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Vicky Isley & Paul Smith
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introduction an online version of randomSeed using the same rules as the theatre of restless automata exhibition system
In May 2005, we launched our solo exhibition, theatre of restless automata at Aspex Gallery, Portsmouth touring to HTTP, London (Sept-Oct 2005) and Peterborough Digital Arts (March-May 2006). Within this exhibition two randomSeeds are displayed, in which tiny creature-like objects can be observed, busily moving about in encapsulated worlds; like workers in an ants nest. We have created simple movement instructions for our workers (we refer to our workers as machine heads). They march out from the centre of their world leaving movement traces by changing pixel colour. We are absorbed by the intricate and beautiful images the machine heads make by following simple rules. Eventually, the machine heads fill their world with different coloured pixels and can no longer move in straight lines. Their behaviour changes as their environment becomes increasingly complex. Finally, their world takes on the appearance of what looks similar to rough stone or noise on a television screen. As authors, we are fascinated how we cant predict the images created, as the machines respond to their environment. If you reload this web page the machine heads above receive new rules. If we tried to view every possible permutation of this work our mouse buttons would soon wear out. We were compelled, while constructing these systems, to watch them for great lengths of time. In fact for months every computer in our studio was running a randomSeed system. The main attraction was observing the different outcomes of the innumerable permutations that were out of our aesthetic control.
As mentioned above the image is manipulated by workers (like ants) or machines (like robotic trucks). Lets imagine these with a hole through the centre revealing the underlying image. Here I will refer to them as machines. Only one pixel is visible through the hole at any time . In randomSeed there are eleven possible pixel colours and our machines have five directional states: up, right, down, left & stationary. At any time a machine will have a colour and direction i.e. (grey & up) or (pink & up) or (yellow & right). Our machine has a list containing all fifty five possible colour and direction combinations, paired with a new colour and direction. These are the machines rules or program. In the table above all possible combinations are in the left hand side of each column and a randomly assigned colour and direction on the right. Our machine consults this table, replaces the pixel value of the visible square with the new colour and then moves one square along in the direction it was originally facing before changing its direction to the new direction. This process of change and motion repeats endlessly. As the machines metabolise in their environment they are forced to cope with the changes they have made. As their world becomes increasingly complex so does their motion patterns. If we were to make the image invisible we would see our workers moving around in complex patterns responding to invisible signals like ants following pheromone trails.
Apart
from the title, 'random seed' refers to random number generation in computers
(NB.to avoid confusion in this section, I will refer to randomSeed the
work as RS). In RS we are interested in achieving visual complexity, independent of computer random, and more like the apparent randomness of a paint splatter. Dice represent an everyday understanding of random number generation. Random in computers is different, so lets briefly look at how computers generate random numbers. If we take the last number of entry one in the phone book (A1 AAA Cars and Home Insurance 0845 344 0141) we have the number 1. Unless you've read and remembered the same phone book you'll not be able to predict the last number of the next entry (A1 Able Kissograms 023 8032 4333) which is 3. If we repeat this we get an unpredictable, seemingly random sequence of numbers: 1309490140137..... This is pretty close to how computers generate random numbers. If we always use the same phone book, our first number will always be 1 followed by 3 and so on. To prevent predictability we can start from a random location in the book. But how do we randomly select this location? Look at your watch... mine says 12:45 and 52 seconds or 124,552 if we just read the numbers. So now I count the entries until I reach entry 124,552 and start my sequence from here. The number taken from my watch is a 'random seed' and unless the time was 12:45 and 52 seconds when you looked at your watch, your random seed will be different. When a RS system is
launched a random seed is taken from the system clock. Then random numbers generated
from this seed are used to set the rules applied to each machine head (the black
marks that move around the image changing pixel values). No random numbers are
used after this. Every change made to pixel values or movements of machines are
rigidly dictated by the rules. Despite this rigidity the systems all eventually
generate what appears as randomness. For this reason the randomness experienced
in RS is closer to that of the paint splatter than traditional computer
random. It emerges from the physical laws that govern the systems behaviour and
consequently each launch of the system produces distinct and unique qualities.
The use of computer random to set the rules at the start of the program is simply
a way of sampling from the huge number of permutations of those rules. It is particularly
the complexities within these simple rules that has been of interest to us.
This
is how we started our investigation by running simple programs that had the potential
to create complex imagery. This body of work started in 2002/03 when we undertook
a year long new media residency at Artsway, Sway. During this period we explored
the relationship between the physical and electronic world, deconstructing programming
language to produce computational paper based artworks. Inspired by John Conway
a mathematician who in the 70's created the Game of Life where on
an infinite grid (Conway used graph paper) you randomly scatter some counters,
these counters are then checked to see if the squares around them have counters.
Again there is a rule table which specifies whether the counter stays or goes
dependant on how many cells are occupied around it. We decided to compile our
own sets of rules on paper - translating our programs into psuedo code we painstakingly
executed each line one by one, mapping our movement paths with a pencil. Often
we found ourselves emanating complicated and intricate patterns through following
simple sets of instructions. Although this method of execution could be quite
laborious, by following the rule sets slowly step by step you gained an appreciation
of the potentials. We could spend hours thinking of a way to simulate a certain
type of movement on paper, then establish some rules that may have this particular
outcome. Often, when running these rules we would then find ourselves surprised
by the outcome and therefore compelled to rerun them. It was this unpredictability
that led us to go back to the computer, by programming these simple sets of rules
we could rerun them at a touch of a button. This development opened up a new window
of research where we started examining mathematicians work into Cellular Automata
and Turing Machines. A Cellular Automata (CA), in its original form, is a way of understanding how cells multiply and die. CAs manifest as software arrangements of squares, often in a grid, that represent cells. Rules are applied to all cells determining their current state. For our purposes we will consider a one dimensional CA, that is one that has all its cells arranged side by side in a line. Each cell can have a number
of states. For our purposes we will keep this at its minimum of two. If we imagine
seven cells with the central one, black, or on and all the rest white, or off.
Each iteration of the program increases the y axis by one. At every iteration we can perceive the entire history of this universe. In this representation of a CA time and space are interchangeable. ...in fact the basic
notion of extending the idea of position in space to an idea of position in time
has been common in scientific thought for more than five centuries." It is all to easy to simply
think of space as the stuff we move around in and time as duration. The interesting
quality of the CAs discussed above is the incredibly intricate patterns
revealed as a product of their space-time continuum. Viewed as a static image,
time is no longer the perception of change but something more beautiful. In randomSeed
the image represents a record of the machines movements and can also be thought
of in this way.
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