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The
computer simulation of evolutionary processes is already a well
established technique for the study of biological dynamics. One can
unleash within a digital environment a population of virtual plants
or animals and keep track of the way in which these creatures change
as they mate and pass their virtual genetic materials to their
offspring. The hard work goes into defining the relation between the
virtual genes and the virtual bodily traits that they generate,
everything else -keeping track of who mated with whom, assigning
fitness values to each new form, determining how a gene spreads
through a population over many generations- is a task performed
automatically by certain computer programs collectively known as
"genetic algorithms". The study of the formal and functional
properties of this type of software has now become a field in
itself, quite separate from the applications in biological research
which these simulations may have. In this essay I will deal neither
with the computer science aspects of genetic algorithms (as a
special case of "search algorithms") nor with their use in biology,
but focus instead on the applications which these techniques may
have as aids in artistic design.
In a sense evolutionary simulations
replace design, since artists can use this software to breed new
forms rather than specifically design them. This is basically
correct but, as I argue below, there is a part of the process in
which deliberate design is still a crucial component. Although the
software itself is relatively well known and easily available, so
that users may get the impression that breeding new forms has become
a matter of routine, the space of possible designs that the
algorithm searches needs to be sufficiently rich for the
evolutionary results to be truly surprising. As an aid in design
these techniques would be quite useless if the designer could easily
foresee what forms will be bred. Only if virtual evolution can be
used to explore a space rich enough so that all the possibilities
cannot be considered in advance by the designer, only if what
results shocks or at least surprises, can genetic algorithms be
considered useful visualization tools. And in the task of designing
rich search spaces certain philosophical ideas, which may be traced
to the work of Gilles Deleuze, play a very important role. I will
argue that the productive use of genetic algorithms implies the
deployment of three forms of philosophical thinking (populational,
intensive, and topological thinking) which were not invented by
Deleuze but which he has brought together for the first time and
made the basis for a brand new conception of the genesis of
form.
To be able to apply the genetic
algorithm at all, a particular field of art needs to first solve the
problem of how to represent the final product (a painting, a song, a
building) in terms of the process that generated it, and then, how
to represent this process itself as a well-defined sequence of
operations. It is this sequence, or rather, the computer code that
specifies it, that becomes the "genetic material" of the painting,
song, or building in question. In the case of architects using
computer-aided design (CAD) this problem becomes greatly simplified
given that a CAD model of an architectural structure is already
given by a series of operations. A round column, for example, is
produced by a series such as this: 1) draw a line defining the
profile of the column; 2) rotate this line to yield a surface of
revolution; 3) perform a few "Boolean subtractions" to carve out
some detail in the body of the column. Some software packages store
this sequence and may even make available the actual computer code
corresponding to it, so that this code now becomes the "virtual DNA"
of the column. (A similar procedure is followed to create each of
the other structural and ornamental elements of a
building.)
At this point we need to bring one of
the philosophical resources I mentioned earlier to understand what
happens next: population thinking. This style of reasoning was
created in the 1930's by the biologists who brought together
Darwin's and Mendel's theories and synthesized the modern version of
evolutionary theory. In a nut shell what characterizes this style
may be phrased as "never think in terms of Adam and Eve but always
in terms of larger reproductive communities". More technically, the
idea is that despite the fact that at any one time an evolved form
is realized in individual organisms, the population not the
individual is the matrix for the production of form. A given animal
or plant architecture evolves slowly as genes propagate in a
population, at different rates and at different times, so that the
new form is slowly synthesized within the larger reproductive
community. (1) The lesson for computer design is simply that once
the relationship between the virtual genes and the virtual bodily
traits of a CAD building has been worked out, as I just described,
an entire population of such buildings needs to be unleashed within
the computer, not just a couple of them. The architect must add to
the CAD sequence of operations points at which spontaneous mutations
may occur (in the column example: the relative proportions of the
initial line; the center of rotation; the shape with which the
Boolean subtraction is performed) and then let these mutant
instructions propagate and interact in a collectivity over many
generations.
To population thinking Deleuze adds
another cognitive style which in its present form is derived from
thermodynamics, but which as he realizes has roots as far back as
late medieval philosophy: intensive thinking. The modern definition
of an intensive quantity is given by contrast with its opposite, an
extensive quantity. The latter refers to the magnitudes with which
architects are most familiar with, lengths, areas, volumes. These
are defined as magnitudes which can be spatially subdivided: if one
takes a volume of water, for example, and divides it in two halves,
one ends up with two half volumes. The term "intensive" on the other
hand, refers to quantities like temperature, pressure or speed,
which cannot be so subdivided: if one divides in two halves a volume
of water at ninety degrees of temperature one does not end up with
two half volumes at forty five degrees of temperature, but with two
halves at the original ninety degrees. Although for Deleuze this
lack of divisibility is important, he also stresses another feature
of intensive quantities: a difference of intensity spontaneously
tends to cancel itself out and in the process, it drives fluxes of
matter and energy. In other words, differences of intensity are
productive differences since they drive processes in which the
diversity of actual forms is produced. (2) For example, the process
of embryogenesis, which produces a human body out of a fertilized
egg, is a process driven by differences of intensity (differences of
chemical concentration, of density, of surface tension).
What does this mean for the architect?
That unless one brings into a CAD model the intensive elements of
structural engineering, basically, distributions of stress, a
virtual building will not evolve as a building. In other words, if
the column I described above is not linked to the rest of the
building as a load-bearing element, by the third or fourth
generation this column may be placed in such a way that it cannot
perform its function of carrying loads in compression anymore. The
only way of making sure that structural elements do not lose their
function, and hence that the overall building does not lose
viability as a stable structure, is to somehow represent the
distribution of stresses, as well as what type of concentrations of
stress endanger a structure's integrity, as part of the process
which translates virtual genes into bodies. In the case of real
organisms, if a developing embryo becomes structurally unviable it
won't even get to reproductive age to be sorted out by natural
selection. It gets selected out prior to that. A similar process
would have to be simulated in the computer to make sure that the
products of virtual evolution are viable in terms of structural
engineering prior to being selected by the designer in terms of
their "aesthetic fitness".
Now, let's assume that these
requirements have indeed been met, perhaps by an architect-hacker
who takes existing software (a CAD package and a structural
engineering package) and writes some code to bring the two together.
If he or she now sets out to use virtual evolution as a design tool
the fact that the only role left for a human is to be the judge of
aesthetic fitness in every generation (that is, to let die buildings
that do not look esthetically promising and let mate those that do)
may be disappointing. The role of design has now been transformed
into (some would say degraded down to) the equivalent of a prize-dog
or a race-horse breeder. There clearly is an aesthetic component in
the latter two activities, one is in a way, "sculpting" dogs or
horses, but hardly the kind of creativity that one identifies with
the development of a personal artistic style. Although today slogans
about the "death of the author" and attitudes against the "romantic
view of the genius" are in vogue, I expect this to be fad and
questions of personal style to return to the spotlight. Will these
future authors be satisfied with the role of breeders of virtual
forms? Not that the process so far is routine in any sense. After
all, the original CAD model must be endowed with mutation points at
just the right places (an this involves design decisions) and much
creativity will need to be exercised to link ornamental and
structural elements in just the right way. But still this seems a
far cry from a design process where one can develop a unique
style.
There is, however, another part of the
process where stylistic questions are still crucial, although in a
different sense than in ordinary design. Explaining this involves
bringing in the third element in Deleuze's philosophy of the genesis
of form: topological thinking. One way to introduce this other style
of thinking is by contrasting the results which artists have so far
obtained with the genetic algorithm and those achieved by biological
evolution. When one looks at current artistic results the most
striking fact is that, once a few interesting forms have been
generated, the evolutionary process seems to run out of
possibilities. New forms do continue to emerge but they seem too
close to the original ones, as if the space of possible designs
which the process explores had been exhausted. (3) This is in sharp
contrast with the incredible combinatorial productivity of natural
forms, like the thousands of original architectural "designs"
exhibited by vertebrate or insect bodies. Although biologists do not
have a full explanation of this fact, one possible way of
approaching the question is through the notion of a "body plan".
As vertebrates, the architecture of our
bodies (which combines bones bearing loads in compression and
muscles bearing then in tension) makes us part of the phylum
"chordata". The term "phylum" refers to a branch in the evolutionary
tree (the first bifurcation after animal and plant "kingdoms") but
it also carries the idea of a shared body-plan, a kind of "abstract
vertebrate" which, if folded and curled in particular sequences
during embryogenesis, yields an elephant, twisted and stretched in
another sequence yields a giraffe, and in yet other sequences of
intensive operations yields snakes, eagles, sharks and humans. To
put this differently, there are "abstract vertebrate" design
elements, such as the tetrapod limb, which may be realized in
structures as different as as the single digit limb of a horse, the
wing of a bird, or the hand with opposing thumb of a human. Given
that the proportions of each of these limbs, as well as the number
and shape of digits, is variable, their common body plan cannot
include any of these details. In other words, while the form of the
final product (an actual horse, bird or human) does have specific
lengths, areas and volumes, the body-plan cannot possibly be defined
in these terms but must be abstract enough to be compatible with a
myriad combination of these extensive quantities. Deleuze uses the
term "abstract diagram" (or "virtual multiplicity") to refer to
entities like the vertebrate body plan, but his concept also
includes the "body plans" of non-organic entities like clouds or
mountains. (4)
What kind of theoretical resources do we
need to think about these abstract diagrams?. In mathematics the
kind of spaces in which terms like "length" or "area" are
fundamental notions are called "metric spaces", the familiar
Euclidean geometry being one example of this class. (Non-Euclidean
geometries, using curved instead of flat spaces, are also metric).
On the other hand, there are geometries where these notions are not
basic, since these geometries possess operations which do not
preserve lengths or areas unchanged. Architects are familiar with at
least one of these geometries, projective geometry (as in
perspective projections). In this case the operation "to project"
may lengthen or shrink lengths and areas so these cannot be basic
notions. In turn, those properties which do remain fixed under
projections may not be preserved under yet other forms of geometry,
such as differential geometry or topology. The operations allowed in
the latter, such as stretching without tearing, and folding without
gluing, preserve only a set of very abstract properties invariant.
These topological invariants (such as the dimensionality of a space,
or its connectivity) are precisely the elements we need to think
about body plans (or more generally, abstract diagrams.) It is clear
that the kind of spatial structure defining a body plan cannot be
metric since embryological operations can produce a large variety of
finished bodies, each with a different metric structure. Therefore
body plans must be topological.
To return to the genetic algorithm, if
evolved architectural structures are to enjoy the same degree of
combinatorial productivity as biological ones they must also begin
with an adequate diagram, an "abstract building" corresponding to
the "abstract vertebrate". And it is a this point that design goes
beyond mere breeding, with different artists designing different
topological diagrams bearing their signature. The design process,
however, will be quite different from the traditional one which
operates within metric spaces. It is indeed too early to say just
what kind of design methodologies will be necessary when one cannot
use fixed lengths or even fixed proportions as aesthetic elements
and must instead rely on pure connectivities (and other topological
invariants). But what it is clear is that without this the space of
possibilities which virtual evolution blindly searches will be too
impoverished to be of any use. Thus, architects wishing to use this
new tool must not only become hackers (so that they can create the
code needed to bring extensive and intensive aspects together) but
also be able "to hack" biology, thermodynamics, mathematics, and
other areas of science to tap into the necessary resources. As
fascinating as the idea of breeding buildings inside a computer may
be, it is clear that mere digital technology without populational,
intensive and topological thinking will never be enough.
REFERENCES:
(1) "First....the forms do not
preexist the population, they are more like statistical results. The
more a population assumes divergent forms, the more its multiplicity
divides into multiplicities of a different nature....the more
efficiently it distributes itself in the milieu, or divides up the
milieu....Second, simultaneously and under the same
conditions....degrees are no longer measured in terms of increasing
perfection....but in terms of differential relations and
coefficients such as selection pressure, catalytic action, speed of
propagation, rate of growth, evolution, mutation....Darwinism's two
fundamental contributions move in the direction of a science of
multiplicities: the substitution of populations for types, and the
substitution of rates or differential relations for
degrees."
Gilles Deleuze and Felix Guattari. A
Thousand Plateaus. (University of Minnesota Press, Minneapolis,
1987). Page 48.
(2) "Difference is not diversity.
Diversity is given, but difference is that by which the given is
given...Difference is not phenomenon but the nuomenon closest to the
phenomenon...Every phenomenon refers to an inequality by which it is
conditioned...Everything which happens and everything which appears
is correlated with orders of differences: differences of level,
temperature, pressure, tension, potential, difference of
intensity".
Gilles Deleuze. Difference and
Repetition. (Columbia University Press, New York, 1994). Page
222.
(3) See for example:
Stephen Todd and William Latham.
Evolutionary Art and Computers. (Academic Press, New York, 1992).
(4) "An abstract machine in itself is
not physical or corporeal, any more than it is semiotic; it is
diagrammatic (it knows nothing of the distinctions between the
artificial and the natural either). It operates by matter, not by
substance; by function, not by form...The abstract machine is pure
Matter-Function -a diagram independent of the forms and substances,
expressions and contents it will distribute."
Gilles Deleuze and Felix Guattari. A
Thousand Plateaus. Op. Cit. Page 141
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