generative

Nils Aall Barricelli’s Bionumeric Organisms

Wednesday, September 7th, 2011

From Barticelli's 1953 experiments

Before there was Wolfram’s class 4 cellular automata, before there was Conway’s Game of Life, there was Nils Aall Barricelli and his bionumeric organisms.  The creation of ‘living’ things synthetically, of generative design, of patterns between order and chaos.

After reading this article I was surprised I hadn’t come across Barricelli before, given the influence of his work.  A mathematician excited by the recent invention of the computer, evaluating his work visually rather than with equations, excited by the possibility of creating synthetic forms within a computer, without the intention to explain nature:

 While admitting a connection back to Darwinian theory, he ultimately had no interest in merely simulating the realm of biology. his experiments were not models. rather, he wished to open up an autonomous field of life that was exclusively bionumeric. Barricelli’s numerical organisms were “alive” within a mathematical machine first and foremost. if they also revealed something about the bio- logical realm, so be it.

He drew up plans for DNA computers ten years after the discovery of the double helix:

his 1963 paper on “numerical testing of evolution theories” bears par- ticular historical significance. in it, Barricelli proposes a “chemo-analogical computer” using DNA molecules as the computational substrate—a mere ten years after the discovery of DNA by Watson and Crick. According to Barricelli’s conjectures, such a computer would consist of a normal “hardware” computer connected to a “wet- ware” environment made up of DNA molecules. Barricelli constructed a “DNA-norm” to govern the cellular phe- nomena of the base-pair interactions. Computations would first be transferred from hardware to wetware; the DNA molecules would perform the computations; and the results would be fed back into the computer.

He used the computer to explore architectures for interactions that give rise to organisms- defining rules for the evolution of numbers from row to row, based on their local context.  He looked at the printed output and changed the rules, trying to determine what caused patterns between total randomness and monotony, patterns that would give rise to things that appeared living.

A Generative Method for Infrastructure Emergence

Thursday, April 1st, 2010

Social systems are becoming more complex from technological advancements and increased connectivity. Individuals are further empowered with the capability to augment their memory and communication through computers, the internet, and cell phones. Every society has structures which influence collective behavior, and with all of the possible configurations of people in a population, the question emerges for designers of how to implement a method to use the collective information and create a successful design solution [1].

Cities have been shown to have fractal geometry. In this paper we show how the fractal shape can emerge from a generative process that takes information on the scale of individuals or groups, and uses it to design a permanent infrastructure on the scale of a city. In this sense, we grow cities consisting of individuals and roads, starting from just individuals. [from introduction of paper, see PDF for rest]

A Generative Method for Infrastructure Emergence from Kawandeep Virdee on Vimeo.