Art and Artificial Life – a Primer
Simon
Penny
University of California, Irvine penny@uci.edu
ABSTRACT
It was not until the late 1980s that the term
‘Artificial Life’ arose as a descriptor of a range of (mostly) computer based
research practices which sought alternatives to conventional Artificial
Intelligence methods as a source of (quasi-) intelligent behavior in
technological systems and artifacts. These practices included reactive and
bottom-up robotics, computational systems which simulated evolutionary and
genetic processes, and are range of other activities informed by biology and
complexity theory. A general desire was to capture, harness or simulate the
generative and ‘emergent’ qualities of ‘nature’ - of evolution, co-evolution and adaptation. ‘Emergence’ was a
keyword in the discourse. Two decades later, the discourses of Artificial Life continue
to have intellectual force, mystique
and generative quality within the ‘computers and art’ community. This essay is
an attempt to contextualizes Artificial Life Art by providing an historical
overview, and by providing background in the ideas which helped to form the
Artificial Life movement in the late 1980s and early 1990s. This essay is
prompted by the exhibition Emergence –Art and Artificial Life (Beall Center for
Art and Technology, UCI, December 2009) which is a testament to the enduring
and inspirational intellectual significance of ideas associated with Artificial Life.
Keywords
Artificial Life, Artificial Life Art,
Emergence, self-organization, Art and Technology, Alife, Cybernetics, Chaos,
non-linear dynamics, fractals, genetic algorithms, Interactivity, believable
agents, autonomous agents, chatbots, reactive robotics.
INTRODUCTION
It was not until the late 1980s that the term
‘Artificial Life’ arose as a descriptor of a range of (mostly) computer based
research practices which sought alternatives to conventional Artificial
Intelligence methods as a source of (quasi-) intelligent behavior in technological
systems and artifacts. These practices included reactive and bottom-up
robotics, computational systems which simulated evolutionary and genetic
processes, and are range of other activities informed by biology and complexity
theory. A general desire was to capture, harness or simulate the generative and
‘emergent’ qualities of ‘nature’ - of evolution,
co-evolution and adaptation. ‘Emergence’ was a keyword in the discourse. Two
decades later, the discourses of Artificial Life continue to have intellectual force, mystique and
generative quality within the ‘computers and art’ community. This essay is an
attempt to contextualize Artificial Life Art by providing an historical
overview, and by providing background in the ideas which helped to form the
Artificial Life movement in the late 1980s and early 1990s. This essay is
prompted by the exhibition Emergence –Art and Artificial Life (Beall Center for
Art and Technology, UCI, December 2009) which is a testament to the enduring
and inspirational intellectual significance of ideas associated with Artificial
Life.
Artificial Life could not have emerged as a
persuasive paradigm without the easy availability of computation. This is not
simply to proclaim, as did Christopher Langton, that Artificial Life was an
exploration of life on a non-carbon substrate, but that Artificial Life is
‘native’ to computing in the sense that large scale iterative process is
crucial to the procedures which generate (most) artificial life phenomena. The
notion that Artificial Life is life
created an ethico-philosophical firestorm concerning intelligence, creativity
and generativity in evolving and adaptive non-carbon- based life-forms. Unfortunately,
but inescapably, such debate was often muddied by Extropian rhetoric asserting
that in computers and robotics, humans were building the machine successors to
biological (human) life.
Artificial Life burst onto a cultural context
in the early 90’s when artists and theorist were struggling with the practical
and theoretical implications of computing – that is, it was contemporaneous
with virtual reality, bottom-up robotics, autonomous agents, real-time computer
graphics, the emergence of the internet and the web and a general interest in
interactivity and human-computer interaction. In part, due to the
interdisciplinarity of the moment, it was a time also when paradigms accepted
within the scientific and technical communities were under interrogation –
dualism, reductivism, cognitivism, and AI rooted in the ‘physical symbol system
hypothesis’ among them. There were inklings of a Kuhnian paradigm shift in the wind.
Amongst the (small) community of
interdisciplinary computer artists, a smaller subsection was highly attentive to
the emergence and activities of the Artificial Life community because in these
techniques was promise of a kind of autonomously behaving art which could make
its own decisions, based on its own interpretations of the (its) world. That
is, the methods of Artificial Life promised the possibility of the holy grail
of machine creativity. The artist would become a gardener, a meta- designer,
imposing constraints upon the environments of his creatures, which would then
respond in potentially surprising ways. In some cases, this activity was clad
in obvious religious terms of ‘playing god’. One of the enduring fascinations of Alife is that simulated evolutionary systems did
and do produce increasingly well adapted, efficient forms, which solved their
problems in surprising ways, and in many cases, are structurally
incomprehensible to programmers, that is, are resistant to reverse engineering.
Before discussing such artwork, it is necessary to recap some of the technical
and philosophical pre-history of Artificial
Life.
BIOLOGY,
COMPUTING, AND ARTIFICIAL LIFE.
Vitalism,
Emergence and Self- Organization
The question of what it is that distinguishes
the living from the non-living has been a constant theme in philosophy and
science. Henri Bergson posited the idea of an ‘élan vital’ or life force. This
idea which was subsequently received with ridicule by mechanist scientists, characterizing
Elan Vital as the phlogiston of the life sciences. The spirit of vitalism has recurred in various discourses around
emergence and self-organization, ideas which have been central in cybernetics
and artificial life. G H Lewes used the term emergence in its current context
as early as 1875, indicating the philosophical context for Bergson’s élan
vital. J.S. Mill embraced such ideas. In A System of Logic (1843) he gave the
term “heteropathic causation” to situations where an effect is the result of
the combined multiple causes. In his writings of the 1920s Samuel Alexander
proposed a general theory of emergence which purported to explain the
transition from non-living to living and from non-conscious to conscious. Such
ideas were influential in fields as diverse as sociology and embryology. Hans
Driesch, one of the founders of
experimental embryology subscribed to a notion of entelechy, a form of
emergence. The mechanist/vitalism
tension persisted throughout the twentieth century, and is easily detected in
Artificial Life discourse. [9]
Cybernetics
and Biology
Biological and ecological metaphors were the
stock-in-trade of cybernetics, as it was preoccupied with the integration of an
entity within a context, and with the study of such systems of entities. In
1937, biologist Ludwig Bertalanffy first presented his General Systems Theory,
[2] and this became central to the emerging field of cybernetics during the
formative Macy Conferences of 1946-53.
Ross Ashby coined the term ‘self-organizing system’ in 1947, it was taken up by
Norbert Weiner among others. [21] The term self-organization refers to
processes where global patterns arise from multiple or iterated interactions in
lower-levels of the system. Canonical examples are the organization of social
insects and the emergence of mind from neural processes. Other cybernetic luminaries such as Stafford
Beer, Heinz von Foerster and others were preoccupied with self-organization,
and idea grouped in the early cybernetic literature with ‘adaptive’,
‘purposive’ and even ‘teleological’ systems. As a meta-discipline, cybernetics
wielded significant influence in the ‘60s, in biology (systems ecology),
sociology (Luhmann), business management (Beer) and the Arts (Burnham).
Systems,
Information, Software
As I have discussed elsewhere, two qualities
of computing paradigms and emerging discourse made cybernetic approaches
increasingly incomprehensible. First, an increasing commitment to the concept
of intelligence-as-reasoning (the physical symbol system hypothesis of Newell
and Simon), as opposed to intelligence-as-adaptation. Second, an increasing
commitment to the hardware/software dualism
which made the idea of
the integration of intelligence within
(biological) matter itself problematic. The clear distinction between
information and matter was not part of the cybernetic paradigm.
In 1948, Claude Shannon published his "A
Mathematical Theory of Communication" in which he formalized his
‘information theory’. [18] Earlier, he had done fundamental work applying
Boolean logic to electrical engineering, and had written his PhD thesis developing an algebra for
genetics (!) and had worked with Alan Turing during the second world war. In
the context of this discussion, it is important therefore to note that the very
concept of ‘information’ was in the process of being technically formalized at
the time (the post-war years). Arguably, the most significant was the
formulation of the notion of
‘software’ as a (portable) information artifact without material existence
which became axiomatic to the construction of computer science. The ramifications of this reification were
slow to occur. The idea of ‘code’ (a computer program) as something other than
custom and handcrafted was also slow in developing, as was the notion of
‘platform independence’. Software as a ‘stand-alone’ information artifact was not reified as a
commodity until well into the 80s.[1]
The influence of Cybernetics waned in later
decades, in part due to the ascendancy of approaches related to
the development of digital computing. Cybernetics went undercover, so to speak,
as systems theory and as control theory. Ideas of self-organization and
emergent order percolated through the more systems-oriented parts of the Alife
community. Many of the ideas central to cybernetics reappear under slightly
different terminology in artificial life discourse. Central to cybernetic
thinking were questions of self-organization and purposive behavior, the
relationship of an entity to its (changing) environment, its real-time response
and adaptability - interactions characterized as ‘feedback’. In artificial
life, these ideas are clad in terms of autonomous agents, reactive insect like
robots, simulated evolution in fitness landscapes, emergence and
self-organizing criticality. And indeed, theorists like Peter Cariani [6] and
others explicitly bring systems theory and cybernetic theory to bear on
Artificial Life.
Biotech
and Alife.
In 1953, Watson and Crick first announced the
structure of DNA, building on work of
Linus Pauling, Rosalind Franklin and others. Analogies from both cryptography and
computer programming are everywhere in genetics language, and seem to have been
from the outset. (Note that a Univac, the first ‘mass produced’ computer, was
installed in the US Census bureau in 1951.)
Watson and Crick made explicit analogies between computer code and genetic
code, with DNA codons being conceived as words in DNA codescript. They
explicitly described DNA in computer terms as the genetic ‘code’, comparing the
egg cell to a computer tape. The human Genome project began in1990, and was
headed by none other than James Watson.
Like any structuring metaphor, computer
analogies doubtless had significant influence on the way DNA and genetics is
thought, particularly by laying the fallacious hardware/software binary back
onto biological matter - constructing DNA as ‘information’ as opposed to the
presumably information-free cellular matter. What is seldom noted is that the conception
of computer code and computer
programming in 1950 was radically different from what it became 50 years later.
The analogy of DNA to machine code has
some validity. The analogy of
bio-genetic operations to contemporary high-level programming environments is rather
more complex and tenuous, and certainly demands critical interrogation. The
treatment of DNA as computer code
laid the conceptual groundwork for mixings of
genetics and computing, such as genetic algorithms and biological
computing – deploying genetic and biological processes as components in Boolean
and similar computational processes. This unremarked historical drift of
denotation has also permitted not-always-entirely-principled mixings of biology
and computing, such as the construction of the possibility of living computer
code (i.e. artificial life).
DNA,
matter and information
Cybernetics and digital computing deployed
differing metaphors from biology, and as we have seen, the conception of
genetic information owed much to the conception of the computer program. The
conception of the genetic program as deployed by Watson and Crick did not
specifically dissociate the genetic ‘information’ from its materiality, but by
the late 80s, it was possible for Artificial Life adherents to speak in these
terms. A basic premise of Artificial Life, in the words of one of its major
proponents, Christopher Langton, is the possibility of separation of the
‘informational content’ of life from its ‘material substrate’. Contrarily,
embryological research indicates that the self-organizing behavior of large
molecules provides (at least) a structural armature upon which the DNA can do
its work. That is: some of the ‘information’ necessary for reproduction and
evolution is not in the DNA but elsewhere, integrated into the ‘material
substrate’. Alvaro Moreno argues for a ‘deeply entangled’ relationship between
explicit genetic information and the implicit self-organizing capacity of
organisms. [15]
Hard
and Soft Artificial Life
Chris Langton, an outspoken spokesman for
Artificial Life, referred to it as "a biology of the possible", and
was wont to make proclamations such as: “We would like to build models that are
so lifelike that they would cease to be models of life and becomes [sic] examples of life themselves”. [12] In
what may have been a rhetorical push-start to the Artificial Life movement, the
community purported to divide itself into hard and soft factions. The Hard
Alifers maintained that silicon based ‘life’ was indeed alive by any reasonable
definition. They argued that biology must include the study of digital life,
and must arrive at some universal laws concerning "wet life" and
digital life. A major case example for these discussions was Tom Ray’s Tierra
system, created around 1990. Tierra executes in a ‘virtual computer’ within
the host computer, small programs
compete for CPU cycles and memory space. Tierra generated a simulated ecosystem
in which species of digital entities breed, hybridize and compete for
resources. Tierra would be set to run, overnight, and inspected for new forms.
While Tierra was framed in ecological and biological language, it does not
employ Genetic Algorithms per se, its code was in fact based on the early and
esoteric computer game Core War. The major significance of Tierra was that not
only doing forms evolve to compete better, but various kinds of biological survival strategies emerged,
such as host/parasite relations, and cycles of new aggressive behaviors and new
defensive behaviors.
Some years later, Ray made a proposal to
promote “digital biodiversity”: a distributed
digital wildlife preserve on the internet in which digital organisms might
evolve, circumnavigating diurnally to available CPUs. He noted that "Evolution
just naturally comes up with useful things"[2] and argued
that these creatures would evolve unusual and unpredictable abilities (such as
good net navigation and CPU sensing
abilities) and these organisms could then be captured and domesticated. [17]
MATHEMATICAL
AND COMPUTATIONAL PRECURSORS OF ARTIFICIAL LIFE
Fractals
The desire to describe ‘nature’ mathematically
has a long history, one of its major landmarks being the magnum opus On Growth
and Form, by D’Arcy Wentworth Thompson (1917). [20] In 1977, Benoit Mandelbrot
published his highly acclaimed ‘the fractal geometry of nature’.[3] Fractals
became a celebrated form of computer graphics, and popular poster art. Fractals
were quickly applied in computer graphics to
generate more realistic clouds, mountain ranges, vegetation and coastlines. The rhetoric around Fractals supported a
generalized techno-mysticism as they seemed to affirm that computers would
unlock the secrets of nature. Indeed, the design logic of multiply iterative
procedures does capture some formal aspects of biological process. But we must note that the basic mathematics of
fractals, of symmetry across scale, was over 100 years old (Cantor) at the
time, and the notion was well known in the early C20th, exemplified by
mathematical oddities such has the Koch snowflake, the Sierpinski triangle and
the Menger sponge, but the visual elaboration of extended iteration only became
viable with automated calculation. In a famous paper, Mandelbrot proved that
the coastline of Britain is of infinite length. [14] This seemingly absurd
result is based on a fractal understanding of scale. If, say, I measure the
coastline of Britain with a yardstick, I will get a certain distance, but if I
measure it with a foot-rule, the total length will be longer. If I measured
around the wetted surface of every grain of sand, at a scale of, say, 0.1mm,
the number would be astronomical in comparison.
Chaos
theory and non-linear dynamics
On the heels of fractal hysteria came a more
embracing result of iterative computation: non-linear dynamics and complexity
theory. Again, the mathematics behind ‘chaos’ was a century old (Poincaré). It
was a meteorologist, Edward Lorenz, who in1961 found that rounding his figures
to three decimal places gave results which were unpredictably different from
using the same numbers to six places. [13] That is, the measurement of, say,
windspeed as 17.587 km/h, could give a radically different result than if it
was rounded to 17.58. Such results were counter- intuitive to say the least. This phenomenon
came to be known as ‘sensitive dependence on initial conditions’ or more
colloquially as ‘The butterfly effect’, the notion being that the flap of a
butterfly’s wing in the Amazon could instigate a chain of events which could
result in a tornado in Louisiana.
Through the 1970’s the significance of nonlinear mathematics was recognized,
the work of Robert May, for instance, built lasting influence in biology and
ecology. These kinds of studies led
to a related set of fields and themes called dynamical systems, non- linear
dynamics, complexity theory, emergent complexity, and self-organizing
criticality and self-organizing systems. A later but influential and widely cited paper, ‘Chaos’ (Crutchfield,
Farmer, Packard, and Shaw) contributed to increasing popular understanding of
these phenomena. [8] It should be noted that the ‘chaotic regime’, contrary to
its spectacular name, does not refer to sheer disorder, but to the ragged edges
of determinism, referred to as ‘deterministic chaos’ where behaviors, while not
predictable, were susceptible to statistical analysis.
Symmetry across scale (in fractal
mathematics), and sensitive dependence on initial conditions (in complexity
theory), had a resounding effect on ‘normal science’. These developments on the
one hand offered a purchase on previously intractable problems in fluid
mechanics and on the other, posed, on a philosophical level, an in-principle
challenge to reductivism. This resulted in a growing realization that the clean
lines of Newtonian physics and Euclidean geometry occupied a world of Platonic
abstraction whose correspondence to the world of phenomena was tenuous.
Mathematical and computational modeling depends for tractability on reduction
of data volume via approximation, the challenge
posed by this new math was that such approximation
and generalization is fundamentally unreliable. In broad strokes, these
realities imply that any mathematical model of any phenomenon is inherently
unreliable. Clearly, we still manage to get bridges and airplanes to stay up
(most of the time) but that is largely because the materials and technologies
have been engineered to conform to mathematical models. We do not have that
option with ‘nature’. The infinitesimal detail of biological systems is in
principle resistant to the classical generalizations of Newton and Euclid.
Nonlinear dynamical math transpires not to be an odd corner of the mathematical
world inhabited by monsters, but contrarily, the general rule. On a more
theoretical level, the assumption that complex phenomena may be reduced to
simple multiple simpler phenomena which then ‘sum’ as an adequate explanation
of the original complex phenomenon is rendered dubious. This brings the method
of reductivism, axiomatic to scientific practice, into question.
Neural Networks
The idea of an electronic simulation of (a
certain understanding of) the behavior of a network of biological neurons was
first proposed in 1943 by Warren McCulloch and Walter Pitts. McCulloch and
Pitts pursued technical research and development on the topic in ensuing years.
Such networks were found capable of learning and could be trained, yet were
resistant to reductive analysis. That is, while a network might display a
behavior, half the network would not display half the behavior, and one neuron
alone would not display one part of the total behavior. The idea of neural nets
was a central theme in cybernetic research and rhetoric, characterized as it
was by feedback, referred to as reinforcement. Consistent with cybernetic
thought, it was felt that the emulation
or biological brain mechanisms could result in simulated intelligence.
As serial digital computing became
increasingly viable through the 60s and 70s and came to support cognitivist AI,
neural network research was increasingly seen as a backwater. Indeed, Seymour
Paper and Marvin Minsky argued that a neural network could not learn an XOR
function. (In 1972 /73, Grossberg demonstrated that neural networks could learn
XOR). The Minsky/Papert critique
reveals, rather tellingly, the power structure of computational discourses at
the time: it was incumbent upon neural networks to be able to emulate
procedures of ‘physical symbol system’ AI, but Physical Symbol system
techniques were, it appears, not required to be able to emulate the special
behaviors of neural networks.
At root was a clash of paradigms, a biologically based paradigm of growth and adaptation, and a
mathematico-logically based system of propositional reasoning on explicit
representations. The question of
representation was central to discussions at the nexus of AI and AL (Artificial
Life). It also arose with respect to genetic programming and with respect to
Rodney Brook’s subsumption architecture, which some argued was representation
free. These qualities of Neural Networks: freedom from explicit representation,
semi-autonomous growth and adaptation were sympathetic with, and informed, the
emerging Artificial Life paradigm.
Genetic
Algorithms and synthetic evolution
In 1975, John Holland published Adaptation in
Natural and Artificial Systems, in which he outlined the notion of a Genetic
Algorithm as a method of problem analysis based on Darwinian natural selection.
[10] In such a system, an initial population with randomly generated
characteristics are evaluated by some method (called ‘fitness criteria’) to
establish the most successful. The most
‘successful’ are mutated and crossbred to produce a new population which are
then tested against the same criteria. The process
is repeated numerous time in a way which resembles evolution, and increasingly
‘fit’ products are generated. A
curiosity of the technique is it can arrive at novel and mysterious solutions,
algorithms that are not structured like human-written algorithms and are
resistant to reverse-engineering- that is, they work but we don’t know why.
Genetic algorithms have been deployed in a host of application domains to
design or evolve: machine vision systems, diesel engines, stock market
prediction systems and coffee tables, as well as artworks and robots. Karl
Sim’s spectacular evolved virtual creatures were a poster child for this technique.[4]
Cellular
Automata
The ur-example of artificial life dynamics is an iterative
mathematical game called ‘Life’, developed by John Conway in 1970, originally
without the use of computers. Life is a class of mathematical phenomena called
cellular automata, originally devised by John von Neumann a part of his
discussion of the possibility of self-replicating machines. Played out on a
simple square grid, cellular automata like Conway’s life demonstrate the
emergence of variety and complex behaviors from a few simple rules. As such
they quickly became emblematic of the notion of emergent complexity. By the late 80’s it was clear that highly iterative
computational processes held the paradoxical potential to simulate processes
which seemed to defy the ordered predictability of Boolean logic. Research into
fractals, non-linear dynamics, cellular automata, genetic programming and
related practices generated a context in which Artificial life might develop.
Stuart Kauffman’s expansive ‘The Origins of Order – self organization and selection in evolution’
(1993) quickly became one of the primary texts of the movement, as belatedly,
did Steven Wolfram’s A New Kind of Science (2002). [11]
Procedural
Modelling
In the1980s, digital 3D animation was a young
field, and attempts were being made to automate the movement of entities
through such virtual, animated spaces. It was in this context that Craig
Reynolds developed a set of ‘steering behaviors’ which, applied to entities in
groups, resulted in remarkably persuasive simulation of flocking and schooling
behaviors of virtual entities he called ‘boids’. [5]The
larger theoretical implication of the work was that simple autonomous behaviors
by numerous simple agents could produce the appearance of large scale organized
behavior. Reynold’s ‘boids’ thus were taken as an exemplar of Emergence, one of
the key themes of Artificial Life discourse. Reynolds was invited to present
this research at the first Artificial Life workshop in 1987, thus the ‘boids’
became an icon in Artificial Life.
Reactive robotics
By the late 1980s, a level of frustration had
developed within the robotics community as the application of conventional AI
techniques to the robotic applications had met with limited success. It was in
this context that various researchers, including Rodney Brooks and Luc Steels
pursued approaches to robotics based in the idea that most of the creature
which demonstrably survive and thrive in the world have very small brains, are
unlikely to reason and very unlikely to build internal representations of their
worlds upon which to reason. As Brooks
famously asserted, reflecting on the fallibility of models in general and
especially models built on-the-fly by robots, ‘the world is its own best
model’. Based on such ideas, researchers developed a range of small robots with
very limited computational abilities which demonstrated remarkable success at
various mobile tasks. Such results fed the idea in artificial life that
biological analogies held promise as technological models. In combination with
ideas such as flocking and emergence, conceptions of ‘multi-agent’ and ‘swarm’
robotics were developed which linked robotics with the study of social insects
such as bees, ants a termites.
ARTIFICIAL
LIFE ART: HARMONY PARALLEL TO NATURE
An
Aesthetics of Behavior
With the access to computing, some artists
recognized that here was a technology which permitted the modeling of behavior.
Behavior - action in and with respect to the world - was a quality which was now amenable to design and aesthetic
decision- making. Artificial Life presented the titillating possibility of
computer based behavior which went beyond simple tit-for-tat interaction,
beyond hyper-links and look-up tables
of pre-programmed responses
to possible inputs, even beyond AI based inference – to quasi-biological
conceptions of machines, or groups of machines that adapted to each other and
to changes in their environment in potentially unexpected, emergent and
‘creative’ ways.
Rhetoric around fractals, complexity theory,
cellular automata a related pursuit was replete with suggestions that a deeper
order of dynamics of nature had been revealed. This notion of a quasi-
biological autonomy intersected in quirky ways with themes in the arts –
pastoralist landscape painting – the
depiction of ‘nature’, and in some places, an enduring romanticism which found
some hope for the reconciliation of technology and nature in paradigms of
emergence. If art, as Paul Cezanne proposed (in opposition to the academic
representationalism of Ingres, et al) is harmony parallel to nature, then an
art of artificial life could render a ‘harmony parallel to nature’ dynamically.
Cezanne’s practice was constrained by the representational idiom in which he
practiced. But active computational works could not simply be images of, static
depictions of the visual signature of, but be, in an ongoing way, dynamical
performances of para-biology’s.
The first Artificial Life artworks predate
Artificial Life as a recognize movement by decades. The first self-proclaimed
cybernetic artwork was Gordon Pasks’ Musicolor, of 1953. Pask himself was a cybernetician, and around
the same time, two of his colleagues made groundbreaking projects.[6] Among
these were Grey Walter’s Machina Specualtrix Tortoises Elmer and Elsie,
and Ross Ashby’s Homeostat. Ashby, a clinical psychiatrist, built his
homeostat, an adaptive machine which had the capability to recover from
perturbances out of war surplus parts in 1948. In the same year, Grey Walter, a
neurologist who had built his own EEG machine, built two simple autonomous
robots, Elmer and Elsie, which he collectively named Machina Speculatrix. These
robots demonstrated simple autonomous behaviors such as phototaxis (light
tracking). In 1986 Valentino Braitenberg published ‘Vehicles: Experiments in
Synthetic Psychology'. [3] These vehicles were celebrated amongst roboticists
of the early 90s, but neither they nor
Braitenberg himself (although he was a director of the Max Planck Institute of
Biological Cybernetics) seems to have been aware that several of his thought
experiments had been physically built and demonstrated 40 years earlier by Grey Walter.
In the 60’s cybernetic thinking influenced
numerous artists to develop behaving artworks according to biological
analogies, or to look at systems as artworks and artworks as systems. For instance, at the time, Hans Haacke’s
aspirations for his condensation sculptures were to “make something which experiences,
reacts to its environment, changes, is non- stable…make something that lives in
time…” [4] Haake went on to look at socio-economic systems as artworks, notably
in his scandalous ‘Shapolsky et al.
Manhattan Real Estate Holdings,
Real-Time Social System’ (1971).[7] While
the anarchic machines of Jean Tinguely are better known in the art world, other
artists such as Nicholas Schoffer and Edward Ihnatowicz occupied a more
intellectually and technically rich cybernetic ‘high ground’. Ihnatowicz’ great
work Senster presaged agendas of robotics, HCI and artificial life by a quarter
of century.
It is not unusual for speculative
technological invention to occur in contexts of interdisciplinary arts a
generation before they occur in academic and corporate research contexts, but
more often than not, such work is forgotten or more likely simply unknown, and
goes unrecognized in the latter contexts. (If there was ever an argument for
radical interdisciplinarity, this is one). [16] Like the Videoplace works of
Myron Kreuger in the realm of machine- vision based interaction, the work of
these artists and researchers was roundly misunderstood at the time: understood
neither as artworks nor as works of artificial life, as such descriptors were
probably literally unthinkable at the time. Indeed, it is only now that the conception of an artist who is
also a technical researcher, for whom aesthetico-theoretical and
theoreto-technical research go hand
in hand, is somewhat recognized in some quarters by the designator ‘research-creation’.[8]
Mimesis,
Art and Artificial Life
One of the major preoccupations of western art
has been mimesis, the desire to create persuasive likeness. Although the modern
period saw a move away from this idea in the fine arts toward various notions
of abstraction, mimesis is the preoccupation of popular media culture: cinema,
television, computer games. "Abstract" television is a rare thing
indeed! For the fine arts, the prototypical mimetic moment is the story of
Parrhasius and Zeuxis: "[Parrhasius]
entered into a competition with Zeuxis. Zeuxis produced a picture of grapes so
dexterously represented that birds began to fly down to eat from the painted
vine. Whereupon Parrhasius designed so life-like a picture of a curtain that
Zeuxis, proud of the verdict of the birds, requested that the curtain should
now be drawn back and the picture displayed. When he realized his mistake, with
a modesty that did him honor, he yielded up the palm, saying that whereas he had managed to deceive only birds, Parrhasius
had deceived an artist." [1]
Although we regard classical Greek sculpture
as a high point of mimesis, I
contend that at the time, the static nature of sculpture was not regarded as an
esthetic requirement, it was purely a technical constraint. The Greeks stuccoed
and painted their sculptures in a highly lifelike manner.[9] My guess is
that if the Greeks could have made soft fleshy sculpture, they would have. Hero
of Alexandria was renowned for his pneumatic automata which combined static
sculptural mimesis with human-like (if repetitive) movement. The famous
clockwork automata of the C17th were capable of much more complex behavior than
the Hero’s' pneumatic automata. The "scribe" by Jacquet Drosz could
dip its pen and write lines of elegant script. Vaucansons famous Duck is said
to have been able to flap its wings, eat, and with a characteristically
duck-like wag of the tail, excrete foul smelling waste matter!
It is of note, not simply that these
clockworks were contemporary with the first programmable device, the Jacquard
weaving loom, but also that their behavior was constructed from mechanical
"logic" much like that which Babbage used for his difference engine.
We should further note that these automata were not regarded as fine art but simply as amusements. The industrial
era equipped the automaton with reliable structure and mechanism and the
possibility the autonomy of untethered power sources, first steam, then
electric. The image of the mechanical man became a cultural fixture. Literature
was populated with a veritable army of mechanical men (and women). from
pathetic representations like the tin man in the Wizard of Oz, to the mechanical girlfriend of Thomas Edison in
Tomorrow’s Eve by de L'isle-adam, and the dystopic portrayals of Mary Shelley's
Frankenstein, Fritz Lang's Metropolis and Karel Capek's RUR (Rossum's Universal
Robots), the dramatic work in which the term "robot" originated.
It was the move into the electronic that began
to offer first the simulation of reflexes, then a modicum of intelligence. In
the context of this historical trajectory, we must consider Artificial
Intelligence as a continuation of this broad cultural anthropomorphic and
mimetic trajectory. Indeed, Alan Turing defined the entire project as
anthropomorphic with his test for artificial intelligence, now referred to as
the "Turing Test". Simply put, this test says that if you can't tell
it's not a person, then it has human intelligence.
Interactivity,
Novelty and machine creativity
In the arts, the drive to mimesis has most
recently flourished in the field of interactive art. Since the availability of
the desktop computer, a small community of artists has been exploring the
possibility of a quite new artform, in which the esthetically manipulated
quality was "behavior". Computer-based Interactivity held the promise
of an openness and variability in artworks. Many practitioners, more
preoccupied with content than form perhaps, focused on hypertextual models (of
the kind which led to hyperlinked systems such has the worldwide web), using
tools such as the venerable Hypercard, or purpose-built tools such as
Storyspace for electronic literature. As has
been well documented elsewhere, the strategy of hyperlinking has its roots in
the topology of early text-based gaming -
Dungeons and Dragons: passages,
junctions and doors. While much rhetoric of freedom was associated with
‘hyperlink’ interactivity freedom of interactivity such freedom is a very
consumerist freedom - freedom to shop -
freedom of choice among pre-given options.
The problematics of such interactivity devolve to the problematics of
multiple choice.
Artificial Life techniques offer a new type of interactivity in which there is the
potential for systems to respond in ways that have not been so explicitly
defined. Unlike previous mimetic art practices, in this work the dynamics of
biological systems are modeled more than their appearance. These works exhibit
a new order of mimesis in which "nature" as a generative system, not
an appearance, is being represented. Numerous new artworks employ biological
growth algorithms, simulated ecosystems or communities, genetic algorithms,
neural networks in the structure of the systems. Genetic techniques were a
salvation from the ‘multiple choice’ limitation: the system would generate
variety, it would demonstrate ‘emergent’ behavior.
As Mitchell Whitelaw and others have also
observed, in Alife in general and in Alife Art, there is a desire for novelty,
for the machine to do the unpredictable, which is of course, a contradiction in
terms. The spectre of such boundless
freedom is illusory. The mechanism of simulated evolution having been
developed, boundary conditions are established by logico- theoretic enframing.
Given the tools of watercolor painting, all possible watercolor paintings are
theoretically possible, but marzipan
is not. This Goedelian limit is also true of mathematical systems, a limitation
that biological evolution appears to be somewhat freer from. In genetic
programming, the measure of success of new mutants is defined by pre-decided
‘fitness functions’ or a ‘fitness landscape’. (It is a quirk of genetic programming that ‘rugged’
fitness landscapes with multiple peaks and valleys have the effect of leaving
species stranded at the pinnacle of ‘local fitness peaks’, with no way to
descend to climb other/higher peaks). In the case of some examples of
Artificial Life Art, human choice injects variety or direction into the fitness
criteria, such as Karl Sims’ Genetic
Images installations of 1993.[10] While in this
case, the decision making devolves again
to multiple choice, Sim’s goals were not interactivity per se, user
input simply provides a new crop of criteria for the perturbation of the
system.
An early example is the Reaction Diffusion Texture
Buttons of Andrew Witkin and Michael Kass, 1991. These computer graphic
textures were generated by reaction diffusion nonlinear partial differential
equations.[11] This work is
historically interesting in this context not simply because it represented
significant progress in computer graphic research at the time, but because it
deployed the mathematics of nonlinear dynamics but because the reaction
diffusion referred to is itself a simulation of the canonical example of
self-organization in chemistry, the Belousov-Zhabotinsky reaction.
One of the uses of genetic techniques has been
the automatic generation of variations. But it is important to recognize that
the capacity to generate such variations predates genetic techniques, and is in
fact a quintessential quality of
computation. The capability to iteratively perform the same function upon a
specific set of data, and to apply an algorithm sequentially to a list of data
items, are basic capabilities of the Turing machine. Early abstract graphics
were generated in this fashion, as were many other kinds of output. In the late
80’s Russel and Joan Kirsch, Ray Lauzanna and others, used LISP shape grammars
to encode formal canons. In Lauzanna’s
case, he generated passable Kandinsky line drawings, the Kirschs generated new
works in Miro’s ‘constellation’ series.
Problematics
of the “evolved aesthetic object”
In genetic or evolving projects, the tyranny
of reductive paradigm is again at work. Algorithm is again separate from data.
In the physics of the virtual, the force of the algorithm works upon the mass of the data. In the genetic paradigm, the
evolved code establishes an intermediary step, but it is the design of the
breeding system which generates the code which becomes the designed or (meta-)
creative act. Even if one were to propose the breeding of the breeding systems
themselves, or to propose that the ‘fitness landscapes’ were configured so as
to evolve responsive to the pressures of the populations evolving within them,
the design function simply moves one more step into the background, or to put
it otherwise, the system is jacked up another level off the ground. But at
root, the system always grounds out in the Boolean logical operations, finally,
fixed in hardware.
So where does this leave attractive arguments
of emergence, of arguments of the emergence of consciousness? Peter Cariani has
argued that computational emergence is always devolvable to exclusive logical
operations, and is thus not emergent at all. [5, 7] Cariani argues, consistent
with the ‘second order cybernetics’ of von Foerster, that such system is only
‘emergent’ relative to the observational frame of an observer. Put simply, if
it’s a surprise, its emergent, and if it’s not, it’s not. Cariani identifies
true emergence with adaptation (a cybernetic keyword), and reserves it for
systems which are integrated into and open to the physical world and can evolve
their own sensors. In his terms, ‘Syntactically adaptive’ systems can evolve
their response to sensor data and ‘semantically adaptive’ devices alter the
relation between environmental state and internal representation by the
evolution, for example, of new sensors. Such ideas are cogent in the world of
physical, biological phenomena, but become murky in the digital world, and here
is the root of a certain disingenuousness in the rhetoric of the Hard Alifers.
The fact is that in the digital realm, everything is potentially definitive and
knowable, there is no need for interpretation or determination of salience (of
sensor data) as there is in the physical world. This is the sense in which
Michael Mateas can assert that ‘software is
a perfect material’.[12] What of the
notion common in programming of
‘virtual sensors’ which pick up data from a stream of digital data? Should they
not be more correctly called filters? The conception of a ‘virtual sensor’ -
some piece of code which watches for other significant code events, be it in a
digitized video data stream or a mail agent sorting email - is metaphoric at
best.
The conundrum of the sensor/processor dual for
biological systems is at root a fallacy of computation list rhetoric. In
digital systems, conversion from ‘analog’ sensor signal to digital ‘data’ is axiomatic, but in biological systems
it is non-existent or occurs in multiple, finely graduated steps. In the fly’s
eye, some computation occurs ‘in hardware’ in the physical layout of the
light-receptive cells. The enforcement of an A/D discontinuity on biological
systems is obfuscating computation list dogma. Such a mechanistic reduction
does not transfer to biology without some confusion.
SPECIES
OF ARTIFICIAL LIFE ART
Like most such interdisciplinary communities,
practitioners entered the house of Artificial Life through different doorways,
so to speak. But unlike more ‘user-friendly’ areas, Artificial life was
technically demanding, so practitioners tended to come from technical
backgrounds, or to be bona-fide interdisciplinary. This did mean the field had
a fairly high nerd quotient, and the dividing line between nerdy demo and
artwork was often blurry. The phenomenon of long standing collaborative
partnerships involving an ‘artist’ and a ‘technician’ were comparatively
common, and these partnerships tended to produce good work. On the other hand,
cases where relatively non- technical artists were paired with technical ‘guns
for hire’ tended to produce less successful work.
Evolved
painting, evolved sculpture, evolved animation
In 1992, Andrew Witkin and Michael Kass won
the Ars Electronica Golden Nica for computer graphics for RD Texture buttons, a
system which generate plausibly ‘natural’ patterns and textures based on a
simulation of reaction-diffusion dynamics.[13] In the same period, combining the bio-mathematical research of D’Arcy Thompson with aspects of fractal
math, and deploying simulated evolution, William Latham was evolving an array
of biomorphic forms, mostly existing as virtual sculptural objects.[14] Over the next
decade, Karl Sims played a leading role in developing technologies and works
(an early example being the animation ‘Panspermia’) as well as discourses in
the field. [19] In Turbulence (1994/5) John McCormack took another approach,
presenting digital animation of an array of evolved and synthetic lifeforms in
an installation context. User interaction was restricted to navigation of the
database of such clips. In this
context, mention must also be made of the
weirdly hallucinogenic biomorphic and zoomorphic animations of Yoichiro Kawaguchi.[15]
Virtual ecologies
One of the early and celebrated Artificial
Life experiments was built by a biologist and discursively constructed as an
ecological scenario. This was Tom Ray’s Tierra, discussed above. As an idea
Tierra was exciting, but like much scientifico-technical research, it was essentially invisible. As with other contexts in which artists are
motivated by science, the challenge to the art community was how to open such
phenomena to direct sensory experience. Given such a world of creatures, one
might reasonably want to watch them, follow them, construct them and constrain
them. This entailed visualization and interaction/interface design. A whole
community of ‘art-breeders’ arose in the early ‘90s, who explored the
generation of aesthetic artifacts via various Alife and genetic procedures, including
Karl Sims, John McCormack, Scott Draves,
Jeffrey Ventrella,[16] and Bernd
Lintermann[17].
Digital creatures and communities of behaving and often interactive digital
lifeforms became common. Numerous projects inhered biological and ecological
analogies in diverse ways, as well as developing various underlying
evolutionary and ecological architectures. TechnoSphere by Jane Prophet and
Gordon Selley (1995) involved a web accessible computer generated
landscape/environment in which users could ‘set free’ creatures they had built from components available in the
application.[18] Creatures
would then interact with and compete with each other, by fighting and attempted
mating, etc. Along with the modeling of an artificial ecology, Technosphere
engaged other contemporary challenges in digital media arts such as the
creation of navigable virtual landscapes, strategies for real time interaction
and utilizing the web as a presentation environment.
Interactive Plant Growing by Christa Sommerer
and Laurent Mignonneau involved a novel interface to a virtual world and
presents a clear illustration of this desire to model biological phenomena.
Five potted plants are monitored for changes in their galvanic condition. As
visitor’s approach and fondle these plants, these galvanic changes are utilized
as variables in the program which grows virtual plants in on the screen, in
response to the visitors fondling. The recently released game Spore in this
sense represents the commodified afterlife of Artificial Life Art.
Eliza’s
children, MUC’s grandchildren – text based agents and chatbots
Joseph Weizenbaum created something of a
scandal when in 1966, he invited several psychology grad students at MIT to
interact with a famous Rogerian therapist via teletype. Consternation arose
when he revealed that they had in fact been interacting with a computer
program, and further consternation erupted when he revealed that the program.
Eliza, ran on only 16 rules.[19] Eliza may have been the first
interactive chatbot, but it appears that an Alife artwork of sorts was among
the first written programs, period. In
1951, Christopher Strachey.
developed a program for the game of
draughts, for the Pilot ACE, a computer designed in part by Alan Turing. Later
that year, he rewrote the program for the Manchester Mark 1. He wrote the
"Loveletters" program in 1952, which wrote appalling love letters.
DARLING JEWEL
YOU ARE MY DEAR PASSION: MY BEAUTIFUL FERVOUR.
MY CURIOUS ENCHANTMENT FONDLY PANTS FOR
YOUR EAGERNESS. MY WISH HUNGERS FOR YOUR FANCY. YOU ARE MY SWEET ENTHUSIASM.
YOURS AVIDLY
M. U. C.
(MUC stands for Manchester University
Computer). Strachey also wrote a music program which performed In the Mood, God
Save the Queen, and Baa Baa Black Sheep, so he deserves due credit for pioneering
work in computer music, computer gaming and computer literature. Eliza was
followed by Parry (1972), a paranoid schizophrenic. There was an historic meeting between Eliza and
Parry. Reportedly, the exchange quickly descended into drivel. A book called
The Policeman's Beard Is Half
Constructed (1984)[20] was
billed ‘the first book ever written by computer’ specifically by an AI
program called Racter, by Bill Chamberlain and Thomas Etter, has echoes of MUC.
From 1982, the Loebner prize marks progress on chatbots, under Turing Test
criteria. Through the 90’s a plethora of netbased chatbots have emerged. Marc
Boehlen’s Universal Whistling Machine, while neither a chatbot nor a real-time
music composer or improvisor, is clearly related to both trajectories of
computer cultural practice.
Believable
Agents, believable crowds.
Through the 90’s, the Oz group at CMU was one of several initiatives which took a
hybrid approach to the development of more literary forms, interactive drama
based in interacting communities of so-called ‘believable agents’. The
techniques of the OZ group were rooted in AI but pointed at
interactions of semi-autonomous software
agents.[21]
Façade (Mateas and Stern) is a more recent and successful example of the
approach.[22] Andrew Stern,
with Adam Frank and others, had previously produced the commercially successful
virtual pets called Petz (1995). A more recent contribution in this field is
Sniff, by Karolina Sobecka and James George, which is notable for deploying a
game engine (Unity) as its animation environment. Sniff is a virtual puppy, with
sophisticated behaviors triggered by machine vision analysis of the user-space.
Such projects evidence the interaction of Artificial Life Art communities with
commercial gaming communities, a trend that has continued in games such as Myst
and Spore, and has had direct effect on the formulation and elaboration of
online virtual communities such as Second Life, and Massively Multi-User RPGs
such as World of Warcraft. In the movie industry, the rendering of synthetic
characters and synthetic crowds has become an entire sub-industry leveraging research in procedural
modeling, autonomous agents, genetic algorithms and related Alife fields.[23]
Physically
instantiated Alife systems
Most of the work cited above existed in
virtual realms. Another important aspect of Artificial Life Art was physically
instantiated Alife systems, including mobile robots, robotic sculpture and
interactive environments. This trajectory which begins with Grey Walter’s tortoises
and Gordon Pask’s Musicolor, includes such landmark works as Edward
Ihantowicz’s Senster, the Theatre of Hybrid Automata by Woody Vasulka, my own
Petit Mal[24] and Sympathetic Sentience[25],
works by Ulrike Gabreil, Ken Rinaldo and many others. The Flock (1992) by Ken
Rinaldo and Mark Grossman is an installation of, originally, three robotic
sculptures suspended from the ceiling. Flock is a community of devices which
sense and move towards visitors and speak to each other using audible telephone
dial tones. It uses ‘flocking behavior’ to coordinate the activities of the
three ‘arms’.
More recent examples of this trajectory
include Propagaciones by Leo Nuñez, and Performative Ecologies by Ruairi Glynn.
Propagaciones is a sculptural realization of one of the icons of artificial
life, the cellular automaton, which in its construction is reminiscent of Jean
Tinguely. In Propagaciones, separate electro- mechanical sculptural ‘cells’
stimulate each other into mutual action, creating propagating patterns across the
field. Performative Ecologies, by Ruairi Glynn consists of a trio of ‘dancing
fools’ – devices that seek to demonstrate the most pleasing dance they can
devise. The devices use gaze tracking with infra-red camera to determine how
attentive their audience is while performing each dance. In downtime, they
breed new dances using genetic algorithms on dances determine to be most
attractive, producing new dances to be tried out on the audience and shared
with their fellows.
ARTIFICIAL
LIFE AT 21
Roughly speaking, Artificial Life and
Artificial Life Art has existed for two decades. Over that period, the
computational capability of consumer computer technology has advanced
profoundly, as has our acculturation to it. Daily, we casually do things on our phones (and complain about them)
that were out of reach of million
dollar supercomputers two decades ago. We must bear this changing reality in
mind when viewing early Artificial Life Art. The ongoing lively interest in
this interdisciplinary field is testified by the fact that the VIDA Art and
Artificial Life Award is now in its
13th year.[26] As is the
case with much research in computational techniques, much of the basic
Artificial Life Art research has now found its way into, or influenced larger
scale and commodity products. As mentioned
above, the computer game Spore (Will Wright/Maxis) is a clear descendent of
numerous similar art projects. But less obvious is the fact that the vast array of techniques for
generating synthetic but natural looking landscapes, weather patterns,
vegetation and plants, animals and synthetic character and crowds (and their
autonomous and group behaviors); which we see in movies, computer games and
virtual environments: all these have some connection to the Artificial Life
research of the 1990s.
The foregoing is but a cursory introduction to
the history and theory of Artificial Life Art. I hope that it creates interest
and provides a context for further research.
Simon Penny August-November 2009
REFERENCES
[1]
Bann, Stephen. The true vine, Representation and the Western tradition. CUP 1989 p27.
[2]
Bertalanffy, Ludwig - General Systems Theory.
George Brazilier.1968.
[3]
Braitenberg, Valentino. 'Vehicles: Experiments
in Synthetic Psychology' MIT press1986
[4]
Burnham, Jack. Beyond Modern Sculpture, George
Brazilier, 1968, p347.
[5]
Cariani Peter. Adaptive coupling to the world
through self- organizing sensors and effectors. In: Meystel A, Herath J, Gray S eds. Proceedings of the
Fifth IEEE Conference on Intelligent Control, Philadelphia, IEEE. 1990; I: 73-78,
[6]
Cariani, Peter. The homeostat as embodiment of adaptive control. International Journal of General Systems, 1563- 5104, Volume 38,
Issue 2, 2009, Pages 139 – 154
[7]
Cariani, Peter. To evolve an ear:
epistemological implications of Gordon Pask's electrochemical devices. Systems Research 1993; 10
(3):19-33
[8]
Crutchfield, J.P., J. D. Farmer, N. H.
Packard, and R. S. Shaw. Chaos.
(Scientific American 255 (December 1986) 46-57
[9]
Hein, Hilde. The endurance of the
mechanism—vitalism controversy. Journal of the
History of Biology, Volume 5, Number 1
/ March, 1972 Springer Netherlands Pp 159-188
[10]
Holland, John, Adaptation in Natural and
Artificial Systems. MIT press 1992 (1975,)
[11]
Kauffman, Stuart. ‘The Origins of Order – self
organization and selection in evolution’ (Oxford, 1993). Wolfram A new kind of science, Wolfram Media 2002.
[12]
Lenoir, Timothy. Editor. Inscribing Science:
Scientific Texts and the Materiality of Communication. 1998, Doyle, pp316/7
[13]
Lorenz, Edward. “Predictability: Does the Flap
of a Butterfly's Wings in Brazil Set
Off a Tornado in Texas?'' Talk presented Dec. 29, 1972. AAAS Section on
Environmental Sciences, New Approaches to Global Weather: GARP. Sheraton Park
Plaza Hotel, Boston, Mass.
[14]
Mandelbrot, Benoit B. (1983). "II.5 How
long is the coast of Britain?". The Fractal Geometry of Nature. Macmillan.pp. 25–33.
[15]
Moreno, Alvaro, Arantza Etxeberria and Jon
Umerez, “Universality Without Matter?” Artificial
Life IV (MIT Press 1994
[16]
Penny, Simon. Bridging Two Cultures – towards
a history of the Artist-Inventor. In Artists as Inventors, Inventors as
Artists, anthology of Ludwig Boltzmann Institute, Austria. Eds: Daniels and
Schmidt. Pub Hatje Cantz. 2008
[17]
Ray, T. S. 1995. A proposal to create a
network-wide biodiversity reserve for digital organisms. ATR Technical Report TR-H-133
[18]
Shannon. Claude E. A Mathematical Theory of Communication, Bell System Technical
Journal, Vol. 27, pp. 379–423,
623–656, 1948.
[19]
Sims, Karl. Artificial Evolution for Computer
Graphics. Published in Computer Graphics,
25(4), July 1991, pp. 319-
[20]
328. (ACM SIGGRAPH '91 Conference Proceedings,
Las Vegas, Nevada, July 1991.), http://www.karlsims.com/papers/siggraph91.html
[21]
Thompson, D’Arcy Wentworth. On Growth and
Form, (1917)
[22]
Wiener, Norbert "Cybernetics: or Control
and Communication in the Animal and the Machine" (second ed, MIT Press 1961).
[1] For instance: WordPerfect was first marketed in
1980, its first PC version was available 1982. The first PC version of WordStar
was available the same year. Demo versions of Microsoft Word were distributed
on disk (5 ¼” floppy) in PC World in
late 1983.
[2]
(Artificial Life IV conference, MIT 1994, personal notes)
[3] In 1977, Benoit Mandelbrot published
his highly acclaimed ‘the fractal geometry of nature’.
[4] See video archived at http://www.archive.org/details/sims_evolved_virtual_creatures_ 1994
[6]
http://www.isss.org/projects/gordon_pask and http://www.pangaro.com/published/Pask-as-Dramaturg.html
[7] Gregory Sholette aptly summarizes the
work “Shapolsky et al. consisted of maps, written descriptions
and 142 photographs of New York City real estate holdings owned by landlords
Harry Shapolsky and his family. Haacke’s mock-scientific approach offered
viewers the facts about something the artist described [at the time] as a
“real-time social system,” one that was invisible yet entirely accessible
through public records. The artist’s accumulated evidence presented a pattern
of social neglect typical of New York’s invidious real estate market.
Shapolsky et al. also resembled, if not
in fact parodied, the conceptual or information art being made in the early
1970s by artists such as Mel Bochner, Adrian Piper or Joseph Kosuth. After
canceling Haacke’s exhibition just prior to the opening Thomas Messer, the
museum’s director, summed up his opposition to Shapolsky et al. by stating, “To the degree to which an artist
deliberately pursues aims that lie beyond art, his very concentration upon
ulterior ends stands in conflict with the intrinsic nature of the work as an
end in itself. “Defining what did lie beyond the art’s “intrinsic nature”
was to become the central question for a new generation of activist artists.” Submitted 18 Feb2006 at http://www.neme.org/main/354/news-from-nowhere
[8] Such as the Canada Social Sciences
and Humanities Research Council. www.sshrc-crsh.gc.ca
[9] Although this fact is well known in
art historical circles, curiously there has been no attempt to re-polychrome
the friezes of the Parthenon or the sculptures of Praxiteles.
[12] Personal communication
[16] http://www.ventrella.com/Darwin/darwin.html and http://www.ventrella.com/index.html
http://www.Swimbots.com/
[18] http://www.janeprophet.com/technoweb.html (previously
shown at the Beall Center UCI, in the Control Space exhibition of computer
games curated by Robert Nideffer and Anthoinite LaFarge.)
[20] http://www.ubu.com/historical/racter/index.html, (ISBN
0-446-38051-2)
[23] a recently celebrated example being
crowd and battle scenes in Lord of the Rings.
[26] http://www.fundacion.telefonica.com/arteytecnologia/certamen_ vida/en/index.htm
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