Informatica 42 (2018) 69–76 69 Computational Creativity in Slovenia Senja Pollak1, Geraint A. Wiggins2,3, Martin Žnidaršič and Nada Lavrač1,4 1 Department of Knowledge Technologies, Jožef Stefan Institute, Ljubljana, Slovenia 2 Computational Creativity Lab, Queen Mary University of London, London E1 4NS, UK 3 AI Lab, Free University of Brussels, Brussels 1050, Belgium 4 University of Nova Gorica, Nova Gorica, Slovenia E-mail: {senja.pollak,martin.znidarsic,nada.lavrac}@ijs.si; geraint.wiggins@qmul.ac.uk Keywords: computational creativity, bisociative reasoning, computational creativity platform Received: November 6, 2017 Computational Creativity is a field of Artificial Intelligence that addresses processes that would be deemed creative if performed by a human. The field has been very active since 1999, and is now an established research field with its own International Conference on Computational Creativity (ICCC) conference series founded in 2010. This paper briefly surveys the field of Computational Creativity (CC) that is based on the analysis of ICCC conference papers, followed by a more detailed presentation of projects and selected contributions of Slovenian researchers to the field. Povzetek: Računalniška ustvarjalnost je področje umetne inteligence, ki obravnava procese, ki bi jih oce- nili kot kreativne, če bi jih izvajal človek. Področje računalniške ustvarjalnosti se je razmahnilo po letu 1999, kot veja znanosti pa se je uveljavilo leta 2010 z ustanovitvijo serije letnih konferenc z imenom In- ternational Conference on Computational Creativity (ICCC). V članku podamo kratek pregled področja računalniške ustvarjalnosti, ki temelji na analizi ICCC konferenčnih člankov, posebno pozornost pa name- nimo predstavitvi projektov in izbranih dosežkov slovenskih raziskovalcev. 1 Introduction As a sub-field of Artificial Intelligence (AI) research, Com- putational Creativity1 (CC) is concerned with machines that exhibit behaviours that might reasonably be deemed creative [49; 11]. Slovenian researchers have made impor- tant contributions to CC. This paper aims to provide an ob- jective snapshot of the field of computational creativity as a whole, and to give a brief summary of the particular con- tribution of Slovenian researchers to it. In the next section, we summarise an analysis of the re- search field, that we conducted in 2016, using it to structure a brief introduction to the field for unfamiliar readers. We then summarise the contributions of Slovenian researchers to CC. 2 Domain understanding We here summarise the results of a study of the research field of Computational Creativity [36], which was based on the analysis of papers published in the Proceedings of the International Conference on Computational Creativity (ICCC)2. The aim of the study was to objectively identify areas of interest in this research field. Here, we use its con- clusions to motivate our subsequent outline of CC research. 1http://computationalcreativity.net 2http://computationalcreativity.net/home/ conferences/ In the previous study, Pollak et al. [36] used semi- automatic topic ontology generation tool OntoGen [16] to explore the texts of the complete conference proceedings of the International Conference on Computational Creativity to date. This allowed them to make an objective, explaina- ble bottom-up analysis of the field. The input to the OntoGen tool are documents, which are texts of individual articles from the proceedings. Af- ter manual text cleaning and removal of the papers’ refe- rence sections, OntoGen performs stemming and stop word removal, followed by the construction of Bag-of-Words (BoW) feature vector representations of documents, where the features are weighted by the TF·IDF heuristic [41] and used for clustering. The user may explore the results, and identify hierarchies of significant terms and clusters of do- cuments. The keywords are identified by OntoGen in two ways: descriptive keywords are extracted from document centroid vectors, while distinctive keywords are extracted from the SVM classification model distinguishing the do- cuments in the given topic (document cluster) from the do- cuments neighbouring clusters [16]. Other functionalities used were expert’s manual moving of documents between clusters to reduce inappropriate paper categorisation and active learning of selected concepts/categories. Several outputs were presented by Pollak et al. [36], in- cluding understanding of the field of Computational Crea- tivity based on its topics, which is also of interest to this study. A final corpus-based categorisation of the field of com- 70 Informatica 42 (2018) 69–76 S. Pollak et al. Figure 1: Semi-automatically generated conceptualization of the CC domain, with CC concept naming and sub-concept creation. putational creativity is presented in Figure 1. The main sub-domains of computational creativity identified by our method were: Musical, Visual, Linguistic creativity, Ga- mes and creativity, Conceptual creativity as well as ne- wly created category of Evaluation. For several domains, subcategories were detected also at lower levels, including Narratives, Poetry, Recipes and Lexical creativity as subdo- mains of Linguistic creativity. Each category can be further characterised through descriptive keywords listed in Table 1, as extracted from cluster centroid vectors. 3 Brief review of computational creativity We now present a brief overview of Computational Crea- tivity, as represented by the domains identified by Pollak et al. [36]. We have added in an additional category, scien- tific creativity, on the grounds that important work in this area was performed prior to the inception of the ICCC con- ference, and was therefore not represented in the conferen- ces. In this position paper we do not present a detailed re- view of the field but explain the key issues and cite some successful exemplars of CC research. A recurring general theme of ICCC is the attempt to better understand what is meant by term “creativity.” Early on, it was recognised that we must move away from Romantic notions of “great” cre- ativity, if we are to make progress. So ICCC is interested in creative process more than creative output, and there is no acceptance of the notion of “inspiration”, understood as mystical intervention by some agency extrinsic to the cre- ator. Of course, in a paper such as this, one cannot discuss process without reference to outputs, without being inter- minably dull. For this reason, we include examples where possible. Boden [1, 2] first formally raised the question of creati- vity in AI, but there have been significant precursors of CC field in several domains that are also mentioned here. 3.1 Visual creativity Most work on visual creativity is conceptualised in terms of painting or drawing. In this domain, there tends to be a focus on painting technique and on the objects produced. The clear forerunner of CC in this domain was Harold Cohen, a successful artist in his own right, who built a ro- bot painter, AARON3, programmed in a rule-based style. Its development began in the 1970s, with developments right up to the artist’s death in 2016 [26; 2]. Cohen vie- wed AARON as a part of his art, and therefore did not al- ways disclose the methods used to make it work, though he did write several papers on some aspects of the system [e.g., 7; 6; 5]. Figure 2(a) shows a well-known painting by AARON. Simon Colton’s The Painting Fool4 deconstructs painting from subject composition (for example, collage based on stories from The Guardian newspaper) right down to brush stroke [9]. Figure 2(b) shows an example. DARCI5 [27], unusually, is multi-modal and can explain itself: it combines image processing with language com- prehension, so as to focus the system on the extraction and generation of meaning. DARCI produced the image in Fi- 3www.aaronshome.come 4http://www.thepaintingfool.com 5http://darci.cs.byu.edu Computational Creativity in Slovenia Informatica 42 (2018) 69–76 71 Table 1: Categories and keywords of the first layer of the semi-automatically constructed CC ontology. Category Automatically extracted keywords Musical music, chord, improvisation, melodies, harmonize, composition, accompaniment, pitch, emotions, beat Visual image, painting, darci, artifacts, collage, adjectives, associations, rendered, colored, artists Linguistic story, poems, actions, character, words, agents, narrative, artefacts, poetry, evaluating Games games, design, player, games design, angelina, agents, code, jam, filter, gameplay Conceptual analogy, blending, mapping, conceptual, objective, associations, team, graphs, concepts, domain Evaluation music, poems, improvisation, evaluating, interactive, poetry, creativity system, musician, participants, beha- vioural Comp. creativity music, image, story, games, agents, words, actions, poems, character, blending gure 2(c), explaining it as follows (there is not space here for the intermediate images): “I looked at this picture, [an elephant walking across a verdant African plain] and it re- minded me of this image that I’ve seen before, [a standing stone] which is a picture of a stone. The picture also see- med gloomy and brooding. So I created this initial sketch, [black and white graphic drawing] and then rendered it in a style related to stone, gloomy, and brooding, which resul- ted in this image. [intermediate image] It turned out more like a bucket or a cauldron, and it seems creepy, but I’m happy with it.” 3.2 Creative game design Computational creativity has many applications in games, perhaps most obviously in the area of game level genera- tion, where the landscape and structure of a game are cre- ated live. However, probably the most unexpected and in- teresting example of CC in games is Yavalath6 [3], ranked in the top 100 board games ever invented by the Board- GameGeek website. It is highly novel in that the board is hexagonal. Another success has been Angelina7 [12], a long term project aiming for completely computational creativity of digital games. 3.3 Linguistic creativity Creativity in language covers a broad area, including poetry and story-telling. Two systems that demonstrate different approaches are MEXICA [31] and Propper [17]. MEXICA uses a general creative method, the Engagement-Reflection model, to model a two-phase, cyclic approach to creativity. Propper takes a contrasting approach, using heuristics from literary theory [38] to guide exploratory creativity. A third successful approach is that of Tony Veale [46]. Veale’s lab specialises in the development of elegant methods of ex- tracting data from lingustic corpora, and then using that data for creative text generation, often in TwitterBots—see @MetaphorMagnet [e.g., 47]. 6http://www.cameronius.com/games/yavalath/ 7http://www.gamesbyangelina.org 3.4 Musical creativity Musical creativity had important precursors too. David Cope’s EMI [13; 50] produced many compositions, but none of the reports on the work made it clear what the system actually did, and how much was due to its author. A clearer early contribution, with full scientific reporting, was by [14], which produced musical harmony in the style of J. S. Bach. This is a remarkable contribution, and still stands today as an excellent piece of work; its fault is that its harmonisations sound too much like Bach—the system does not reflect on its overall balance, but applies Bachian compositional tricks everywhere. Perhaps the first attempt at automated composition really to situate itself in CC was the work of [28]. Melodies were generated from a learned model of style, and evaluated in detail by expert musicians [29]. François Pachet’s team has produced the most thorough CC music systems to date, working from chords and melo- dies right through to studio production [40]. 3.5 Scientific creativity It is often forgotten that human creativity is evident in science and engineering, as well as in the arts and huma- nities. One of the earliest successes in CC was the HR system of Colton [8]. This was an exploratory creativity system, which invented new integer sequences with pro- perties that mathematicians find interesting; 17 of the se- quences it dicovered were novel and interesting enough to be included in the Journal of Integer Sequences, which re- cords these structures and acts as an encyclopedia of them. It also made conjectures about some of these sequences that were subsequently proven correct. Another successful project in scientific creativity was funded by the EU FP7 programme: BISON studied the ap- plication of bisociative reasoning [20] to medical text ana- lysis (see Section 4.1). 3.6 Concept creation Concept creation arises as a separate category in the ob- jective analysis because it is central to all creative domains. 72 Informatica 42 (2018) 69–76 S. Pollak et al. (a) (b) (c) Figure 2: Three computationally created images. (a) Untitled from AARON’s middle period output. (b) The Painting Fool’s Uneasy. (c) DARCI’s Always Be A Gloomy Cauldron, Even in Creepy Stone. There are too many approaches to survey here; however, a recurring theme is conceptual blending [44], which has been carried forward with some success. An example is the Divago system [30], a computational model that uses con- ceptual blending. The key idea here is somewhat similar to Koestler’s bisociation [20]: new concepts are created from combinations of features of existing and/or imagined ones. A recent EU FP7 project, ConCreTe, focused on Concept Creation Technology (see Section 4.3). 3.7 Creative systems evaluation Evaluation is a particularly difficult problem in comptua- tional creativity, which attracts commensurate attention in the literature. There are two distinct ways that computatio- nally creative systems involve evaluation: first, in the con- ventional scientific sense, where the correctness and value of work is assessed; and, second, in the sense of reflection within the system, that allows it to make intelligent creative decisions. Quite often, but certainly not always, these two aims coincide. The value of a creative act is a function of four aspects [51]: Context, Observer, Creator and Artefact, forming the acronym COCA. But this does not give detail of how cre- ativity might actually be assessed. Ritchie [39] gives a de- tailed set of criteria that can be used to assess the creativity of a computer program, which have been used in several projects. Jordanous [e.g., 18] and van der Velde et al. [e.g, 45] have made substantial contributions in this area. 4 Computational creativity in Slovenia To the best of our knowledge, the only Computational Cre- ativity research in Slovenia has been performed by the members of Department of Knowledge Technologies at Jožef Stefan Institute (JSI) in Ljubljana. Most of the rese- arch, including the work summarised in Section 2, has ta- ken place within three distinct EU-funded projects and the PROSECCO networking action, all supported by the Euro- pean FP7 funding programme. We summarise this work, with a special focus on Slovenian contributions. 4.1 Bisociation networks for creative information discovery (BISON) BISON8 was a research project from the field of scientific creativity, which deals with the bisociation-based scienti- fic knowledge discovery. Arthur Koestler [20] argued that the essence of creativity lies in “perceiving of a situation or idea . . . in two self-consistent but habitually incompa- tible frames of reference”, and introduced the expression bisociation to characterise this creative act. The key vi- sion of the BISON project was to develop a fundamentally new ICT paradigm for bisociative information discovery. JSI’s main contributions were related to scientific literature mining aimed at creatively forming new hypotheses based on yet uncovered relations between knowledge from diffe- rent, relatively isolated fields of specialization. We deve- loped CrossBee9, a literature-based discovery support tool [19], where different elementary and ensemble heuristics 8http://cordis.europa.eu/project/rcn/86374_en. html 9http://crossbee.ijs.si/ Computational Creativity in Slovenia Informatica 42 (2018) 69–76 73 are implemented for bisociative bridging term (b-term) dis- covery. The heuristics are defined as functions that numeri- cally evaluate the term quality by assigning it a bisociation score (measuring the potential that a term is actually a b- term). Other methodologies developed for cross-domain literature based discovery focus on exploration of outlier documents [34; 42]. JSI’s methods were tested on standard datasets (e.g., migraine-magnesium studied in early rese- arch by [43], but also actually led to new hypotheses in understanding autism [23] and Alzheimer’s disease [4]. 4.2 The What-If Machine (WHIM) The WHIM project was concerned with the automated ge- neration, understanding and evaluation of fictional ideas. Fictional ideas are propositions of situations that are un- realistic or commonly considered as unplausible, such as: “What if there was a little fish who couldn’t swim?” which are a central part of various creative works and products. Artificial production of What-if ideas is creative work that is inherently hard to automate, but there are now some ge- nerators available (e.g., [22]). In the generation process, there is usually a trade-off between a template driven pro- cess (with a relatively narrow covering of the fictional ide- ation space) or more open and autonomous generative pro- cess (producing more interesting and valuable ideas, but larger amount of lower quality results). The What-if Machine was also the inspiration for a real musical show Beyond The Fence, billed as “the world’s first computer-generated musical”, that performed in Lon- don in 2016. In this artistic project—containing the mu- sical and a documentary—several computational creativity research prototypes were combined and used in the artistic process [10]. JSI’s main role in the WHIM project was in automated modelling of human evaluations. The main tasks included the design of a large crowd-sourcing data gathering exer- cise, resulting in more than 10,000 evaluated fictional ideas and next, to build data mining models, which would al- low differentiation between the sentences, appreciated by human evaluators as good/creative (regarding their novelty and narrative potential) or bad. We tested also an alter- native approach for gathering human evaluations through interaction with the robot Nao [35]. Other contributions of Slovenian researchers to the WHIM project included biso- ciative generation of fictional ideation [32] and the Robo- Chair10 system for enhancing scientific creativity by gene- rating questions regarding decisions made by authors when writing scientific articles [37]. 4.3 Concept creation technology (ConCreTe) The ConCreTe11 project focused on AI technology for con- cept construction, identification, and evaluation. ConCreTe 10http://kt-robochair.ijs.si/ 11http://www.conceptcreationtechnology.eu addressed several forms of conceptual blending (CB), a ba- sic cognitive mechanism by which two or more mental spa- ces are integrated to produce new concepts [15]. Optima- lity principles (OPs), a key element in the CB framework, are responsible for guiding the integration process towards good blends. The role of OPs was studied from the point of view of computational systems [24], as well as within a study of human perception of visual animal blends12 [25], performed with the aim of better understanding of creative artefacts reception. The main contribution of JSI to ConCreTe was the Con- CreTeFlows platform13 [48] for collective CC workflows construction. It is a platform built on top of the exis- ting ClowdFlows infrastructure [21], but it is specialised at supporting (primarily text-based) computational creativity tasks, such as conceptual blending and poetry generation. It currently contains more than 35 native widgets for suppor- ting creativity by developers from five different institutions participating in ConCreTe. The asset of a web-based sy- stem is that it integrates creative software written in a large variety of programming languages (e.g., components writ- ten in Python, C#, Java, PROLOG). An interesting example of multimodal conceptual blending [48] is available as an interactive workflow.14 4.4 Other projects and activities We have described the main projects from the field of CC in which we were actively involved. Other project were closely related to computational creativity. For example, within the EU project MUSE15, the question of interactive story-telling was addressed. Our main role was the integra- tion of the developed components in the online workflow environment [33]. The PROSECCO16 networking action had a crucial role in building the European CC community, with a number of events including the organisation of summer schools, code camps, etc. Computational Creativity has became an important research topic in Slovenia. A large number of activities were organised also by Slovenian researchers and held place in Ljubljana, including the 5th edition of the ICCC conference17, with material available through Vide- oLectures18, and the Symposium on Computational Crea- tivity19. We have also organised the Computational Creati- vity art exhibition entitled You/Me/It.20 Since 2016, a Computational Creativity course has been offered at the International Postgraduate School Jožef Ste- 12http://animals.janez.me/ 13http://concreteflows.ijs.si 14http://concreteflows.ijs.si/workflow/137/ 15http://www.muse-project.eu/ 16http://prosecco-network.eu/ 17http://procsecco-network.eu 18http://videolectures.net/iccc2014_ljubljana/ 19http://videolectures.net/ktsymposium2013_ ljubljana/ 20http://computationalcreativity.net/iccc2014/ you-me-it-art-exhibition/ 74 Informatica 42 (2018) 69–76 S. Pollak et al. fan21. As CC related outreach activity, a large number of events for children and youth were organised for science promo- tion by means of a Nao robot, for which the main developer Vid Podpečan received the Slovenian “Prometej znanosti” (Prometheus of Science) science dissemination award. 5 Conclusion This paper presented a brief review of historic and current activity in Computational Creativity, an exciting and rela- tively new sub-field of Artificial Intelligence. In particular, we have highlighted contributions from Slovenian resear- chers. Computational Creativity is in some sense a final frontier for AI [11], because it pulls the field away from comforta- bly defined problem-solving activity such as classification, into the areas that are more challenging to formulate. Much of the work in this developing field is focused not so much on “What is the answer?” but rather on “What is the ques- tion?”, and this makes for exciting prospects for the future, both in Slovenia and elsewhere. In 2008, the Association for Computational Creativity22 (ACC) was founded to ma- nage the ICCC conferences and support the CC community into the future. Acknowledgements We acknowledge the support of the Slovenian Research Agency (core funding no. P2-0103), the European pro- jects Prosecco (grant no. 600653) and ConCreTe (grant nb. 611733). GW is very grateful to the International Pos- tgratuate School Jožef Stefan internationalisation grant for funding a sabbatical visit in Autumn 2017, which enabled his contribution to this paper. Literature [1] Boden, M. (1977). Artificial Intelligence and Natural Man. Harvester Press. [2] Boden, M. A. (2004). The Creative Mind: Myths and Mechanisms (2nd ed.). Routledge. [3] Browne, C. (2008). Automatic Generation and Evalu- ation of Recombination Games. Ph. D. thesis, Queens- land University of Technology. [4] Cestnik, B., E. Fabbretti, D. Gubiani, T. Urbančič, and N. Lavrač (2017). Reducing the search space in literature-based discovery by exploring outlier docu- ments: A case study in finding links between gut mi- crobiome and alzheimers disease. Genomics and Com- putational Biology 3(3), 58. 21https://www.mps.si/splet/studij.asp?lang=eng& main=1&left=4&id=721&m=4 22http://computationalcreativity.net [5] Cohen, H. (1979). What is an image? In Proceedings of the 1979 International Joint Conference on Artificial Intelligence. [6] Cohen, H. (1988). How to draw three people in a bo- tanical garden. In Proceedings of the 1988 Conference of the American Association for Artificial Intelligence (AAAI-88). [7] Cohen, H. (1999). Colouring without seeing: A pro- blem in machine creativity. AISB Quarterly 102, 26–35. [8] Colton, S. (2012a). Automated Theory Formation in Pure Mathematics. Distinguished Dissertations. Sprin- ger London. [9] Colton, S. (2012b). The painting fool: Stories from building an automated artist. In J. McCormack and M. d’Inverno (Eds.), Computers and Creativity. Springer-Verlag. [10] Colton, S., M. T. Llano, R. Hepworth, J. W. Charn- ley, C. V. Gale, A. Baron, F. Pachet, P. Roy, P. Gervás, N. Collins, B. L. Sturm, T. Weyde, D. Wolff, and J. R. Lloyd (2016). The Beyond the Fence musical and Com- puter Says Show documentary. In Proceedings of the Se- venth International Conference on Computational Cre- ativity, UPMC, Paris, France, June 27 - July 1, 2016., pp. 311–321. [11] Colton, S. and G. A. Wiggins (2012). Computational creativity: The final frontier? In de Raedt L. et al. (Ed.), Proceedings of ECAI Frontiers. [12] Cook, M., S. Colton, A. Raad, and J. Gow (2013). Mechanic miner: Reflection-driven game mechanic dis- covery and level design. In A. I. Esparcia-Alcázar (Ed.), Applications of Evolutionary Computation: 16th Euro- pean Conference, Proceedings, pp. 284–293. Springer. [13] Cope, D. (1992). Computer modelling of musical in- telligence in EMI. Computer Music Journal 16(2), 69– 83. [14] Ebcioğlu, K. (1988). An expert system for harmoni- zing four-part chorales. Computer Music Journal 12(3), 43–51. [15] Fauconnier, G. and M. Turner (2002). The Way We Think. New York: Basic Books. [16] Fortuna, B., D. Mladenič, and M. Grobelnik (2006). Semi-automatic construction of topic ontologies. In Se- mantics, Web and Mining: Joint International Works- hops, EWMF 2005 and KDO 2005, Revised Selected Papers, pp. 121–131. Springer. [17] Gervás, P. (2015). Computational drafting of plot structures for Russian folk tales. Cognitive Computa- tion. Computational Creativity in Slovenia Informatica 42 (2018) 69–76 75 [18] Jordanous, A. (2012). A standardised procedure for evaluating creative systems: Computational creativity evaluation based on what it is to be creative. Cognitive Computation 4(3), 246–279. [19] Juršič, M., B. Cestnik, T. Urbančič, and N. Lavrač (2012, may). Cross-domain literature mining: Finding bridging concepts with crossbee. In Proceedings of the Third International Conference on Computational Cre- ativity, Dublin, Ireland, pp. 33–40. [20] Koestler, A. (1976). The Act of Creation. London, UK: Hutchinson. [21] Kranjc, J., V. Podpečan, and N. Lavrač (2012). Clo- wdFlows: A cloud based scientific workflow platform. In Machine Learning and Knowledge Discovery in Da- tabases - European Conference, ECML PKDD 2012, Bristol, UK, September 24-28, 2012. Proceedings, Part II, pp. 816–819. [22] Llano, M. T., S. Colton, R. Hepworth, and J. Gow (2016). Automated fictional ideation via knowledge base manipulation. Cognitive Computation 8(2), 153– 174. [23] Macedoni-Lukšič, M., T. Urbančič, I. Petrič, and B. Cestnik (2016). Autism research dynamic through ontology-based text mining. Advances in Autism 2(3), 131–139. [24] Martins, P., S. Pollak, T. Urbančič, and A. Cardoso (2016). Optimality principles in computational appro- aches to conceptual blending: Do we need them (at) all? In Proceedings of the Seventh International Confe- rence on Computational Creativity (ICCC 2016), Paris, France. Sony CSL: Sony CSL. [25] Martins, P., T. Urbančič, S. Pollak, N. Lavrač, and A. Cardoso (2015). The good, the bad, and the aha! blends. In Proceedings of ICCC, pp. 166–173. compu- tationalcreativity.net. [26] McCorduck, P. (1991). AARON’S CODE: Meta-Art, Artificial Intelligence and the Work of Harold Cohen’S CODE: Meta-Art, Artificial Intelligence and the Work of Harold Cohen. Freeman. [27] Norton, D., D. Heath, and D. Ventura (2013). Fin- ding creativity in an artificial artist. Journal of Creative Behavior 47(2), 106–124. [28] Pearce, M. T. (2005). The Construction and Evalua- tion of Statistical Models of Melodic Structure in Music Perception and Composition. Ph. D. thesis, Department of Computing, City University, London, London,UK. [29] Pearce, M. T. and G. Wiggins (2007). Evaluating cog- nitive models of musical composition. In A. Cardoso and G. Wiggins (Eds.), Proceedings of the 4th Internati- onal Joint Workshop on Computational Creativity, Lon- don, pp. 73–80. Goldsmiths, University of London. [30] Pereira, F. C. (2007). Creativity and Artificial Intelli- gence: A Conceptual Blending Approach. Berlin: Mou- ton de Gruyter. [31] Pérez y Pérez, R. and M. Sharples (2001). Mexica: A computer model of a cognitive account of creative wri- ting. Journal of Experimental & Theoretical Artificial Intelligence 13(2), 119–139. [32] Perovšek, M., B. Cestnik, T. Urbančič, S. Colton, and N. Lavrač (2013). Towards narrative ideation via cross- context link discovery using banded matrices. In IDA, Volume 8207 of Lecture Notes in Computer Science, pp. 333–344. Springer. [33] Perovšek, M., V. Podpečan, J. Kranjc, T. Erjavec, S. Pollak, N. Q. Do Thi, X. Liu, C. Smith, M. Cavazza, and N. Lavrač (2015). Text mining platform for NLP workflow design, replication and reuse. In Proceedings of IJCAI Workshop on Replicability and Reusability in Natural Language Processing: From Data to Software Sharing, Buenos Aires, Argentina, 26 July 2015. [34] Petrič, I., B. Cestnik, N. Lavrač, and T. Urbančič (2012, January). Outlier detection in cross-context link discovery for creative literature mining. Comput. J. 55(1), 47–61. [35] Podpečan, V. (2015). The What-If machine robot in- terface (WHIMBOT). In Show, tell imagine: A day to explore computational creativity together, pp. 17. Queen Mary, Univ. of London. [36] Pollak, S., B. M. Boshkoska, D. Miljkovic, G. Wig- gins, and N. Lavrač (2016). Computational creativity conceptualisation grounded on iccc papers. In V. C. F. a. G. François Pachet, Amilcar Cardoso (Ed.), Procee- dings of ICCC 2016, pp. 123–130. Association for Com- putaitonal Creativity. [37] Pollak, S., B. Lesjak, J. Kranjc, V. Podpečan, M. Žnidaršič, and N. Lavrač (2015). RoboCHAIR: Cre- ative assistant for question generation and ranking. In Proceedings of SSCI, pp. 1468–1475. IEEE. [38] Propp, V. (1968). Morphology of the folktale. Austin: University of Texas Press. [39] Ritchie, G. (2007). Some empirical criteria for at- tributing creativity to a computer program. Minds and Machines 17(1), 67–99. [40] Sakellariou, J., F. Tria, V. Loreto, and F. Pachet (2017). Maximum entropy models capture melodic sty- les. Scientific Reports 7(9172). [41] Salton, G. and C. Buckley (1988). Term-weighting approaches in automatic text retrieval. Information Pro- cessing & Management 24(5), 513–523. 76 Informatica 42 (2018) 69–76 S. Pollak et al. [42] Sluban, B., M. Juršič, B. Cestnik, and N. Lavrač (2012). Exploring the Power of Outliers for Cross- Domain Literature Mining, pp. 325–337. Berlin, Hei- delberg: Springer Berlin Heidelberg. [43] Swanson, D. R., N. R. Smalheiser, and V. I. Torvik (2006). Ranking indirect connections in literature-based discovery: The role of medical subject headings. Jour- nal of the American Society for Information Science and Technology 57(11), 1427–1439. [44] Turner, M. and G. Fauconnier (1995). Conceptual in- tegration and formal expression. Metaphor and Symbo- lic Activity 10(3), 183–203. [45] van der Velde, F., R. Wolf, M. Schmettow, and D. Na- zareth (2015, 6). A semantic map for evaluating creati- vity. In H. Toivonen, S. Colton, M. Cook, and D. Ven- tura (Eds.), Proceedings of the Sixth International Con- ference on Computational Creativity (ICCC 2015), pp. 94–101. WordPress. Open access. [46] Veale, T. (2012). Exploding the Creativity Myth. New York, NY: Bloomsbury Academic. [47] Veale, T. and G. Li (2016, Apr). Distributed divergent creativity: Computational creative agents at web scale. Cognitive Computation 8(2), 175–186. [48] Žnidaršič, M., A. Cardoso, P. Gervás, P. Martins, R. Hervás, A. O. Alves, H. G. Oliveira, P. Xiao, S. Linkola, H. Toivonen, J. Kranjc, and N. Lavrač (2016). Computational creativity infrastructure for on- line software composition: A conceptual blending use case. In Proceedings of the Seventh International Con- ference on Computational Creativity, UPMC, Paris, France, June 27 - July 1, 2016., pp. 371–379. [49] Wiggins, G. (2006). A preliminary framework for description, analysis and comparison of creative sys- tems. Journal of Knowledge Based Systems 19(7), 449– 458. [50] Wiggins, G. (2007). Models of musical similarity. Musicae Scientiae 11, 315–338. [51] Wiggins, G., P. Tyack, C. Scharff, and M. Rohr- meier (2015). The evolutionary roots of creativity: me- chanisms and motivations. Philosophical Transactions of the Royal Society of London B: Biological Scien- ces 370(1664).