combinatorial creativity
LLMs can realize combinatorial creativity: generating creative ideas via LLMs for scientific research
Gu, Tianyang, Wang, Jingjin, Zhang, Zhihao, Li, HaoHong
Scientific idea generation has been extensively studied in creativity theory and computational creativity research, providing valuable frameworks for understanding and implementing creative processes. However, recent work using Large Language Models (LLMs) for research idea generation often overlooks these theoretical foundations. We present a framework that explicitly implements combinatorial creativity theory using LLMs, featuring a generalization-level retrieval system for cross-domain knowledge discovery and a structured combinatorial process for idea generation. The retrieval system maps concepts across different abstraction levels to enable meaningful connections between disparate domains, while the combinatorial process systematically analyzes and recombines components to generate novel solutions. Experiments on the OAG-Bench dataset demonstrate our framework's effectiveness, consistently outperforming baseline approaches in generating ideas that align with real research developments (improving similarity scores by 7\%-10\% across multiple metrics). Our results provide strong evidence that LLMs can effectively realize combinatorial creativity when guided by appropriate theoretical frameworks, contributing both to practical advancement of AI-assisted research and theoretical understanding of machine creativity.
Redefining in Dictionary: Towards an Enhanced Semantic Understanding of Creative Generation
Feng, Fu, Xie, Yucheng, Yang, Xu, Wang, Jing, Geng, Xin
Given the challenge atively generated using
Combinatorial Creativity for Procedural Content Generation via Machine Learning
Guzdial, Matthew J. (Georgia Institute of Technology) | Riedl, Mark O. (Georgia Institute of Technology)
In this paper we propose the application of techniques from the field of creativity research to machine learned models within the domain of games. This application allows for the creation of new, distinct models without additional training data. The techniques in question are combinatorial creativity techniques, defined as techniques that combine two sets of input to create novel output sets. We present a survey of prior work in this area and a case study applying some of these techniques to pre-trained machine learned models of game level design.