The Architecture Machine by Nicholas Negroponte
The Architecture Machine by Nicholas Negroponte
Architectu
Machine
Nicholas Negroponte
r The MIT Press
Cambridge,
Massachusetts, and
London,
England
Copyright ©1970 by
The Massachusetts Institute
of Technology
( V € 'c
C
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duced in any form or by any
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A Preface to a Preface Given that the physical environment is not in
You will find that this book is all beginning perfect harmony with every man’s life style,
and no end. given that architecture is not the faultless
response to human needs, given that the
Most of the machines I will be discussing do architect is not the consummate manager of
not exist at this time. The chapters are primarily physical environments, I shall consider the
extrapolations into the future derived from physical environment as an evolving organism
experiences with various computer-aided as opposed to a designed artifact. In particular,
design systems and, in particular, URBAN5. I shall consider an evolution aided by a specific
Some of the bents and biases may suffer from class of machines. Warren McCulloch (1956)
provincialism in that they reflect a general calls them ethical robots; in the context of
unhappiness on my part with the present architecture I shall call them architecture
practice of architecture. machines.
There are three possible ways in which The Architecture Machine is for students, for
machines can assist the design process: (1) people who are interested in groping with
current procedures can be automated, thus problems they do not know how to handle and
speeding up and reducing the cost of existing asking questions they do not know how to
practices; (2) existing methods can be altered answer. Those people who know how com
to fit within the specifications and constitution puters should be used in architecture, or those
of a machine, where only those issues are who expect to find the answers in this volume,
considered that are supposedly machine- should not read on. This work results from play
compatible; (3) the design process, considered ing and fumbling with both good and bad ideas.
as evolutionary, can be presented to a machine, It is not a definitive work or magnum opus on the
also considered as evolutionary, and a mutual subject of computer-aided architecture or
training, resilience, and growth can be robot architects.
developed.
Nicholas Negroponte, May 1969
I shall consider only the third alternative and
shall treat the problem as the intimate associ
ation of two dissimilar species (man and
machine), two dissimilar processes (design
and computation), and two intelligent systems
(the architect and the architecture machine).
By virtue of ascribing intelligence to an artifact
or the artificial, the partnership is not one of
master and slave but rather of two associates
that have a potential and a desire for self-
improvement.
Acknowledgments contents of this book are not uniquely my own.
Much of teaching today is no longer the presen Professor Leon Groisser is coauthor of almost
tation by one who has the word to many who do every idea and has been my partner in this
not. Teaching is a joint searching; there can be venture for five years. His formal participation
no distinction between course work and project in composing the text has been hampered only
work, research and teaching. They are insep by a concurrent commitment to another
arable, and their contributions to this book are dissertation.
inseparable. Therefore many people who have
contributed to this book will remain anonymous, N.N.
because there are indeed so many. Most of
them are students.
90 Inklings of Evolution
and Adaptability
Introduction
Humanism through Intelligent Machines context or regardless of context. It follows that
a mechanism must recognize and understand
... so much corn, so much cloth, so much the context before carrying out an operation.
everything, that things will be practically with Therefore, a machine must be able to discern
out price. There will be no poverty. All work will changes inmeaning brought about by changes
be done by living machines. Everybody will be in context, hence, be intelligent (A. Johnson,
free from worry and liberated from the degrada 1969c). And to do this, it must have a sophisti
tion of labor. Everybody will live only to perfect cated set of sensors, effectors, and processors
himself. to view the real world directly and indirectly.
Karel Capek, Rossum’s Universal Robots
Intelligence is a behavior. It implies the capac
Computer-aided design cannot occur without ity to add to, delete from, and use stored infor
machine intelligence— and would be dangerous mation. What makes this behavior unique and
without it. In our era, however, most people particularly difficult to emulate in machines is
have serious misgivings about the feasibility its extreme dependence on context: time,
and more importantly, the desirability of at locality, culture, mood, and so forth. For ex
tributing the actions of a machine to intelligent ample, the meaning of a literary metaphor is
behavior. These people generally distrust the conveyed through context; assessment of such
concept of machines that approach (and thus meaning is an intelligent act. A metaphor in a
why not pass?) our own human intelligence. In novel characterizes the time and culture in
our culture an intelligent machine is immediate which it was written.
ly assumed to be a bad machine. As soon as
intelligence is ascribed to the artificial, some One test for machine intelligence, though not
people believe that the artifact will become necessarily machine maturity, wisdom, or
evil and strip us of our humanistic values. Or, knowledge, is the machine’s ability to appreci
like the great gazelle and the water buffalo, we ate a joke. The punch line of a joke is an about-
will be placed on reserves to be pampered by a face in context; as humans we exhibit an intel
ruling class of automata. ligence by tracing back through the previous
metaphors, and we derive pleasure from the
Why ask a machine to learn, to understand, to new and surprising meanings brought on by the
associate courses with goals, to be self shift in context. People of different cultures
improving, to be ethical— in short, to be have difficulty understanding each other’s
intelligent? jokes.
The answer is the underlying postulate of an Some architects might propose that machines
architecture machine. A design machine must cannot design unless they can think, cannot
have an artificial intelligence because any think unless they want, and cannot want unless
design procedure, set of rules, or truism is they have bodies; and, since they do not have
tenuous, if not subversive, when used out of bodies, they therefore cannot want; thus cannot
The Spanish colonials laid
out entire cities with enough
megalomania to accommo
date expansion for many
centuries. These cities were
usually designed by small
bands of soldiers whose de
sign skill was limited to a
book of rules. Accordingly,
irrespective of context,
giant grids were decreed as
a result of “global goals”
such as riot control and reli
gious prominence.
t5
Writing machine made
by M. F. Weisendanger.
This device was actually
built in 1946. When the
mechanism worked, the
amateur mechanician add
ed, “People would be aston
ished to see a man of our
time sacrifice so much lei
sure and so many hours to
such a useless piece
of work.”
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010 Aspects of
Design Procedures
From Perspectives to Holography replaced with the cathode-ray tube in anticipa
Drawing a perspective is a procedure for visu tion of creating perspective drawings (in their
alization, a procedure that has suffered from appropriate transformations) at a rate of sixteen
faddism in computer graphics, a procedure that to twenty frames per second, for providing the
can unfairly influence the process of creating illusion of traveling through an environment at
physical form. Alberti’s formalization of per any speed and in a flicker-free manner
spective in 1432 helped foster the Renaissance (Negroponte, 1966). Assume that on the screen
preoccupation for the observer and the viewing of a cathode-ray tube we have a perspective
position (and possibly symmetry). Later, when drawing, derived from the machine’s model of
man regularly built above six stories, the “ bird’s some project. The rendered perspective is a
eye’’ and the “ worm’s eye” view made the crude jungle of lines describing a wire frame
stationary viewer even more manifest. Photog structure. Larry Roberts (1963) has taken out
raphy even further reinforced this syndrome. the hidden lines, David Evans et al. (1967) have
put in halftones, and everybody is trying to
Finally, the movie camera relieved the perform the perspective transformations in
stationary-observer obsession by allowing the real time.
consideration of a path of movement and rota
tions of a field of vision. Cinematographic Meanwhile, General Electric’s Electronics
methods, however, were cumbersome, and the Laboratory, Syracuse, New York, under NASA
film processing time made movie-making a contract, has developed a special-purpose
presentation procedure (off-line) rather than a computer that permits a viewer to voyage
study medium (on-line). Then came the instan through an environment with hidden lines re
taneous images of closed-circuit television. moved, with halftones, in real time, and in color.
Coupled with a model scope or fiber-optics Furthermore, the user of this system commands
cord (optical devices for visually placing one the movement with an aircraft-type control stick
self within scale models), a designer could push that delivers him a motor involvement with the
his way through a model to simulate roughly the visual simulation. P. Kamnitzer of U.C.L.A. is
visual experience. Unhappily, television tech presently applying the NASA-General Electric
niques are unwieldy. system to urban visual simulation problems
(Kamnitzer, 1969).
The computer is a natural medium for the mass
production of perspective images. At first, The history is long; the list of participants is long
numerically controlled plotters were employed (M. Milne, 1969). Why the great concern with
to draw perspectives at hundreds of small in perspectives? First, the problem is intrinsically
crements along a path. These drawings were natural for computer graphics studies, its formu
then filmed with animation procedures to pro lation is technically difficult (thus stimulating),
duce a cartoon of moving figures (Fetter, 1964), and it requires no exarjination of design
a general procedure more cumbersome than philosophy.
any previous method. Then the plotter was
31
fO *•
1 da Vinci: “Le Prospecto-
graphe,” drawing circa
1488. (Courtesy of Bibliote-
ca Ambrosiana, Milan)
6 A rendering made to
study the effects of increas
ing to 1,500 edges in the
above system. (Courtesy
of Peter Kamnitzer)
33
1 Larry Roberts’ Wand. Perspective is a natural procedure for repre
(Courtesy of Lincoln Labo
ratories) senting in two dimensions the illustration of a
three-dimensional event. On a picture plane a
2 An electromechanical de trace of points defines the intersection of
vice used for input of three-
dimensional data. The de
imaginary lines between a monocular observer
vice is much like an aircraft and the real or unreal world. When the picture
joy stick and is coupled with plane is removed from this world and viewed
the adjacent stereoscope.
(Photograph courtesy of Mi
from the same vantage point, the image is an
chael Noll) accurate representation with no distortion. The
mode thus affords an appropriate visual rep
3 A stereoscopic viewing resentation of the visual aspects of an architec
attachment on a large
cathode-ray tube. This tural real world. But, with future three-
attachment was designed by dimensional displays and input mechanisms,
C. F. Mattke for use by Mi the virtuous role of the perspective drawing
chael Noll in his investiga
tion of three-dimensional surely will be diluted. As Coons states, “ In a few
man-machine communica years from now (April 1968) you (a group of
tion, performed at the Bell architects) will be able to walk into a room and
Telephone Laboratories.
(Photograph courtesy of Mi
move your hand and have a plane or surface
chael Noll) appear before you in light. You will be able to
build a building in light so that you can walk
around it and change it” (Herzberg, 1968).
BBB8 ! S 5S ! £ I j ^ i j f f i ® u u K u |
t ^jrvzrssrzsfzz;
i — 1 .
by-floor basis. This particu
lar computer program pro
motes a present-day meth
•F »™ od that in itself is debatable
and is certainly question
able in the light of emerging
computer techniques. (Illus
trations courtesy of the Har
vard Laboratory for Comput
er Graphics)
stage-solids
11-11
26-69
35-103
59-205
131-555
179-801
235-1082
266-1251
periodic glimpses at stages of growth. The solution is a function of weighted proximities,
computer employed the principle of “ influ orientations (site and exposure), visual access,
ences.” where each element’s status (solid or acoustical access, circulation, and others to be
void) was determined by its “ conviction” (to be implemented. It is displayed to the user for his
what it was or to be what it was not). As soon consent and rearrangement. Subsequently, the
as a void became solid or a solid became void, machine regenerates a solution more specified
ripples of influence would disperse, locally than the last but in the same tenor as the last.
disturbing the convictions of adjacent elements Because the machine does not explore diver
(in proportion to proximity and activity relation gent tacks, it could channel the unwary user in
ships). A solid might become more convinced the wrong direction.
of its solidity or else an adjacent void might
tend toward a state of solidity, being now un
convinced of its status. In effect, the rules of
conviction were the generating force. For
example, a lone ten-foot cube in the middle of
a large field might influence its void neighbors
under one set of rules to be less convinced of
their voidness and accordingly raise their
probability of changing state in the next stage of
growth. Meanwhile, another set of rules might
make the edge members of a large complex
thoroughly convinced voids or thoroughly
convinced solids. The same rules might tend to
lower the conviction of deeply embedded solids
(in order to avail the form of interior open
spaces in response to size).
3 A history of vehicle 11 at
time 45
6 A bistory of vehicle 11 at
time 60
tion activity and the space populations are borhood immediately responds to a change,
determined by random numbers controlled by generates new demands, and the supposedly
parameters of frustration and desire. Although beneficial event is too often invalidated. Such
this work was not implemented on a graphic negations can be avoided. Direct interplay
display device, the authors (with some effort) between event and effect, desire and result can
can observe jammed doorways, vacant com be observed and can be enveloped in simulation
mercial spaces, and periodic peaks in major procedures.
circulation routes. Their physical model can be
changed and manipulated in search for less
antagonistic circulation patterns, iterating
toward a design solution that would display
ambulatory ease and facility.
t2ini7M0 u n s m 1 2 3 « S 6 7 « 9 0 1 2 J 9 S 6 7 f t
In the five maps, the follow
1 ♦. . 1 ing symbols apply:
♦ 11
2 ♦ .*.•. 21 2
♦ .*.♦ .*.*.1 2*. •
ai . .
1. . »
3
*.♦ .*. 211111 a3 1 = residence
♦ .* .* . 1 1 1 7
. . .
7 *. . . 2 . . . 1 1 . . . 7 2 = industry
ft . 22. . . 1 1. . . 0 3 = centers
9 • . * . 2 ............................... 1 * . * ...................... 9
10 *.. . .22 22 ............ ♦ ............ 101
1
12 ..........................
1 .....
..........................
.
.
11321 C
B = residence and centers
II
11
15
..........♦.
...................... • .
11
15
=
+ =
industry and centers
river
m « s f 7M 0i i 2) is n t 1 2 3 9 5 6 7 8 9 0 1 2 3 9 5 6 7 8
1 —= channel
1 2 = channel and river
A machine could store relevant information in Such a position-oriented storage vehicle may
many ways. Relational and associative data be unique in the physical design problems of
structures, for example, store classes of items the urban environment. In a library reference
by properties of similarity and retrieve them by system, this type of information structure is
querying for that which has “ this and that, but ridiculous; books are not categorized by their
not those.” Another structure uses lists of at position on the shelf, books are redundantly
tributes that point “ fingers” at members that classified by name, author, subject, publisher,
have the same attributes, thus tying threads and so forth. Unfortunately, good library data
among the various members of the data struc structures are all too often foisted onto design
ture. Still another (and simpler) method is a problems.
matrix organization where rows and columns of
entries are entered and looked up by addressing One particular design information system—
a two-, three-, four-, or /7-dimensional table. DISCOURSE—warrants mention, as it exempli
fies a flexible data structure that combines the
But in architecture, most information has a assets of associative and matrix organizations,
natural disposition— the positional relationship attribute and geometric searches. This research
—which can help to organize the proliferation team (Fleischer et al., 1969, and Porter et al.,
of data. Design manipulations invariably wield 1969) uses the M.l.T. time-sharing facilities to
locational data expressed in terms of position, interact (no dialogue) with data files and print
distance, area, or volume. This natural geo the results in tabular or map format. It is a prob
metrical referencing suggests a data structure lem-oriented language that derives flexibility
where each physical location (solid or void, from (1) providing multiple data structures for
building or open space), to as small a grain as both local and global interrogation, and (2) pro
possible, would describe itself in an autono viding a “ meta-language” that allows the de
mous fashion (even the voids!). This has strong signer to create his own search techniques.
implications, especially the Euclidean and re The reader must understand, however, that
dundant nature of geometrically related data. DISCOURSE is not computer-aided design
within our definition. It is an excellent computer
system that manipulates bits of design informa Machines in Residence
tion, that is, information that has been explicitly
given to the machine by the user. Modern decision theory, economics, psychology,
and game theory recognize, as a basic case,
Another example is MEMORY, an information clearly motivated individual choice under con
storage and retrieval system that is being ditions of complete information. It is also recog
studied within M.I.T.'s Urban Systems Labora nized that two unfortunate facts of life remove
tory. MEMORY’S dominant feature is its “ for us from the relative simplicity of this basic case.
getting convenience.” It is a way of storing The first concerns man as an information pro
events in neural nets that are highly redundant cessor and the second the conflict of individual
and, at first, rather random. Over time and with group preferences.
through repetition or the lack of it, events be Martin Shubik, “ Information, Rationality and
come, by the strength of traces left in memory, Free Choice in a Future Democratic Society”
either stronger remembrances or fainter recol
lections. At the onset of such a system, for any Lower-class people need big kitchens; middle-
given input the output will be mostly garbage. class people need big bedrooms; corridors are
Overtime, the responses should gain meaning for the poor, and so forth. Design universals en
with respect to both the input and the relevancy able federal housing authorities to set minimum
(defined by time) of the input. The reason that standards, they enable architects to disregard
this experimental work is important to an archi specifics, they delight lovers of empirical gen
tecture machine is that the design process is an eralizations. In short, empirical generalizations
evolution of (1) the product, the form; (2) the of life styles are for the comfort and conven
process, the algorithms; (3) the criteria, the ience of the decision makers' tools, not neces
information. MEMORY addresses itself to item sarily for the well-being of the people.
number three.
Today we have “ advocacy planning,” a design
procedure that tries to overcome the lumping
of life styles, that tries to satisfy particular re
quirements. Attempts to procure individual
needs and desires have embodied several for
mats: the questionnaire (fill in the missing
spaces), the neighborhood meeting (we are
here to listen to your problems), the personal
interview (tell me what you want). Note that in
each of these communications media it is as
sumed that the asker knows what to ask, the
answerer knows what to answer, and that minds
will not change rapidly. Furthermore, advocacy
planning is conducted in such unreal time that
the fancies of the individual householder dissonance that exists in today’s housing
change in the lapse of time. problem.
Before suggesting procedures that are more Even today, the touch-tone telephone gives rise
appropriate to the articulation and satisfaction to a home computer terminal whose ten-button
of local desires, let us first assume two future dialect humors a potentially ubiquitous man-
technological advances: versatile building sys machine conversation. Coupled with audio
tems capable of responding to changing (per response units, such telephones can converse
month, season, year) human needs and the di with button-pushing as an input and spoken
rect concern of this book, home computer English as an output. Frank Westervelt (and
terminals capable of talking in a graphic and Smith, 1968) has incorporated such a system at
auditory fashion— “ but I don’t see any computers the University of Michigan’s Computation
getting into my house” (A. Milne, 1963). Center.
You need not look too far, maybe ten years: Richard Hessdorfer is expanding Westervelt’s
.. computer consoles installed in every home system by constructing a machine conver
... everybody will have access to the Library sationalist. Hessdorfer’s work is aimed at initiat
of Congress . .. the system will shut the windows ing conversation with an English-speaking user.
when it rains” (McCarthy, 1966). Such omni His problem is primarily linguistic. The machine
present machines, through cable television tries to build a model of the user’s English and
(potentially a two-way device), or through pic through this model build another model, one
ture phones, could act as twenty-four-hour of his needs and desires. It is a consumer item
social workers that would be available to ask (as opposed to an industrial or professional
when asked, receive when given. Imminent tool) that might someday be able to talk to
changes in family size could be overlaid upon a citizens via touch-tone picture phone, or inter
local habitat in an effort to pursue growth that active cable television.
would not curtail the amenities children need.
As a part of the Hessdorfer experiment, a tele
Granting machines in the home, each urbanite typewriting device was brought into the South
could intimately involve himself with the design End, Boston’s ghetto area. Three inhabitants
of his own physical environment by (in effect) of the neighborhood were asked to converse
conversing with his own needs. Or, another with this machine about their local environment.
way of thinking of the interaction is that every Though the conversation was hampered by the
body would be talking to the architect, not ex necessity of typing English sentences, the chat
plicitly but implicitly, via a machine-to-machine was smooth enough to reveal two important
interchange. Architects would respond to partic results. First, the three residents had no qualms
ular patterns of a neighborhood and submit or suspicions about talking with a machine in
alternatives to be played with and in such a English, about personal desires; they did not
manner possibly penetrate the designer-dweller type uncalled-for remarks; instead, they im-
55
1 The three protagonists of mediately entered a discourse about slum land
the Hessdorfer experiment, lords, highways, schools, and the like. Second,
Maurice Jones (top right),
Barry Adams (top left), and the three user-inhabitants said things to this
Robert Quarles (bottom machine they would probably not have said to
left). It is interesting to note
the button Robert Quarles
another human, particularly a white planner or
happened to be wearing politician: to them the machine was not black,
that day: "Tenant Power." was not white, and surely had no prejudices.
2 Picturephone. Copyright (The reader should know, as the three users did
1969 Bell Telephone, Inc., not, that this experiment was conducted over
Murray Hill, New Jersey. Re telephone lines with teletypes, with a human at
printed by permission of the
Editor, Bell Laboratory REC the other end, not a machine. The same experi
ORD. ment will be rerun shortly, this time with a ma
chine at the other end of the telephone line.)
57
011 Aspects of
Design Processes
Sequential and Temporal Events Your ozalids are ready. Your wife has just
A process is a progressive course, a series of called__
procedures. A procedure is replicable (if you
understand it) in an algorithm; its parts have a The example describes a participation where
chronological cause-and-effect relationship each party is interjecting and superpositioning
that can be anticipated. A procedure can be events directed toward a common goal.
replicated with the appropriate combination of
commands. In short, a procedure is determin Each event is either a temporal or sequential
istic and can be computerized within a given occurrence; together they constitute part of a
context. process. A sequential response of one protag
onist is generated by the previous event in the
Conversely, a process cannot be computerized, dialogue, usually on the behalf of the other. A
but, as we have said, it can be computer-aided. sequential event is a reply. It can be the reply
Particularly in the design process, respective to a facial expression or the answer to a ques
events are not chronologically ordered. The tion. What is important, however, is that not
following scenario, without the enrichment of only is one actor responding but he can assume
graphics, intonations, bodily involvement, that the other is listening and probably is aware
crudely illustrates an architect-machine of the context. In other words, a sequential epi
dialogue: sode assumes the reply of one (intelligent) sys
tem and the attention of the other system— a
Machine: chain of chronologically ordered incidents.
George, what do you think about the children’s
activities in this project? This well-known command-and-reply relation
Architect: ship between man and machine does not in
How far must a child walk to nursery school? itself constitute a dialogue, as it ignores all
Machine: events except those ordered by time sequence.
The average distance is 310 feet. The Soviet Union’s A. P. Yershov (1965) has a
Architect: diagram illustrating this proverbial man-
Each dwelling unit must have direct outdoor machine interaction, as he calls it, “ director-
access and at least three hours of direct agent” interaction. Note that in the diagram,
sunlight. Professor Yershov has drawn three arrows
Machine: within the man’s head and only one arrow within
Of the children we were just discussing, 92 per the machine. The three arrows imply an ever-
cent must cross a road to get to school. continuing act particular to the role or constitu
Architect: tion of the man and not the machine. Let us call
We will look at that later. With respect to dwell this act deliberation.
ing units, we must assume at least two vehicles
per family. The act of perpetual cogitation can be equally
Machine: accorded to machines, especially since we have
59
1 The Yershov diagram. previously insisted on a dedicated small ma
This first appeared in a chine in residence, devoting its full computa
paper presented at a Sem
inar on Automation of the tional ability full time. We will call machine
Thinking Process held at deliberation “ temporal” work. It resides in the
the Kiev Center for Scien background and surfaces as an interrupt. The
tific and Technical Informa
tion. Kiev, USSR, 1963. interrupt (though not necessarily the delibera
tion) is context-dependent; thus we can
2 Design History Chart probably assume that the temporal zone re
(Myer and Krauss, 1967).
The diagram represents a quires an intelligence. Furthermore, note that
series of procedures rather it is this zone of temporal events that the de
than a process. The chro signer interrupts when presenting a fact or a
nology of left to right, the
two-dimensional apsects of task.
the printed page, and the
start/finish overtones all In the foregoing sketch, the machine addresses
contradict the nature of the
design process. If it were the architect, presumably interrupts him. Fol
possible to diagram this lowing, the architect addresses the machine (in
process, then such diagram fact interrupts) with a specific question that is
ming would occur out of
context, and present-day
not a reply but is within the same context. The
machines could handle it machine’s reply is sequential: .. 310 feet.”
without an artificial intelli While the architect thinks about the response,
gence. (Diagram courtesy of
the M.l.T. Center for Build
the machine further investigates the children-
ing Research) nursery relationship (we assume here a pre
vious experience by the machine with such
issues). Within three seconds of user delibera
tion, a machine could devote between three
hundred thousand and three million operations
to the children-nursery relationship.
2
the opening and middle game. The loser can in knows how to play, maybe everybody applauds
deed have played the better game. at the wrong time, and maybe the good life is
the wrong goal. But the thrust of the game
In architecture, the losers are rarely the play analogy is that we do not have to answer these
ers. This is historically true, but let us assume questions in order to proceed.
that it changes and each resident can play the
game with the global goal being the good life.
The rules for achieving this goal are certainly
unclear; they vary for each person, and, as in
our Alice in Wonderland croquet game, they
are ever-changing. Furthermore, in this game
there is no coup de grace or checkmate; the
global goal has no ‘‘utility function,” no
cost-effectiveness, no parameters to optimize.
73
1 The cathode-ray tube
used for URBAN5 is an IBM
2250, model 1. The device
has just over 8,000 bytes of
local memory used as a
buffer to hold the sequence
of instructions that describe
the path of the electron
beam.
operational
sym bolic
DUMP
therapeutic
2
iff!
Modes The next three rows of buttons are interde
A mode is defined by the user when he pushes pendent modes that require multiple button
one or more buttons that appear to his left. pushing. The combination of an operation with
These buttons are signals to the machine that a context with a set of symbols yields a mode.
state a major change in activity. Associated At first these modes are primarily empty recep
with each mode is a string of machine-defined tacles for the designer to employ to define his
or user-defined text (verbs) that appears as a own light buttons. For example, the user may
menu of “ light buttons.” Each mode has its own QUALIFY in the context of ACTIVities and press
set of light buttons that denote related opera symbol button number one. At this point a
tions. The detection of one light button can cursor will appear on the right below the last
change this menu of words, making endless the word in the list of light buttons. He can then
potential number of operations per context. type a new word for future use in some opera
tion, for example, f-o-o-t-b-a-l-l. As soon as he
The graphic modes permit the handling of the finishes typing “ football,” a list of “ generics”
ground plane, the ten-foot cubes, and their sur appears on the screen. These generics are a
faces. TOPO displays a site plan, for example, function of the context— in this case activities—
which appears as a grid of altitudes that the de and allow the designer to define his word by
signer can manipulate with his light pen in order detecting the relevant qualifying words. In this
to create a warped surface approximating his example the generics describe age groups,
topography. DRAW, a separate mode, allows times of day, noise levels, participation, and
the manipulation of (1) viewing mode (ortho other activity characteristics that have a built-
graphic, perspective), (2) viewing plane (scale, in meaning to the machine. Later, this user-
rotation, translation), (3) physical elements made light button can be employed as a verb
(solids, voids, roofs, people, trees, vehicles). {footballizing a space) in an operational con
In DRAW mode, when two cubes are placed text of ASSIGNment or CALCULation.
tangent to each other, the adjoining surface is
automatically removed, thus forming one con Beyond assigning and calculating with symbols,
tinuous volume that is inherently part of an generalized verbs can perform calculations
external membrane. Therefore, to qualify and simulations within some context. For ex
further external surfaces or add internal sur ample, in CIRCULation mode a designer can
faces, the designer must enter a new context, have the machine simulate pedestrian travel
SURFACE mode. In SURFACE mode, any of the between two points on the site. An x, the pedes
six surfaces of the cube can be ascribed one of trian, will prance across the screen trying to
four (again abstracted and simplified) char get from one point to the next, searching for a
acteristics: solid (defining a major activity reasonable or at least feasible path. The ma
boundary), partition (a subdivision of a common chine will report the pedestrian's distance and
usage), transparent, or absent. Each of these time of travel or else the impossibility of the
surface traits can be assigned with or without trip through lack of enough elements with
the attribute of “ access.” “ access.” Similar simulations exist in the con-
75
The adjacent illustrations,
as well as many on the fol
lowing pages, are prints
taken from the 16mm movie,
URBAN5. They are a se
quence of frames that depict
travel through an environ
ment constructed jointly by
the architect (Ted Turano)
and the machine. You will
note that the illustrations
are quite crude, hidden
lines are evident, circles are
polygons, and straight lines
are usually short segments
butted together. In no way
do these crudities represent
the state of the art in com
puter-generated perspective
drawing, not even for the
time in which they were
done. However, since com
puter graphics is not com
puter-aided design, this
roughness is not important.
What is important is that it
took only a few days to im
plement this mode of view
ing.
text of ELEMents for the path of the sun and for should notice that the context, which is so im-
growth patterns. portant to intelligent behavior, is explicitly
stated by the human designer and not, in
The next row of buttons, the therapeutic ones, URBAN5, implicitly discerned by the machine,
are instructional modes that are “ intended to
make the designer-machine interface as con
versational and personal as possible, permit
ting the user to articulate himself in the privacy
of himself” (Negroponte and Groisser, 1967a).
The PANIC button, for example, summons
instructions on the usage of other modes, direc
tions on how to proceed, and an accounting
mechanism that can be interrogated for com
puter time spent in dollars (often affording
cause for greater panic). The therapeutic
modes were often inconsistently designed. In
truth, PANIC should never be depressed for
reasons of total distress. In a true dialogue the
machine should sense the designer panicking
long before the button is pushed. PANIC, in
fact, was erroneously designed as an alarm
monologue rather than a teaching dialogue.
4 Circulation mode.
79
In this photograph the shut
ter of the camera was left
Handling Qualities
open during the complete URBAN5 handles qualities either explicitly or
operation of “questioning” implicitly.
an element. The user de
tects the QUESTION light
button, the verb, and then Beyond the traits of solid and void, each ten-
points to the cube, the noun. foot cube (whether solid or void) has pre
The list that appears at the allocated receptacles for ten characteristics
top of the screen is a partial
inventory of qualities as that refer to aspects of sunlight, outdoor ac
cribed to the form by the cess, visual privacy, acoustical privacy, usabil
machine. ity, direct access, climate control, natural light,
flexibility, structural feasibility. All these quali
ties are implicitly ascribed to elements. In other
words, without the user’s permission, interven
tion, or even awareness, URBAN5 automatically
assigns the absence or presence of these fea
tures using a predefined geometry for each
quality. (This geometry can be changed by the
user at a later date when he is more familiar
with the workings of the system.) This means
that when a ten-foot cube is added (making a
solid) or removed (making a void), URBAN5
tacitly rearranges the local and, if necessary,
global characteristics. For example, the addi
tion of an element not only casts shadows on
other solids and voids but might obstruct an
other element’s natural light or visual privacy
When URBAN5 finds an inconsistency between While the designer deliberates, URBAN5 en
what has been said (linguistically) and what has gages in five temporal tasks in the following
been done (graphically), it states that a conflict order of priority: (1) it checks for conflicts (as
has occurred, it quotes the designer’s state described in the previous section); (2) it does
ment of criterion, and it displays the present long operations; (3) it takes care of output pro
status of the situation. From here, the designer cedures; (4) it does housekeeping; (5) it plays.
can take one of four courses: (1) he can change When the designer presses a button, types in a
the form to be compatible with the criterion; (2) message, or uses the light pen, he is interrupt
he can alter the criterion to be compatible with ing one of these five operations by demanding
the form (now that he has learned that the issue the machine’s attention elsewhere. As soon as
may not be so important); (3) he can postpone the machine finishes servicing him, it returns to
the issue; (4) he can ignore the conflict (much the unfinished or newly created background
to the chagrin of URBAN5). work.
This sort of interplay between form and criteria, Long operations are user-requested design
architect and machine, begins to suggest a tasks that require more than just a few seconds
dialogue. The statements of criteria are deliber of machine time. To expedite the designer’s
ations on the designer’s behalf, issues he feels sequence of actions, URBANS, when it recog
to be relevant. Discernments of inconsistency nizes a lengthy job, places the operation in the
are noted temporally during the machine’s temporal zone to be processed when operation
background work. ally convenient. The system suggests that the
architect continue, and the outcome will be
reported later. Naturally, if the operation is
critical to a next step (or if the designer is going
off for a cup of coffee anyway), he can intervene
and demand that the task be undertaken
sequentially, thus tying up the machine until
completion of the long operation.
87
Output procedure# atm specific. 10*9 operation* The Ubiquitous Monitor
9m Ukm unusually large amount* of computer Within URBANS resides a monitor— a general
wn# duo lo m t Mown*#* of many output do eavesdropping mechanism that observes the
me**. such m p w ttn p tm ta t, ci«J Punch** designer s actions. The monitor records the rate
md the like A complex drawing can taka three of interrupts, the sequence of contexts, the time
mmotaa to plot and it accordingly escribed a •pant par mode, and the relevance of sequen
Oa pnonty For example when URBAN* <* tial acts This barrage of statistics not only
plotting a sita plan m the background and the supplies the designer with a history of hts own
des*gn#r mtarruptt it. the machine ttopt draw* actions but affords the machine some material
ng md land* to the for aground command from which to gather personal manifestations
After answering tha designer. it hi* command and innuendos to be applied later in an attempt
hat meanwhile ganar atad a naw long operation at congenial conversation with the designer
of higher pnonty than plotting URBANS Part*
ha naw job Only attar it ftmahaa doa* tha m i- The monitor endeavors to transform a conver
cf>*na raturn to tha previously ttartad tita plan. sation into a dialogue, two monologues into
one dialogue The monitor controls both the
Housekeeping chorat arm m tha natura of a temporal zone and the interrupting mechan
physical chack up Laftovar memory mossy ism . both are functions of what and how the
flies and disorder ty data structure* are cleaned designer is doing For example, if the designer
up As background work, housekeeping pro* ts interrupting the machine only one or two
cedures a rt of low pnonty until untidiness be times per minute, the monitor, knowing the
comes an ailment that warrants full attention designer's familiarity with the system, assumes
Finally. «f the house is tidy, tha machine can that the designer is either (1) deliberating {in
play which case the monitor might notify the criteria
mechanisms to relax and not to interrupt the
Playing is learning, but URBAN* has not been architect s thought); (2) floundering (in which
sufficiently sophisticated actually to frolic; case the monitor attempts to clarify the sys
mstead it has mexhaustabty printed garbage tem's protocol); O f (3) diverting his attention
elsewhere (in which case the monitor accepts
the distraction and continues with its own work).
At the other extreme, if the designer is interrupt
ing URBAN5 forty times per minute, the monitor
accelerates its own speed and accelerates the
conflict mechanisms and may barrage the
designer with statements of inconsistency and
incompatibility.
89
not want to be confused with petty structural Inklings of Evolution and Adaptability
problems. A structural consideration must be URBAN5 was designed to be a self-teaching
extremely critical for the monitor to allow its system. At first it was assumed that the archi
intervention in, for example, the context of tect-user would have had no previous pro
circulation. URBAN5’s monitor is primarily a gramming experience. Later, it was further
timer for the purpose of making the machine’s assumed that he had not even read an instruc
interruptions opportune and in rhythm with the tion manual. Thus URBAN5 would have to
architect’s particular design temperament. teach its own language; learn through teach
“ For instance, the length of delay in a person’s ing, change from learning, and adapt from
response tells his interlocutor (man or machine) changing.
information he might otherwise miss. It is infor
mation that can be sensed on a non-verbal and URBAN5 greets a designer with only the start
non-visual level” (Brodey and Lindgren, 1967). button illuminated. When it is depressed, the
In URBAN5, the monitor is such a nonverbal first question is whether this is the user’s first
and nonvisual mechanism. Its implementation experience with the machine. If it is indeed the
is crude. However, its relevance cannot be over first time, the machine presents an unsolicited
stated and must not be understated if evolution page of text that describes how to proceed, how
is to ensue. to use the hardware, and what to do when the
user gets stuck. Also, each time the designer
enters a mode for the first time or uses an
operation for the first time, the monitor auto
matically calls forth a set of instructions. In each
case, as the designer is told, he must reinterrupt
the machine with his original request to have
the operation actually executed and the text
removed.
central central
processing processing
processing
system system system
(m odeling) (model n g ) (modeling)
1 The two diagrams repre will have shortcomings similar to those of a
sent an interface, in this blind architect, the relevance of a seeing ma
case between man and ma
chine. The left one is re chine warrants research. Outside of the design
drawn from Nilo Lindgren’s professions, giving machines eyes is of immi
"Human Factors in Engi
nent importance. For instance, space explora
neering” (1966b). The im
portant feature is that the tion will eventually require machines that can
"human factors” thinking both see and process the seen information.
treats the entire man-ma This is because the remote monitoring of a
chine assemblage as a sin
gle entity. This implies that space robot’s movements by earthlings re
the interface is so smooth quires too much transmission time (to Mars
and so adaptable that in ef and back, for example), and a machine would
fect it does not exist.
crash into that which it is told to avoid only be
2 The illustration is redrawn cause the message to stop might arrive too late.
from a reinterpretation of More domestic applications involve visual dis
the above by Avery John
son. Still considered as a crimination of simple objects. Eventually, ma
single entity, the man-ma chines will package your purchased goods at
chine assemblage has a the counter of your neighborhood supermarket.
more active interface. In
this interpretation, the inter
face has local computing Oliver Selfridge (and Neisser, 1963) is credited
power and can thus exhibit with the founding works in pattern recognition.
a behavior. This implies a
continuous sensing and ef His mechanism, PANDEMONIUM, would ob
fecting mechanism, and it is serve many localized visual characteristics.
the behavior of this device Each local verdict as to what was seen would
that is observed by both
higher-order processors. be voiced by “ demons” (thus, pandemonium),
and with enough pieces of local evidence the
3 SEEK. This device is a pattern could be recognized. The more recent
homemade sensor/effector
built by architecture stu work of Marvin Minsky and Seymour Papert
dents. The device has multi (1969) has extensively shown that solely local
ple attachments (magnets, information is not enough; certain general ob
photocells, markers, etc.)
which it can position in servations are necessary in order to achieve
three dimensions under complete visual discrimination.
computer control. It is antic
ipated that the mechanism
will pile blocks, carry TV At present, these works are being applied to
cameras, observe colors, architectural problems as an exercise
and generally act as a peri preliminary to the construction of an archi
pheral device for student
experiments in sensors and
tecture machine. Anthony Platt and Mark
effectors that interact with Drazen are applying the Minsky-Papert eye to
the physical environment. the problem of looking at physical models
(Negroponte, 1969d). The interim goal of this
105
8
1 The M.l.T. Minsky/Papert parallelogram indicates a
eye. In this case the eye is complete surface that can
an image dissector, a ran be used as “strong evi
dom-access device that dence” to place others in
does not scan back and space.
forth but rather goes to dis
crete positions under com
puter control. This was the
eye used for the Platt/Dra-
zen vision experiment under
the supervision of Seymour
Papert.
107
1 GROPE groping on the Ur exercise is to observe, recognize, and de
ban Atlas map of New
York’s residential popula
termine the “ intents” of several models built
tion density. from plastic blocks. Combined with Platt's
previously described LEARN, this experiment
2 The old GROPE. is an attempt at machine learning through ma
3 The new GROPE. The chine seeing. In contrast to describing criteria
slight glow beneath GROPE and asking the machine to generate physical
is from three little lights that form, this exercise focuses on generating cri
illuminate the area for the
fifteen photocells. It is inter teria from physical form.
esting to note that, like most
Architecture Machine proj A second example of interfacing with the real
ects, GROPE started as a
toy costing $15. Even world is Steven Gregory’s GROPE (Negroponte
though it has evolved into a et al., 1969b). GROPE is a small mobile unit that
major experiment, its circui crawls over maps, in this case Passonneau and
try and hardware have cost
less than $80.
Wurman’s (1966) Urban Atlas maps. It employs
a low-resolution seeing mechanism constructed
with simple photocells that register only states
of on or off, “ I see light” or "I don’t see light.”
In contrast to the Platt experiment, GROPE
knows nothing about images; it deploys a con
troller that must be furnished with a context and
a role (as opposed to a goal: play chess as
opposed to winning at chess). GROPE’s role is
to seek out “ interesting things.” To determine
future moves, the little robot compares where
he has been to where he is, compares the past
to the present, and occasionally employs ran
dom numbers to avoid ruts. The onlooking
human or architecture machine observes what
is “ interesting” by observing GROPE’s behav
ior rather than by receiving the testimony that
this or that is “ interesting.” At present, some
aspects of GROPE are simulated and other
aspects use the local computing power on
GROPE’s plastic back. GROPE will be one
of the first appendages to an architecture ma
chine, because it is an interface that explores
the real world. An architecture machine must
watch devices such as GROPE and observe
109
1 Before the Architecture
Machine Project had its own
dedicated computing pow
er, aspects of GROPE were
simulated on the ARDS dis
play. The four illustrations
represent a sequence that
traces GROPE’s path
through an internal machine
representation of Urban At
las data for Boston. Note
that by the fourth frame
GROPE has “scrubbed
out" two areas of the upper
right. It turns out that this is
Boston's downtown water
5i * . front, indeed an “interest
ing" area of the map.
%
f . X-3 2 A photographic overlay of
GROPE's path with a road
map of Boston.
1
their behavior rather than listen to their Architecture Machines Learning Architecture
comments.
There is no security against the ultimate de
But why not supply the machine with a coordi velopment of mechanical consciousness, in
nate description of the form on punch cards the fact of machines possessing little con
and proceed with the same experiment? Why sciousness now . . . reflect upon the extra
must a machine actually see it? The answer is ordinary advance which machines have made
twofold. First, if the machine were supplied a in the last few hundred years, and note how
nonvisual input, the machine could not learn slowly the animal and the vegetable kingdoms
to solicit such information without depending are advancing.
on humans. Second, it turns out that the com Samuel Butler, Erewhon
putational task of simply seeing, the physi
ology of vision (as opposed to the psychology When a designer supplies a machine with
of perception) involves a set of heuristics that step-by-step instructions for solving a specific
are apparently those very rules of thumb that problem, the resulting solution is unquestion
were missing from LEARN, that made LEARN ably attributed to the designer’s ingenuity and
a mannerist rather than a student. labors. As soon as the designer furnishes the
machine with instructions for finding a method
It seems natural that architecture machines of solution, the authorship of the results be
would be superb clients for sophisticated comes ambiguous. Whenever a mechanism is
sensors. Architecture itself demands a sensory equipped with a processor capable of finding
involvement. Cardboard models and line a method “ of finding a method of solution,”
drawings describe some of the physical and the authorship of the answer probably belongs
some of the visual worlds, but who has ever to the machine. If we extrapolate this argu
smelt a model, heard a model, lived in a mod ment, eventually the machine’s creativity will
el? Most surely, computer-aided architecture be as separable from the designer’s initiative
is the best client for “ full interfacing.” De as our designs and actions are from the peda
signers need an involvement with the sensory gogy of our grandparents.
aspects of our physical environments, and it
is not difficult to imagine that their machine For a machine to learn, it must have the im
partners need a similar involvement. petus to make self-improving changes, to
associate courses with goals, to be able to
sample for success and failure, and to be
ethical. We do not have such machine capa
bilities; the problem is still theoretical, still of
interest primarily to mathematicians and
cyberneticians.
1970
2
a conditioning mechanism is an enforcement fallacious. Information can assume less signifi
device that handles all the nonexceptional cance over time and eventually disappear—
information. Habits, not thought, assist hu exponential forgetting. Obsolescence can occur
mans to surmount daily obstacles. Similarly, through time or pertinence. A technological in
in a machine, beyond rote learning, design novation in the construction industry, for exam
habitudes can respond to standard events ple, can make entire bodies of knowledge
while the designer, the heuristic mechanism, obsolete (which, as humans, we tend to hate
and the rote apparatus engage in the problem surrendering). Or past procedures might not
solving and problem-worrying (Anderson, satisfy environmental conditions that have
1966) aspects of design. Each robot would changed over time, thus invalidating a heuristic,
develop its own conditioned reflexes (Uttley, rote response, or conditioned reflex.
1956). Like Pavlov’s dog, the presence of
habitual events will trigger predefined re These five items are only pieces of an archi
sponses with little effort until the prediction tecture machine; the entire body will be an
fails; whereupon, the response is faded out by ever-changing group of mechanisms that will
frustration (evolution) and is handled else undergo structural mutations, bear offspring
where in the system. (Fogel et al., 1965), and evolve, all under the
direction of a cybernetic device.
A reward selector initiates no activities. In a
Skinnerian fashion (B. F. Skinner, 1953), the
reward mechanism selects from any action
that which the “ teacher” likes. The teachers
(the designer, the overviewing apparatus, the
inhabitants) must exhibit happiness or disap
pointment for the reward mechanism to oper
ate. Or, to furnish this mechanism with direc
tion, simulation techniques must evolve that
implicitly pretest any environment. The design
of this device is crucial; bad architecture
could escalate as easily as good design. A
reward selector must not make a machine the
minion or bootlicker of bad architecture. It
must evaluate, or at least observe, goals as
well as results.
2
improve over time, and must be intelligent. It build machines that can learn, can grope, and
must recognize context, particularly changes can fumble, machines that will be architec
in goals and changes in meaning brought tural partners, architecture machines.
about by changes in context.
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