Generation Gap
| background | cellular automata | rules
| installation | reflection
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When the conditions are right, global scale
complexity can arise from local scale simplicity. Frank Lloyd
Wright believed that once a building was ready, you should wait
for a year before paving the paths. The walkways should be let
to emerge spontaneously according to how people use the space,
where they walk, and eventually see the formed paths in the landscape.
This kind of attitude has been adapted
in the field of artificial life research, where the systems
are designed on a ground level, the supervening patterns
being left to form according to the local rules.
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Generation Gap explores this kind of
approach as an exhibition installation, where real life
meets artificial life. Where understanding the local rules
only does not tell you much of the emerget behaviour of
the whole.
This revelation has profoundly also
affected the way we see ourselves, by definition, A-life
has strong parallels with real life, and can shed some light
to understanding it better.
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|background
| cellular automata | rules | installation
| reflection |
John
Conways Game of Life is a beautifully simplified example
of this kind of "cellular automata". He wanted to explore
how simple rules could give rise to life-like structures and behaviours.
The lifelike properties are abstracted to moving patterns of two
colours, that arise from three simple rules relating the individual
cells to its immediate neighbours. Conway developed the rules
over several years in late 60s and early 70s with a pile of counters,
that he would arrange on a large checkerboard, experimenting with
different rule sets.
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background | cellular
automata | rules | installation
| reflection |
The rules of the game of life are as follows:
Survivals: Every counter with two or three
neighbouring counters survives for the next generation.
Deaths: Each counter with four or more neighbours dies from overpopulation
and a counter with one or none neighbours dies from isolation.
Births: Each empty cell having three neighbours is born.
IIt is hard to see from looking at these
simple rules the complexity it can create on a larger scale, when
the number of iterations grow to hundreds or thousands
various forms of moving patterns, "gliders", "guns",
oscillators and such are formed over generations. For Conway this
kind of speeded up processing was only possible later, when his
friends helped him program the Game of Life in a computer. In
fact, it was one of the very first computer games.
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background | cellular
automata | rules | installation | reflection
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Generation Gap is an exhibition piece, that
presents the game of life to modern audience, relating it back
to its roots. Computational version of the game of life is displayed
on a checkerboard grid on a table. The users are encouraged to
take part by exploring the rules with real counters, placing a
pattern on the projection, and arranging the counters according
to the rules. The digital version reacts to the physical by firstly
slowing down significantly, and secondly, by detecting the physical
counters, and triggering corresponding digital bits on. So, the
user is overriding the synthetic games rulesets.
Generation gap can be interpreted on two
different levels:
A user manipulating the counters is very
slow, it enables one to understand and see the effects of the
local scale rules clearly, but gives no indication on what the
larger scale influence is. The digital game of life is running
thousands of times faster, and gives an overview, a global perspective
on what the rules can achieve. Gliders crawling across the screen,
multistep blinkers oscillate vividly. But when user interaction
is detected, it slows down to two iterations a second; just enough
to enable the user to intuitively understand small areas
behaviour, but too fast for one to be able to think through the
moves consciously.
These three different time scales are overlaid on top of each
other, bridging the understanding of the slow and local, to the
fast and global.
Game of Life was coined on a checker board
with counters, by reintroducing them into the computational form
reuniting the digital manifestation to its historical origins
in the late 60s.
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background | cellular
automata | rules | installation
| reflection |
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The game of life is an old concept, and the aim of the
project was to revitalise it to a wider public. It is essentially
an exhibition piece, making a theoretical concept more tangible
to non-expert audience.
When observing people interacting with the piece, they were
very engaged with the physical interaction, the way how
manipulating the counters would be visibly indicated in
the projection, and how the simulation reacted to the placement
of the counters.
It however, was not self-explanatory enough, and begged
for further description and clarification. This might work
the best as a kind of intro screen, on the projection itself,
animating the principle before letting the user in. Indeed,
the piece ran continuously, and people could decide either
to participate, or to remain as passive viewers.
Because of the overdrive function of the physical counters,
the simulation displayed some quite interesting, ordinarily
impossible patterns. I found myself playing with it for
hours, just to see where these new avenues might lead. The
downside of this was that if the stage was left full with
counters, the simulation would never reach any homeostasis,
but would run indefinitely in seeming chaos.
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