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tom ray's hammer:
emergence and excess in a-life art
mitchell whitelaw
mitchellw@spin.net.au
> tom ray's hammer
During an interview, Rod Berry recounted a story about Tom Ray, noted a-life
researcher. Apparently when he was coding the first version of Tierra, an
open-ended computational a-life experiment, Ray smashed the serial ports off
his computer with a hammer, to make sure none of his self-replicating code
entities escaped. This image stayed with me in the following months. Like
throwing a brick through a television, the gesture has the visceral appeal of a
"hardware" solution to a "software" problem - a transgressive, category-error
brutality. More significantly, the excess of the gesture indicates the excess
it tries to contain. Ray's digital replicators were, for him, creatures of such
potential virulence that they needed to be constrained in hardware. Ray's
hammer blow protects against, and simultaneously projects, a basic
transgression; a-life goes "out of control", it escapes its isolated virtual
pond and makes its way in the world. This is a basic moment in a-life and
a-life art, the moment where the system exceeds itself, breaches its initial
boundaries, surprises us; the moment of emergence.
As it turns out the story is untrue - probably derived from Stephen Levy's
account of Ray's plan to enclose the Tierra computer in a "containment
facility", preventing access to disk drives and ports.[1] While the image is less dramatic, the intent is the same.
The cage defines a highly-charged boundary between the computational inside and
the worldly outside; the prison walls make us think of escape.
This paper posits this will to escape, the desire for emergence, as a basic
drive in contemporary a-life art. Not the only drive, by any means, but a
basic, common dynamic in a-life systems. Here it's isolated, extrapolated
outwards and followed; it provides a useful theoretical perspective on current
a-life work, and at its limits it provokes more abstract questions about the
edges of art and intentionality.
> emergence in a-life
A-life works have a common structure, when viewed as designed
emergence-systems; exactly the same structure can be applied to a-life
experiments in the sciences. There are two interconnected planes; a designed
framework or substrate, the hardware and software system, and the emergent
phenomena generated by the system. Different works display these planes in
various ways. In the case of a "breeder" work, such as Karl Sims' interactive
evolving images or more recent 3-d morphological breeders, the "system"
consists of the programmed evolutionary engine that mutates and renders the
symbolic genotypes, as well as the external input that selects genotypes to
breed for the following generation. The emergent phenomena corresponds to the
(singular) object of this process, the image or 3d model; this is the emergent
"organism". Other types of work split into two in a similar way. In those
simulating a population and its environment (for example Sim Earth), the
emergent phenomena are not only individual phenotypes but individual and
collective behaviours, population fluctuations, symbiotic relationships between
phenotypes, genetic drift, and so on. In robotic (or "real") a-life, the system
is designed in hard- and software, and the emergent phenomena are behavioural,
largely arising from interactions with other entities, robotic and/or human.
In each of these cases there is a movement outwards or upwards, from the
system-substrate to its emergent results. This movement can be identified in
most, if not all, a-life based work. It is simple enough; the focus of the
work, the thing it produces, is the emergent phenomenon. This is the result the
artists are concerned with. This is particularly clear in software-based
simulation works that present a "world" or "organism" - the hardware and
software substrate all but disappears. Even in robotic a-life work where the
hardware substrate functions sculpturally and gesturally, the focus is on the
emergent interactions of the robot entities; the a-life related "smarts" of
these systems is what distinguishes them from earlier sculptural kinetics. The
movement from system to emergent phenomena within each work is part of a
macro-scale drive shared with "hard" a-life work, the drive towards
increasingly emergent results, outcomes that increasingly exceed their
substrates.
Larry Yeager, discussing his 1993 Polyworld simulated ecosystem, lists
emergent features of his simulated creatures, including response to visual
stimuli (the creatures have simulated vision and neural net "brains"),
food-seeking and flocking. In projecting the system's future, Yeager
anticipates that the move to a more powerful computational platform would allow
"larger populations,... more complex neural models, thus fostering greater
speciation and more complex behaviours." [2]
Kenneth Rinaldo, asked in an interview about his interactive robotic piece
The Flock, similarly anticipates its future 'evolution', including a
switch from a Brooksian subsumption-architecture approach to behaviour to a
genetic algorithm method that would "allow a new Flock to evolve its own
behaviour." [3] When I interviewed Rod Berry
about his Feeping Creatures musical breeder he described his goal as a
"perpetual novelty machine" which maintains a diverse and evolving ecosystem,
avoiding the homogenising "hillbilly effect" of inbreeding. [4] Paul Brown describes a lineage in cybernetic and
a-life related art in pursuit of an emergent, "computational aesthetic".[5] These system-builders are all moving in the
same direction, aiming for more complexity, more diversity, more evolution, a
greater emergent excess.
> emergences
A single definition of emergence is elusive, but its various aspects are worth
investigating. The history of the concept extends back to J.S. Mill, who in
A System of Logic (1843) talks about "heteropathic causation"[6] - the case where a joint effect of several
causes cannot be reduced, or traced back, to its component causes. Mill, G.H
Lewes (who seems to have coined the term) and early twentieth century
proponents of "emergent evolution" C. Lloyd Morgan and Samuel Alexander develop
a notion of emergence that is basically a kind of hierarchical holism: elements
interact to form a complex whole, which cannot be understood in terms of the
elements; the whole has emergent properties which are irreducible to the
properties of the elements. For Morgan and Alexander in particular, emergence
becomes a universal rule which explains the formation of life from matter, and
of consciousness from life; the cosmos as a hierarchy of material levels, each
emergent from the last.[7]
Later, more reserved treatments argue that emergence is simply a property of a
complex whole such that our models, or theories, about the properties of its
components are inadequate to describe the properties of the complex whole.
Ernst Nagel argues: "the doctrine of emergence ... must be understood as
stating certain logical facts about formal relations between statements
rather than any experimental or even 'metaphysical' facts about some allegedly
inherent traits of properties of objects."[8] So emergence is the unpredictable, or un-modelled, result
of complex interactions, but as soon as we have a model or theory that accounts
for this result, it ceases to be emergent and becomes predictable.
Peter Cariani pursues the implications of this epistemological approach for
artificial life research. He presents a notion of emergence-relative-to-a-model
comparable to Nagel's; it regards emergence as "the deviation of a physical
system from an observer's model of it."[9]
Particularly interesting here is the result that under this definition,
computational artificial life simulations must be non-emergent. Cariani argues:
"All computer simulations can be described in terms of finite-state automata,
as networks of computational state transitions, as formal manipulation systems.
As observer-programmers we can always find a frame which will make our
simulation appear nonemergent."[10]
In other words given the deterministic nature of computation (even with chaotic
mathematics and pseudo-random numbers), a given initial state will always
progress through the same succession of states and produce the same results.
The key to Cariani's notion of emergence is the idea of the observational
"frame", which constitutes the model that we have of the system. Cariani's
point is that however difficult it might be to access practically, given a
model of the computer as a closed, deterministic symbol processor and complete
knowledge of its (finite, symbolic) states, its activity will never deviate
from that predicted by that model. Cariani refers to the emergent properties
exhibited by such simulations as instances of "computational emergence", where
emergence is simply the production of diverse, complex macro-scale phenomena
from a few simple, micro-scale rules. Like earlier ontological accounts of
emergence, computational emergence is a hierachic holism, where the emergent
excess of the macro-level results from complex interactions (compound
causation) at the micro-level.
Cariani sets out a typology of devices that clarifies the structure of systems
that meet his definition of emergence, as well as those that don't. The key
features that the adaptive (emergence-capable) devices share are openness to
the environment, some means of measuring and/or effecting the world 'outside',
and reflexive flexibility, the device's capacity to adaptively alter itself.
The types of alteration define two of the device types: "syntactically
adaptive" devices can alter the rules that define their internal computations,
while "semantically adaptive" devices can alter the mapping between
environmental input and the internal symbolic representation. The latter
corresponds to, for example, the formation of a new sensory organ. A device
which is both syntactically and semantically emergent Cariani calls a "general
evolutionary" device - capable of altering the "meaning" of its environmental
measurements as well as the symbolic operations it performs on them. The
criteria for the evolution of these categories might be predetermined and
fixed, but Cariani anticipates devices with even greater levels of autonomy,
capable of "constructing their own performance-measuring apparatuses" and hence
attaining "motivational autonomy". Cariani muses, deadpan: "Such devices
would not be useful for accomplishing our purposes as their evaluatory
criteria might well diverge from our own over time, ...".
We could cast Cariani's typology in the less formal terms of a general drive or
dynamic of emergence. Computational emergence - which corresponds to a
nonadaptive, "fixed computational" device in this typology - is a single-stage
model: there is a fixed relation between a computational substrate and its
emergent complex phenomena. The initial state and simple rule-set are a
deterministic "seed" that grows a complex plant (this analogy is literalised in
the case of Lindenmayer systems), but the same plant will grow from the same
seed time and time again. There is a single moment of excess, a single jump
from the micro-computational to the macro-phenomenal level, and no more. The
device-types that Cariani describes as capable of emergent behaviour under his
model-relative definition are capable of ongoing emergence. The two levels,
substrate and emergent result, mentioned earlier, form a feedback loop here:
the emergent result loops back to effect changes in the infrastructure, which
in turn alters the emergent result. The device types are determined by which
parts of the infrastructure are included in this loop.
>imaginary meta-mutants
It is interesting to look at current a-life projects (both 'art' and 'science')
through Cariani's typology. Many of the systems we think of as 'evolutionary'
or adaptive begin to seem non-emergent. Breeder works, such as those mentioned
earlier, seem to be what Cariani calls "fixed robotic" devices: they take an
environmental input (choice of genotype to breed), subject it to computational
processes, feed this back to the environment (or user) in the form of images of
the mutant offspring, and the cycle continues. The system is open to its
environment, through the tiny portal of boolean logic opened by interface
decision-making, but neither the rules of its computation nor the semantics of
its mapping of environmental input are subject to mutation. Even more embodied,
robotic a-life systems fall into this category whenever they use fixed
computational rules and fixed sensor-effectors.
So why bother with Cariani's formal, epistemological definition of emergence,
if it won't allow us to describe these apparently evolutionary or emergent
computational and robotic systems in such terms? Because it clarifies, even
formalises, the fulfilment of the emergence-drive that was argued for earlier.
Cariani's motivationally autonomous, general evolutionary device fulfils this
desire for increased autonomy, increased emergent excess; it is the absolute
endpoint of this drive. As well, Cariani's definition allows us to locate the
frustration evoked by many (particularly simulation-based) a-life works. Once
the initial stage of computational emergence becomes familiar, we are impatient
for the next stage, another excess, another surprise. The tendency in a-life
system designers discussed earlier reflects the same desire; and "hard" a-life,
the goal of which is the creation of living things in a technological medium,
shares this goal.
How can we resolve the disjunction between a-life practice and this supposed
drive for emergence? What currently prevents this urge for excess and autonomy
from being fulfilled?; and what might a-life art be if it were?
These questions can be considered in parallel as we perform some imaginary
modifications on a-life art systems. Consider a breeder type system, one that
produces a virtual three-dimensional "phenotype" through simulated genetic
processes. These works have a simple, functional imperative of "exploration"
and the generation of novel, appealing phenotypes - they are utilitarian. As
such, applying the criterion of absolute emergence (as continual excess,
continual variation) seems absurd. An object-breeder that decides to become an
autonomous solipsistic sphere-generator fails to fulfil the functional brief of
the system. However even within the bounds of functional object-breeding,
existing systems are constrained by their fixed object-elements and
combinatorial grammar. These might have built-in zoomorphic biases or more
abstract vocabulary (such as William Latham's tentacle-shell-spirals[11]) but in each case this grammar limits the
outcomes in a way that produces a kind of familial style. This emergent style
is readily accepted in an art context as the style of the individual artist,
but from the perspective of the exploratory, generative aims of these breeders
it's a boundary, a limit.
Imagining a breeder that is emergent by Cariani's definition seems simple
enough, initially: instead of simply evolving phenotypes using a predetermined
genotype grammar, allow variation and evolution in the grammar and the rules of
expression that link it to the phenotype. Mutant syntax, mutant rules, and
meta-mutant phenotypes. The spiral-sphere tentacle-shell becomes a string of
cubes, a lofted procedural "skin" covering the cubes, intersects with a 3dmf
file sucked from the web, re-uses the recursive structure that generated the
initial spiral but applies it to transformations on vertices of the imported
file, a trait which becomes linked to surface characteristics of the lofted
skin. A mutant syntax evolves that can generate its own singular permutational
consistency (or style).
But programmers reading this will be crying foul, and rightly so. These
syntactical changes would have to have been prepared, in advance, anticipated
by the system's designer/programmer. Build in the capacity to be open to 3d
content from the web and it's no surprise when the system fulfils it. The same
applies to all the other mutations - the system must have been designed to
accommodate them: this is not emergence, just a larger permutational
repertoire. For these traits to be emergent, they must have emerged
spontaneously from a general computational substructure, and it's difficult to
imagine a computer program, however self-organising, happening upon the
necessary code to deal with a network protocol, let alone the correct data
structure for a 3d file. And if we withdraw all our handy bits of a-priori
knowledge (about how to write to video memory, make a window, access the disk)
and instead hope for a completely spontaneous result, it would seem ludicrously
optimistic to expect the result to even be an object-breeder, no matter how
many cycles of guided evolution we subject it to. Other lines of becoming
branch off everywhere; the breeder looks more like a virus or a network worm,
or a disk utility or most likely a spastic system-crashing monster,
unexecutable code that takes its infrastructure down with it.
Mutant variability meets the formal brittleness of computational processes: to
come into being, the mutant code must fulfil the (static) requirements of the
interpreting and executing formal system. An analogous problem faces robotic
a-life; how can we imagine a robotic device that evolves sensors and effectors?
The rigidity or viscosity of the structure of our robots is such that any
variation is more likely to be non-functional than functional: imagine a robot
randomly evolving a sensory organ that transmits a video signal of the format
that its vision-system is expecting.
It seems likely that any such radically emergent device would be operating
outside the technological and formal grammars that define human-designed
robotics and computation. We could expect an evolved infrastructure to be able
to support variation with relative robustness, like biological life; its
structures, like biological life, might not conform at all to the
anthropomorphic metaphors which shape our technologies. Recent work on
evolvable hardware indicates that the results function in a way completely
unlike human-designed systems: the evolved devices use their circuit boards as
physical artefacts with particular electrostatic properties, rather than as
transparent instantiations of formal computational processes.[12] Looking for more efficient circuit designs, engineers
using these processes get something else, a machinic alterity, an "other"
functioning that works beautifully, but in a completely unexpected way.
>becoming-other
Artificial life begins to peel away from design, intent and human conceptual
models, and becomes alien, as alien as our own bodies and those of our fellow
biological creatures. We attempt to codify them, grasp them as knowledge,
formal relations, biological causalities, but they continually slip out of our
grasp. If it succeeds, a-life will involve the same relation, but in reverse:
the known, formal, designed, modelled structures of our single-stage,
holistically emergent systems, will give way to autonomous, mysterious, open
systems. A-life as a scientific epistemological project relies, as Katherine
Hayles says, on a kind of reverse-reductionism; the creation of the mysterious,
excessive, ungraspable from its knowable components.[13] Instead of dissecting the frog, it tries to build one -
but the goal, absolute knowledge of the living thing, is the same.
Artists, by comparison, embrace a-life with more synthetic, creative aims. As
suggested earlier, the emphasis here is on the emergent result, the excess,
rather than the known relation between the formal infrastructure and the
emergent phenomenon. In as much as it is driven by a desire for absolute
emergence, endless excess, a-life art is a meta-creative endeavour: it wants to
create creation, variation, otherness. In Deleuzean terms, it wants (in a very
literal way) to begin a line of becoming, a line of flight. If a-life science
is about knowing and understanding, a-life art is very basically about making
and being, that is being- and becoming-other, becoming-unknown. This becoming
puts a-life art in tension with itself; currently, paradoxically, making
increasingly sophisticated a-life systems demands increasing technical
knowledge, an increase in willed design, control, intentionality; all towards
an end which aims to exceed that design and knowledge. This approach leads to
an a-life art which follows the explorations of scientific a-life, implementing
its techniques in a different aesthetic guise. If it is to get what it wants, a
becoming-other, an endless excess, it has to surrender at some point in this
process. The question is whether this point of surrender, the point of
emergence, will arrive when the technological infrastructure and formal
innovation reaches a certain crucial point, or whether it might appear in
another domain, on another axis altogether.
Isn't emergent excess already all around us? Stepping the emergence-frame back
a few notches, it's possible to see art in general as a system producing
emergent phenomena. A work is only its concrete material self, paint, canvas,
steel, electricity, plastic, but it is open to its environment in rich and
multiplex ways: it effects individuals in ways that we can anticipate (cultural
theory) and ways we cannot (the myriad particularities of an encounter or
interpretation); it transmits itself to societies and individuals (themselves
involved in complex feedback relations) and might reproduce or persist in
various ways (quotation, critique, imitation, style). Considered
diachronically, art gives rise to emergent phenomena (culture, discourse) which
inform the production of subsequent works - the feedback loop of ongoing
emergence.
A-life art begins to seem like a strange reflexive involution of this
commonplace - it seeks to formalise emergence, wrap it up into a finite system
(within the bounds of which it is bound to fail) and then presents it in a
context where its results are truly part of something open, emergent and
unpredictable. Cariani, intriguingly, allows for this possibility when talking
about computational emergence. Emergence here is in the mind of the observer:
"The interesting emergent events that involve artificial life simulations
reside not in the simulations themselves, but in the ways that they change the
way we think and interact with the world."[14] The frame shifts;
these simulations are not emergent in themselves but like all other artefacts
of human culture (and all other formed matter, for that matter) are part of the
complex system of all complex systems.
The edges of all these categories start to blur. Art (and culture) are
reflexive emergent phenomena, and a-life art is embedded in its own loops of
cultural and technological feedback and discourse. Evaluating it against its
own implicit drive towards emergent excess is less a critique than a tactic for
tracing the wider implications of that drive, following it out beyond the edges
of the individual system. Emergence exceeds the capacity of its host-system to
contain it, it moves across domains. A-life (art?) that `succeeds' might be
memetic, or cultural, as much as robotic or computational, it might be
imperceptible, subsisting within and across existing structures but changing,
adapting itself and them. If the coevolutionary processes observed in
biological life are any indication, emergent a-life would sustain itself in a
niche formed by the transverse ecologies of media, culture, technology and
biology. There is no reason why it should stay in the gallery, or in the
computer - Tom Ray's urge to contain his replicating code followed that
intuition. If a-life art were to fulfil its desire for excess, it would cease
to be art, as currently defined, becoming unbounded and unintentional. It would
be more like a-human engineering: purpose and design are overtaken by raw,
persistent functionality. "The functional question in ... desiring-production
is not what is it for but simply whether it works: Does it make
something happen?"[15]
Current a-life art is contained by the rigidity of its technological
substrates, its emergence channelled along designed paths. It only hints at the
kind of abstract, transverse, machinic emergence considered above. But as much
as it is involved in a desire for emergent excess, it projects that threshold,
beyond which the system continually exceeds itself. This point, as a trope or a
cultural value, is fraught with difficulty. It seems to participate in the
worst kind of techno-utopianism or mystical apocalyptic storytelling - it's
reminiscent of Vernor Vinge's "Singularity"[16], or Frank Tipler's "Omega Point". Within new media theory
this kind of emergent threshold appears in Roy Ascott's telematics, as a
Noospheric network-consciousness. These tropes sit easily with the dominant
drives of the affluent West, increased prosperity and technological progress,
and tend to treat the technological means to their cyber-transcendent ends as
unproblematically transparent and accessible. A-life artworks, however much
they subscribe to such notions, pull back from their abstract hyperbole simply
by being concrete implementations. They involve a machinic pragmatics, a
functionality; they deal with the real conditions of technological production,
easily neglected in rhetoric. They are situated in a crucial gap, between the
desire for excess and its implementation. At a time when post-human rhetoric is
running high, a-life art can be seen as an empirical study in constructing a
machinic, a-human "outside" from within the cultural and technological present.
Extropian posthumanism leaps easily into a distant techno-future, abandoning
worldly things. In contrast, a-life art provides an instructive example, in an
odd microcosm, of the real difficulties involved in pursuing an absolute
becoming-other.
Endnotes
[1] Stephen Levy, Artificial Life (New
York: Pantheon Books, 1992), p.217.
[2] Larry Yeager, "Polyworld: Real Life in an
Artificial Context" in Karl Gerbel and Peter Weibel (ed.s), Ars Electronica
93 (Linz, Austria: Ars Electronica, 1993), p.126.
[3] PDQuick, "The Emergence of ALife" (interview
with Kenneth Rinaldo) in Switch vol. 1 no. 3
<http://cadre.sjsu.edu/switch/alife/pdq/rinaldo.html> (March 1998)
[4] Rodney Berry, interview with the author, 14
October 1997.
[5] Paul Brown, "Emergent Behviours, Towards
Computational Aesthetics" in Artlink vol. 16 no.s 2&3 (1996), 16.
[6] John Stuart Mill, A System of Logic
(London: Longmans, 1843 repr. 1961), vol. 1, pp. 410-413.
[7] see for example C. Lloyd Morgan, Emergent
Evolution (London: Williams and Norgate, 1923)
[8] Ernst Nagel, The Structure of Science:
Problems in the Logic of Scientific Explanation (London: Routledge &
Kegan Paul, 1961), p. 369. (italics in original)
[9] Peter Cariani, "Emergence and Artificial
Life" in Christopher Langton, Charles Taylor, J. Doyne Farmer and Steen
Rasmussen (ed.s) Artifcial Life II (Redwood City, CA: Addison-Wesley,
1992), p.779.
[10]Ibid. p.789.
[11] see Stephen Todd and William Latham, Evolutionary Art and Computers
(London: Academic Press, 1992)
[12] see Clive Davidson, "Creatures from
Primordial Silicon" in New Scientist Vol. 156 No. 2108 (November 1997),
30-34.
[13] Katherine Hayles, "Narratives of
Artificial Life", in Jon Bird, Barry Curtis, Melinda Mash, Tim Putnam, George
Robertson and Lisa Tickner (ed.s) FutureNatural (London: Routledge,
1996), p.153.
[14] Cariani, p.790. (italics in original)
[15] Ronald Bogue, "Art and Territory",
South Atlantic Quarterly vol. 96 no. 3 (Summer 1997), p.479.
[16] see Vernor Vinge, "The Singularity"
<http://kuoi.asui.uidaho.edu/~kamikaze/documents/vinge.html> (March 1998)
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