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The form of the architectural organisms is generated from their 8-gene
genome using a recursive growth algorithm. The algorithm integrates
a spatial logic, for opening and closing volumes of space as the form
is generated, and a structural logic, tied to the rules and limitations
of the differential space-truss.
The
spatial logic is based on a three-dimensional Cellular Automata. Cellular
Automata are computer-based systems for modeling complex adaptive systems,
used to model everything from slime-mold growth, to ant colony behavior,
to turbulence in fluid systems. Cellular Automata typically involve
sets of discreet elements in a one-dimensional or two-dimensional matrix,
usually visualized as black and white dots in a grid. The elements have
specific states (typically on or off) that change over time based on
the iteration of a simple set of deterministic rules. The elements change
state as a function of their current state, and the rules, producing
an unpredictable and complex pattern of behaviors.
The
Cellular Automata system that is used in the D.E.A.D software is an
adaptation of "Conway's Game of Life", a system invented by
mathematician John Conway. The system works on a two-dimensional grid
of black and white tiles. The rules of the system work in a qualitative
way, to simulate a very simple model of interactions of organisms in
a population. The rules (see figure on left) operate upon every grid
point, simultaneously and in parallel, by analyzing the each point and
its 8 neighbors. The number of neighbors dictates whether the current
tile dies (changes state from black to white), is born (changes from
white to black) or remains the same. These few simple rules, named to
match the real-world behaviors they are attempting to simulate (overcrowding,
reproduction and loneliness), produce complex and unpredictable behaviors
over time. (see Quicktime animation right). The reason for using the
"Game of Life" as a starting point for a morphology is that
the rules allow for the spontaneous creation, and destruction, of voids
and boundaries – a fundamental requirement for the description
of space.
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The "Game of Life" automata operates only in two-dimensions,
for the use in generating architecture it was adapted to operate
in three-dimensions. The rules were changed to incorporate the fact
that each object in a three-dimensional grid has 26 neighbors, and
manifold more possible combinations for loneliness and overcrowding.
The adapted version of the rules is shown in the figure to the left.
The Quicktime animation at right shows the behavior typically created
by the three-dimensional adaptation of the "Game of Life"
rules, operating within a 10x10x10 grid. |
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In the generative algorithm used in the D.E.A.D. system, the space-forming
logic of the three-dimensional "Game of Life" is coupled with
a set of rules related to formal logic of a flexible structural system
– the differential space-truss.
The
traditional space-truss is a lattice structure of standard elements,
typically leading to architecture of regular geometrical forms, as in
the geodetic domes of Buckminster Fuller and projects such as I.M. Pei's
Javits Convention Center in New York. The traditional space-truss employs
standard elements because of constraints of design, analysis and fabrication
– constraints now surmountable through computer-based techniques.
The differential space-truss uses non-standard elements; by allowing
each element to be unique it can take on complex three-dimensional curvilinear
form as well as basic linear geometry. The image on the left shows one
of a few scale models of three-dimensional differential space-trusses,
with non-uniform elements, that were made during the research and development
of the formal algorithm. The formal algorithm incorporates the logic,
and limitation of the differential space-truss – such as limiting
the length of elements in the system to a range that would be structurally
feasible, and incorporating specific biases and the limitations of hypothetical
Computer Numerically Controlled construction methods.
The Quicktime animation below shows the generation of a single architectural
form using the D.E.A.D system's morphological algorithm.

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