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Monte Carlo tree search (MCTS) is a recently proposed search method that combines the precision of tree search with the generality of random sampling. It has received considerable interest due to its spectacular success in the difficult problem of computer Go, but has also proved beneficial in a range of other domains. This paper is a survey of the(More)
  • Simon Colton
  • 2008
We add to the discussion of how to assess the creativity of programs which generate artefacts such as poems, theorems, paintings, melodies, etc. To do so, we first review some existing frameworks for assessing artefact generation programs. Then, drawing on our experience of building both a mathematical discovery system and an automated painter, we argue(More)
We describe a corpus-based poetry generation system which uses templates to construct poems according to given constraints on rhyme, meter, stress, sentiment, word frequency and word similarity. Moreover, the software constructs a mood for the day by analysing newspaper articles; uses this to determine both an article to base a poem on and a template for(More)
A well-known difficulty with solving Constraint Satisfaction Problems (CSPs) is that, while one formulation of a CSP may enable a solver to solve it quickly, a different formulation may take prohibitively long to solve. We demonstrate a system for automatically reformulating CSP solver models by combining the capabilities of machine learning and automated(More)
We survey five mathematical discovery programs by looking in detail at the discovery processes they illustrate and the success they've had. We focus on how they estimate the interestingness of concepts and conjectures and extract some common notions about interestingness in automated mathematical discovery. We detail how empirical evidence is used to give(More)
Behaviour trees provide the possibility of improving on existing Artificial Intelligence techniques in games by being simple to implement , scalable, able to handle the complexity of games, and modular to improve reusability. This ultimately improves the development process for designing automated game players. We cover here the use of behaviour trees to(More)
We describe an approach for simulating human game-play in strategy games using a variety of AI techniques, including simulated annealing, decision tree learning, and case-based reasoning. We have implemented an AI-bot that uses these techniques to form a novel approach for planning fleet movements and attacks in DEFCON, a nuclear war simulation strategy(More)
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)