Thursday 28 February 2013

Amiina's Game Of Life - 2, Cellular Automata


Rules from the original "Game of Life":

        1. Any live cell with fewer than two live neighbours dies, as if caused by under-population.
        2. Any live cell with two or three live neighbours lives on to the next generation.
        3. Any live cell with more than three live neighbours dies, as if by overcrowding.
        4. Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction.

Added rules from the original "Game of Life" with the new interacting elements: "food", "obstacle", "thin ice":

        5. Any dead cell with "food" neighbour becomes a live cell, as if by recovery.
        6. Any live cell with "food" neighbour generates another live cell, as if by reproduction.
        7. Any live cell with "obstacle" neighbour dies and turns into obstacle, as if by disease.
        8. Any live cell with "thin ice" neighbour dies, as if by accident.

Below is the model of a quite depressing story where the world was taken over completely by disease and bad luck with neither live or even dead remaining:












Live Cells:

Dead Cells:

"Obstacles" or disease:


"Thin Ice" or bad luck/accident:


"Food":


Complexity/simplicity of the interactions:



Saturday 9 February 2013

Swarm Architecture of Peter Macapia labDORA: Digital Primitive

Studio descriptionPeter Macapia is the director and founder of labDORA, an interdisciplinary research office that focuses on design, the geometry and topology of matter/energy relations, and the advent of the algorithm. Each year the explores these problems through both material and computational work focusing on new tectonic and spatial problems.

Statement on Digital PrimitiveThere is a story in Plato about the cave – it suggests the problem of matter, of perception, of illusion. Descartes rewrote the story from the point of view of observing a piece of wax. The tendency towards a Royal science we all know is based on the notion that there is, that there exists, a foundation. And that the foundation can explain everything else that needs to be explained. But actually that knowledge is the constant product of the invention of problems that can never be seen or anticipated by the foundation. Even Leibniz knew this when he wrote about the calculus as having a limit, and that the limit was like these monstrous little species that might emerge. There’s nothing primitive about these kinds of problems: what is a geometrical logic, what is a topological one, and what is an algorithmic logic. I tend to see the interest in manipulating the signs according to a new paradigm, to quote Wittgenstein. The fabrication part is the most difficult of these investigations. The nonlinear behavior of material organization always forces a revision.





Project 1: FRINGE PAVILION STUDIES
Location: MANHATTAN

Date: 2009
Client: STUDY
Digital tools: NESTLIST ALGORITHM
Credits:
Design/ fabrication / Implementation
PETER MACAPIA WITH MAT HOWARD



Amiina's Roof Element (Grasshopper)


Amiina's Pattern Presentation






















Amiina's NetLogo Play: Square Fractals Variations





Amiina's Net Logo Play: Spinning Spider Web Variations