This paper presents work on modelling the social psychological aspect of socialization in the case of a computationally creative master-apprentice system. In each master-apprentice pair, the master, a genetic algorithm, is seen as a parent for its apprentice, which is an NMT based sequence-to-sequence model. The effect of different parenting styles on the creative output of each pair is in the focus of this study. This approach brings a novel view point to computational social creativity, which has mainly focused in the past on computationally creative agents being on a socially equal level, whereas our approach studies the phenomenon in the context of a social hierarchy.
The papers discussed in this section, as well as other similar previously conducted work @cite_7 @cite_0 @cite_22 , study mostly the collaboration of agents that have an equal social status, in contrast to our case where the social status is hierarchical. Therefore we find that there's need for conducting the study presented in this paper to shed some light into asymmetrical social relations in computational creativity.
@cite_0 @cite_22 @cite_7
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This issue includes two articles with additional research examples from distinguished experts in social science and computer science. In the first article, "Secondary Avatars and Semiautonomous Agents" presents semiautonomous agent assistants that have been incorporated into recent MMOGs. In the second article, a group of people constructed combat, mentoring, and trust networks based on data from Sony's popular MMOG Everquest II. They also provide an excellent summary of their ongoing research in performance and learning, player churn analysis, and identifying undesirable behavior in MMOGs. The authors argue that the close collaboration between social scientists and computer scientists is creating an emerging area called "computational social science," where computation is used as an integral mechanism in social science research. Research into socio-technical systems like Wikipedia has overlooked important structural patterns in the coordination of distributed work. This paper argues for a conceptual reorientation towards sequences as a fundamental unit of analysis for understanding work routines in online knowledge collaboration. We outline a research agenda for researchers in computer-supported cooperative work (CSCW) to understand the relationships, patterns, antecedents, and consequences of sequential behavior using methods already developed in fields like bio-informatics. Using a data set of 37,515 revisions from 16,616 unique editors to 96 Wikipedia articles as a case study, we analyze the prevalence and significance of different sequences of editing patterns. We illustrate the mixed method potential of sequence approaches by interpreting the frequent patterns as general classes of behavioral motifs. We conclude by discussing the methodological opportunities for using sequence analysis for expanding existing approaches to analyzing and theorizing about co-production routines in online knowledge collaboration. In this paper, we present the results of a user study on exploratory search activities in a social science digital library. We conducted a user study with 32 participants with a social sciences background—16 postdoctoral researchers and 16 students—who were asked to solve a task on searching related work to a given topic. The exploratory search task was performed in a 10-min time slot. The use of certain search activities is measured and compared to gaze data recorded with an eye tracking device. We use a novel tree graph representation to visualise the users’ search patterns and introduce a way to combine multiple search session trees. The tree graph representation is capable of creating one single tree for multiple users and identifying common search patterns. In addition, the information behaviour of students and postdoctoral researchers is being compared. The results show that search activities on the stratagem level are frequently utilised by both user groups. The most heavily used search activities were keyword search, followed by browsing through references and citations, and author searching. The eye tracking results showed an intense examination of documents metadata, especially on the level of citations and references. When comparing the group of students and postdoctoral researchers, we found significant differences regarding gaze data on the area of the journal name of the seed document. In general, we found a tendency of the postdoctoral researchers to examine the metadata records more intensively with regard to dwell time and the number of fixations. By creating combined session trees and deriving subtrees from those, we were able to identify common patterns like economic (explorative) and exhaustive (navigational) behaviour. Our results show that participants utilised multiple search strategies starting from the seed document, which means that they examined different paths to find related publications. We use distributed computing tools to provide a new perspective on the behavior of cooperative biological ensembles. We introduce the Ants Nearby Treasure Search (ANTS) problem, a generalization of the classical cow-path problem [10, 20, 41, 42], which is relevant for collective foraging in animal groups. In the ANTS problem, k identical (probabilistic) agents, initially placed at some central location, collectively search for a treasure in the two-dimensional plane. The treasure is placed at a target location by an adversary and the goal is to find it as fast as possible as a function of both k and D, where D is the distance between the central location and the target. This is biologically motivated by cooperative, central place foraging, such as performed by ants around their nest. In this type of search there is a strong preference to locate nearby food sources before those that are further away. We focus on trying to find what can be achieved if communication is limited or altogether absent. Indeed, to avoid overlaps agents must be highly dispersed making communication difficult. Furthermore, if the agents do not commence the search in synchrony, then even initial communication is problematic. This holds, in particular, with respect to the question of whether the agents can communicate and conclude their total number, k. It turns out that the knowledge of k by the individual agents is crucial for performance. Indeed, it is a straightforward observation that the time required for finding the treasure is Ω(D + D2 k), and we show in this paper that this bound can be matched if the agents have knowledge of k up to some constant approximation. We present a tight bound for the competitive penalty that must be paid, in the running time, if the agents have no information about k. Specifically, this bound is slightly more than logarithmic in the number of agents. In addition, we give a lower bound for the setting in which the agents are given some estimation of k. Informally, our results imply that the agents can potentially perform well without any knowledge of their total number k, however, to further improve, they must use some information regarding k. Finally, we propose a uniform algorithm that is both efficient and extremely simple, suggesting its relevance for actual biological scenarios.