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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>An approach to computational creation of insight problems using CreaCogs principles</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Cognitive Systems Group</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Human-Centered Computing</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Freie Universitat Berlin</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Germany ana-maria.olteteanu@fu-berlin.de</string-name>
        </contrib>
      </contrib-group>
      <abstract>
        <p>Insight problems are used in the study of human creativity problem solving to evaluate the creativity of the solver, and the process through which creativity problem solving is cognitively deployed. However, not many such problems exist, and the factors underlying their creation are not well controlled. The framework CreaCogs proposes ways in which cognitive AI systems could be used to solve diverse such problems using a small set of processes. In this paper, a previous approach for the creation of insight problems proposed in CreaCogs is implemented computationally. The initial experiments, results, limitations, perspectives and potential are reported upon.</p>
      </abstract>
      <kwd-group>
        <kwd>insight</kwd>
        <kwd>creativity</kwd>
        <kwd>creativity problem solving</kwd>
        <kwd>cognitive systems</kwd>
        <kwd>cognitive AI</kwd>
        <kwd>psychometrics</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Creativity and creativity problem solving are analysed and measured in the
cognitive science and cognitive psychology literature with a set of tests { Alternative
Uses Test [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], the Remote Associates Test [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], the Torrance Tests of Creative
Thinking [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], the Wallach-Kogan tests [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], riddles [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], empirical insight tests
[
        <xref ref-type="bibr" rid="ref13 ref2 ref4">2, 4, 13</xref>
        ] and others. Out of these types of tests, the ones most su ering from a
scarcity of stimuli are insight problems with practical objects.
      </p>
      <p>One psychometric limitation of insight problems is that, once the participant
has solved a problem, this will most likely not produce insight anymore, as the
solution path has already been trodden by the participant. Not all problems
requiring creativity would produce insight, but having a bigger repository of
problems that require creativity with practical objects would allow for a wider
and deeper exploration of creativity processes, and for a selection of problems
most likely to produce insight.</p>
      <p>
        A computational approach to creating practical object insight problems was
previously proposed [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], given principles of a framework for creativity problem
solving in cognitive AI systems { CreaCogs [
        <xref ref-type="bibr" rid="ref11 ref6">11, 6</xref>
        ]. In this paper, the approach is
implemented computationally, and an initial set of experiments conducted and
discussed.
      </p>
      <p>
        The rest of this paper is organized as follows. Section 2 discusses the
general approach to problem creation. Section 3 and gives a running example over
all the problem creation steps using an example problem. Section 4 takes the
formalization from [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] and constructs algorithms, based on the CreaCogs
framework principles. Section 4 shows our computational experimentation on insight
problem generation, with the help of three example problems. Section 5 lists
the general results obtained for our computational experimentation. Section 6
lists some results generated from our computational experimentation. The paper
concludes with a discussion in section 7.
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>Approach to Problem Creation</title>
      <p>
        The approach to insight problem creation proposed by [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] and developed here
proposes to start from a non-creativity problem which involves day-to-day
objects and the solution of which is known. Then, that particular solution is hidden,
and the problem transformed by a set of techniques further explained, in such a
way that the problem requires creativity to be successfully solved.
      </p>
      <p>The rst step in the process of creating insight problems computationally2 is
obtaining and encoding a non-creativity problem. This encoded non-creativity
problem is the input to the insight problem generator. A set of techniques are
applied to this input to transform the non-creativity problem to an insight problem.
The ow of steps is shown in Figure 1 and each of the steps explained further.
It is important to mention that not all the steps need to be applied for each of
the problems, but they rather constitute a repertoire of actions which transform
the problem.</p>
      <p>
        The insight problem creation process can be better understood with an
example problem. The problem that will be discussed here is one manually created
with this approach in [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] { The blown away teddy problem.
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>The blown away teddy problem</title>
      <p>This problem presents the participant with the following task: The wind blew
your sons teddy bear from the clothesline into your neighbours garden. The
neighbour is in holidays and the fence is too high to climb. How can you retrieve the
teddy? Figure 2 shows the problem.</p>
      <p>One solution to this problem could be to construct a shing rod (using the
mop, the clothesline, and a clothes hanger attached to the clothesline); this
shing rod can then be used to attempt to fetch the teddy.</p>
      <p>The above problem is a problem that requires creativity to solve, which is
the output of the problem creation process. The input is a simple problem not</p>
      <sec id="sec-3-1">
        <title>2This process will also be referred to as the problem transformation process.</title>
        <p>requiring creativity. A non-creative version of this problem would be one in which
the solver can simply step in the neighbour's garden. Assuming extra constraints
(the solver is not allowed in the garden, and doesn't have a key), a version of this
problem could require a shing rod to catch the teddy. Showing the shing rod
as part of the problem would be, in our example, the less creative version of the
problem (the input problem). Using this, we use the problem creation process
to obtain a problem requiring creativity, and to showcase the approach.</p>
        <p>The process starts with the encoding of the non-creativity problem.
3.1</p>
        <sec id="sec-3-1-1">
          <title>Encoding</title>
          <p>The encoding module can be broken down into three sub-parts:
1. Why are we encoding?</p>
          <p>The non-creativity problem, which is the input to the problem
transformation process is in words and images. To make the input in a machine
understandable format, we have the encoding module.
2. How does the encoding look like?</p>
          <p>
            The encoding [
            <xref ref-type="bibr" rid="ref6">6</xref>
            ] of the input has two parts:
(a) Problem encoding:
          </p>
          <p>The input problem is transformed in a set of concepts(Ci), relations(Ri),
actions(Hi), goals(Gi) and constraints(Ki), avoiding NLP issues.
In this encoding: Concepts are everyday objects with properties such as
shape, material, size etc.
Relations are an association between two or more concepts.</p>
          <p>Actions are the action performed on the concepts which may or may not lead
to a change in relation.</p>
          <p>Goals describe the nal state to be reached. It could be a set of concepts and
relations.</p>
          <p>Constraints describe the resource or action limits of the task.
{ solution objects
{ solution a ordance(s) of the ith solution object
{ solution a ordance of the problem.</p>
          <p>This is further discussed in section 3.2
3. How would the encoding be generated?</p>
          <p>The present implementation has the encoding generated manually.
Generating the encoding computationally is an interesting problem and is involved
in our future work.
3.2</p>
        </sec>
        <sec id="sec-3-1-2">
          <title>Knowing the solution:</title>
          <p>The solution object(s), needs to be known prior to beginning the problem
transformation process; this allows us to conceal or transform the solution related
objects and/or their solution related a ordances.</p>
          <p>The solution object(s) is represented by set Csol. The solution a ordance(s)
of the ith solution object is denoted by Acisol. The solution a ordance of problem
is represented by Asol.</p>
          <p>For the example problem, the solution object is a shing rod. Thus, the
transformation steps are applied to this object. The solution related a ordance of
shing rod is to fetch far away objects. In this case, the solution a ordance of the
example problem is also to fetch far away objects. The aim of the insight problem
creation process is to hide both the shing rod and its solution a ordance.</p>
          <p>Csol = fC3g
Ac3sol = f etch f ar away object</p>
          <p>Asol = f etch f ar away object
3.3</p>
        </sec>
        <sec id="sec-3-1-3">
          <title>Decomposition:</title>
          <p>In this step, solution object(s) are decomposed or broken down into di erent
parts and then each part may or may not be re-represented in a di erent
structure or object. This process requires the knowledge of what parts the object
consist of. The process outputs more concepts.</p>
          <p>For the example problem, the F ishing rod can be decomposed into it's
constituent parts - Rod; String; Hook. This decomposition step decomposes the
concept, C3 and gives us three new concepts.</p>
          <p>C5 Rod
C6 String
C7 Hook</p>
          <p>Decomposition essentially breaks down the solution objects so that the
human solver needs to reconstruct it.
3.4</p>
        </sec>
        <sec id="sec-3-1-4">
          <title>Replacement:</title>
          <p>
            In this step solution object(s) or their parts are replaced by other object(s) which
are similar by properties and a ordance to the solution object but for which the
said a ordance is not as salient as for the solution object. The approach to
the process of object replacement is discussed in [
            <xref ref-type="bibr" rid="ref8">8</xref>
            ]. This process requires the
knowledge of object properties such as shape, size, material etc. This process
does not change the number of concepts or relations, but replaces some concepts
with others.
          </p>
          <p>For the example problem, the replacement could take place as follows:
creative replacement(Rod) = M op handle
creative replacement(String) = Clothes line
creative replacement(Hook) = Clothes hanger
Thus, the new concepts are:</p>
          <p>C5 M op handle
C6 Clothes line
C7 Clothes hanger</p>
          <p>Replacement will essentially force the human solver to re-represent the
replacement object (or object parts) with the original object. Thus, giving the
a ordance of the original object to the replacement object.
3.5</p>
        </sec>
        <sec id="sec-3-1-5">
          <title>A ordance Manipulation:</title>
          <p>This step reduces the salient a ordance of the solution object(s) by showing
the object(s) (or object parts) in di erent contexts of a ordance. The salient
a ordance can also be concealed by having that a ordance as already taken up
or in use.</p>
          <p>
            Knowledge of alternative uses [
            <xref ref-type="bibr" rid="ref9">9</xref>
            ] of solution objects and knowledge of
problem templates [
            <xref ref-type="bibr" rid="ref10">10</xref>
            ] is required for this step. There are two ways to perform
a ordance manipulation.
1. Knowledge of alternative uses can be used to show the object in di erent
contexts of a ordance. This alternative a ordances can only be shown if they
are not the same as the solution a ordance(Aci ) of the object.
          </p>
          <p>For example, suppose that for a creativity problem the solution a ordance
of a solution object, clothespin is to clip clothes on string. An alternative
a ordance of clothespin could be clip f lower and stick. Since, this
alternative a ordance is di erent from the solution a ordance of clothespin, the
clothespin can be shown in the context of the alternative a ordance.
2. Knowledge of problem templates { To explain this method, we rst
explain what problem templates stand for in CreaCogs. A problem template
is a sequence of states where actions help in transitioning from one state to
the other. a State is a set of concepts, relations and goals that will lead to a
particular solution or a ordance. Figure 3 explains the structure of problem
templates.; problem templates are part of the knowledge of the solver.
For example, a problem template, P Tclean floor can be described as:
C1 M op
C2 Bucket
C3 water
C4 P erson</p>
          <p>Fig. 3. Problem templates
R1
R2
besides(mop; bucket)
inside(bucket; water)
# H1</p>
          <p>grab(person; mop)
C = C1; C2; C3; C4
R3 hold(person; mop)
R = R2; R3
# H1</p>
          <p>mops(person; mop; water; f loor)
Gsolution = af f (P Tx)</p>
          <p>clean f loor
The second method checks if a problem template, P Tx, exists, such that the
solution object belongs to the problem template and the a ordance of the
problem template (af f (P Tx)) is not the same as the solution a ordance of
the problem (Asol). If such a problem template exists, then the a ordance
of the object in the context of this problem template is shown.</p>
          <p>For example, for the example problem, an alternative a ordance for the
object mop can be obtained through this process. The object mop belongs to
the problem template of clean f loor. The a ordance of this problem
template, clean f loor is di erent from the solution a ordance of the example
problem (which is f etch f ar away object). Thus, elements of this problem
template, such as the relations belonging to this problem template can be
added to Rproblem.</p>
          <p>besides(mop; bucket)
inside(bucket; water)
Thus, the a ordance of mop is shown in the context of this problem template
and its solution a ordance of f etch f ar away object is hidden.</p>
          <p>Sometimes, to show the objects or parts in di erent contexts of a ordance,
additional objects may be needed. In this case, new objects will be added to
the problem. The a ordance manipulation step changes the relations between
objects, the actions in the problem description, or both.</p>
          <p>For the example problem, this step will attempt to change the a ordance
of the solution objects - clothesline, mop, clothes hanger. One of the outputs of
this step could be:
(a) Attaching the clothesline to the pole and hanging clothes on it. This shows the
a ordance of clothesline as to hang clothes for drying and hides the possibility
of using string to make a shing rod. This leads to new relations being formed:
R3 attached(C6; pole)</p>
          <p>R4 on(C6; clothes))
(b) Displaying the mop next to a bucket lled with water to show that the
a ordance of mop is to clean.</p>
          <p>R5 besides(C5; bucket)</p>
          <p>R6 inside(bucket; water)
(c) Hanging the clothes on the clothes hanger and hanging the clothe hanger on
the clothesline.</p>
          <p>R7 on(C7; clothes)</p>
          <p>R8 on(C6; C7)
As mentioned above, apart from new relations and actions being formed, this step
could also lead to the need to bring new concepts in the problem { speci cally
Bucket; W ater; Clothes; P ole in this example.</p>
          <p>Changing the a ordance of the object might mislead the solver because they
will perceive the object in the context of the new a ordance and the solution
a ordance will be hidden. The problem would thus require more creativity to
solve, requiring the solver to exit the `box' of context a ordances
3.6</p>
        </sec>
        <sec id="sec-3-1-6">
          <title>Addition of objects for distraction:</title>
          <p>This step involves addition of objects or templates whose a ordance might
interfere with the solution. For example, in the above example problem we could
show an object, ladder in the problem. This object would trigger a problem
template of climbing over the fence using the ladder. However, the constraint
does not allow the solver to set foot in the other garden.</p>
          <p>This modules has not been implemented yet. It is a matter of future work.
4</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>From formalization to algorithms</title>
      <p>
        In this section, the formalization from the previous work [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] is turned into
algorithms for the various steps. The following steps are presented as algorithms:
Decomposition (Algorithm 1), Replacement (Algorithm 2) and A ordance
Manipulation (Algorithm 3). The Encoding step is currently done manually.
for c in Csol do
      </p>
      <p>object parts =
Input : hCproblem; Csol; KBi
if size(object parts) &gt; 1 then
for p in object parts do</p>
      <p>Cproblem.add(p)</p>
      <p>Csol.add(p)
end
Cproblem.remove(c)</p>
      <p>Csol.remove(c)
end</p>
      <p>else
Let:
KB denote the Knowledge Base of objects with their shapes and materials
Cproblem be a set of concepts for the problem
Csol be a set of solution concepts for the problem
nd object parts of object c from the KB</p>
      <p>Algorithm 1: Decomposition
Let:
KB denote the Knowledge Base of objects with their shapes and materials
Cproblem be a set of concepts for the problem
Csol be a set of solution concepts for the problem
p denote the probability of replacing an object, p &lt; 1
SOMshape denote a self organized map for shapes
SOMmaterial denote a self organized map for materials
Input : hCproblem; Csol; KB; p; SOMshape; SOMmateriali
for c in Csol do
if replacement to be done(p) then</p>
      <p>c new f ind replacement(c)
else</p>
      <p>Cproblem.add(c new)
Csol.add(c new)
Cproblem.remove(c)</p>
      <p>Csol.remove(c)
end
end
Function FIND REPLACEMENT(c):
nd c:shape and c:material from KB
potential shapes SOMshape(c:shape)
x random:randint(0; size(potential shapes))
chosen shape potential shapes[x]
potential materials SOMmaterial(c:material)
y random:randint(0; size(potential materials))
chosen material potential materials[y]
c new an object with chosen shape and chosen material or an object having a part
with chosen shape and chosen material from KB
return c new</p>
      <sec id="sec-4-1">
        <title>Algorithm 2: Replacement</title>
        <p>Let:
KBuses denotes the Knowledge Base of normal and creative uses of objects
KBP T denotes the Knowledge Base of problem templates
P Tsol denotes the solution problem template
Cproblem be a set of concepts for the problem
Csol be a set of solution concepts for the problem
Rproblem be a set of relations
Hproblem be a set of actions
Asol be the solution a ordance of the problem
Input : hKBuses; KBP T ; P Tsol; Cproblem; Csol; Rproblem; Hproblem; Asoli
for i in length(Csol) do
ci Csol[i]
aff ci nd all a ordances of ci from KBuses and choose one
if aff ci 6= Hcisol then</p>
        <p>Hproblem.add(aff ci)
aelse
for P T in KBP T do
if ci 2 KBP T and aff(P T ) 6= Asol then
r relations involving ci in P T
Rproblem.add(r)
h actions involving ci in P T</p>
        <p>Hproblem.add(h)
end
end</p>
        <p>Algorithm 3: A ordance Manipulation
aThe current implementation of this process does not perform the 'else' part of the
above algorithm. This is because the knowledge base of problem templates has not
been gathered yet.
5</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Computational Experimentation</title>
      <p>Each of the steps for turning a non-creativity problem into a creativity requiring
one is now a process which can have multiple outcomes. In the following section,
we will showcase our computational experimentation with generating problems
which require insight and possibly creativity. To be able to maintain a linear
progression, one potential outcome will be chosen after each step, before producing
the next step. The multiplicity of outcomes is described in Section 6.</p>
      <p>
        For each problem we manually make the non-creative version of the
corresponding classical creativity problem. The classical creativity problems are:
Problem 1 - The two strings problem [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]
Problem 2 - The cardboard problem [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]
Problem 3 - The candle problem [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]
      </p>
      <p>The non-creative version of these problems is made by showing the
solution object(s) in the problem description. In our computational experimentation
we input the non-creative version of each of these problems and try to reach
the corresponding classical creativity problem by applying the transformation
process. In this process, we obtain various other creativity problems. For each
problem, we have described the non-creativity problem rst. Then each step of
the transformation process is explained step by step. The output of this process
is a creativity problem.
5.1</p>
      <sec id="sec-5-1">
        <title>Problem 1 - Creating The Two Strings Problem</title>
        <p>The non-creative version of the two strings problem is stated as follows: A person
is put in a room that has a string and a pendulum hanging from the ceiling. The
task is to tie the string and the pendulum together, but it is impossible to reach
one while holding the other.</p>
        <p>The solution to this problem is to swing the pendulum and then hold the
string and wait for the pendulum to swing within your reach. Similar to the
previous problem, to make this an insight problem, we apply the steps of the
transformation process with the non-creativity problem as the input.
1. The rst step is to encode this problem.</p>
        <p>C1 P endulum
C2 String
C3 Ceiling
C4 P erson
R1 hang(Ceiling; P endulum)
R2 hang(Ceiling; String)
R3 hold(P erson; String)
K1 If hold(P erson; String) then cannot hold(P erson; P endulum)
Gsolution ftied(C1; C2)g
Cproblem = fC1; C2; C3; C4g
Rproblem = fR1; R2; R3g
Hproblem = fg
Kproblem = fK1g
Gproblem = fGsolutiong</p>
        <p>I = fCproblem; Rproblem; Hproblem; Gproblem; Kproblemg
2. Next we encode the solution of the non-creativity problem.</p>
        <p>Csol = fC1g
Ac1sol = swing(P endulum)</p>
        <p>Asol = swing(P endulum)
3. The next step is to apply the decomposition step to the solution objects. For
this problem, the decomposition step decomposed the object pendulum and
output two new concepts:</p>
        <p>C5 String
C6 W eights
Cproblem = fC2; C3; C4; C5; C6g</p>
        <p>Csol = fC5; C6g
4. We move on to the next step which is replacement. The following results
were obtained:
Possible replacements for C5: Shirt, Scarf, Mitten, Rag, Tie, T-shirt, Drapes,
Satchel, String
Possible replacements for C6: Soda can, Battery, Lock, Spool, Luggage,
Screwdriver, Horseshoe, Weights, Bottle
We chose Horseshoe as the replacement of Weights and retained the object
String. After this step,</p>
        <p>C5 String</p>
        <p>C6 Horseshoe
5. The next step is a ordance manipulation. The following results were
obtained for this step:
Possible a ordances for String : string wrapped around spool, string hanging
from ceiling
Possible a ordances for Horseshoe: horse wear horseshoe, horseshoe near
forge
We chose horseshoe near forge as the a ordance to be shown for Horseshoe
and string hanging from ceiling for String. Thus, Horseshoe is shown in this
context of a ordance and it's a ordance to act as a weight for a pendulum
is hidden.</p>
        <p>The following new concepts and relations are obtained:</p>
        <p>C7 F orge</p>
        <p>R4 near(C7; C6)
Now we have a set of concepts, relations, actions, constraints and goal. This is
the encoded insight problem. The conversion of this encoded insight problem to
text is currently done manually. The creativity variant of the problem will show
- a person in a room with two strings hanging from the ceiling. A horseshoe will
be kept near a forge. The task will be to tie the two strings together with the
constraint that it is impossible to reach one while holding the other.
5.2</p>
      </sec>
      <sec id="sec-5-2">
        <title>Problem 2 - Creating The Cardboard problem</title>
        <p>The non-creative version of the cardboard problem is stated as follows: You are
asked to attach a piece of cardboard to the loop on the ceiling. There is a hook
placed on the table. How do you proceed?</p>
        <p>The solution to this problem is to use the hook to attach the piece of
cardboard to the loop. Again, this is not an insight problem. To make this an insight
problem, we follow a similar procedure to the previous problems.
2. Next we encode the solution of the non-creativity problem.</p>
        <p>Csol = fC2g
Ac1sol = attach object to loop</p>
        <p>Asol = attach object to loop
3. The next step is to apply the decomposition step to the solution objects. For
this problem, this step gives no new concepts.
4. The following results were obtained from the replacement process:
Possible replacements for C2: Bobby pin, U-Shaped magnet, Belt, Padlock
We chose Belt as the replacement of Hook. After this step,</p>
        <p>C2 Belt
5. The next step is a ordance manipulation. The following results were
obtained for this step:
Possible a ordances for Belt : belt inside closet, person wears belt
We chose person wears belt as the a ordance to be shown. Thus, belt is shown
in this context of a ordance and it's a ordance to act as a hook is hidden.
The following new relation is obtained:</p>
        <p>R2 wear(C5; C2)</p>
        <p>The creativity variant of this problem will show - A person wearing a belt in
a room with a loop on the ceiling and a piece of cardboard on a table. The task
will be to attach this piece of cardboard to the loop.
5.3</p>
      </sec>
      <sec id="sec-5-3">
        <title>Problem 3 - Creating The Candle Problem</title>
        <p>The non-creative version of the candle problem is stated as follows: You are given
a candle, candle holder, nails, hammer and a box of matches. You are supposed
to x the lit candle unto the wall in a way that does not allow the wax to drip
below. The solution to this problem is to use a candle holder to prevent wax
dripping below. The nail is hammered into the wall and is used to x the candle
holder on the wall. You do not need insight to solve this problem. To make this
an insight problem, we apply the steps of the transformation process with the
non-creativity problem as the input.</p>
        <p>Cproblem = fC1; C2; C3; C4; C5; C6; C7; C8g
Rproblem = fR1; R2g
Hproblem = fg
Kproblem = fg
Gproblem = fGsolutiong</p>
        <p>I = fCproblem; Rproblem; Hproblem; Gproblem; Kproblemg
2. Next we encode the solution of the non-creativity problem.</p>
        <p>Csol = fC2; C3g
Ac2sol = catch(W ax)
Ac3sol = attach(W all; Candleholder)</p>
        <p>Asol = catch(W ax)
3. The next step is to apply the decomposition step to the solution objects. For</p>
        <p>this problem, this step gives no new concepts.
4. The following results were obtained from the replacement process:</p>
        <p>Possible replacements for C3: Thumbtacks, Fork, Hook, Pin, Needle, Screw
Possible replacements for C2: Bucket, Bin, Pot, Pringles tube, Matchbox,
Kettle, Box, Kleenex
For this problem an additional constraint has to be added at the replacement
stage. The constraint is that the replacement object must be capable of
being pierced. This is important because the goal consists of on(C7; C1),
which says that the candle must be attached to the wall. This will rule out
some replacements objects such as Bucket, Bin, Pot, Kettle. Addition of such
constraints is done manually in our current implementation but making the
process computational is in our future work.</p>
        <p>Thus,
Possible replacements for C2: Pringles tube, Matchbox, Kleenex, Box, Coaster
We chose Pringles tube as the replacement of Candle holder and Needle as
a replacement for Nails. After this step,</p>
        <p>C2 P ringles tube</p>
        <p>C3 N eedle
5. The next step is a ordance manipulation. The following results were
obtained for this step:
Possible a ordances for Pringlestube : pringles tube in bin, person eat from pringles tube, pringles tube on
P ossibleaf f ordancesf orNeedle : needle attached to ball of yarn, needle attached to spool, thread intertwi
We chose pringles tube in bin and needle attached to spool as the a ordance
to be shown. Thus, pringles tube is shown in this context of a ordance and
its a ordance to catch wax and prevent it from dripping is hidden.</p>
        <p>The following new concepts and relations are obtained:</p>
        <p>C10 Bin
C11 Spool
R3 in(C10; C2)</p>
        <p>R4 attached(C11; C3)</p>
        <p>The creativity variant of the problem will show - a candle, a box of matches
and a needle attached to a spool on a table next to a wall. There will be a
pringles tube in a bin. The task will be to x a lit candle unto the wall in a way
that does not allow the wax to drip below.
6</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Results</title>
      <p>The strength of the approach presented in this paper lies in the fact that multiple
creativity problems can be created when starting from the same non-creative
input problems.</p>
      <p>In the previous section we chose one path at each step of the transformation
process for the ease of explanation. In this section we show how multiple paths
are obtained at each step of the transformation process. Table 1 lists the number
of paths obtained in our computational experimentation for each of the problem.
We also show the number of potential creativity problems that can be created.
Figure 4 shows how di erent output creativity problems are obtained by tracing
di erent paths.</p>
      <p>The current knowledge base used for our computational experimentation
consists of 497 objects. The knowledge base includes object parts, shapes and
material of object parts and alternative uses of these objects. A larger dataset
of objects will help improve the results of the replacement process. A larger
alternative uses data and a knowledge base of problem templates will improve
the results of a ordance manipulation process. Both of these will help increase
and diversify the output creativity problems.
After this initial computational experimentation, we conclude that the initial
theoretical approach is feasible in terms of generating creativity problems in the
future, in large quantities and variants. Regarding the quality of these problems,
no evaluation has been provided yet { the authors aim to construct a metric of
quality and apply methods of evaluation in future work.</p>
      <p>An interesting question is whether problems created in these manner will be
creativity problems or insight problems. Such a question will depend on whether
insight is perceived as a quality of a problem, or a quality of the processes of
the solver. In our opinion, some solvers may arrive via insightful processes at
the answers, while others may do so via creative processes without insight. Still,
whether particular problems are more prone to yield insights is a question for
which this approach provides high chances of empirical experimentation and
answers in the future.</p>
      <p>Problem 3 throws light on an important point. The candle holder has two
parts that are essential to reaching the goal of the problem. The convex shape
is needed for catching the dripping wax and a loop is essential for attaching it
to the wall. So, a replacement object for candle holder must have both these
parts. Thus, when multiple parts of a solution object are needed to reach the
goal, a replacement object must have these parts or similar parts as well (or two
replacement objects that can be connected may be necessary). A future insight
problem generator should account for this.</p>
      <p>Another interesting question is raised by problem 3. The question is - which
objects to include in Csol. The term solution objects used in this paper has
certain ambiguity to it. For example, in problem 3, nails and candle holder
were included in Csol as these were considered solution objects. One could argue
that hammer, matches and matchbox could also be included in Csol and called
solution objects since they are essential objects to reach the solution of the
problem. This question still needs answering and will be covered in our future
work.</p>
    </sec>
  </body>
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