Some high-level and philosophical themes recur throughout the field of computational creativity, for example as follows.
Important categories of creativity Margaret Boden refers to creativity that is novel
merely to the agent that produces it as "P-creativity" (or "psychological creativity"), and refers to creativity that is recognized as novel
by society at large as "H-creativity" (or "historical creativity").
Exploratory and transformational creativity Boden also distinguishes between the creativity that arises from an exploration within an established conceptual space, and the creativity that arises from a deliberate transformation or transcendence of this space. She labels the former as
exploratory creativity and the latter as
transformational creativity, seeing the latter as a form of creativity far more radical, challenging, and rarer than the former. Following the criteria from Newell and Simon elaborated above, we can see that both forms of creativity should produce results that are appreciably novel and useful (criterion 1), but exploratory creativity is more likely to arise from a thorough and persistent search of a well-understood space (criterion 3) -- while transformational creativity should involve the rejection of some of the constraints that define this space (criterion 2) or some of the assumptions that define the problem itself (criterion 4). Boden's insights have guided work in computational creativity at a very general level, providing more an inspirational touchstone for development work than a technical framework of algorithmic substance. However, Boden's insights are also the subject of formalization, most notably in the work by Geraint Wiggins.
Generation and evaluation The criterion that creative products should be novel and useful means that creative computational systems are typically structured into two phases, generation and evaluation. In the first phase, novel (to the system itself, thus P-Creative) constructs are generated; unoriginal constructs that are already known to the system are filtered at this stage. This body of potentially creative constructs is then evaluated, to determine which are meaningful and useful and which are not. This two-phase structure conforms to the Geneplore model of Finke, Ward and Smith, which is a psychological model of creative generation based on empirical observation of human creativity. Jordanous and Keller emphasize the need for a "tractable and well-articulated model of creativity". They extracted 694 creativity words derived from a corpus of empirical studies in psychology and creativity research spanning 60 years and clustered them based on lexical similarity. As a result, they identify 14 key components of creativity, which form the basis of the framework "Standardised Procedure for Evaluating Creative Systems" (SPECS). These components include aspects like "dealing with uncertainty", "independence and freedom", "social interaction and communication", and "spontaneity & subconscious processing".
Co-creation While much of computational creativity research focuses on independent and automatic machine-based creativity generation, many researchers are inclined towards a collaboration approach. This human-computer interaction is sometimes categorized under the creativity support tools development. These systems aim to provide an ideal framework for research, integration, decision-making, and idea generation. Recently, deep learning approaches to imaging, sound and natural language processing, resulted in the modeling of productive creativity development frameworks.
Innovation Computational creativity is increasingly being discussed in the innovation and management literature as the recent development in AI may disrupt entire innovation processes and fundamentally change how innovations will be created. Giora et al.'s experiment asks participants to do pleasure and familiarity ratings of verbal stimuli (e.g., body and soul vs. body and sole) and non-verbal stimuli (e.g., a peace dove vs. a peace dove vertically posed that looks like a waving hand). It reveals that pleasing stimuli need to be innovative while preserving the salient meaning of the literal form. Veale and Pérez y Pérez highlight the need to develop computational systems that capture how meaning changes due to formal changes.
Combinatorial creativity A great deal, perhaps all, of human creativity can be understood as a novel combination of pre-existing ideas or objects. Common strategies for combinatorial creativity include: • Placing a familiar object in an unfamiliar setting (e.g.,
Marcel Duchamp's
Fountain) or an unfamiliar object in a familiar setting (e.g., a fish-out-of-water story such as
The Beverly Hillbillies) • Blending two superficially different objects or genres (e.g., a sci-fi story set in the
Wild West, with robot cowboys, as in
Westworld, or the reverse, as in
Firefly; Japanese
haiku poems, etc.) • Comparing a familiar object to a superficially unrelated and semantically distant concept (e.g., "Makeup is the Western
burka"; "A
zoo is a gallery with living exhibits") • Adding a new and unexpected feature to an existing concept (e.g., adding a
scalpel to a
Swiss Army knife; adding a
camera to a
mobile phone) • Compressing two incongruous scenarios into the same narrative to get a joke (e.g., the
Emo Philips joke "Women are always using men to advance their careers. Damned anthropologists!") • Using an iconic image from one domain in a domain for an unrelated or incongruous idea or product (e.g., using the
Marlboro Man image to sell cars, or to advertise the dangers of smoking-related impotence). The combinatorial perspective allows us to model creativity as a search process through the space of possible combinations. The combinations can arise from composition or concatenation of different representations, or through a rule-based or stochastic transformation of initial and intermediate representations.
Genetic algorithms and
neural networks can be used to generate blended or crossover representations that capture a combination of different inputs.
Conceptual blending Mark Turner and Gilles Fauconnier propose a model called Conceptual Integration Networks that elaborates upon
Arthur Koestler's ideas about
creativity as well as work by Lakoff and Johnson, by synthesizing ideas from Cognitive Linguistic research into
mental spaces and
conceptual metaphors. Their basic model defines an integration network as four connected spaces: • A first input space (contains one conceptual structure or mental space) • A second input space (to be blended with the first input) • A
generic space of stock conventions and image-schemas that allow the input spaces to be understood from an integrated perspective • A
blend space in which a selected projection of elements from both input spaces are combined; inferences arising from this combination also reside here, sometimes leading to emergent structures that conflict with the inputs. Fauconnier and Turner describe a collection of optimality principles that are claimed to guide the construction of a well-formed integration network. In essence, they see blending as a compression mechanism in which two or more input structures are compressed into a single blend structure. This compression operates on the level of conceptual relations. For example, a series of similarity relations between the input spaces can be compressed into a single identity relationship in the blend. Some computational success has been achieved with the blending model by extending pre-existing computational models of analogical mapping that are compatible by virtue of their emphasis on connected semantic structures. In 2006, Francisco Câmara Pereira presented an implementation of blending theory that employs ideas both from
symbolic AI and
genetic algorithms to realize some aspects of blending theory in a practical form; his example domains range from the linguistic to the visual, and the latter most notably includes the creation of mythical monsters by combining 3-D graphical models.
AI-assisted writing as curation One of the first attempts to provide a
literary-theoretical framework for AI-assisted writing was undertaken by
Luciano Floridi in 2025. In his model of 'Distant Writing', the author functions as a designer and curator who develops narrative structures rather than formulating text manually. Through iterative selection and 'Socratic maieutics' (prompting), the human directs the machine, thereby assuming full intellectual responsibility for the design of the resulting work. Floridi's framework has a pre-LLM antecedent in the visual arts:
Nicolas Bourriaud's
Postproduction (2002) had argued that artists increasingly function as programmers and navigators of pre-existing cultural material rather than as original creators — a logic that Floridi transfers, with substantial theoretical elaboration, to the context of AI-assisted literary production. Floridi’s term 'distant writing' itself is coined in explicit analogy to
Franco Moretti's 'distant reading' — understood in its later, computationally inflected sense — which had reframed literary analysis as the large-scale, algorithm-assisted study of textual corpora. ==Linguistic creativity==