Emergence of L-Cellular
Morphogenesis
Arts et
Technologies de l’Image. Université Paris VIII.
e-mail:
lioretalain@hotmail.com
Abstract
What's happen when cellular automatas meet L-Systems?
This paper proposes several methods of implementations combining the rules of
construction of cellular machines and L-Systems, with genetic, neuronal
network, couplings up, translations of codes. These methods result in the
morphogenesis of bodies, as well for their structure (shape) as for their
functional aspect (neuronal network with driving, sensory neurones, balance,
etc.).
Introduction
For a very long time, the artists were inspired by
forms of the nature to create works. Without going back up to the myths of the
antiquity, we can quote notably the fundamental influence of Odilon Redon, in
his series of pictures " Les Origines " [ 1 ] which already presents
in 1883 some hybrid and surprising creatures. Also, Goethe likes the biology
and more particularly the very particular theory of evolution of plants, with
its work “La Métamorphose des plantes”. [2]. These works are moreover going to
inspire the fundamental publications in this domain of Ernst Haeckel [ 3 ] (see
figure 1) which is going to give the main lines of forms of the nature in the
art, followed a short time later by authors as Martin Gerlach and Karl
Blossfeldt [ 4 ].
Figure.1 Aspidonia. © Ernst Haeckel.
The currents based on the biomorphism and the biocentrism follow (a
period which extends approximately the 30s in the 60s), with the intervention
of some major artists of whom Hans Arp, Max Ernst, Paul Klee, Pavel Filonov,
Kazimir Malevich, as well as French Jean Fautrier, Brassai, and Wols. [5]. It
will be followed by the movement Eco-Art of the 60s.
More recently, with the arrival of the computer as the working tool for
the artists, creators' new generation appeared. After the fascinating discovery
of fractals by Benoît Mandelbrot [ 6 ], new perspectives of the nature are
born. Then, it is then the " breeders of art » that use evolutionists
techniques of Darwin, adapted by Richard Dawkins [ 7 ] and his famous
biomorphs.
Among the artists the most known in this category, let us quote, William
Latham [ 8 ], Karl Sims [ 9 ], Steven Rooke [ 10 ] and Jeffrey Ventrella [ 11
]. They are next at the same time to artists who use evolutionists or
connectionists techniques to create beings endowed with artificial life.
This last one is an emergent domain in the years 80/90, and is exactly
situated on the border of the sciences and the art, on the heart of problems
connecting creativity and cognition. We can quote notably the works of Yoichiro
Kawaguchi [ 12 ] or Michel Bret [ 13 ] (see figure 2) which breathe an art
nouveau, where the morphogenesis is used without being really quoted: the new
forms of the life such as she could be make their appearance.
Figure 2 :
Hybrid Creature created by Michel Bret
In the vast field of tools implemented by the applications of the
artificial intelligence, the cellular machines are a part of the first ones to
appear, notably with the famous game of life proposed by Conway [ 14 ]. Tools
abound and the models of cellular machines diversify with great names which
strangely advance the domain, as Stefen Wolfram, with its work « The New Kind
Of Science » [15].
Naturally, certain number of artists bends over their use and try to
bring to the foreground it of new styles of works. Let us quote for example,
Paul Brown [ 16 ] naturally, who is interested in this domain dices the 70s,
but also Scott Draves [ 17 ], Erwin Driessens and Maria Verstappen who take out
of real 3D constructions [18 ] and
Matthew Fuller who introduced the group Human Cellular Automaton
[ 19 ].
At the same time another shape of language which is going to serve the
intentions of news morphogenesis is invented by Lindemmayer [ 20 ]: it is
L-Systems which allow to generate forms, in particular plants from recursively
grammars. The results obtained with this type of techniques are excellent and
obviously the artists, as Laurent Mignonneau and Christa Sommerer [ 21 ],
Christian Jacob [ 22 ] among others are interested in these new modes of
expressions, by coupling them very often with evolutionists algorithms to get
closer some more to theories of Darwin, as proposes it Christian Jacob in
combination with L-Systems.
We shall not return in this article on the impressive literature which
exists in the definition of the techniques of morphogenesis. Let us quote
simply the inspiration that we were able to pull works of D' Arcy Thompson
[ 23 ] (see figure 3) and Rupert Sheldrake [ 24 ], thanks to his innovative
theories on the “ formative causality »
and " morphogenetic fields » and the works of which are inescapable on the
subject. The morphogenesis is a fascinating subject which brings big not yet
resolute questions, it is a ground of magnificent experiment for the artists
and the works presented here go to this direction.
Figure
3 :Morphogenesis by D’Arcy Thompson
Our comment does not however amount to researches on the structural
morphogenesis only. Indeed, if the shape, and thus the aspect of the body are
necessarily one of our major concerns, as artist presenting images, we are
interested just as much in the functional aspect of the engendered creatures,
which in our sense cannot be separated from the structural aspect.
It is moreover this difference which is very too present in the current
realizations (the 3D characters, the first virtual actors), the visual aspect
of which is already pushed to a very high degree, and even until photo realism.
On the other hand, the functional part of the new creatures semi intelligent is
there for the moment only at the experimental stage. It is true that mechanism
of the life are so complex, that we are obliged to agree the use of simplified
models, as that of the autopoiesis proposed by Maturana and Varela [ 25 ].
The originality of this work rests essentially on a use coupled by the
cellular machines and the L-Systems. This experimental research ensues from a
simple report: all the systems proposing realizations of virtual creatures
(vegetable or animal) start generally at the stage of the assembly of
components already realized, as the famous blocks or the sticks which we meet
in the works of Sims (see figure 4), of creation of Golems, the software
Framsticks (that we use in our works), etc.
The stage of development corresponding to the molecular chemistry is
systematically jumped, what in our sense cannot help in the understanding of an
original development.
Nobody having this day all the answers necessary for the development of
the life, vegetable or animal, we can allow themselves as artist (unmistakable
advantage on the scientists forced to prove what they advance) to experiment in
new directions and show the results of hybrid creations.
Figure 4 : Galapagos. © Karl Sims
So, several methods of coupling up of the cellular machines with
L-Systems are proposed. We quote here only those who began to give interesting
results but many others are possible. The principle in every case is to use the
rules of generation of cellular machines as function of chemical process, thus
occurring in various stages of the physical morphogenesis.
Method 1: creation of whole landscapes with the cellular laws. This
method consists simply in covering(marking out in squares) a 3D ground, and in
using rules of cellular machines to place seeds of L-Systems which are thus
going to survive and to be born according to very precise plans. Several levels
of complexity are studied, according to the forms of used rules. The simplest
are based on couples of vectors Survival / birth, on which we can grow variety
of L-Systems in the places where the life is possible. More complex rules, with
parameters of evolution of machines can even influence the grammars L-Systems
which modify according to these parameters (for example states, generations,
etc.) (see figure 5).
Figure 5. A
cellular machine applied to the shoot of vegetation on a ground.
Method 2: form L-Systems modified by cellular machines. In that case, it
is a question of using the cellular machines as generator of rules used in
every recursive stage of the construction of L-System. That is that besides the
usual grammatical rules used in these systems (among whom F to draw branches),
we add the use of rules (A, B, C, etc.) which are in fact rules of classic
cellular machines. So, in every new stage of the processes of creation, the
cellular rules apply to the shoot of new branches / sheets / segments,
according to the principles of survival and birth. This a little more complex
method to be implemented presents the advantage to result in less predictable
creations and thus more natural.
Method 3: genetic Coupling up of the rules of L-Systems with the rules
of cellular machines. This method is possible only with certain forms of rules
of machines (there are numerous variants there, we based ourselves on those
presented in Mcell, the software of Mirek Wojtowicz [26]). Here, as well the
rule L-Systems as the cellular rules are considered as phenotypes, and
genotypes are built on the basis of binary multi parameterised coding. Even
there, surprising results are obtained, even if a scientific justification of
such a process is excessively difficult to operate. But, after all, the
morphogenesis is indeed a very complex process which can be made only by
combining in a very narrow way chemical reactions with physical evolutions (see
figure 6).
Figure 6 : a creature
plants created with the method 3
Besides, our researches also led us towards other uses of the cellular
machines for the morphogenesis. So, in the same way as we used the rules of
cellular machines to generate vegetation, we have them to apply to the
construction of elementary forms, from Metaballs (or blobs). This very simple
method allows to obtain various base forms, which we can consider either as
members of the future creatures (for the structural aspect), or as functional
organs of these creatures (muscles, sensory neurons for the touch, the smell,
the sight, the search for balance, etc.).
The forms used as members are the simplest to generate and are build
from basic rules of survival and birth of what we can consider as the essential
cells of the alive bodies. Those created for the functional aspect can be
generated only with rules more evolved in machines. To note that evolutionists
experiments on populations of cellular machines were also used for this
process.
In the same
order of idea, the grammatical rules of L-Systems were used to create
creatures, vegetable or animal (not shall say rather about animat type), as for
their structural aspect. This type of creation rather classic did not bring
very innovative tracks in our system of creation, but to complete the organized
realizations. It was especially one of the stages of test for the neuronal
co-evolution applied to creatures, realized mainly with the software
Framsticks. [27].
One of the very
important stages of our study on the morphogenesis takes place within the
software Framsticks. It is about a simulator of artificial life very evolved
and programmable, which allows to realize any sorts of experiments. We thus
have it includes in our pipeline of realization to develop creatures, at the
same moment in their structural aspect and especially in their functional aspect (network of neurons) (see
figure 7).
Different
populations of creatures realized with the various described methods higher
were subjected to the evolutionist system of Framsticks. With various
established criteria (speed, balance or simply aesthetics) we mimed the
processes of large-scale evolution, what allowed to obtain original, autonomous
creatures in their behavior, and capable of beings used for different basic
tasks: run, catch a prey, run away, etc., and even dance!
Figure 7 : An
evolved creature stemming from the process of creation
From this
creative plan, it is possible to take out various types of works, which are
three types: fixed images, pre-calculated full of life images, real-time full
of life images. Only this last category can really report the functional aspect
of creatures, even if the quality of the real-time depiction does not allow to
appreciate totally the structural quality which can be implemented with this
system. It is for it that we also realized calculated works, with various types
of depiction, to take advantage of a completely interesting pictorial
morphogenesis.
Notably, we
made certain trial number with methods of non photo realistic rendering,
according to the principles exposed by Aaron Hertzman [ 28 ] for the video
painting. Among the obtained realizations, these present the advantage to
supply new styles of alive paintings, self organized and to create original
pictures directly stemming from the artificial life (see figure 8).
Furthermore, this method of work results naturally in new aesthetics of the
movement, as described in [29].
Figure 8 : Another creature made with a non photo realistic technique, alive
painting.
The originality
of this system lies in the combination of techniques presented to build models
of new morphogenesis. The rules of cellular machines and L-Systems had still
never been used in this way. The main purpose was here to supply
"patterns" of creation of life such as she could be, as describes it
very well Fritjof Capra, in its work, the Web of the Life [ 30 ]. On the other
hand, the opening of the system allows to obtain very different results of a
visual point of view, what leaves to the artist the choice of a particular
aesthetics, to present fixed or full of life images, even real-time.
I am more
particularly anxious to thank Michel Bret for the inspiration that he my
supplied and who allowed to see succeeding this work, as well as all the team
of “Arts et Technologies de l’Image” (Université Paris 8) among which the enthusiasm
and the creativity are precious.
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