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We introduce computational creativity theory (CCT) as an analogue in computational creativity research to computational learning theory in machine learning. In its current draft, CCT comprises the FACE descriptive model of creative acts as tuples of generative acts, and the IDEA descriptive model of the impact such creative acts may have. To introduce(More)
Computational Creativity is the AI subfield in which we study how to build computational models of creative thought in science and the arts. From an engineering perspective, it is desirable to have concrete measures for assessing the progress made from one version of a program to another, or for comparing and contrasting different software systems for the(More)
We describe ANGELINA3, a system that can automatically develop games along a defined theme, by selecting appropriate multimedia content from a variety of sources and incorporating it into a game's design. We discuss these capabilities in the context of the FACE model for assessing progress in the building of creative systems, and discuss how ANGELINA3 can(More)
In most domains, artefacts and the creativity that went into their production is judged within a context; where a context may include background information on how the creator feels about their work, what they think it expresses, how it fits in with other work done within their community, their mood before , during and after creation, and so on. We identify(More)
We aim to develop a computationally feasible, cognitively-inspired, formal model of concept invention, drawing on Fauconnier and Turner's theory of conceptual blending, and grounding it on a sound mathematical theory of concepts. Conceptual blending, although successfully applied to describing combinational creativity in a varied number of fields, has(More)
We introduce two descriptive models for evaluating creative software; the FACE model, which describes creative acts performed by software in terms of tuples of generative acts, and the IDEA model, which describes how such creative acts can have an impact upon an audience. We show how these models have been inspired both by ideas in the psychology of(More)
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Determining conclusively whether a new version of software creatively exceeds a previous version or a third party system is difficult, yet very important for scientific approaches in Computational Creativity research. We argue that software product and process need to be assessed simultaneously in assessing progress, and we introduce a diagrammatic(More)