Cite as: Roudavski, Stanislav and Gwyllim Jahn (2012). 'Emergent Materiality though an Embedded Multi-Agent
System', in 15th Generative Art Conference, ed. by Celestino Soddu (Lucca, Italy: Domus Argenia), pp. 348–363
15h Generative Art Conference GA2012
Emergent Materiality through
an Embedded Multi-Agent System
S. Roudavski
Melbourne School of Design, University of Melbourne, Melbourne, Australia
www.stanislavroudavski.net; stanislav.roudavski@cantab.net
G. Jahn
elsewarecollective, Melbourne, Australia
www.elsewarecollective.com; gwyllo@gmail.com
Abstract
The paper discusses the implementation of a multi-agent system as an integral
component of a hybrid, digital-physical architectural environment. It contributes to the
existing practice-based architectural research in two ways: 1) by describing an
innovative integration of a multi-agent system for surface patterning; and 2) by
discussing this integration in terms of emergent materiality. This case-study
demonstrates suggestive creative approaches and observes in the field the operation of
a concept that promises to be useful for future analysis, research and design.
1. Introduction: material or immaterial?
Current discourse in architecture acknowledges the increasing importance of
“immaterial” phenomena, such as exchanges of information [1, 2] and simultaneously
emphasises the importance of materials [3–5]. Similarly, traditional ways of working,
predicated by an understanding of architecture as hierarchical assemblies of objects
with set material properties, are in conflict with the growing emphasis on processual
architecture [cf. 6]. These contrasting understandings complicate the notion of
architectural materiality and call for further practical and theoretical investigations of
hybrid, physical/digital architectural environments.
Engaging with this challenge, this paper considers how the notion of continuous
differentiation [7, p. 136] – inspired by natural environments and enabled by
computation – can be dissociated from the form-, object-, and hierarchy-oriented notions
of architectural composition. While Lynn does talk about “the composition of stable
bodies that are capable of continuous transformation and mutation” (p. 137), much
existing work discusses and implements continuous differentiation as static outcomes of
underlying generative processes. These outcomes are said to be continuously
differentiated when they exhibit gradual transitions between contrasting states [8,
p. 141], where states are understood as physically material assemblies of objects. Thus,
even when working with continuous differentiation, the compositional practice focuses
on the constitution, description and valuation of architectural form.
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This paper seeks to engage with parallel understandings emphasising processes,
events and emergent characteristics by considering how differentiation occurs in time,
as well as in space. Dynamic material effects made possible by this approach include
variable porosity, ornamentation, lighting and surface articulation. They manifest
themselves as events or performances rather than as static objects or forms. Extending
existing discourses in this area [such as 9], the paper analyses the outcomes of a
particular experiment that combined complex geometry with an interactive environment
and a responsive multi-agent system in an architectural installation.
2. Assemblage: provisional formations of socio-technical actors
Fig. 1. Overview. i) perimeter speakers; ii) location of the fan; iii) one of the lights;
iv) visitor, looking through the transparent patches; v) entrance to the inflatable;
vi) towards entrance to the space and the projectors; vii) visitors carrying a lantern.
The Performative Architecture Installation discussed in this paper was designed and
constructed at the University of Melbourne in 2011. It can be most productively
considered as a temporary and continually regenerated open assembly of
heterogeneous actors [10–13]. Within such an assembly, boundaries are unstable, fuzzy
and dependant on the observers’ capabilities and goals. However, the extended
discussion of the overall assemblage is outside the scope of this paper. Instead, it
focuses on one aspect – emergent materiality. Because this discussion of materiality
would be inaccessible without a brief description of the overall system, it is provided in
this section. To simplify this description, the paper identifies three formations: 1) a nonstandard physical structure; 2) an interactive system; and 3) an emergent-behaviour
system.
The physical structure of the installation is an organically shaped inflatable made from
opaque and transparent patches. It was developed through multiple prototypes,
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following the principles of design through making [cf. 14] understood as “a discipline that
can instigate rather than merely solve ideas” [15, p. 7]. On one hand, the parametric
geometry of the structure was informed by parallel experimentation with fabrication. On
the other, the form and the fabrication approaches were evaluated for their performance
within the intended interactive setup.
The interactive system consists of video projectors; controllable lighting system;
providing video streams for analysis of visitor behaviour; controllable speakers; light
sensors; and a smoke machine. The control system was assembled in Cycling 74’s
visual programming software MAX running on a typical desktop PC computer. This
setup enables incorporation of visitor behaviours into the overall performance and
supports integration of generated effects with the physical structure and the surrounding
space.
The focus of this paper is on the third formation, the emergent-behaviour system that
was implemented using Processing/Java cross-communicating with MAX.
3. Emergent behaviour: a multi-agent system
The following two subsections discuss the multi-agent system employed in the
installation as 1) a particular narrative structure able to produce dynamic, temporally
differentiated and emergent material effects; and 2) as an embedded system that
situates these effects in populated, messy and rich physical environments.
3.1. Narrative structure: agents, modes and emergent effects
Fig. 2. Narrative modes. Frames from a video showing an explosive transition from
the Reflective mode (A) to the Agitated mode (B, C).
The narrative structure of the installation was developed through multiple iterations
alongside its interactivity and physical structures. The primary organisational device here
came not from static or moving images and not from the rules established within the
programming environment but from micro narratives produced throughout the
development process to capture desires, describe observed events and post-rationalise
found effects. These mini-narratives (50–100 words) helped to establish temporary
design criteria and supported communication between team members. Temporal in
nature, they also actively encouraged thinking about continuing events instead of static
snapshots of spaces or objects. No written narrative is possible within implicit (or actively
developed) voice and thinking about narrators and alternative points of perception
sharpened attention on the multiple co-existent foci of the interactive performance.
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While design thinking benefitted from being periodically cast into the narrative form, the
management of complex dynamic processes and integration of coherent and
communicable design decisions through the creative team led to the chunking of the
continuous interactive experience into narrative modes incorporated into a simulation of
a spatial environment populated by agents.
3.1.1. Behaviour
Fig. 3. Vocabulary of behaviours. Examples of emergent patterns.
This multi-agent system is operated by a basic software routine that initialises and
iterates the simulation. The simulation takes form of a system composed of multiple
interacting agents [cf. 16, p. 11]. Within such a system, an agent is "an entity that
performs a specific activity in an environment of which it is aware and that can respond
to changes." [17, p. 7]. However, the term agent is used in many heterogeneous ways,
even in the artificial intelligence and artificial life communities where these ideas
originated. Within Nwana’s [18] typology, the installation's agents belong to the basic
reactive type that acts “using a stimulus/response type of behaviour by responding to
the present state of the environment in which they are embedded.” (p. 209) The main
characteristic of such agents is autonomy. They can perceive the environment they
inhabit and act upon it. The functionality of the installation’s agents was derived from the
work of Reynolds [19] who defined his flocking “boids” as particles with predefined sets
of behaviours allowing them to interact with other particles and their immediate
environment.
The simulation behaviour of the multi-agent system is the hierarchical set of rules that
defines interactions with other agents and with the environment. The Performative
Architecture Installation’s system adopts the basic assumptions of a Reynolds [19]
flocking model: 1) each agent has an ability to perceive nearby agents; 2) each agent
can perceive the whole world as a bounded dimensional space; and 3) all agents can
recalculate their current state once per unit of time during the simulation.
The primary component of the internal state is the velocity vector but in extension of
Reynolds, the Performative Architecture Installation’s implementation stores additional
data such as bin membership (see below) and previous location vectors for path
rendering.
This basic implementation can be extended with rationality, ability to learn, more
sophisticated internal world representation, etc. However even in its current
specification, it exhibits performative characteristics that extend common possibilities of
architectural materiality.
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Behaviours. Agent behaviours are cumulative responses to rules. In the Performative
Architecture Installation they take the form of two-dimensional movements. Rules are
inaccessible to humans visiting the installation but behaviours are perceptible. Typical
rules are static and global to all of the multi-agent system. In contrast, individual
responses are dynamic and can be enlarged or decreased for individual agents.
Rules. Agents in the system adhere to two simple rules derived from Reynolds’ boids
algorithms: alignment and avoidance (Fig. 3, A, B). Each rule is conditional on the
proximity of other agents and is effective for all agents within specified search radius
and within the agent’s grid cell. The algorithm operates as follows. For each
neighbouring agent, find the distance between this agent and its neighbour. If this
distance is less than the environment’s threshold for a change in behaviour, modify the
velocity of the agent such that the effect of the neighbour is inversely proportional to the
distance between the two agents. To align two agents, the neighbours’ velocity is added
to that of the current agent. To avoid neighbours, the vector between the neighbour and
the agent is found and added to the agent’s velocity.
3.1.2. Environment
The environment that the agents occupy can include obstacles, field conditions such as
wind and other phenomena. The Performative Architecture Installation implemented one
environmental feature in the form of four attractors coincident with the sensor locations
on the surface of the inflatable (for examples of local effects produced by these, see the
project journal [20, pp. 130, 131]). In another example, an optimisation technique of
spatial binning also became a perceivable feature of the environment (see, section
3.1.2.5 below).
3.1.2.1. Topology
The system’s environment is a rectangular two dimensional space. It triggers both local
and global changes in agent behaviours (e.g., see Fig. 6 for local changes and Fig. 4 for
global changes). Local changes scale responses in relationship to specific coordinates,
while global changes modify the installation’s mode, affecting or substituting agents’ rule
sets. The environment constrains all possible agents’ trajectories to two dimensions thus
increasing the number of interactions between agents apparently moving in a threedimensional space when projected on a curvilinear surface of the inflatable and thus
increasing the likelihood and frequency of emergent effects (such as transitions,
durations and patterns including clusters, waves, zones, grids and so on). In order to
maintain the illusion of an unbounded and continuous space, topologically the
environment is constrained to a sphere with agents’ movement wrapping around the
edges of the visible rectangle.
3.1.2.2. Modes
The system’s narrative modes are (e.g., see Fig. 4):
Calm. Very low intensity. The agents move with randomized low speeds and the
avoidance is high. They form grid-like patterns, occasionally dispersing and
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reassembling. The overall effect is of quiet undulation and twinkling interrupted
by brief periods of low activity that suggests potential for more dynamic
behaviours (also, see Fig. 14).
Reflective. Low intensity. Initially flocking in loose undulating clusters across the
inflatable, the agents slowly blanket the fabric in a more uniformly dispersed
pattern. This state departs from the near-static equilibrium of the Calm state, but
its alternating sub-states are still relatively passive (also, see Fig. 5 and Fig. 11).
Agitated. High intensity. Streams of agents race across the surface of the
inflatable now and then exploding in bursts of energy (also, see Fig. 6).
Fig. 4. Samples of modes: Calm (A); Reflective (B); and Agitated (C).
These modes were achieved through the alterations in positioning, movement and
interactions between agents inhabiting a continuous field. Allen observes that in a field,
“overall shape and extent are highly fluid and less important than the internal
relationships of parts.” [21] His discussion of fields emphasised intervals, repetitions and
seriality as primary characteristics.
When such approaches are used as metaphors or diagrams for interrelationships
between objects (buildings, people, etc.), they can be productively employed as formguiding strategies in the design process. When used in this way, they assume a
utilitarian function in architects’ creative processes. The outcomes of such processes
are typically static materialisations that do not openly expose their genesis or directly
reflect the on-going renegotiation of spatial relationships (electronic, physical, chemical,
etc.). In the Performative Architecture Installation, temporary but perceivable modes and
change-vectors between modes, not objects or even relationships between them, act as
primary phenomena. While these modes are pre-conceptualised and pre-specified by
the designers, their behaviours are also constantly influenced by the surrounding
dynamic environment. The forms of the field provide a commentary on the dynamic
relationships of the site and can reconfigure these relationships by staging, framing,
suggesting or discouraging particular social performances.
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Fig. 5. Reflective mode. Chunking into brush strokes.
Fig. 6. Agitated mode. Visible gridding and local variations.
Technically, a mode is a predefined set of static and fluctuating parameters that scale
individual behaviours of agents in a given environment. Because the parameters are
quantifiable, it is possible to interpolate between and within modes to construct an
infinitely differentiated parameter space.
3.1.2.3. Sub-Modes, Mode History
Fig. 7. Sub-mode transition. Dispersal of the chunked brush strokes into a uniformly
spread field, mid-transition. Mode: Reflective.
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As the environment is only capable of maintaining a single mode at any one time, each
mode operates with an embedded memory of previous modes and of their duration. This
memory effects the selection of parameters within the subsequent mode. Modes are
capable of measuring parameter values, switching between parameter sets (sub-modes)
and modifying or interpolating between parameter-set values over time (operating on
mode history). Gradual changes in parameter values tend to produce perceptually
smooth transitions between perceptible patterns. Such transitions can be slow,
transforming the environment without advertising the change to the observers who,
unless they pay special attention, can suddenly find themselves is a qualitatively
different space (e.g., see transition from Fig. 5 to Fig. 7). Switching between sub-modes
tends to rearrange the differentiated flow of patterns suddenly, so that the moment of
transition is emphasised as a significant event (e.g., see transition from Fig. 9 to Fig. 6).
The supply of various dramatic effects produced by sub-modes switching is incorporated
into overarching emotional registers of the three principal modes. Sub-modes are
distinguished by perceptible patterning and the rhythms of motion within constrained
ranges of intensity representative of the parent mode. By contrast, the primary narrative
modes are differentiated by the intensity of the behaviours they contain (see, e.g., Fig.
4).
3.1.2.4. Transitions
A transition is an externally triggered switch from one narrative mode to another (Fig. 4).
There are six possible transitions: 1, 2) from Agitated to Calm or Reflective – capturing a
slowly dissolving state of the last distribution produced by the Agitated mode; 3, 4) from
Calm to Reflective and back – indicating the change with a heightened activity and then
settling into a dispersed field; 5, 6) from Calm or Reflective to Agitated (Fig. 2 and Fig.
14) – resulting in an explosive change, with agents rapidly moving away from their initial
positions, supported by dramatic lighting fluctuations and highly active audioscape.
Transitions are triggered by the sensors or a computer vision system using camerastream analyses. Both trigger types react to the visitors’ behaviours. Through these
triggering mechanisms, the multi-agent system becomes a participant in an open
assembly that can accept events, energies and deliberate behaviours from external
participants.
During a transition, the current mode with its last distribution of agents acts as an input
for the subsequent mode. Hence, the character of the transition is a product of the
reorganisation of agents within the environment (Fig. 8 and Fig. 14). Transitions result in
a range of effects not exhibited within modes and produced by the contrasts in agent
behaviours and speeds (or, to put it differently, redistributions of energy). Both
transitions and sub-modes act to introduce order (or concentrated energy) in the
environment by establishing gradients in the behaviour and distribution of agents and
affecting the system’s entropy. Gradients here are understood as energy-story
phenomena, such as uneven distributions of energy in molecular systems with intensive
properties (temperature, pressure, density). [e.g., cf. 22, p. 9] (Fig. 8, B, C, D) For
example, some modes compress agents into smaller regions in the environment,
resulting in explosive redistributions during a transition to a subsequent mode (Fig. 8, C,
D and Fig. 14, B, C). Others narrow the range of search, resulting in perceptually
random movement because with fewer agents found, repeated interactions between
pairs occur infrequently. This change produces contrasting readings of agents’
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intensities and groupings (Fig. 8, A, C). Another example of a transition effect is
produced when active well-defined clusters of agents of the Agitated mode become
frozen as perceptually static (but slowly dissipating) partially gridded patterns (Fig. 4, A
and Fig. 14, A).
Fig. 8. Seeding. The current mode serves as a seed for the next. A, B: Agitated to
Calm; C, D: Calm to Reflective.
3.1.2.5. Effects
As is evident from the above, the multi-agent system is capable of producing multiple
emergent material effects. To illustrate, one such example is striation. The speed of
each agent is limited to a global value. This value affects the proximity of pairs and
controls the frequency of agent interaction. Consequently, high speeds tend to result in
the emergence of striated patterns whereby agent velocities become averaged over the
entire environment (e.g., see Fig. 9 and Fig. 8, A) By contrast, lower speeds produce
more local variation through more frequent interaction between individuals (e.g., see
Fig. 4, B and Fig. 8, D).
Fig. 9. Striation patterns in the Agitated mode.
Another example of an emergent effect is gridding. In this case, it is a consciously
permitted visible artefact of optimization. Larger populations produce more complex and
nuanced effects. The environment becomes more diverse and agents interact not only
as individuals but also as groups. However, the time needed for a sequential search
algorithm to update all agents increases proportionally with the population size, quickly
depleting performance capabilities of a typical computer and undermining the real-time
performance of the system. And some form of proximity searcher is necessary to drive
behaviours. In order to increase the population size of the simulation, the system
implements a simple spatial binning algorithm. The environment is partitioned into lists
or ‘bins’ arranged as a Cartesian grid. These bins are populated by agents based on
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their current positions. If the next location of an agent corresponds to a different grid
cell, it is removed from its current bin and added to a new one. Any subsequent
proximity searches are constrained to the agents within the current bin, greatly reducing
the running time of the algorithm.
In addition to accelerating the computation, and in contrast to common practice that
minimises behavioural artefacts produced by the bin grids, the Performative Architecture
Installation deliberately employs it for the production of visible grids when their
appearance is justified by the overarching narrative. The emergent effect of grid lines
and squares is used to establish scale, emphasize curvature, strengthen the effects of
perspective foreshortening and create contrasting patterning that precedes or follows
fluid motion.
These effects emerge when parameters cause agents to avoid other agents within a
range that is larger than the dimensions of the bins. Such conditions make grid edges
visible because agents oscillate between neighbouring cells (Fig. 11 and elsewhere).
The linearity of the grid contrasts with the fluid geometry of the agent paths and patterns
the curvilinear geometry of the installation as grid cells distort across its surface. Grid
cells also act as sub-environments, compartmentalising agent interactions in a manner
that results in cell-sized flocks. Within the global environment, these flocks emerge as
painterly effects because small groups of agents become more legible than individuals
or large-scale patterns (Fig. 5). Visible gridding of this type is a characteristic example of
a found emergent effect. Originating from a simplistic implementation (such visible
gridding can be easily eliminated if neighbouring bins are included into the search); this
effect was adopted and curated for meaningful incorporation into the spectrum of
available material expressions.
Fig. 10. Gridding 1. The patterns produced by binning, taken during design
development. i) cable to the light sensor at the corner of the transparent patch, to be
integrated into the skin; ii) looking and touching were encouraged.
The modes and the transitions between modes are defined in terms of bottom-up rather
than top-down rules and relationships. Consequently, the resulting system always
remains dynamic. Predictable at the macro scales, in terms of perceivable types of
emergent effects referring to particular modes or sub-modes, the system never
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produces identical distributions at the level of interactions between agents and groups of
agents.
Fig. 11. Gridding 2. Appearance of the grid pattern in the Reflective mode.
3.2. Embodiment: agents in the charged space
Fig. 12. Situated effects 1. The image shows volumetric light effects (i); differences in
scale and sharpness; shadows (ii); and effects on the transparent areas.
In the case of the Performative Architecture Installation, the terminology of humancomputer interfaces (graphic or otherwise) is too constraining. Instead, the installation
can be more productively understood as a temporary and continually regenerated open
assembly of heterogeneous actors. Morse [23, p. 167] describes settings hosting digital
art installations as spaces charged with meaning. Visitors can traverse these spaces
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and the form of their itineraries constitutes an essential part of the poetics of an
installation (see also the discussion of place construction in [24, e.g., p. 113].
Accordingly, the multi-agent system of the Performative Architecture Installation
acquires additional and new meanings when incorporated into a situated performance.
The installation’s material characteristics then can be described as emergent not only
because they are sustained by agent interactions but also because they become
possible through enacted relationships with its hosting place, its visitors and so on.
Fig. 13. Situated effects 2. Spectral effects; transparency and density; patterning and
scaling.
As mentioned above, the man-machine interface included light sensors and video
cameras as well as a dual video projection onto the complex shape of the inflatable
structure. The transition from a computer screen to a curvilinear physical form generates
effects that alter and enhance the expressive range of the agent system. The
projection’s integration with space, light, sound and visitors’ bodies undermines the
algorithmic certainties of computer code transposing it as one of many material
presences into layered and much less orderly situated affordances and experiences.
Examples of such situated effects include:
Surface effects. Spectral effects: at points of foreshortening or scaling (Fig. 13).
Layering: the image penetrates the patches of transparent material to appear enlarged
and blurred against the opposing inner wall of the inflatable (Fig. 12 and Fig. 13).
Point-of-view effects. Secondary images on people; through transparent patches;
reflections; refractions; field-of-vision effects.
Light effects. Contrasting lighting modes supporting the narrative (Fig. 2); dynamic
shadows and volume effects (Fig. 12). Effects by the stationary, computer controlled
lights and from the lantern carried by the visitors (Fig. 14) (e.g., reflected light and glow).
Relational effects. Multiple layers of movement involving the installation and the visitors.
Multiple layers of interaction between human and non-human participants. Parallel
meanings constructed by multiple participants.
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Fig. 14. Modes, lighting and atmosphere. A, B) Calm; C) Agitated.
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4. Conclusion: towards emergent materiality
The examples of this paper discuss emergence as flows of matter and energy. While
this emergence does not form static objects, its transient character does not prevent it
from being real, material and accessible to human perception and experience.
Consequently, this approach extends the current understanding of architectural
materiality by providing examples of temporal continuous differentiation and emergent
effects.
Primary characteristics of emergent materiality are not those described in relationship to
objecthood. Instead they comprise “dimensionality, movement and duration” [25, p. v] or
“intervals, repetitions and seriality” [21] as primary characteristics.
Ballard [25, p. 5] persuasively argues that “the digital machinic assemblage has specific
affects and resonances that in some way distinguish it from previous (non-digital)
assemblages.” Machinic here refers to the mode of organization, not to the form of an
object. Derived from Guattari [26, p. 39], and ultimately from Maturana and Varela [27],
the term emphasises relationships between components that as (autopoietic)
organisations are distinct from their materiality. The line of enquiry exploring
controversial tensions between material and immaterial in architecture cannot be fully
pursued in this paper (on my position in regard to their interrelationship in the case of
virtual environments, see [28]). However the focus on enacted modes of organisation
suggests a useful process-oriented conceptual and creative stance illuminated, for
example, by Deleuze and Guattari’s [10, p. 152] questions about a “body without
organs”: what does it do? what type it is? how is it fabricated? what are its modes? what
comes to pass? what is expected and what is unexpected? with which variants and
surprises?
As experienced during the practical work on the Performative Architecture Installation,
the concept of emergent materiality [cf. 25, p. 172] is a good match to the designer’s
needs to think, talk and make architecture as on-going socio-technical performances
rather than static and hierarchical compositions.
5. Acknowledgements and further information
The thinking and designing discussed above were collaborative. For further information
and credits, see [20]. Additional images can be found here:
http://pas2011.tumblr.com/archive
6. References
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