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Cellular Automata
Cellular Automata
ABSTRACT
Mathematical constructions and concepts can be utilized in a number of methods to
investigate the process of generating architectural forms.
One is to technically layout architectural elements along such constructions, another is to
explicitly develop forms corresponding exactly to the underlying concept, and another is
to use such concepts as inspiration, a starting point for design
A hybrid method is to follow an interpretive approach, one that uses a mathematical
concept as a framework to begin to investigate architecture forms.
INTRODUCTION
Cellular automata is the computational method which can simulate the process of growth
by describing a complex system by simple individuals following simple rules.
This concept of simulating growth was introduced by John von Neumann and further
developed by Ulam in the area of simulating multi-state machines.
The concept gained greater popularity when Martin Gardner described John Conways
Life, a game that generated two-dimensional patterns.
Stephen Wolfram began researching the concept to represent physical phenomena and
has recently reintroduced the discussion in A New Kind of Science.
THE BASIC CONCEPTS
(I) One dimensional CA
The research of cellular automata based on computer is one of the earliest forms
of artificial life research.
Conway's game of life, which sets rules about cells in a grid being on or off, is an
original study.
In the game of life there is a matrix of cells, and each cell can be alive or dead
according to specific rules. We may call it one-dimensional CA.
Owing to the similarity to the binary logic of 1s and 0s; it attracts early
researchers attention about the possibilities for computing.
The rules try to simulate the social relationship and the growth of the natural life.
For example, if a cell has too many or too few neighbours it dies, from overcrowding
or lack of support. If it has a moderate number it lives or comes to alive. Each
iteration of the game results in a new pattern of dead and alive cells. The patterns
of cells can be mapped to various physical and artistic elements.
(II) Three dimensional CA
Three-dimensional CA is an expansion of one-dimensional and two-dimensional CA.
It deals with more complicated information about the relationship between cells;
however, it also provides more spatial data to us.
The basic concept of three-dimensional CA constitution is described as follows.
A cell is concerned with its lower-layer neighbours; the amount of its
neighbours makes it alive or dead. We overlap the several cell-grid layers
and build a 3D-structure.
In this computer system, the user may specify a first floor plan or generate
the first floor plan by random number. Every upper-floor grid is checked by
the sum of its nine lower-floor grids. The rule describes how many lower-
level solid cells (0-9) can compose a upper-level cell.
Users may specify a rule or let the random number make a rule. The first
iteration of first floor life-power was transferred to upper floors, and we
even can trace back up side down.
With the benefit of computer, this study is built in the environment of
AutoCAD and AutoLISP.
An early example of three-dimensional pattern development is the wooden block
model created by Schrandt and Ulam, Figure 1a.
Investigating repeating patterns as Conway had found in two dimensions is Bays,
Figure 1b. and finally an highly inspirational architectural application by Coates,
Figure 1c., much in the same spirit as Bays.
The most recent is two methods develops by Wolfram, Figure 1d., in which a
stacking method is explored, as well as, one similar to Bays.
The striking similarity in these is the explicit representation of the cellular automata,
even though each had taken a different approach and had a different application as
an investigative goal.
(III) Generation of form and music
The pure mathematical translation of cellular automata into architectural form
includes a number of issues that do not consider built reality.
The interpretation or translation to a possible built form can be made after the
form has evolved.
Figure 2 is an example that designers create architectural forms with CA
To transform CA into architectural forms is easier to be realized than to map CA
with music, because cells themselves have composed a solid and void space-
structure.
Some musical questions still could be remained as undetermined black boxes; for
example, how can a configuration of cells represent a sound granule, and how can
the relations between cells represent melody and rhythm?
Researchers need mapping methods for translating CA into music composing.
Recently, Miranda proposed a Cartesian model in CAMUS to represent a triple,
that is, a set of three notes.
The model tries to transform spatial data into music; it has two dimensions, where
the horizontal coordinate represents the first interval of the triple and the vertical
coordinate represents its second interval (Figure 3).
Its one of the known methods to interpret CA into music.
The colours represent the amount of cells. We use AutoLISP programs to generate 3D
structures. We may use AutoCAD command to see this basic structure from different view-
angles, and to shade this structure (Figure 4).
Every cubic cell is given with different colour for representing its total
lower-level neighbours. For example, red stands for one solid cubic under its lower-level
neighbours (within 3 x 3 grids); yellow for 2, green for 3, bright blue for 4, dark blue for
5, magenta for 6, pink for 7, brown for 8, grey for 9, and white for zero.
It could be an interesting inspiration for designer to create the composition of space. Like
Figure 6, we embed columns in a cellular structure, and make it look more like a real
construction.
The colour of every cube has its meaning. The colour is determined by the total of its lower
level solid cells; therefore it is not just for fun. The ground level has no lower level;
therefore, 6 faces of a cell different colours are given.
Following is an idea of transformation. I put two strings into every cell for stretching its
cubic-box contour (Figure 7).
The strings connect four diagonal corners of a box. When a generate program runs, the
simulation system will stretch the lengths and change the directions of these strings based
on random numbers; therefore the whole structure could be transformed into a kind of
free form.
It is able to break the original orthogonal boxes when this program runs. The facades of a
structure will be twisted seriously if use this transforming rule many times. Thats the
reason why only two strings inside are put in a box, because more strings stretched in a
box will destroy this box and make it unrecognisable..
Figure 7. A box with normal strings and three boxes with stretched strings.
In fact, when the simulation system stretches a string, it will stretch all the boxes whose
corner is connected with this strings two ends.
Figure 8 is an example to explain the original orthogonal structure and two transformed
structures after applying different times of stretching-rules.
The size may change of these cells with random numbers, which give the boundary of
maximum and minimum lengths of every box (Figure 9).
It vivifies the composition of a structure, too. This kind of expressions could be a good
suggestive composition for designers, and for further manipulation
On the other hand, it may give some suggestions and inspirations to design buildings
elevation. (Figure 10.)
In this section, we may realize the diversity and creativity of three-dimensional CA.
With the assistance of AutoCAD and AutoLISP program language, we may generate many
space structures, and test interesting solid/void possibility in computer.
As we know, a box has six faces. In the above-mentioned examples, all boxes are closed.
However, we may open some faces of these boxes, or even erase some boxes in a
structure if you do not like so many boxes, to create an open-faced structure.
Demonstrating the inner composition of cells, we may display a construction with cubes
and plates (Figure 11).
Figure 11. A structure with some opened boxes.
Obviously this generation can transform the original form a lot; the result seems more
similar to natural organizations than artificial works (Figure 12).
For example, it may look like villages that are located on a hill.
Figure 12. A structure with random-sized and twisted and opened cells.
Figure 13 has two pictures of Greek villages, Fira and Oia. There are some interesting
similarities between our generative cell structures and these natural grown villages.
For example, they both have cubic contour, plane roofs, vertical walls, horizontal layers,
hierarchy and organic organization in particularly.
Figure 13. Two organic cubic structured villages. Left: Fira, Right: Oia; Santorini, Greek.
Empirical Tower seeks to experiment on Cellular Automata concept which based on cellular
entities whose states depends on their previous state and on the one of their neighbors
to perform complex outcomes by implementing simple set of rules that affect only local
relations of their components.
The Empirical Tower is a speculative project based on Mapping the programmatic
distribution incorporating several functions to produce a system for the production
complex mixed-use high-rise building as new solutions of habitation for the area of
Greenwich.
The New (90 M) high mixed-use tower, made of (27M) wide and (36M) long volume , the
scheme proposes varied programmatic elements , from Commercial to Residential, public
areas and office spaces , it tends to become a new landmark of the area.
CASE STUDY 2 : MULTI-USE BUILDING IN FARGO
multi-use building in Fargo, North Dakota. The results were not what I would call interesting, but
I was very happy with my own results.
I worked on this project mostly on my own, with some help from Dennis Park and Daniel Yep
Taboada