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    Towards Ontology Use, Re-use and Abuse in a Computational Creativity Collective (A Position Statement)

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    Computational creativity is broadly defined as the study of building software which exhibits behaviour that would be deemed creative if exhibited by a person. In more practical terms, we investigate how to engineer software that takes on some of the creative responsibility in arts and science projects which produce culturally interesting artefacts such as poems, theorems, paintings, melodies, etc. To this end, there are numerous examples of creative software being employed in musical composition, visual arts, pure mathematics, natural language generation, scientific discovery, video game design, and many more areas of discourse. Moreover, the computational creativity community is beginning to come to consensus on some of the thorny research questions that have arisen, such as: which AI processes are more suited to generative applications; how can we measure levels of creativity in software; and what roles can software have in creative acts? Our contributions to computational creativity research have revolved around our two pieces of research software: the HR system [2] and The Painting Fool (www.thepaintingfool.com). The former is mathematical theory formation software which can start with the bare minimum about a domain of pure mathematics, such as how to divide one number b
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