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HOME

AADRL’01-’02, 1st term - DESIGN AS RESEARCH SEMINAR - TUTOR: CHRIS HIGHT

 

EVOLUTIONARY ARCHITECTURE AND GAMES STRUCTURE

by Marco Pastore, Jaime Noriega, Ammar Al-Kazemi

London, december 2001


"Architecture is considered as a form of artificial life, subject, like the natural world, to principles of morphogenesis, genetic coding, replication and selection. The aim of the evolutionary architecture is to achieve in the built environment the symbiotic behaviour and metabolic balance that are characteristic of the natural environmental. In order to achieve the evolutionary model, it is necessary to define the following:

_ a genetic code script;

_ rules for the development of the code;

_ mapping of the code to a virtual model;

_ the nature of the environment for the development of the model;

_ the criteria for the selection." (Frazer J., Evolutionary architecture, 1995)


 

INDEX

 

1_ GAME AS A CODE SCRIPT

1.1 _ MOZART'S MUSICAL DICE GAME

1.2 _ MORPHOLO OR DE ARS COMBINATORIA

1.3 _ THE RNA GAME

1.4 _ SHEET METAL STRUCTURES FOR MILGO MANIFACTURE

1.5 _ PRIMORDIAL LIFE 3.16

1.6 _ QUANTUM GAMES

 
2_ BUILDING SCENARIO
2.1 _ HOW TO BUILD A PLAN TO PREDICT WHAT THE FUTURE WILL BE
 

3_ EVOLUTIONARY ARCHITECTURE

3.1 _ GENETIC LANGUAGE AS A CODE SCRIPT

3.2 _ ANTECEDENTS

3.3 _ ARCHITECTURE AS BIOLOGY

3.4 _ EVOLUTIONARY APPROACH TO ARCHITECTURE
 
WEBGRAPHY

BIBLIOGRAPHY

 

 

1_ GAME AS A CODE SCRIPT

 

1.1 _ MOZART'S MUSICAL DICE GAME

 

In 1787, Mozart wrote the measures and instructions for a musical composition dice game. the rules of the musical dice game ascribed to Mozart are very simple. They take into account, for istance, that if two dice are used the numbers between two and twelve appear with varying frequency. The idea is to cut and paste pre-written measures of music together to create a Minuet. There are 176 possible Minuet measures and 96 possible Trio measures to choose from. The result of a dice roll is looked up in a table of rules (fig.01) to determine which measure to play. Two six-sided dice are used to determine each of the 16 Minuet measures (i.e. 11 possibilities for each of 16 measures). One six-sided die is used to determine each of the 16 Trio measures (i.e. 6 possibilities for each of 16 measures). So in theory, there are (11^16) * (6^16) = (1.3 * (10^29)) possible compositions that would satisfie all the harmonic and compositional requirements of a Viennese minuet of the late 1700's. According to Mozart's instruction, this dice game would show "how anyone, even if he is not musical and understands nothing of composition, can compose Counter-dances or Anglaises with two dice".

 

1.2 _ MORPHOLO OR DE ARS COMBINATORIA

 

The Morpholo (by Thieri Foulc / Ou. Pein. Po) is a 'combinatoria' of square tiles which can be arranged in different manners, as a game, as art, or as architectonic component. The tiles can be juxtaposed at will, yielding several billion unforeseen larger shapes. There is only one rule: to match, on the edges, black against black and white against white. This is a formal rule, comparable to the 'fixed forms' that are frequently observed in literature, but seldom in the plastic arts. The 'edge contraint' rule does not interfere with the working of the artist's imagination: the shapes on the surface of the squares can be varied freely. Nor does this rule guarantee a result: like the framework of the ballad or sonnet, it is capable of bad or good. It all depends on the artist drawing the tiles as well on the combinations that come into play.

Each side of the square may be divided in half, and each half-side may be designated black or white. For each side there are 4 possible structures, for the square there are therefore 44=256 possible strucutres. The tiles may be numbered according to the order of their generation.

Applying the morpholo as a mural, for example, it is possible to create a complete room (6.40 x 6.40 x 3.20 m) floor, walls and ceiling by distributing 256 tiles, mesuring each of them 80 cm per side. This potential application has been achieved using Diasec ® squares which are backed with a film of Ferriflex ® magnetised rubber. The magnetized squares are attached to a metallic armature, and they can be moved around at will. In this way the decor of the mural can be changed on daily basis.

 

1.3 _ THE RNA GAME

 

"Evolution as such is comparable to a learning process based on reproductive acts of memory. We can simulate the basic principle of such a learning process in a game" (Eigen, Laws of the games, 1981).

 

Given the enourmous number of possible routes they could take, it is astonishing how rapidly evolutionary processes make their way to the goal of optimally adpted structures. It's possible to demonstrate how this happens with the help of the RNA game.

Each player has a string with a total of 80 breads on it. The red, green, blue and yellow beads, corresponding to the four buildings block of RNA, are arranged in a irregular sequence. Since this is an 'evolution game', we have a mutation die in the form of a tetrahedron whose four surfaces are colored red, green, blue, and yellow respectively. In each round of play, this die is used to mutate, in accordance with the coulor rolled, a bead located in a certain position. The point of the game is, beginning with a chance arrangement of the chain, to create as quickly as possible a structure of folds that is charcterize by a maximum number of complementary pairs. The roll of the mutation die applies to a bead designeted by the player in advance, and only this bead can be exchanged for a bead of the color rolled whenever it seems advantageous to do so. The following rules must be strictly adhered to: 1.the steric rule: because the formation of nase pairs between different sections of a sequence can be accomplished only by folding the chain on a plane, loops will inevitably result; 2.the rule of complementarity: if two beads of comkementary colors (red-green or blue-yellow) are opposite each other in the folded RNA structure and if the rule three is fulfilled, these beads are considered a pair and are linked together; 3.the rule of cooperativity: the linking of complementary beads in a pair can occur only if there is an unbroken sequence of at least four red-green pairs, two red-green pairs and one blue-yellow pair. These stable base pairs are considered 'selected' and are no longer subject to the roll of the dice.All those rules are based on data established in experiments and therefore represent the behavior of RNA molecules in a thoroughly realistic way. It comes as no surprise, then, that the structures that prove victorious in this game are the very ones that have also won in evolution and that can be found in nature wherever the conditions of stability necessary for their selection are present.

 

1.4 _ SHEET METAL STRUCTURES FOR MILGO MANIFACTURE

 

The project by Haresh Lalvani deals with software-driven fabrication of sheet metal for architectural surface structures and is being carried out at Milgo's manufacturing facility, testing the relationship between an artificial 'genetic code' and the manufacturing process. All sheet-metal structures were generated using a morphologically encoded algorithm, which provides the possibility to generate endless 'variations on a theme' by manipulating the code. As a result, no two structures need be alike, so each individual in the world could have their own unique structure. A procedure was developed whereby single continuous metal sheets could be marked by computer-driven equipment and then folded (manually, for now). The resulting structures are employable as both architectural and industrial design products as well as pattern of complete environments. The algorithmic approach permits the structure to be modelled, transformed and fabricated with ease. The expectation is that the morphologic elegnce in the shaping would also translate into an economy in building.

 

"The concept of the genetic code… permits each of us to be unique yet encoded by the same basic genetic alphabets (DNA bases). These sheet metal structures are morphologically coded in a similar way." (H. Lalvani)

 

1.5 _ PRIMORDIAL LIFE 3.16

 

"I wrote Primordial Life to capture the principles of evolution in an interesting and visual way" (J. Spofford). Designed to run as a screen server or in a window of PC, Primordial Life presents an environment filled with artificially living creatures called biots. Like their biological counterparts, each biot has a genetic code that serves as a blueprint for constructing it. It is this blueprint which lays the foundation for their evolution. The biots battle to dominate the environment. Over time, new species will emerge while others may die out. It's a tough life, but some "biots" got to do it.

The genetic code consists of 10 segment genes and one trait gene. A line is made up of 1 to 10 segments, and a biot can have 1 to 8 lines. Biots are made up entirely of lines. Each line has a unique color and a purpose. Green lines absorb solar energy and convert it to biot energy. Without biots with green lines, all biots would surely perish. While green lines are extremely handy for capturing energy from the environment, they are vulnerable to attack from the menacing biots with red lines. Biots with red lines are considered predators, or perhaps herbivores. They steal energy from plants by attacking their green lines. When a predator touches a green line, the predator gains energy. In addition, the plant may lose its line. If a red line is longer than a green line, the green line will be "plucked" off the biot. If there were any lines that came after the green line, they too are loss. Now, while this may sound tragic, all biots have the ability to regenerate lines they have loss, provided they have enough energy to do so. If a red line is shorter, the green line just dims, and takes much less time to regenerate. There are also other lines that are vulnerable to attack by predators. These are the white and light blue lines. White lines are only visible when "Sexual Reproduction" has been enabled.When a white line touches any line, other than another white line, it injects the biots genetic code into the target biot. In this manner, fertilization takes place.The last biot to touch a biot before it gives birth is considered to be the father. White lines, however, are just as vulnerable as green lines. Light blue lines are little rocket motors that pull a biot around. They fire serially at a frequency determined by the genetic code.They cause biots to rotate, or travel in an apparently erratic path throughout the environment. Light blue lines, are vulnerable to attack by red lines. Biots with blue lines, or defenders, can shield themselves from a predator's red lines. When defenders collide, no harm is done. A predator with a red line longer than the length of a blue line can "pluck" the shield of a defender and continue the attack. Likewise, a defender with a longer blue line can "pluck" the predators red line and potentially halt the assault.

 

1.6 _ QUANTUM GAMES, the latest frontier of games

 

"The best way to win a game like 'paper-stone-scissors' is to use "quantum rules". Baffle your opponent by pulling out a hand that is simultaneously 'paper' and 'scissors'" (Phil Ball).

 

Recently, three physicists, Eisert,Wilkens, and Lewenstein claim that a game that typically ends in a kind of frustrating stalemate ceases to do so if played with "quantum rules".

The game is called the Prisoner's Dilemma, and it pitches two players against one another in a manner reminiscent of the playground game of paper-scissors-stone. The players can choose to 'cooperate' or 'defect', and receive a certain payoff depending on their choice and their opponents. The 'dilemma' is that the payoffs imply that a rational player should always defect; yet they both get a better payoff for mutual cooperation than for mutual defection.

This game serves as a model for individuals selecting strategies in competitive scenarios both in evolution and human social and political systems. It appears to suggest that cooperation can arise only if we can overcome our 'rational' instinct towards selfishness. But now the three physicists, in an experimenl realized on a nuclear magnetic resonance quantum computer have shown that there is a Third Way: to play using quantum strategies. This, they say, creates a new best strategy that offers the reward only the irrational, cooperative strategy secures in our 'classical' world.

How do you play a game with quantum rules? In the classical Prisoner's Dilemma, one can make only a single choice: cooperate or defect. Each player had a 'qubit'. This quantum bit, rather like a computer's zero or one binary digit, but with an important difference: a qubit can exist neither in one state nor another, but in a mixture a superposition of both. In the paper-scissors-stone game, this would be analogous to whipping out a hand that is both paper and scissors at the same time not half of each, or halfway between the two, but capable of "collapsing" into either pure state.

But the quantum game can be even more strange, because it is possible in this case to make the choices of the two players "entangled", so that each influences the other. When two quantum particles, such as photons of light, are created in an entangled state, making a measurement on one of them automatically fixes the corresponding property of the other. In an entangled game, the researchers show that the best strategy of both players is neither to defect nor to cooperate, but to offer some strange concatenation of the possible outcomes open to them. No one player can improve their own fate by changing their move alone. It is hard to give any classical description of this strategy, other than to say that when both players use it, they both come off as well as they possibly can. In other words, this quantum strategy is not only the most rational but also the most profitable. There is no longer any dilemma.

Of course, real creatures play the game in a classical world, where defection or co-operation are the only options. But Eisert and colleagues point out that some aspects of their quantum game resemble the interactions that go on when information is exchanged quantum-mechanically something that has been shown to ensure secure communication of coded signals. Perhaps the greatest significance is philosophical, however: quantum mechanics can dissolve deadlocks, or 'strange loop', that, according to classical logic, appear insuperable.

2_ BUILDING SCENARIO

Scenario planning could be a very crucial tool to help an architect design the correct solution for the future. In the game of architecture, after making certain rules and defining the roles of each element, you start creating different scenarios. Different results are obtained when implying those scenarios to the architectural game. That is the aim of scenario planning. This allows one to have a better idea of where the future may be heading and, in essence, help design a better architectural solution for the future.

Scenarios don't predict the future so much as they illuminate it, preparing us for the unexpected. Scenarios are multiple approaches to the future, and stories of the inevitable. The best scenarios aren't necessarily those that come true; they're the ones that subvert expectation, providing deep insights into the changes happening all around us. The better scenarios are, the more they penetrate to the deepest possible understanding of the present. (P.Mc Corduck and N. ramsey, 1996 ,p.18).

A lot of companies are faced with the dilemma of trying to make correct, confident decisions for the future. A lot of individuals, also, would like to be confident in making the correct decisions for their future. Parents, for example, ask what education they should provide themselves or their kids, what stocks they should invest in- and so on. This is where scenario planning comes in to play. It helps us see where the future might be heading, possibly for different yet realistic predictions and they're for help us today, in our decisions for tomorrow. The decision parents are faced with regarding the education of their children is the same decision an architect is faced when having to choose a particular design solution for the future.


We must understand that scenario planning is not a crystal ball to the future and is therefore not a precise picture of the future. It is more a plan that under lines the driving factors or forces that my effect the future one-way or the other. Scenario planning helps the planer recognize these forces in order to help make better decisions today. A great example is a tornado. The satellite pictures along with readings from inside the tornado, that are being transmitted through equipment inside the eye of the tornado, helps the weatherman predict which way the tornado might move based on the forces surrounding the tornado. You can therefore see the satellite reading and equipment inside the tornado as the scenario plan that is helping the planner (weatherman) predict the movement of the tornado. It's a very similar situation with the future accept tornados are much faster.

Basically, using the scenario method means you write three or four in depth stories
about the future, evolving around different combination of a number of plots or logics. The stories have to be internally consistent and they have to contain elements of present reality. All scenarios evolve around the same issue, which you want to gain insight about and/ or decide upon. Thus, you start with isolating and formulating a question or a decision upon which you want to build the scenarios. This can be a question or decision concerning your organization, a society or any other unit of interest

Scenario planning originally was a military tool used by the U.S Air Force. It was great in the prediction of war games. After World War II, the RAND CORPORATION who further developed the Scenario planning technique with the help of the Hudson Institute took up scenario planning. Herman Kahn established the institute after his resignation from RAND. Kahn reworked scenario planning in his famous book the year 2000 (1967), and applied it to be used as a tool for the business industry. After the 1960s scenario planning found its way into the corporate world and quickly became an essential tool for many a company. In the 1980s Shell used scenario planning to predict the future of the oil industry. They assumed there would be another substitute for oil. Based on that and many other factors, scenario planning helped Shell rise from fourteen to second place among the oil companies.


Scenario can be successful in structuring uncertainty only when (1) they are based
On a sound analysis of reality, and (2) they change the decision maker's assumptions
About how the world works and compel him to change his image of reality. (P. Wack,
1996, p.32 )


To build a scenario plan you have to identify the focal issue that is related to your future or your company's future and then decide what are the driving forces that will have a major effect on your scenario. In general there are four major forces that have the most impact on scenarios. The first force is the motivation for being socially responsible. This force refers to the interaction of, among others, experiences, Idea, awareness and interpretation of problems and developments, incentive, impediment, perceived gains and losses which underlie motivations of individuals and groups in their various- and often multiple- roles in society. The second force -Glocalisation- refers to the simultaneous process of globalization and localization. Glocalisation is a term, which includes on the one hand, the development of a world economy based on capitalism, the expansion of (free) trade, the growth and, there with increasing impact of multinational corporation on global liberalization of finance. The third force is transfer of responsibilities. This simply means things such as health care, social insurance, and so on -traditionally held by government or public institution- is now handed over to private business, and the NGO (non government organizations). The NGO are usually single-issue and non- profit organizations. The fourth and last force is technology including things like communication and information technology and how fast or slow it's growing or expanding.

These same forces can be applied to help create scenarios specific to architectural solutions. As stated earlier for the world of architecture other elements and rules need to be defined to help make a more suitable scenario. Perhaps things like population growth and the demographics that go along with it. Will people need more comfort in their habitats or will they only need the necessities. Other forces can include such things as city constructions, planning and amount of physical space available. All these forces along with the four main ones explained above will help predict what architectural solutions need to be designed to best fit the future.

After explaining how to build a scenario, the important of making scenario planning,
And how will it affect the future? I want to show you two example of how each
company or individual can build a scenario and determine the major forces that can
affect his scenario plan. The firs example is how to build a scenario that has been
published by Taylor Management Center in Boulder, Colorado (MG Taylor
Corporation, The Manual, 204,1983), and the second example using scenario to
develop strategy for company that develops, manufactures and market test and
measurement equipment in an industry that is changing rapidly.


First Example:

Purpose: To order over time your projections of events in the future.
To create a map and model to guide you in your planning and decision making
process.

Method:

1. Decide on a general-purpose or specific field scenario. If your scenario is oriented to a specific discipline, watch for developments in other fields that impact your field. Look at relationships networks of events.

2. Determine the number of years you will forecast for in the scenario. Go beyond your particular need, i.e., if you are looking at a field around a five year goal, build the scenario for eight or ten years.

3. Start the process with the right place to work, such as a Management Center with walls you can write on. Otherwise, use long sheets of butcher paper tacked on the wall. It helps to have an assortment of colored markers to write with. When your tools are in order, divide your work surface into equal portions-years, weeks, days-according to the time period you wan forecast.

4. Use each forecast as a springboard for adding more events to the scenario, continuing to work from the present to the future and from the future to the present.

5. Check each forecast for lag time. What is the time lag between a new idea and its market place implementation in your fields of concern?

6. Collect information and document your work.

- Look for facts to support or deny your scenario
- Utilize Delphi methods.
- Clip from newspapers and magazines. Information in books is several years old by the time it reaches the market place. The order in which information appears in periodicals is important to note, for example: Science News addresses the newest discoveries; Scientific American writes about "known" facts; Popular Science gives product announcements; and fortune provides business assessments.
- Update your scenario at regular intervals. This enables you to calibrate the rate of changes your field.

7. Keep records of all your scenarios.

8. Always strive for a sense of synergy in your scenario. The principle of synergy states that the behavior of a whole system is unpredictable from the behavior of its parts. This premise leads to corollary; once you understanding of future change, you can make predictions the "experts" will miss. You become better able to direct your personal destiny and destination of your company.


Second Example:

This is a five years scenario plan for a company called T&M, originally started
as supplier to other business units in the multinational company, but over the
years also developed a significant customer base outside the multinational
company and outside its original area of business.

After being divested, the management team of T&M felt it should rethink its strategy.
This need was not felt to satisfy the new parent company, but because they wanted to
get a better insight into the effects of digitization on their industry and to get
more focus into areas of technology, development and marketing. The scenarios
served as a tool to articulate the different implicit assumptions that were already
guiding the policies in the company.


The following three scenarios were developed:


Tin lizzy: Stability in a growing economy (scenario 1)
Happy, go lucky: Room for change (scenario 2)
World of Chaos: Turbulence in technology and politics (scenario 3)

The result of the scenario- to - strategy project on this company, it changed from a
small, backward looking, company in analogue Test and Measurement equipment into
three promising, mid - sized, experienced start-up companies in digital multimedia
equipment

Conclusion:
Scenario planning is simply a way to help us deal with the uncertainties of the future and be more aware of the driving forces that helps us spot which future it will be. This in essence helps us make our today decisions more confidently. This same thought process is easily applied to many applications including the game of architecture. It can help the architects of today build the correct designs for the people of tomorrow.

 

3_ EVOLUTIONARY ARCHITECTURE

 

In the last chapter we've been trough how scenarios could predict the future of architecture and the needs, in certain way, of new users. Architects could also create scenarios to achieve an architectural concept, which once located in its position will interact and have a better performance with its future environment.

 

But, how does architecture could be predicted? The growing world environment is dominated by man-made Eco-systems. In this man-made nature, architecture is a fundamental part. So from this point we should start considering architecture as organic. This organic in architecture shall mean the fact of understanding it as an evolving matter, just like organisms. In order to predict a scenario for architecture is important to develop an Evolutionary Model of Architecture. The formation, development, eventual extinction of architectural concepts, could only be explained trough a general theory of adaptive change used as well in the biological sciences.

 

3.1 Genetic Language as a Code Script

 

The Architectural Concept is created in the architect's mind in terms of space, structure and form. These concepts can be expressed like genetic language, which produce a code script used in form generation. When we give a computer this "genetic language" of architecture we will be able to set it in a predefined environment and accelerate or decelerate the natural process of nature to see the behaviour of our architectural concepts. Then we will treat architecture as an artificial intelligent life responding to its environmental changes.

 

Trough the computer this acceleration or deceleration of the natural life of architecture in its new "created" environment could be traced and taken to new stages where the crafty research through studio work could almost be impossible.

 

3.2_ Antecedents

 

The theory of evolution was developed thanks to the work of two men: Charles Darwin and Gregor Mendel. Darwin defined the mechanism of evolution, natural selection. Mendel's achievement was to identify the gene as the unit of inheritance.

 

Alan Turing was in 1935 concerned about provability for which he made a universal computing machine, the Turing Machine. The machine should be capable of performing any computable process by following a set of logical instructions on an endless paper tape. John von Neumann developed the serial basis for a serial computer. His research leads him to develop a theoretical framework for a self-replicating computer. Both of them were basically interested in conceptual computers, generative processes and the nature of living processes.

 

John Koza laid the foundation for genetic programming (GP) in 1992 (Koza 92) and GP has since been applied to a range of different problems and disciplines. Research by Peter Bentley into a generic design tool using genetic algorithms introduces the concept of a multipurpose form-creating interpretation of a genotype and library of fitness functions for different purposes (Bentley 96).

 

3.3_ Architecture as Biology

 

Before going on with the following part its important to define what does architecture means to the aim of its development as an evolving intelligent living organism.

Lets understand architecture as a cultural system which adapts its forms in order to represent the relationship between the different elements coexisting in its environment. Architecture is the information which characterizes the forms of buildings which themselves are material objects.

 

Evolution is the continuous changes make by an organism in order to adapt to the changes imposed by its changing environment. This environment is conformed by a group of systems in constant communication trying to adapt its behaviour to the state of all the others. The community of organisms which genetic information is exchanged leading to a similarity of physical characteristics within the community is called specie.

 

Trying to adapt the theory of the biological sciences to architectural terms, we should note that there's clearly no similarity between architecture and living organism. What we should try to empathise is the analogies which could be found to establish a parallel between architecture and biology. This parallel will lead us to run as we explained at the beginning a scenario where treating architecture as a living organism will give us an evolved architecture (how architecture will be).

 

We can make a catalogue of equivalences and similarities between architecture and biology.

 

In comparison the representation in Architecture is equivalent to the biological concept of adaptation. Architecture as a system tries to represent its environment with its architectural element. As its elements try to match the functions, organization and basically cultural matters of its environment which is then, represented in space and time. This also happens in nature where living organisms adapt themselves to fit in its environment. E.g. white bears and vernacular architecture in the Artic.

 

When talking about the Style in architecture we could also be talking about Species in biology. An architectural style is not a homogenous entity. It defines a range of formal characteristics which are share by a large number of different buildings. As in nature when species match their genetic needs mating could be done between them (sharing so the genetic information). Architectural style matches the communication between architects in what we could call style. The typical elements of a style are equivalent to the genetic complement of species both providing the heredity mechanism necessary for an evolutionary system. Like the DNA molecule, the information shared by different buildings of the same style gives a pool of possibilities (elements and forms) mixing it up by chance, giving a success or failure result. This communication and exchange process in architecture is equivalent to the reproductive processes in Biological sciences. Where combining the genetic complement of a previous generation of organisms produces new organisms. Combining the typical set of a previous generation of buildings produces new buildings. In both cases failures are not copied.

 

As we know buildings are the basic units for architecture while for the biological species is the organism. They are indeed evolved elements which are product of exchanging processes. And as well they are unique combinations of shared information found in theirs systems. Organism is to Species as building is to Style.

Architecture lives and develops itself in a cultural environment while biological environment holds living organisms. Both are formed by systems that interact and communicate one to each other in a series of events. Cultural environments are formed basically by institutions while the biological environment are a group of interacting species.

 

Natural selection in Biology occurs when the surviving potential of an organism has not enough resources to survive in its environment. A failure in its genetic combination will not be transmitted to the next generation. In architecture since one building could become an imitative source for many other buildings, its adaptable success or failure determine the degree to which this particular combination could be repeated again.

 

Finally emerge of new species and extinction in biological systems could be compared to the emergence or collapse of a style in architecture.

 

3.4_ Evolutionary Approach to Architecture

 

A. From the Game to the scenario

 

Since the researches of Turing and Newman, a great evolution has been made in terms of computing. Actually they settle down the basis for the development of today's computers. The display of architecture as an evolving system in a computer allows us to see the evolution of the system as an intelligent life. The games we analysed at the beginning of this essay tried to reproduce an evolving conduct to represent in some times; life. The evolving creatures and world game of Jason Spoffort shows the creation of life in a computer. The amazing discoveries of Tom ray in its "Virus Game", which we will see afterwards, defines a coming reality in programming design.The scenario we create in a computer is the environment where our artificial life will live. In the game of life we could create a self-evolving architecture which will develop in what future will be.

 

The Life game

 

The Life Game was developed in the sixties by John Horton Conway. This game simulated a life like behaviour. What he develops was a two dimensional, two state cellular automatons on a square grid with simple transition rules. These cells obey rules in an anthropomorphic language. The cells could be death or alive. One cell will die if it had less than two cells or more than three cells around it. A death cell could come back to life if three living cells where around it.This game does not explain the rules of evolution but it shows how does simple rules applied to a scenario could produce complex emergent behaviour.

 

The Universal Constructor

 

John Frazer built this model of a self-organizing environment in 1990. It features a baseboard which is called the "landscape" and a series of cubes called "cells". These cells could be staked vertically on specific locations on the landscape. Due to its cube form, these cells could represent either structure or environment. Each of them contains an integrated circuit that could communicate with the cells above and below them as well as the location of the cells is communicated to the controlling processor.

 

Each unit has an identifying code which is displayed by eight light, the system knows what and where is each part. The cells also display a interactive red light which serves to communicate with anyone interacting with the model. The state of each cell could be mapped to a graphics output device where it is represented by colour or a geometrical transformation.

 

B. Intelligent Buildings

 

"If a building was conscious, then it could get depressed and choose to terminate its existence by demolishing itself"

John-Paul Frazer

 

We should understand intelligent building not only as a building whit provision for information technology or a building where all the environmental, security, lightning, energy saving, etc. systems are controlled by computers. An intelligent building must be a building where all its systems have a learning capability. These systems should be able to determine their own arrangements for the user's benefit, more than the user himself. Intelligent machines, as well as buildings computer systems should learn from experience during use. This learning during time means that they should be capable of evolving.

 

The Generator Project

 

In 1979 the headline of several newspapers used the term "intelligent Building" to explain the machine that Julia and John Frazer had just created, the Generator. This machine was the proposal for the Gilman Corporation. It was a series of relocatable structures on a permanent grid of foundation pads on a site in Florida. It was a computer program to organize the layout of the site in response to the changing requirements. In addition it suggested that a single chip microprocessor should be embedded in every component of the building, to make it the controlling processor. This would have created an intelligent building which controlled its own organization in response to use. If not changed, the building would have become "bored" and proposed alternative arrangement for evaluation, learning how to improve its own organization on the basis of this experience. (John Frazer, Evolutionary Architecture, 40).

 

The Interactivator

 

Dataspace

 

Dataspace is the raw material of the informational possibility on which both environment and seed can be mapped. It consists of points in space, lines - the joining of points together, planes - the joining lines of together, objects - the joining of planes together and theoretically the fourth dimension - joining objects together.

The Dataspace is an infinite field of points in space, all 1 unit apart. Each point in space has 12 immediate neighbours.

 

The layout of the points in the Dataspace is based on the geometry of 13 spheres packed as closely as possible together with the centre of each sphere being a point in Dataspace. It has fractal geometry as every part is similar to the whole and it is scale less.

 

Environments

 

Environment is the information space in which seeds interact with the world around them. When the right conditions exist they replicate themselves. The environment, like the seed is mapped onto the points of Dataspace.

 

There can be 1 to 12 spheres points around a central core point. This gives a possibility of 4096 different configurations. All configurations can be described with a 12 digit binary code, such as 0010X1100X11 where the 0's show an un influencing position, the 1's an influencing position, and the X an un decidable position. The un decidable position is influenced (switched on or off) by the seeds requirements.

 

Seeds

 

A seed is a group of cells mapped onto the points of Dataspace. There can be 1 to 12 cells grouped around a central core cell. This gives a possibility of 4096 different configurations, which can be described with a 12 digit binary code, such as 001001100011 where the 0's show an unoccupied position and the 1's an occupied position.

 

Growth

Rules for growth are embedded in the seed and influenced by interaction with the environment. Complex behaviour can emerge from simple rules. When the environmental conditions match the requirements of a seed it becomes an active participant in the 'world'. It will breed with other active seeds in the 'world', self-replicating themselves. This is done by genetic crossover - each cell position of a seed is compared with the cell positions in its breeding partner. If a cell exists in the same position in both, their offspring will have a cell in that position too.

 

If a cell does not exist in the same position in both, their offspring will also have a vacant space at that position. Where cells are different in each partner it is randomly decided whether the offspring will have a cell there or not.

 

Evolution

 

Genetic algorithms determine the ability of certain seeds to improve their performance in a particular environment. This is achieved by producing successful offspring. Unsuccessful offspring will slowly die out. There is an opportunity for mutations to occur. These are small random mistakes that can occur when breeding.

 

C. Artificial Evolution

 

"Artificial evolution is the end of engineering's hegemony. Evolution will take us beyond our ability to plan. Evolution will craft things we can't. Evolution will make them move flawless than we can. And evolution will maintain them as we can't"

 

Tom ray created a tiny hand made creature called 80. It was called like that because it had 80 bytes of code. When he released them in his computer they started to reproduce rapidly fulfilling all his computer memory. This was indeed a virus but which couldn't get out from his computer.

 

At the beginning this 80 bytes bugs started to reproduce them, but after some time they flipped a bit and became creatures of 79 or 81 bytes. Hours later this evolution soup had evolved to nearly a hundred types of computer viruses, all in a battle of survival in this computer world. "After a year of reading computer manuals, I sat down and wrote code. In two months the thing was running. And in the first two minutes of running without a crash, I had evolving creatures".

 

A single creature he programmed by hand populated the world Ray has created: the 80. This creature reproduces itself by finding an empty RAM block 80 bytes big and then filling it with a copy of itself. But this was not a coping machine. Ray added two features that make this world actually evolved; this program occasionally scramble the digital bit during copying and he assigned his creatures a priority tag for an executioner. In short he introduced variation and death. This executioner was caller the "Reaper". But the reaper passed over the rare mutants that worked allowing them to keep on mutating and form new creatures. Ray also put his bugs an age tag so they will die when becoming "older".

 

After few hours running the program less bytes mutants achieved to survive more than bigger bytes creatures because they needed less cycles to regenerate. So creatures actually emerge to compete for computer cycles. But in the process something very strange happened, he found a creature with only 45 very efficient bytes which overran all other creatures. Having a closer look to this 45, he discovered that the 45 were indeed a parasite. This new creature borrows the reproductive section from an 80 and copied itself. But as if there were too many 45's then there will be less 80's to supply their reproduction section.

 

Ray started running his ecological experiment by supplying more 79's to his world, which were immune to 45. But as the 79 keep on reproducing a new parasite evolved, the 51. This parasite was indeed a genetic event which transforms the 45 into a 51. New creatures evolved in this living soup like hyperparasites, parasites that steal from other parasites. And ray found creatures that surpassed the programming skills of human software engineers.

 

"I started with creatures 80 bytes large, because that was the best I could get and I thought that with evolution they may come out with 75 bytes or so". Ray let the program run overnight and the next morning he found the big surprised that there were creatures 22 bytes long. Actually this was not a parasite it was a self-replicating creature. He couldn't believe that a creature could replicate itself with only 22 instructions without stealing them from any other creature. "What humans begins can't Evolution can" (Kevin Kelly Out of Control).

 

WEBGRAPHY

 

On the A.I.:

http://www.cea.mdx.ac.uk/CEA/External/Staff96/John/artCreat.html

http://www.aridolan.com/ad/Alife.html

http://directory.google.com/Top/Computers/Artificial_Intelligence/Creativity/

http://dir.yahoo.com/Science/Artificial_Life/

http://www.kurzweilai.net
 

On Chaos and its rules:

http://www.goertzel.org/dynapsyc/2001/BrainsBodiesBifurcations.htm

http://www.wfu.edu/~petrejh4/selforg.htm

 

On DNA:

http://www.wunderland.com/icehouse/dna_rules.html

http://www.nada.kth.se/~kai/lectures/geb.html#143

http://genome.ucsc.edu/goldenPath/hgTracks.html

 

On DNA games:

http://www.biol.sc.edu/~elygen/LegDNA.html

http://chroma.mbt.washington.edu/outreach/DNAGAME.html

http://www.rpi.edu/~gamars/swatch/index.html?

http://www.lycos.co.uk/dir/Arts_Entertainment_and_Games/

 

On the superstring theory:

http://www.goertzel.org/supermonkey.html

http://www.physics.ucsb.edu/~jpierre/strings/

 

On Mozart’s and other’s musical dice game:

http://sunsite.univie.ac.at/Mozart/dice/

http://www.cs.vu.nl/~zsofi/mozart/

http://klang.music.virginia.edu/~ncb2d/igm.html

http://www.gmd.de/Misc/Music/scores/kirnberger/

 

On Scenario planning:

http://www.screenplay.com/

http://www.GBN.org

http://www.nothingness.org

www.wired.com/wired/scenario/build.html

www.davelash.com/scenario.html

www.mgtaylor.com/mgtaylor/jotm/winter97/scenbldg.html

www.deruijter.net/case.html

www.deruijter.net/kenter.html

 

On Cellular Automata:

http://ourworld.compuserve.com/homepages/cdosborn/caworld.html

http://dir.yahoo.com/Science/Artificial_Life/Cellular_Automata/

 

On quantum games:

http://www.arxiv.org/abs/quant-ph/0104087

http://www.aip.org/enews/physnews/1999/split/pnu411-1.htm

http://www.sciencenews.org/sn_arc99/11_20_99/bob2.htm

 

BIBLIOGRAPHY

 

AD, Games

ANSELL-PEARSON, Keith, Germinal life : the difference and repetition of Deleuze, Routledge, 1999

ANSELL-PEARSON, Keith, Viroid life : perspectives on Nietzsche and the transhuman condition, Routledge, 1997.

DE CERTAU, The Practice of Everyday Life

DE LANDA, M., War in the Age of Intelligent Machines

DELEUZE AND GUATTARI, A thousand Plateaus

DI CRISTINA, G., edited by, AD, Architecture and Science, 2001

EIGEN M., Laws of the Game, Princeton Library, 1981

EISERT, J., WILKENS, M., and LEWENSTEIN M., "Quantum games and quantum strategies". Physical Review Letters 83(Oct. 11):3077, 1999

FRAZER, J., Evolutionary architecture, Architectural Association, 1995

HILLIER, B. , Space is the Machine: A configurational theory of architecture, 1996

HOFSTADTER, D., Godel, Escher, Bach: an eternal golden braid

KELLY, K. , Out of Control: The new biology of machines, 1994

MEYER, D. A., "Quantum strategies", in Physical Review Letters 82(Feb. 1):1052, 1999

PANTZER, M., "Consumption as Work, Play and Art".

 

FILMOGRAPHY

 

Star Trek: The next Generation, quantum game between Captain Picard and ‘Q’