparing them as a set, so, instead of comparing each value individually,
we can compare a sequence of values.
In figure 49, we present the overall results of each of the optimality princi-
ples. An immediate conclusion can be drawn from this graph: the Relevance
principle has consistently smaller error than any other principle; the “CEO
Fight” blend beats the record of maximum error in two of the principles. This
confirms the results of previous experiments and highlights the importance
of this principle. On the other hand, it demonstrates that almost none of the
blends have a naturally inherent tendency for the other principles in isola-
tion (at least, as we implemented them). Furthermore, since the Relevance
principle is configured differently for each blend according to an intuitive,
The established Blending examples 189
Buddhist Monk
3
Computer Virus
Gun Wound
2.5 Land Yacht
CEO Fight
2 Clinton Lewinsky
Same-sex Marriage
1.5 Kant debate
Trashcan Basketball
1 Computer Desktop
Pet fish
Mabel is the...
0.5
0
Relevance Integration Pattern Topology Unpacking
Completion
Optimality Principles
Figure 50. Reduced line graph corresponding to the error of isolated optimality prin-
ciples
latter case, even if it does preserve Topology, the value of this principle may
not have to be very high (i.e. in a mirror network, there is a priori topologi-
cal correspondence between the input spaces, so the preserving effort may be
low). Many other arguments that testify to the complexity of blends could be
given, eventually ending up in the uncertainty of the typology itself (e.g. the
difference between single and double-scope can become extremely subtle).
On the other hand, we found clear patterns in the choices of goal frames
for the Relevance principle. Both single-scope blends achieved exactly the
target with the pair xframe and yprojection (being x and y either “a” or “b”).
This completely agrees with the idea of single-scope - the elements of one of
the inputs are organized according to the frame of the other. Nominal com-
pounds also show a pattern: there is a “projection” of one of the inputs, the
one that coincides with the focus of the compound. The exception is “gun
wound”, which is also double-scope. Double-scope examples normally de-
mand more specific frames (e.g. debate, analogy transfer, etc.) or specific re-
lations (e.g. same sex(person1, person2)) and were less consistent in reach-
ing the exact target. This confirms that “in a two-sided network [i.e. double-
scope] (...) it is necessary to use a frame that has been developed specifi-
cally for the blend and that has central emergent structure. (...) In two-sided
networks, then, we expect to see increasing competition between optimality
principles and increasingly many opportunities for failure to satisfy them”
(Fauconnier and Turner 1998).
Considering a qualitative evaluation based on similarity in terms of the
shape of the graph and of the principles that yield smaller error, we found
four different groups of blends: Group 1 (“Same-sex marriage”, “Computer
Desktop”, “Pet fish” and “Gun wound”); Group 2 (“Computer Virus”, “Kant
Debate”, “CEO fight” and “Trashcan Basketball”), Group 3 (“Mabel is the
daughter of...”) and Group 4 (“Buddhist Monk” and “Land yacht”). These
are shown in figures 51, 52, 53 and 54.
Except for “Computer Desktop”, the blends in Group 1 have Relevance
yielding the smaller error being followed by the Integration and in similar
proportion by Pattern Completion. “Computer Desktop” was the only exam-
ple that we weren’t able to find a good set of goal frames for. As a result,
isolating Relevance yielded an extremely large error. Thus, the reason for in-
cluding it in this group lies on the other principles. We can see that, as in the
other examples of this group, Integration yields the smaller error, followed by
Pattern Completion. Topology and Unpacking show a less constant pattern,
although all falling within a small error range.
The established Blending examples 191
Group 1
2.5
1.5
Same-sex Marriage
Error
Computer Desktop
Gun Wound
Pet fish
1
0.5
0
Relevance Integration Pattern Completion Topology Unpacking
Optimality Principles
Group 2
2,5
Kant debat e
Error
Comput er Vir us
1,5
CEO Fight
Tr ashcan Basket ball
0,5
0
Relevance Int egr at ion Pat t er n Complet ion Topology Unpacking
Group 3
2,5
1,5
Error
Mabel is t he...
0,5
0
Relevance Int egr at ion Pat t er n Complet ion Topology Unpacking
Group 4
2,5
1,5
Error
Buddhist Monk
Land Yacht
0,5
0
Relevance Int egr at ion Pat t er n Complet ion Topology Unpacking
Monk”, this agrees with the analysis of Fauconnier and Turner (Fauconnier
and Turner 2002: 45), who stress the role of Topology as being fundamental
for this example. The results of “Land yacht” were unexpected and some
further analyses revealed that the target is topologically very similar to one
of the inputs (the “land”) and so the highest value in Topology may get close
to the target, particularly when few elements are projected from the other
input (the “yacht”), thus having, in the blend, a copy of the “land” domain.
Moreover, since this example had difficulty in achieving small errors (except
for Relevance), the salience of Topology is probably magnified.
There seems to be no specific pattern underlying the groupings found. We
analyzed issues like concept map size, emergent structure and difference to
input domains, but still no patterns were found. In the next section, in which
we will apply combinations of weights to each of the groups, it will be possi-
ble to check if the same grouping tendencies are maintained. If this happens,
then we will have more evidence of the meaningfulness of the groupings
made.
194 Experiments
Group 1
2,5
1,5
Same- sex Mar riage
Error
Gun Wound
Pet f ish
Comput er Deskt op
1
0,5
0
Best Relevance+Int egrat ion Combinat ion 2 Combinat ion 3 Combinat ion 4
Group 2
3,5
2,5
2 Comput er Virus
Error
Kant debat e
CEO Fight
1,5 Tr ashcan Basket ball
0,5
0
Best Relevance+Pat t er n Combinat ion 2 Combinat ion 3 Combinat ion 4
Complet ion
quirements (30 runs for each blend, for each configuration), our search engine
needed a considerable amount of time in some cases. We used an Intel Pen-
tium IV at a speed of 2.4 GHz, which needed sometimes four to five hours
to find a solution (only in the most complex cases like “Computer Desktop”
with Combinations 2, 3 or 4). At best, it took 2-5 seconds to find a result.
These values can get much lower after an optimization of the system, but it
will find it hard to become fast enough to enable comparison with the per-
formance of our own cognitive system, particularly if taking into account the
extremely large amount of background knowledge that we are able to cope
with.
Group 3
2,5
1,5
Error
Mabel
0,5
0
Best Relevance+Topology Combinat ion 2 Combinat ion 3 Combinat ion 4
Group4
2.5
1.5
Error
Land Yacht
Buddhist Monk
0.5
0
Best Relavance+Topology Combination 2 Combination 3 Combination 4
6. Discussion
Table 29. Ritchie’s (Ritchie 2001) measures: summary of Divago + WASP results
Experiment
Measure Horse-Bird Noun-Noun Creatures WASP
1 0.443 0.543 0.343 0.71
2 0.273 0.563 0.333 0.54
3 0.504 0.782 1.000 0.47
4 0.636 0.781 1.000 0.24
5 1.000 0.778 1.000 0.36
6 0.364 0.344 0.667 0.05
7 0.500 0.786 1.000 0.12
8 1.333 0.786 2.000 0.28
9 0.000 0.036 0.000 0.000
10 N/A 16.000 N/A N/A
11 0.406 0.513 0.308 0.71
12 0.483 0.831 1.000 0.47
13 0.273 0.500 0.333 0.54
14 0.636 0.781 1.000 0.24
both, although without any specific overall coherence, namely because of its
space complexity. This raises the issue that, by themselves, the Optimality
Constraints, as we modelled them, did not have success in Divago, except for
Relevance and Integration. In this context, and perhaps in general, we believe
that the eight constraints of Fauconnier and Turner can be reduced to three:
Relevance, for purposefulness; Integration, for internal coherence; and Topol-
ogy/Unpacking, for external coherence. We must acknowledge, though, that
we did not present a thorough account for the Vital Relations and their com-
pression role, which may imply that those three constraints are incomplete
regarding an implementation of CB.
With respect to a direct comparison with WASP (the poetry generation
referred to in section 2.2.2 (Gervás 2001; Gervás 2002)) regarding the values
of Ritchie’s measures, as we said earlier, such an exercise is merely academic
in the sense that, in practice, these are very different from each other. Never-
theless, some new conjectures can be made. First of all, we must provide the
values obtained for WASP, as well as a summary of Divago’s results (figure
29).
200 Experiments
From an analysis of these results, the first thing to conclude is that WASP
clearly produces a higher average of typicality and lower average of value
than Divago (measures 1 to 4). This imbalance also affects measures 5 to 8,
which basically reassures that outcomes of Divago were classified as higher
valued than WASP’s, and measures 11 to 14, which get the same conclusions
by comparison with the inspiring set. Notice that, by measures 9 and 10, nei-
ther system tends to reinvent the inspiring set in any way (i.e. these latter
measures cannot add any new conclusions). We must insist that the actual
values should not be taken further in this comparison. At this point, the most
one can do (and the actual importance of Ritchie’s measures in this case) is
to conclude that, according to the measures used, Divago seems to be more
inventive than WASP. To go further, one would have to compare the specific
evaluation procedures of each system. This would imply a comparison of a
Poetry generation system evaluation methodology (which was based on peo-
ple’s interviews and stylistic analysis) with the ones used in our system. As
this is an unsafe comparison to make, we trust that the evaluations just made
will be more important for future related works (e.g. of creativity assessment
in concept invention systems) than for a competent comparison of Divago
and WASP (to read more about this subject, also including a comparison with
Dupond, read (Pereira, Mendes, Gervás and Cardoso 2005)).
It can also be said that our measures of typicality and value are simplistic
and therefore lead to a high variability in Ritchie’s measures as well as to
some counterintuitive results. As a formal system, Divago needs a set of well
defined criteria and the question is whether the effort of building more com-
plex formulae or heuristics would be justified by an added value in results.
As we said earlier, there can be no universal measure of value, and therefore
following the Occam’s razor principle seems the adequate choice. Moreover,
this choice becomes a virtue of Divago in the sense that this system suggests
a validation that can be applied to different domains, not being tailor-made
for the specific application, as happens in the majority of systems referred to
in this book.
The knowledge representation showed itself to be problematic in some ex-
periments. Namely for the noun-noun combinations and for the established
blending examples, it is clear that our common sense knowledge of the con-
cepts goes far beyond the representations considered, this being one of the
main reasons for such counterintuitive results. Although the frames seemed
extremely powerful, they can never compensate for the poor quality of the
concept maps. Ideally, the concept maps should be dynamic (such as in the
Discussion 201
Slipnet of Copycat (Hofstadter and Mitchell 1988)) and not isolated. Actually,
this leads to the first strong self criticism we must make regarding Divago.
While, throughout this book we have been arguing for a multi-domain en-
vironment, Divago, as it is implemented, only considers this on a superficial
level. We can see this at two levels. At the level of the individual experi-
ments, the pairs of input concepts considered are rarely distant enough to
each other such that one can unquestionably consider them from different
domains. Still at the level of individual experiments, Divago is given exter-
nally (or randomly) a pair of concepts, and thus it does not “wander” in the
multi-domain environment, but in the space defined by the Blender, which is
much more restrictive. At the level of the overall experiments, it did not con-
sider input concepts from two different experiments (e.g. blending a house
and a horse, or a werewolf with a paper). After verifying the complexity we
faced in the experiments presented, it becomes obvious that our choice for a
set of isolated experiments, some with familiar concepts (horse-bird, house-
boat, creatures), some with less familiar concepts (noun-noun combinations,
established blending examples), comes from a need to observe the capacity
of bisociation of Divago, while avoiding being distracted by other, yet also
important, aspects. We trust that, first of all, in order to reason in a genuine
multi-domain environment, such a system must be able to deal with simpler
situations, with the motivation of gradually being open to a wider scope, as
we made with Divago.
We have been recurrently criticizing the structure alignment algorithm
used in Mapper, but we must add that this is very much unexplored ground
and we have so far found no promising alternatives. The algorithm demon-
strated the virtue of being computationally inexpensive and of proposing
mappings for Divago in some of the experiments.
Another issue to discuss is the interpretation of the blends. We proposed
visual and textual interpretations, yet these describe only a selection of as-
pects, leaving out some others of potential importance. This is rather a prob-
lematic issue. The concept theories and instances were designed to be self
explicatory, however in order to avoid ambiguities, large amounts of knowl-
edge are necessary, and each piece of knowledge recursively demands the
explanation of its constituents, thus demanding the existence of ground sym-
bols. The semantics of these ground symbols must be context dependent (e.g.
the semantics of a wing can be a 3D or 2D image, a functionality descrip-
tion, a word, another network of concepts with f eathers and bones, each one
appropriate in a different context). This means that, while knowledge repre-
202 Experiments
mental parts, namely the interaction with the environment, which is so fun-
damental, according to Csikszentmihalyi and others. If Divago was a perfect
implementation of the model of Concept Invention discussed here, it would
still be somewhat autistic due to a lack of contact with the external world.
This is another reason why it should not be considered alone and indepen-
dent of a specific purpose or environment.
In conclusion, as far as our definition of creative system given in section
2.2.1 goes, Divago clearly falls into that category. For every experiment made,
it produced more results that are not replications of previous solutions than
copies of its own knowledge; it was able to reach the established goal or just
fall short of it in the majority of the situations. It is based on a cognition-
centered model - the model of Concept Invention, from chapter 18 - and is
implemented as a hybrid AI system, since it applies typical Knowledge Based
Systems techniques (rules, constraints, knowledge representation) as well as
Evolutionary Computation algorithms (the GA of the Factory module). Thus,
one can conclude that Divago is also an AI system, an argument for the thesis
that Computational Creativity should be part of AI, as much as creativity is
part of intelligence.
Chapter 7
Conclusions and Future Directions
Now that we are reaching the end of this book, it is time to draw the main
conclusions, both at the level of Creativity modelling and its many associated
questions that have been referred to since the beginning and at the level of
the practical implementations and models presented here. We cannot finish
without elaborating on the main contributions and pointing to possible future
directions of research.
This means that the presence of K in input knowledge only contributes to the
replication of high-valued items, without having influence in the production
of creative outcomes. For cases where K still contributes to creativity (i.e.
|DK ∩CK | > 0), we can obtain a measure of how fine-tuned K is:
|DK ∩ RK |
f t(K ) =
|DK ∩CK |
212 A. The effect of input knowledge
Some of the measures presented in this section were applied to the work
presented in this book. Maybe due to being quite recent and still demanding
refinements of many sorts, these measures have not been applied in practical
computational systems, with the exception of the analysis of Pablo Gervás to
his poetry generation system, WASP (Gervás 2002), who applied Ritchie’s
measures, and of Colton’s HR fine tuning analysis (Colton, Pease and Ritchie
2001).
Appendix B
Established examples of Conceptual Blending
In this appendix, we will show the established blending examples that are
used in chapter 5. In chapter 3, we have already described two examples
(“Riddle of the Buddhist Monk” and “computer virus”). As with those, we
reproduce the diagrams, tables and explanations as close as possible to the
original ones. The “CEO boxing fight” example has two input spaces with
different organizing frames (Fauconnier and Turner 2002: 128-129). It is a
metaphoric scenario that conceptualizes business competition. According to
this metaphor, we can say that “one CEO has landed a blow but the other one
has recovered”, “one of them knocked the other out cold”, etc. In other words,
it is the structuring of the business domain according to the boxing domain.
In figure 59, we show the corresponding network as proposed by F&T. Since
only one input space determines the organizing frame of the blend, this is a
single scope blend.
The trashcan basketball example (in figure 60) refers to the “game” one
imagines to play when throwing papers at the wastepaper basket (Coulson
2000: 118-119). This involves the integration of the domains of Basketball
(imagination) and trash disposal (reality). The emergent structure arises from
affordances in the environment. In trashcan basketball, some elements are
inherited from trash disposal domains (“trashcan”, “crumpled-paper”) while
others from the basketball domain (“shoot(person, paper, trashcan)”). Since
the structure of the game comes from both domains (the rules of basketball,
the affordances of the room), this is considered a double-scope blend.
The next example is a nominal compound that leads to a permanent cat-
egory change. More precisely, the notion of “same-sex marriage”. One input
space is the traditional scenario of marriage, while the other describes an al-
ternative domestic scenario involving two people of the same sex (Fauconnier
and Turner 2002: 271-272). The cross-space mappings may link typical ele-
ments such as partners, common dwellings, commitment, love, sex. Selective
projection then pulls to the blend social recognition, wedding ceremonies and
mode of taxation from the traditional marriage input, while same sex, absence
of biologically common children and culturally defined roles of the partners
are projected from the other input (see figure 61). Thus, this is also a double-
scope blend.
214 B. Established examples of Conceptual Blending
Generic
Competition Space
between
competitors
boxer 1 CEO1
boxer 2 CEO2
one boxer CEO1 defeats
knocks out the CEO2
other
Boxing
boxing Business
CEO1
boxing
CEO2
CEO1 knocks
out CEO2
Boxing
CEOs
Figure 59. The blending diagram of CEO fight
Another very classic example is known as the “Debate with Kant” (see
figure 62) . It is about the following monologue (more precisely, an imagined
dialogue) (Fauconnier and Turner 2002: 62-63):
In one input space, we have the modern philosopher (m) making claims,
aware of Kant (k2 ) - the eighteenth century philosopher. In a separate input
space, we have Kant (k1 ) - the living philosopher -, thinking and writing. The
blended space has both people and the “debate” frame has been recruited
since there is no debate in either input. The debate frame comes to the blend
Established examples of Conceptual Blending 215
Generic
Space
vaguely spherical (b*)
Bball(b*)
crumpled
leather-
paper (b’’)
sphere(b)
Bball(b) trash(b’’)
shoot(person, throw-out(person,
bball, basket) paper, trashcan)
Basketball
Trash disposal
crumpled-
paper (b’)
trashcan-
Bball (b’)
shoot(person,
bball, basket)
Blend
Figure 60. The blending diagrams of Trashcan Basketball
Same-sex
Traditional partnership
same-sex couple
marriage
religious sacrament
legal status
socially positive status
publicly displayed
love
sex
live together
finantial advantages
... Same-sex
marriage
specific Shoot frame. The input spaces bring the cause (the “gun” domain)
and the effect (the “wound”) (Coulson 2000: 130-131) (see table 30).
“Pet fish” is a blend in which the two inputs (“Pet” and “Fish”) are coun-
terparts and map onto the same element in the blended space, i.e. they fuse
into the same concept. As in many examples already given, the blend inherits
structure from both input spaces. Knowledge having to do with “pet owner-
ship” are inherited from the “Pet” domain, while fish attributes come from
the “Fish” domain (Coulson 2000: 143-44) (see table 31).
Established examples of Conceptual Blending 217
thinker
claims and musings
mode of expression
language
issue
purpose
time
Generic
me (m)
Kant [k1]
claims and musings
claims and musings
writing speaking
English
German
cognitve processes
reason
search for truth
search for truth 1995
1784 Kant [k2]
k2 dead
k2 never aware of m2
m2 aware of k2
Input 1 k Input 2
m
claims, counterclaims,
questions, answers,...
speaking Debate FRAME
English (same language)
rhetorical actions:
cognition agrees, retorts,
search for truth challenges,
anticipates…
same time t
argumentation
m, k alive connectives, affirmation
m aware of k and negation:
but, however, therefore,
Blend k aware of m one the contrary...
...
not sail). Table 32 shows the cross-space mappings as Coulson presents them
(Coulson 2000: 155-156).
The example of the “computer desktop” comes from Tim Rohrer, who
is interested in the relationship of Metaphor with information technologies
(Rohrer 2000). The computer desktop interface comes as a metaphorical pro-
jection of a physical desktop in an office, with folders, storages, waste basket,
documents and the respective actions (moving physical objects from different
places, opening folders), to computer data management representation (direc-
tories, files) and physical objects (screen, drive). Table 33 is, therefore, not
descriptive of the blending process. It basically shows the direct correspon-
dences between the desktop with the blend, leaving implicit the computer
domain elements.
Counterfactuals are also a recursive theme in Blending literature (Lee and
Barnden 2001)). Counterfactuals are statements about the consequences of
things that happen to be false (e.g. “If I were you...”). We present one of
Seana Coulson’s counterfactual examples: “If I had bread, I could make a
sandwich”. The inputs are the Actual space (Seana has turkey, cheese and
mustard in the fridge), and a Sandwich space, in which there is bread, condi-
ments, meat and cheese (Coulson 2000: 106-107) (see table 34).
220 B. Established examples of Conceptual Blending
Four kinds of terms are allowed in any of the frame conditions (or conclusions) part:
the transitive closure for isa (e.g. “isaN(human, animal)” because “isa(human,
primate)” and “isa(primate, mammal)” and “isa(mammal, animal)”).
4. Prolog calls, inside curly brackets (“{}”), just as in DCG grammars syntax.
This allows the programming of frames in “regular” prolog. Naturally, some
specific predicates have been created, for situations that happen regularly in
frame programming:
– stats(D,X) yields some statistics of the current blending operation (e.g.
stats(domain1, X) returns the identifier of domain 1; stats(frame, f)
means that the frame f is satisfied in the blend)
– current blend(Blend) Blend is the identifier of the blend being created
– m(R, X, Y) Returns the mapping correspondences according to the vital
relation R (e.g. m(analogy, horse, bird) means there is mapping between
horse and bird, according to analogy)
– rel(D, X, R, Y) Direct access to the concept map of domain D (e.g.
rel(horse, legs, quantity, 4))
– projection(B,C,X,Y) Direct access to the projection predicates, where
B is the blend in which X, from concept C is projected into Y.
– other input domain(D1,D2) Given D1 or D2, instantiates the other with
the “opposite” input domain (e.g. other input domain(bird,X) ’ X=
horse)
– relationArc(Concept, Action) True if Action has a action/actee
configuration in Concept (e.g. relationArc(eating, eating), relation-
Arc(basketball, shoot)”
– descendant(R, GUMConcept) R is descendant of GUMConcept in the
GUM hierarchy (e.g. descendant(snowing, ambient process))
Examples 225
3. Examples
We show some example frames, organized according to the level of abstraction. Sim-
ple frames only use “regular” binary predicates, while intermediate frames already
apply predicates in brackets, still connecting to “lower level” reasonings. The ab-
stract frames deal with the reasoning behind the blend construction (e.g. “project
elements from one domain, while maintaining the structure of the other”).
Simple frames
Name:haunted
Code: frame(generic, haunted,
[contain(X, Y), cause effect(Y, fear), attribute(X, [magic, unknown])],
[],
[property(haunted,X), cause effect(haunted, interesting)],
[]).
Description: Something is haunted if it contains something that causes
fear and is magic or mysterious
Name: artefact
Code: frame(generic, artefact(X),
[isaN(X, physical object), purpose(X, Y), isaN(Y, task)],
[],[],[]).
Description: X is an artefact if it is a physical object whose purpose is a
specific task
Name: habitat earth
Code: frame(generic, habitat earth(X),
[place(X, [land, earth, ground, solid])],
[],[],[]).
Description: The habitat of X is earth if its place is in either land, earth,
ground or solid
Name:habitat water
Code:frame(generic, habitat water(X),
[place(X, [sea, ocean, water, liquid])],
[], [], []).
Description:The habitat of X is water if its place is in either sea, ocean,
water or liquid
Intermediate frames
Name: amphibious
226 C. Programming the Frames
Abstract frames
Name: aprojection
Code:frame(generic, aprojection(A),
[{stats(domain1, A), current blend(Blend),
findall(projection/A/X/X, (projection(Blend,A,X, )), L1)},op(exists(L1))],
[],
[aprojection(A,Blend)],[]).
Description: Every element from domain/concept 1 (A) should be pro-
jected (unchanged) to the blend. For example, in “aprojection(horse)”, every
single element of “horse” (legs, mouth, snout, mane, neigh, run, cargo, pet,
etc.) should be present in the blend.
Name: analogy transfer
Code: frame(generic, analogy transfer,
[{stats(domain1, A), stats(domain2, B),
findall(projection/A/X/Y, (m( , X, Y), not(relationArc(A, X))), L1)},
op(exists(L1)),
{findall(projection/B/Y/Y, (m( , , Y), not(relationArc(B, Y))), L2)},
op(exists(L2))],
[],
[analogy transfer(B,A)],[]).
Description: Every mapped element X that are part of concept A should
be projected to their counterpart Y of concept B (except when X corresponds
to an actor/actee action name, e.g. “eating” is projected to “eating” and not to
“reading”). And every element Y from concept B should also be projected to
Y in the blend.
228 C. Programming the Frames
Name: aframe
Code: frame(generic, aframe(A),
[{stats(domain1, A), current blend(Blend),
findall(R/X/Y, (rel(A, XA, R, YA), projection(Blend, A, XA, X),
projection(Blend, A, YA, Y)),L1)}, op(exists(L1)),
{findall(projection/A/Action/Action, relationArc(A, Action), L2)},
op(exists(L2))], [],
In this appendix, we describe the language used in the instances for the house-
boat experiment.
An instance follows a hierarchical case representation, each node in the
hierarchy written in prolog-like form:
case(Instance Name, Node Address, Node Name,Cmd List).
with Instance Name being the identifier of the instance; Node Address a
unique identifier of the node within the instance with respect to its position;
Node Name an identifier of the node within the instance (which can be re-
peated); and Cmd List the list of commands that correspond to the semantics
of the specific node. Therefore, this representation is structured top to bottom
(the attribute “son” indicates the descendants of a node):
– each level adds a number to the address (e.g., 0 is the root node, 0:0 is the
first son of the root node, 0:0:1 is the second son of 0:0)
– each node in the structure corresponds to an area of the drawing, containing
one or more shapes.
– some shapes are pre-defined (e.g., parallelogram boat, oval, rectangle, etc.)
in Logo.
– each shape position is relative to a reference point (“in” indicates the com-
mands to apply from the reference point to the starting point of the shape),
normally the upper right corner of the smallest rectangle that can include
the shape
The Logo keywords for defining shapes are:
– left/X. Rotate 45 degrees left
– right/X. Rotate 45 degrees right
– on/X. Move and write X pixels in the current direction
– off/X. Move without writing X pixels in the current direction
For example, the function that defines the shape triangle(X ) is defined
by the list [on/X , right/120, on/X , right/120, on/X , right/120]. The used
shapes are all defined in the file “logoCommands.pl”. The representation for
sailing boat goes like this:
case(b1,0,sailing boat,[sons=3,size=small, type=simple,son name=vessel,
son name=mast,son name=sail]).
case(b1,0:0, vessel, [sons=2, in=[left/90,off/14,right/90],
232 D. Instances in the house-boat experiment
1. Technically, the solution space can be seen simply as the set of solutions to the problem.
The search space corresponds to the ordered set of solutions. This ordering can be given
by heuristics, distance to the initial situation, or any other criterion that can drive the
search.
2. Particularly in multi-agent systems approaches.
3. As cited in (Martindale 1999)
4. As cited in (Albert and Runco 1999)
5. This example will be further explained in the next section.
6. There are countless examples in which the solution appeared but the scientist wasn’t able
to understand it or to see it as such.
7. Csikszentmihalyi’s systems model also falls into this category
8. Here we emphasize the originality aspect of divergent thinking, as it was defined by
Guilford, giving flexibility, fluency and elaboration a secondary role. In our opinion,
flexibility would solely depend on originality, for we can only get varied solutions if
each one is sufficiently different from the others, i.e. original. On the other hand, we
see fluency as a characteristic of the thinker, not of the thought itself (a thought can be
original, but never fluent). Finally, analyzing past work, elaboration has been considered
belonging to the convergent side.
9. This definition of logical reasoning comes from a psychology perspective, therefore it
may be incomplete from an AI logician point of view. However, we cannot describe
these concepts more formally than allowed by the literature itself.
10. We remind that Csikszentmihalyi allows a kind of personal creativity, which is though
secondary for the system and for what he calls true creativity.
11. Although Ritchie has named them “criteria”, in practice they do not behave as such: none
is an explicit condition for (or even against) creativity. In order to avoid these criteria to
be seen as desired characteristics of creative artifacts, we simply name them as measures.
The assumption is that they are simply numerical estimates that can help characterize the
creativity of a system.
12. He proposes t-creativity as the situation described by measure 6 (high val, low typ), but
for which there is a (yet to be defined) rating scheme typ that highly classifies the items.
13. We conventionalize “recently” to comprehend the past four years, for it is since 2000 that
events exclusively dedicated to the subject have been held yearly.
14. These two cases are more specifically interactive genetic programming (IGP) systems
15. For example, the use of triangular number (from number theory) to predict the order of
the duplicated node (in graph theory).
16. It should be said that these systems are many times built with an analytical intention (e.g.
for prediction or classification) rather than for generative purposes, although becoming
able to be used as both.
17. Thus the name “conceptual invention”, given in some contexts (e.g. the Learning Cycle
of Lawson-Abraham (Lawson, Abraham and Renner 1989) contains a step in which “the
students and/or teacher derive the concept from the data, usually a classroom discus-
sion (the CONCEPTUAL INVENTION phase)”) seems now unfortunate. Words such as
236 Notes
47. These rather large values for mutation and randomness result from the fact that some
mutations have a null effect in the projection scheme (e.g. if an element projection is
mutated to nil, it won’t have effects if its surrounding elements are already projected to
nil). In order to stimulate diversity, these values seemed appropriate. Future experiments
are expected to overcome these issues and apply more common values.
48. A run is an entire evolutive cycle, from the initial population to the population in which
the algorithm stops
49. Note: In configuration 2, there is more than one highly scored blend, none with use higher
than 0.59.
50. The vital relations chosen were isa, pw, pur pose and quantity
51. An aspect to refer is that the combinations, as modelled in C3 , are specific to a set of
human languages (English, German, Dutch...). Others, like Portuguese and French, are
less ambiguous because of the obligatory use of prepositions.
52. In this step, we had to extract this mapping ourselves from the 42 combinations, which
was not difficult since every creature has a relatively small set of relations and concepts.
53. Of course, this does not imply that these creatures will never be generated. The system is
only told that such constructions are to be avoided.
54. This being, of course, much depending on the situation, configuration and knowledge
available.
55. The notion of goal here does not imply a thorough definition, for it can be only partially
defined. For example, a thoroughly defined goal can be “draw me a white house, with
two windows, a door and a roof”, while a less defined can be “draw me a construction
where one can live in”.
56. Notice that, in the condition side we consider “negation by failure”, i.e. something is
not true whenever one cannot prove its truth. For example, if there is not the predicate
weight( f ly, very heavy), the we may assume its falsity. On the other hand, on the con-
clusion side, negations imply deletion, i.e. something will cease to be true if the rule is
triggered.
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Index
poetry generation, 200 usefulness, 29, 94, 99, 126, 151, 161