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"Architecture as
"Seed" Induction Cities -- 2 Subway
Stations
Hidden Things / Streets of Underground Stems: Computer
Program Generated Architecture
A car approaches an intersection and hits a bumpy surface.
Instead of the usual smooth asphalt pavement, the surface of the road is uneven.
The bumpy patch lasts only briefly before the smooth pavement
returns.
Pedestrians hurriedly crossing the same intersection give little
thought to the fact that the road beneath their feet is covered with
heavy iron plates, not asphalt. And of course they are not aware of the fact that beneath those iron plates a chasm yawns.
In fact, the plates temporarily making up the surface of the road
cover from sight a huge abyss opening for dozens of meters into the depths of the earth: the construction site for a subway line.
The subway, or underground railway, is a tube extending
beneath the surface of the earth. Separate from networks above the ground, it is a pipeline, long, intricately winding.
Under the ground, the "sealed machines" -- pride of the
construction industry -- move about at will. Rotating drill bits at their noses eat their way into the rock. In their wake, a finishing material, called "segment," is poured into place, and meter after meter of underground tubing is created.
These machines, though indeed guided by human operators, are
virtually robots. Unknown to the rest of us, huge robotic machines are carving their way through the earth beneath our very feet.
All of the subway construction work is performed within these
machines tunneling through the earth. The outer surfaces of the tubes they construct are seen by no one.
Or at least, they are not meant to be seen. But in fact there are
points at which they come into sight.
Thirteen subway lines run beneath the center of Tokyo. At terminal stations where different lines converge, newly constructed tubes descend to pass beneath those already in place. At such points,
sealed construction techniques cannot be employed. Instead, the
surface of the earth must be broken and a cavern opened into the
ground from above. Within this cavern, existing subway tubes are first excavated and supported in mid-air (or mid-earth?). In this way, after spending years or decades buried in the earth, the old tube is for the first time exposed to view, dug up like a fossil of the industrial age.
Descending into the construction site, once discovers a jungle
of steel structures. The freshly excavated concrete tubes seem to be suspended in the light leaking down from above. This is what lies
beneath those iron plates on the roads above. Neither cars nor
pedestrians are aware of this other intersection deep in the ground.
The outer walls of the tubes glisten with dripping water and the
reflected light from above begins to tremble with the vibration of a
train passing through the tube's interior. Passengers on the train are oblivious to this spectacle -- the intermittent shimmering of the surfaces of these subterranean tendrils.
When the newly built subway station is completed, it becomes
one more of these interconnecting tubes, part of an interwoven, criss-crossing space folding back on itself like a topological sample. Before long, the outer walls of the new tubes will be buried in the earth. The inner walls of the tube are themselves concealed from sight by the finishing and paneled surfaces of the station's interior. The tube becomes an object hidden both from without and from within.
The idea, then: to make what is hidden into something to be
seen.
That is one of the purposes of this project, an intention which
also underlies the K-Museum project at the Tokyo Bayside city center.
That museum also deals with the themes of invisible, multi-purpose
underground channels.
Making visible what is invisible -- whether it is the structures of
the city or its economy, its beauty, moods or even love (?) -- by means of tangible materials: this is, I think, the meaning and significance of "making" things, not only for architecture but in the widest sense.
In this case, the first thing we sought to do was to make visible
the physical fabric of the framework used in the construction of the subway tube. This we thought would enable the subway station to fulfill a new purpose, as a kind of museum of industry. Elimination of the interior finishing of the station would also reduce overall
construction costs substantially.
And yet, many obstacles stood in the way of making bare, and
thus visible, something which it has always been considered only
natural to conceal. The obstacles included engineering issues, of
course (waterproofing, etc.), but more significantly matters of legal
codes, the "system," and sheer habit.
After a long process of persuading and gradually winning the
cooperation of many parties, what was so long hidden has at last been exposed, in all its naked beauty.
This was accomplished in part by the insertion of another kind
of tube, the Web Frame. The Web Frame 'inherits' the DNA of the
engineering framework, selecting, transforming and enhancing its
features: an interweaving, entangling, expanding, pulsating Web,
growing towards the light of day, a second species of subterranean
tubule.
The growth of the Web Frame was facilitated by computer
program for automated generation of code. This was a development and practical realization of the on-going research project titled "Induction Cities." And this is the world's first implementation of what we call PGA, Program Generated Architecture.
Induction Cities: Designing without the Hand
The hand is, sometimes, faster than the eye. Often enough, it
may be more precise, too.
As a rule, the process of designing is not entirely a result of
conscious activity. Logic is certainly helpful for the analysis of
contradictory requirements in a given design problem, but often
enough the solution seems to arrive suddenly, 'out of nowhere.'
This is true (it seems) even of discoveries in fields such as
physics or mathematics, where logic is everything.
One such example is the well-known tale of the discovery, in a dream (it is said), of the hexagonal structure of the benzene molecule.
Sometimes, in the field of design, as well, the elegant solution
to an entangled set of problems comes in a flash of inspiration, with a single stroke of the pencil. One who can achieve such successes may likely be called a genius. In this, there is no difference between the sciences and architecture.
What about theory, then? What if we were to ask a Leonardo or
a Michelangelo about his theory? Would we, upon hearing their
replies, be able to create works rivaling theirs?
In the case of a scientific theory, we can determine its accuracy
by further inquiry and experimentation. If the theory holds up, it can be put into practice.
A chemical formula that appeared in a dream to one scientist
could be tested and verified by a host of researchers who did not have that dream. This may in turn give rise to many new theories and engender, in practice, something as massively real as the global petroleum industry, something capable of raising the temperature of the earth's atmosphere.
A single night's dream, because its meaning is verifiable, can
change the climate of the earth. Verifiability -- this is a fundamental rule of scientific inquiry.
In architecture, however, a theory can only be verified by the
individual who devises it. No one else can use that theory.
We have yet to hear of any other architect making use of Le
Corbusier's "domino" theory to create buildings that rival his major
works.
Does this mean, then, that there is no hope of creating re-usable
architectural theory? Is a verifiable theory of architecture, in the mode of scientific theory, not possible?
To construct such a theory what is needed is an approach to
architectural design freed of the hand -- the hand that is "faster than logic, and more precise."
In other words, we must learn to design with our hands tied. To
design without the hand, using logic alone.
The task is to 'bring into the open' the (subconscious) thought
processes at work in the brain, and make them available to (verifiable by) anyone.
To make the dream a verifiable reality, what is needed is
science.
For example, work in the past on "pattern languages" was one
of the admirable pioneers of this idea of "exteriorizing" thought
processes. Perhaps this work was destined to fail only because it
preceded the advent of the personal computer -- in the end, results came to depend upon the training of the individual user.
Today, things are different. We have at our disposal a new
weapon.
And this is where it began: the construction of a theory of
architecture and of the city as a science. "Design-less design" -- the Induction Cities project.
Choosing Among Values: What counts as a "Good" Thing?
Research on Induction Cities is an ongoing project involving
participants from various universities and architectural firms; its
membership changes from time to time. Unlike the formal research
program of a university curriculum, this project is the work of a
virtual, flexible research organ.
Ten years ago, at the outset, we tried first of all to determine
whether such an undertaking was even feasible.
Eventually, we began to think it could indeed work, and we set
out to design a city in its entirety. This was the first phase.
Now in the second phase we are seeking to go beyond research,
to put our theory into practice.
At the time we started, no one else seemed to be doing this kind
of research. Since then, we are pleased to see a number of people
engaged in research in this area, presenting academic papers on
relevant issues. But the distinctive feature of Induction Cities is that we are concerned with more than research -- we seek to develop methods of design which are of real practical utility.
During the first phase of Induction Cities, we sought to create
methods for the design of cities and urban neighborhoods rather than individual buildings.
So we separated the problems of urban design into their
component elements and developed "elemental programs" to solve
those problems one by one.
For example, what makes up a "good" street? What are the
tolerable limits on gradient or undulation? What is a "pleasing" or
"suitable" layout, and how should functional requirements be
"optimized"?
Specific programs were created to address each of these
questions and the results integrated to compose a unified solution.
Of course, there is much more to the sum of urban design than
these parts, but the parts -- the elemental programs -- can be
recombined and modified as necessary.
Making it easy to add and remove what is needed, keeping the
whole open and flexible -- this is a key feature of Induction Cities.
The basic structure of Induction Cities can be outlined as
follows (variations on this exist, as well):
1. Criteria of value
2. Evaluation programs
3. Output programs
4. Connection
5. Generation of the final program
In other words, create several programs to output potential
plans (3) and create a program to evaluate the output (2). Link these together, have the results evaluated by the contractor, then go home (4). How much time is required depends on available computing power, but after a few days, the program will have selected, from a large volume of plans output by the computer, the plan with the highest score by the criteria of value.
Finally, the selected plan (or rather, the program which
generated that plan) is adjusted to meet the requirements of the
construction site, and a final plan is generated (5).
The combined results of step 5 are fed back to step 3, and as the
whole process is repeated over time, something close to an inheritance algorithm will be achieved (6 -- Feedback).
One misunderstanding to be avoided: the method here does not
consist of using a computer to generate endless numbers of plans from which the best can then be selected. The Induction Cities program is designed to generate "good plans" automatically.
What, then, is a "good plan"?
How, in other words, are the criteria of value -- in step 1 above
-- established?
In our first project, the City of the Sun Goddess, valued was
weighted for maximum exposure to sunlight. This is easy to
understand. One condition was input -- each residential unit must
receive at least a given number of hours of sunlight each day. Solving design issues on the basis of this condition, the program yielded a far more flexible plan for the arrangement of residential units than a conventional design approach to the same problem, which depends simply on maximizing the spacing among adjacent units.
Our next project was to design streets for the City of Generative
Neighborhoods. Our definition of a "good street" was one which
satisfied two criteria: "leading quickly to the destination," and "a
pleasant route to follow."
The criteria of arriving quickly could be readily solved by a
mathematical formula for the number of intersections and the number of intersecting streets. This problem is comparable to that of minimizing resistance values in the design of circuit boards.
To create pleasing routes, we maximized the degree of diversity
in available routes.
A street that is perfectly straight is tedious, but streets which
curve in predictable patterns become monotonous, too. This is similar to the problem of differentials in an electric current flowing though a circuit.
Of course, it is true that the pleasure of a route doesn't depend
solely on such factors. It also matters what kind of shops line the
street, what the individual's goals are, and so on. It is also true that a street pleasing to students may not be pleasant for the elderly. My own preferences may well vary from one day to the next, indeed, and there is no uniform set of values by which something like this can be decided once and for all.
For such reasons it is evident that criteria of value in planning
should be open to selection on a case-by-case basis.
We should be able to input and replace different sets of values
as required by the circumstances and occasion, the same way we can change cassettes in an audio deck -- different programs for children, for myself, and for you.
The idea behind Induction Cities is to create the deck -- a
mechanism for playing any variety of cassettes. Better stated, it's not a matter of designing hardware, something like an audio player, but the algorithms which enable the same deck to play any kind of music -- the software, that is.
What we wanted to determine through the Induction Cities
project was not whether a given set of values is right or wrong but
rather, given a chosen set of values, how can we create a computer program that can generate solutions which satisfy those values in practice.
Arbitrariness and Randomness -- Things Not Designed
In order to delimit clearly the role of the computer program
within the Induction Cities project, we draw a sharp distinction
between what is to be designed and what is not.
The criteria of value to be met automatically by the program are
defined in advance. Everything else, however, is left up to the
program, to be decided randomly, free of human intervention.
Thus the final plans and forms generated by the program are not,
in any usual sense, a product of the designer's hand. Arbitrariness (in a narrow sense) is eliminated. The project is oriented by a strict rule of asceticism.
Design-less design: the designer's hands remain tied.
A good deal of effort is required to resist the impulse to free
one's hands and intervene with the plans generated by the program. To make up for this, the program is designed to generate relatively simple plans. Keeping things in proportion makes it easier to understand what the program's goals are.
In this sense, the structures generated by Induction Cities
programs are close to those of snowflakes or butterfly wings.
Although such things may indeed appear to be marvelously
designed, they are not the result of a designer's "hand."
They are 'phenomena' -- generated by the word (law of nature)
of that famous Designer (also noted for having created the world in
seven days). ("Let there be light.")
Induction Cities is a method for achieving such phenomena --
by induction.
Simulation and Artificial Intelligence -- Thinking Machines
Induction Cities encompasses simulation, as a tool. But don't
draw the conclusion, therefore, that it's merely a matter of simulation.
A popular example of the conventional use of simulation would
be the simulation of scenery in three dimensions. Programs for
simulating scenery are designed to represent realistic shifts in
perspective. If we change one factor, the software will show us how
this alters the rest, so we can choose from any number of plans. But we don't know whether any of these plans will be any good. There is no assurance that our requirements will be satisfied by any of the available plans, that is.
Induction Cities, by contrast, makes judgements on the basis of
our specified criteria of value. Unlike an automated software device
which just outputs one plans after another, Induction Cities programs are equipped with artificial intelligence capacities so they can propose plans that come as close as possible to satisfying our wishes.
Needless to say, because these programs re dealing with reality,
their orientation differs from that of simulation games such as
SimCity.
Induction Cities is far more than mere computer simulation.
The Computer as Extension of the Brain
Another motive of Induction Cities is the development of a new
way of using computers. There are people who claim that with the
advent of computers entirely new forms of design have at last become possible. Is this true, after all?
For a long time now, we have been using computers to perform
structural analyses, and in that sense computers have become
indispensable for design work. The same is true for simulation of
acoustic and lighting plans. Computers are also indispensable for
management and administration of construction sites, for that matter.
In the field of design it certainly may seem that, for example,
anamorphic forms composed with computer graphics software would be impossible without the computer.
But architectural design differs in crucial ways from the task of
creating special effects for movies, SFX, for example. In the final
outcome, architects design real things.
If the things architects design can be built, then models of them
can be constructed, as well. And if models can be made, then there is no reason why design studies can't begin, just as they used to, from models. This is not mere sophistry.
Logically, then, there is no such thing as architecture that
cannot be designed using model studies in the traditional way. Of
course, computers have a valuable role in any aspect of the design
process. It is much easier to create models with the aid of optical
modeling devices than without them. Computers are very helpful for finishing work on irregular curved surfaces, as well. But the same tasks can be accomplished by conventional design methods.
To put it simply, computer graphic design "effects" are just
what they appear to be -- the effect of using computers for graphic design. They have nothing essential that makes it impossible to created them without a computer.
What kind of design work is there, then, that cannot be
performed without a computer?
The answer, I think, lies in the use of computers as a tool for
thinking. Just as the calculator freed the human brain from the work of doing arithmetic sums, the computer should be able to free the brain of other burdens, as well.
And yet there are certain tasks which only the human brain can
perform.
What we should be seeking are ways for the computer and the
brain to complement each other and collaborate in the work of
architectural design.
This means we must find ways of using the computer as an
extension not merely of the designer's hand but of the human brain, as well. Only when this becomes possible will we see the appearance of kinds of architecture that are indeed impossible without the computer.
Those new kinds of architecture may not necessarily look anything
like what is output by computer graphic design software. On the
contrary, they may well turn out to be quite familiar, at first glance.
Consider, for example, that the most impressive SFX-style
special effects that we see in movies are precisely those which don't appear to be "special" effects at all. They look, rather, as though they just could be real, even though we know they have no existence in reality.
Endless Design -- No Deciding
One major difference between Induction Cities and
conventional approaches to design is that each test of Induction Cities programs yields different results from the one before.
What the evaluation program selects is not a given plan, but the
generative program which "gave birth to" the optimum plan.
Just as though, rather than choosing a good puppy from among
a litter, the idea were to select the parents of that litter, those with the DNA to give birth to good puppies.
This means that no given solution is taken as final.
With conventional approaches, once a design is finalized, it
becomes difficult to make changes.
When the overall plan is completed, compromise becomes
impossible. If changes are made to just one part, the balance of the
whole is undermined.
The Inductive Cities program, however does not generate a
single, completed solution to a given set of problems. Hence its
flexibility.
…
The solutions generated by Induction Cities are not
conclusions; they are links in a continually changing process: design
which continues to evolve and grow.
Perhaps the same is true of real cities? They mature, and change,
like living beings.
Living Creatures / Form and Mechanism
The idea of learning from living organisms has made its
appearance any number of times in the history of architectural thought.
Induction Cities differs from such precedents in this respect: we
are not seeking to imitate forms of life but their mechanisms. We are not after metaphors but models.
The "Metabolism" movement of the 1960's, for example,
argued that architecture should be able to develop "just as" living
organisms develop. Induction Cities is not pursuing the metaphor
("just as") but instead is interested in using the "method" of decision-making. We have even less interest in imitating the forms of living organisms. What we need to learn from are not forms, nor symbols, but mechanisms.
In the course of their interaction with the environment, some
species are (in the long run) selected; they survive and prosper. The goal of Induction Cities is to apply this mechanism of survival and selection to the problem of generating plans which are adapted to the environment (=conditions).
One example: On Demand City, a program created to optimize
the location of urban facilities.
Recalling what was said above about criteria of value -- in
response to the objection that what is "optimal" can't be decided once and for all -- this program works with indexical values based on the optimal distances among various urban facilities.
For example, it's better if the nearest convenience store is
located close to home, and the nearest factory is far away from home.
Following this principle, values of 1 to 10 (the numbers are not
important here) were assigned to weight the optimum distance
between each kind of facility, and a matrix was drawn up.
Meanwhile, w devised an evaluation program to compare the
relative distances among all urban facilities within a given area (a
huge number of possible combinations).
The optimum total number of each kind of facility was
calculated by a standard formula for urban planning.
The facilities were then scattered at random locations within the
target area.
One facility was then relocated, and the results were fed into
the evaluation program. If this gave a better score for optimized
distances, another facility was moved. If the score then fell, the move was retracted and another tested. The process was repeated over and over.
When all facilities had been located at optimum distances from
each other, the evaluation program should give the maximum
theoretical score.
In fact this doesn't happen. Since each facility's optimum
location is relative to its distance from all other facilities, optimizing
for one type of facility will inevitably result in less than ideal
locations for others. It is not possible to find a means of locating all
that improves mutual distances for all. Needless to say, finding a
manual solution to this kind of problem is out of the question.
After running these programs for several days several of them
came to a halt because they had reached their maximum attainable scores. These results show the best possible arrangement of facilities.
The theoretical ideal is never reached, but a solution that is close
enough can be obtained.
The facilities to be located by such a program need not be
defined conventionally, as homes, shops and factories. The program can be modified to optimize according to desiderata such as places to play, to sleep, etc. In this case, a facility which doesn't yet exist -- where one could play, work and then sleep -- could be generated by the program. These may not exist today, but if a latent need for them were discovered by such a program, this could lead to the invention of new types of urban facilities.
This program is close in some ways to the artificial "Life"
program which simulates the growth of microorganisms.
In fact, if the program is run at a high enough speed, countless
numbers of colored dots (each representing various facilities) can be seen roaming the streets of the map on the display screen, settling into place when they arrive at their optimal locations.
It is important to emphasize that no one is giving directions for
the design of the whole according to any overall plan.
No one, in other words, is designing the city. It is "design-less."
Decisions are made solely on the basis of a "partial
relationship" -- desirable distances.
The layout plan resulting from the program looks "natural" --
looks, that is, like the map of an actual town. "Looks like…" is not a scientific expression, of course. But it does account for an intuitive evaluation of the outcome. Intuition -- the designer's hunch -- is just about as fast as the hand.
If the 'computer-generated virtual plan' and the 'existing actual
town' -- each of which has a completely different genesis -- appear quite similar, then perhaps the underlying principle of their emergence is the same? This is at least a possibility.
Subway Stations / "Generated" Architecture, bi.Organic @rchitecture
I have wondered for a long time whether something like an
architectural "seed" could not be created.
A seed, given water and light, extends its roots, grows leaves
and comes into flower. It spreads its roots in search of soft soil and
places its leaves so they receive as much sunlight as possible.
The structures of a plant's stems and leaves are designed in an
optimal response to the relative economies of strength needed to
withstand wind pressure versus available resources (nourishment).
They find the limits of compromise between their own needs and the conditions of the environment, and grow accordingly.
On a clear day, I gently plant some seeds in the soil.
Eventually, the seeds put forth buds and roots. They test the
ground beneath them and measure the direction of the wind. Adapting to available sunlight, finding a compromise among contradictory needs of space and function and adapting to the prescribed limitations, they grow, clumping thickly in some places, thinning out in others, gathering or dispersing as conditions allow. And they keep growing.
If you watch this process carefully, you will notice the
emergence there of something like "architecture."
It starts out with things it has never seen before. In a space it
has not experienced until now. But as it tests and begins using these it learns. More than ever before its needs are met. And something more than that.
I wondered for a long time: is there a way of creating
something like this, an architectural "seed"?
Its beginnings are the Web Frame. Intertwining stems of metal,
extending beneath the ground.
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Automated Architecture / Web Frame
The significance of Induction Cities lies in the search for better
solutions to given conditions.
What were the conditions that Web Frame had to solve?
There were three issues:
1. Restrictions on space.
2. Conditions imposed by each component.
3. The extension of the given space.
The first of these was an absolute condition allowing no margin
for improvisation, just as one cannot choose the site when designing a building above ground.
As for 2., any variety of forms and quantities is possible under a
Computer Graphic simulation, but in reality, conditions are imposed
by the kind of installation that can be carried out. For example, it is
difficult to achieve an intersection at the same point of five frame
tubes with an angular variation of one degree each. Individual
parameters were established to allow for automated clearance of such specific conditions.
This is essentially the same kind of task as designing structural
frames for conventional architectural work.
The third condition -- spatial extension -- became another
parameter. By specifying the approximate position and volume of
component parts, the desired space is generated. This is a flexible
specification.
It is a lot of work to develop a program that will satisfy just
these three conditions. Several attempts were needed to get it right.
Even an automated program for designing a free frame "closed"
in three dimensions turns out to be difficult. There are restrictions on the solid angles that can be employed, and all points must be joined together.
The issues here are different from those of conventional space
frames assembled in regular fashion from materials with fixed angles.
Simply because the degree of freedom is great, divergences can occur and lead in unpredictable directions.
Freedom can, of course, readily slip over into chaos.
But an important element of this concept is to give the
appearance of chaos while in fact obeying certain regularities.
While the result may appear to be arbitrary and willful, the
necessary conditions are rigorously met. The same can be said of
chaos and of all forms of complex phenomena.
The coexistence of freedom and harmony! This sounds like a
catchphrase put forth at some kind of meeting by people fully aware that such a thing will never come about in reality. But this is not an empty
slogan. We are (just) beginning to see signs that it can be realized.
Introducing Arbitrariness / Returning from "Design-less" to
Design
With the Web Frame project, we have moved forward from the
first phase of Induction Cities into the field of 'esthetic' evaluation.
That is our fourth objective.
In the first phase, we selected as the basis for our criteria of
evaluation such quantifiable variables as exposure to sunlight,
distance, gradients, wind speed and resistance, etc. In the case of the City of Generative Neighborhoods project, we defined "interesting" by means of certain formulae and thus introduced a factor of sensibility, but we were not evaluating whether the resulting plans were after all interesting or not.
With the Web Frame project, however, we tried to go beyond
the principle of randomness (to which we have thus far adhered) and bring into play some measure of arbitrariness.
By arbitrary, I do not mean that we are inputting directly
specifications for factors such as space or forms. What we intend
rather is a program to satisfy "fuzzy" criteria such as "enjoyable" or "dynamic."
The designer's hands, tied up until now, will begin to move, just
a little. But the hands in question are not human -- they are artificial.
At this point, however, we ran into a surprising (though not
entirely unforeseeable) difficulty.
The method used for the programs for the City of Generative
Neighborhoods allowed for the definition of "enjoyable" on the basis of specific attributes, but the results did not meet our expectations.
One reason for this was the complex three-dimensional spaces
and forms in which the Web Frame had to unfold. Another factor was apparently the rigid spatial limitations of the available site.
It seems that methods based on complexity theory cannot
become really effective without ample space for implementation. The practical results of natural selection, for example, can only begin to appear in wide savannas or large oceans where numerous species of life have room to live and compete.
Also, by contrast with evaluation criteria based on clearly
definable indices, viable indices for the matters of sensibility or
feeling are difficult to pin down.
And of course implementable designs are more difficult to
achieve than research results. We are not playing a game like SimCity.
After any number of initial efforts, the program did not seem
able to deliver the kinds of good solutions we were hoping for. We
were stuck.
Living Creatures / Self-evolving Programs
At this point, we have to return to our earlier question, what is a
"good" thing? In City of the Sun Goddess, we chose as an index for evaluation exposure to sunlight, and in On Demand City, our index was distance.
Except for the requirement of meeting these conditions,
everything was randomized. We made a point of not manipulating the output of the programs.
The program for City of the Sun Goddess generated an
aggregate that looked like a natural colony. In the case of On Demand City, the resulting plan for location of facilities was similar to that of a naturally occurring town. In both cases, that is, some aspect of "naturalness" showed up. Naturalness is something that everyone can understand.
By excluding the intentions of a designer and letting criteria of
the form of physical laws determine the outcome, a plan with all the "persuasiveness" of a natural phenomenon was generated.
Would it be unfair to call that persuasiveness "beauty"?
Let me put it this way: It is the physical laws underlying their
regularity that cause us to feel that snowflakes or the waves on the surface of a river are beautiful.
The basic principles outlined above (1, 2 and 3) are at work in
the Web Frame project, as well. But the results vary widely depending on how the parameters are established. There is a large margin for instability. In short, it is close to chaos. "Naturalness" does not emerge.
If a large number of parameters are combined and finely tuned
in the pursuit of naturalness, an enormous amount of trial and error is required. In practice, such an approach is not feasible. We end up
making the best of what comes out and giving up. At this rate, there is no much difference from designing the whole plan by hand.
One means of avoiding this kind of impasse is to incorporate
laws of "nature" in the program.
Why not introduce some principle from nature -- for example,
the laws of motion governing the movement of waves -- that gives
such a sense of pleasure?
If dynamic force can create for us rational and beautiful patterns,
then it should be enough to add to our program a simulation of
dynamic force.
There is a history to this line of thinking. When Gaudi
suspended weights from inverted models to make decisions about
designing, he was in effect performing an analog computer simulation.
The same can be said of the use of soap bubbles, in the 1960s,
as the basis for designing the structure of membranes.
Today, we don't have to use either weights or soap bubbles. We
can use Navier-Stokes equations and deploy supercomputers to
simulate fluid dynamics. But the literal application of natural laws
looks tediously like mere imitation of nature. Induction Cities is not
seeking to reproduce natural phenomena.
It would be more to the point to incorporate principles which
don't bear directly on the requirements.
We began searching for effective code that would be both more
specific and simpler.
At the same time, we began examining the possibilities for
another approach.
This other approach was to have the program search for its own
evaluative criteria.
The program is run and then its output evaluated by human
beings.
The results are scored -- are they satisfactory, or not quite good
enough?
When this process is repeated often enough, the program,
instead of simply outputting more plans, begins to generate plans
which are likely to receive higher scores. If you praise the program, it learns… "AIBO" was a first step in this direction.
If the process continues long enough, the solutions output by
the program should improve markedly -- in theory at least.
The idea is to create a program which is based on this
mechanism.
What is interesting about this is that the question of what is
"good" is never given a clear answer.
(It is true, of course, that if the results obtained by this process
were analyzed, it would be possible to get a clear picture of the values involved. What you are seeking to do is just this… A table of
evaluative criteria is drawn up. For the Induction Cities project, the
mechanisms for devising a program are in principle also the means for analysis.)
As if by magic, good plans are generated, even while the
criteria for evaluation are not clarified. This is our trump card for
escaping the impasse of making value judgements.
Learning functions for software in simple form are built into
word processors, today.
If we pursue this idea further, to the point that the program
learns to modify itself, there should be no objection to calling this an "evolutionary function." What we do call it should depend on how advanced (smart) the program really is.
For these purposes, inheritance algorithms are also useful. This
program is still undergoing development.
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