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Computational creativity 5/8 https://en.wikipedia.org/wiki/Computational_creativity reference science, encyclopedia 2026-05-05T16:31:23.728483+00:00 kb-cron

== Linguistic creativity == Language provides continuous opportunity for creativity, evident in the generation of novel sentences, phrasings, puns, neologisms, rhymes, allusions, sarcasm, irony, similes, metaphors, analogies, witticisms, and jokes. Native speakers of morphologically rich languages frequently create new word-forms that are easily understood, and some have found their way to the dictionary. The area of natural language generation has been well studied, but these creative aspects of everyday language have yet to be incorporated with any robustness or scale.

=== Hypothesis of creative patterns === In the seminal work of applied linguist Ronald Carter, he hypothesized two main creativity types involving words and word patterns: pattern-reforming creativity, and pattern-forming creativity. Pattern-reforming creativity refers to creativity by the breaking of rules, reforming and reshaping patterns of language often through individual innovation, while pattern-forming creativity refers to creativity via conformity to language rules rather than breaking them, creating convergence, symmetry and greater mutuality between interlocutors through their interactions in the form of repetitions.

=== Story generation === Substantial work has been conducted in this area of linguistic creation since the 1970s, with the development of James Meehan's TALE-SPIN system. TALE-SPIN viewed stories as narrative descriptions of a problem-solving effort, and created stories by first establishing a goal for the story's characters so that their search for a solution could be tracked and recorded. The MINSTREL system represents a complex elaboration of this basic approach, distinguishing a range of character-level goals in the story from a range of author-level goals for the story. Systems like Bringsjord's BRUTUS elaborate these ideas further to create stories with complex interpersonal themes like betrayal. Nonetheless, MINSTREL explicitly models the creative process with a set of Transform Recall Adapt Methods (TRAMs) to create novel scenes from old. The MEXICA model of Rafael Pérez y Pérez and Mike Sharples is more explicitly interested in the creative process of storytelling, and implements a version of the engagement-reflection cognitive model of creative writing.

=== Metaphor and simile === Example of a metaphor: "She was an ape." Example of a simile: "Felt like a tiger-fur blanket." The computational study of these phenomena has mainly focused on interpretation as a knowledge-based process. Computationalists such as Yorick Wilks, James Martin, Dan Fass, John Barnden, and Mark Lee have developed knowledge-based approaches to the processing of metaphors, either at a linguistic level or a logical level. Tony Veale and Yanfen Hao have developed a system, called Sardonicus, that acquires a comprehensive database of explicit similes from the web; these similes are then tagged as bona-fide (e.g., "as hard as steel") or ironic (e.g., "as hairy as a bowling ball", "as pleasant as a root canal"); similes of either type can be retrieved on demand for any given adjective. They use these similes as the basis of an on-line metaphor generation system called Aristotle that can suggest lexical metaphors for a given descriptive goal (e.g., to describe a supermodel as skinny, the source terms "pencil", "whip", "whippet", "rope", "stick-insect" and "snake" are suggested).

=== Analogy === The process of analogical reasoning has been studied from both a mapping and a retrieval perspective, the latter being key to the generation of novel analogies. The dominant school of research, as advanced by Dedre Gentner, views analogy as a structure-preserving process; this view has been implemented in the structure mapping engine or SME, the MAC/FAC retrieval engine (Many Are Called, Few Are Chosen), ACME (Analogical Constraint Mapping Engine) and ARCS (Analogical Retrieval Constraint System). Other mapping-based approaches include Sapper, which situates the mapping process in a semantic-network model of memory. Analogy is a very active sub-area of creative computation and creative cognition; active figures in this sub-area include Douglas Hofstadter, Paul Thagard, and Keith Holyoak. Also worthy of note here is Peter Turney and Michael Littman's machine learning approach to the solving of SAT-style analogy problems; their approach achieves a score that compares well with average scores achieved by humans on these tests.

=== Joke generation ===

Humour is an especially knowledge-hungry process, and the most successful joke-generation systems to date have focused on pun-generation, as exemplified by the work of Kim Binsted and Graeme Ritchie. This work includes the JAPE system, which can generate a wide range of puns that are consistently evaluated as novel and humorous by young children. An improved version of JAPE has been developed in the guise of the STANDUP system, which has been experimentally deployed as a means of enhancing linguistic interaction with children with communication disabilities. Some limited progress has been made in generating humour that involves other aspects of natural language, such as the deliberate misunderstanding of pronominal reference (in the work of Hans Wim Tinholt and Anton Nijholt), as well as in the generation of humorous acronyms in the HAHAcronym system of Oliviero Stock and Carlo Strapparava.