Complexity and Emergence

Game of life by John Conway (1970)

Cellular Automata

Inspired by Go, originally implemented as analog system.

Two steps (generations) of the game of life

Try it in motion online or offline.
Reminds of fire burning forests, bacteria, molds, etc…

Nicky Case’s Simulating the world or Parable of the Polygons
(SimCity is based on cellular automata as well)

Flocks

Flock algorithm (Boids) implementation in p5

Birds, fish, bugs, buffalos…

1) Don’t get too crowded.
2) Don’t get too isolated.
3) Swim with neighbors.
(An optional 4th rule is that you should do what it takes to flee predators)

Artificial Life


Levitated – Walking things


Levitated – Legged Creatures


Cindermedusae by Marcin Ignac


Ghost Pond

Evolutionary algorithms


Karl Sims – Evolved Virtual Creatures, Evolution Simulation, 1994

Process:

  • Generate the initial population of individuals randomly – first Generation
  • Evaluate the fitness of each individual in that population
  • Repeat on this generation until termination (time limit, sufficient fitness achieved, etc.):
  • Select the best-fit individuals for reproduction – parents
  • Breed new individuals through crossover and mutation operations to give birth to offspring
  • Evaluate the individual fitness of new individuals
  • Replace least-fit population with new individuals


Communion by Matt Pyke (Universal Everything) and Field.io – Marcus Wendt and Vera-Maria Glahn. Video here.

The installation is in a rectangular room with 6 separate projection on the walls creating almost a 360º environment. The final piece includes an array or evolving creatures going through stages of development – evolution from simple to complex with human like properties with generative behaviours

Death imitates language – Harm van den Dorpel (2016)