Title: Protozoop: Virtual Ecosystems as Negotiation Laboratories
/// Authors: Sergio del Castillo + Eva Castiñeira + JARD
/// Year: 2011
/// Prmtrs: Noise Media Coding Atlas Automatic Assemblage Translation Mutant Obsolescence Liquid Immanence Weeks 0.00 € No (i) Legal 99 % Ludic Affect Visibilise Contagion Control Collaborative
The Project ProtozOOP (Virtual Ecosystem) consists of creating a relational system among abstract entities; an artificial environment with multiple surrounding conditions whose parts interact to reach an overall equilibrium. A relations system is arisen among 14 iconic entities (agents) which react together according to their programmed behavior while being able to learn from their achievements and mistakes.
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a_ to reach the instant and simultaneous MANAGEMENT of variables and resources, to convert the playing scenario into a simulated Reality.
b_ to put BEHAVIOR before form. An agent identity arises from its own reactive behavior, updating its formal expression with every decision-making. The relative positions network is always before the unit look.
c_ to reach the TRANSPARENCY of internal processes, through the codified representation of influence areas, location, relations among agents. It takes the most of the capacity of registration and constant calculation of the programmed environment, and it can be expressed in an understandable and publishable narration, towards a design methodology.
d_ to conceive a multi-agent system; programmed tool suitable to reach networked projects, manipulated through an easy modal visual interface.
e_ STRATEGY before result. Relations are represented, observed, registered and criticized, not the final objects. Programming before the object.
f_ to articulate an OPEN system which includes in its processes and its own evolution, through adaptive programming structures, assuming the code revision depending on the results, it means through sensitive agents to surrounding conditions which have the ability to learn from the unforeseeable experience by condensing the results in new tools.
g_ to manifest ECOSYSTEMS or unattended scenarios that are aproduct of simultaneous behavior and derived from limited identities, generative by superposition, from an interests balance, from a comfortable coexistence state.
h_ to arise the COMPARED STUDY of the possible scenarios, relating to a determined relational cycle, within the framework of a dynamic reality, where there would not be just an ideal solution for the equilibrium, but several optimum and optimizable scenarios, where any agent can lose or win in favor of the community, and where there is always chance to improve.
i_ to make visible the NEGOTIATION as essential tool, connecting action and consensus, and linking the interactive participation of all the agents and all the disciplines, to the wheels of the system, and to the most intimate operation inherent in the whole, which is at the same time an entire laboratory of collaboration able to translate the negotiation into a family or guiding laws.
j_ to look for the BALANCE between the project aim and the computational results, among the agents, as autonomous entities of programmed unity, and the ecosystem, as calculation suggest, as a product of coexisting and fruit of work.
k_ to reach the INFORMALITY as expression of the project like an adaptive topological cloud. It will be the point of meeting and managing among all the interests, not a particular imposition.
l_ to respond to the NEMATOLOGICAL nature of the problem, nature where multiple interrelated parameters are involved and they cannot be analyzed separately.
The skeptical position facing the new technologies of the project is based in the risk of delegating the whole result to programming, losing the necessary control over the decision-making process of the project, looking for a longed-for scientificist justification. It is necessary to lay down the exact roles between tool and ideation to avoid outrages from any of the parts. The outrage from the idea could mean superfluous decisions of quantitatively demonstrable negative consequences; the outrage from the technique side could mean the creation of artifacts not too sensitive considering needs and non-quantifiable context conditions. The problem is bigger in multidisciplinary teams where programmed strategies need to be elaborated to arbitrate all the experts’ visions and to make transparent how they are affected by each other, for their analysis, revision and real time modification. The result needs to be an “adaptive model”, a prototype which suggests us the best balanced solutions among the possible ones, never one imposed product created from inflexible programmed rules. A programmed and non-metaphorical consensus, result of negotiation between agents and experts, among involved collectives.
The structure of this collaborative environment expresses the topological nature of ecosystems as resulting order of a solution facing a nematological problem, which are those problems where multiple interrelated parameters are involved and they cannot be analyzed separately. This structure gives rise to solutions which are likewise flexible and relational, to subdivisible, fusible, comparable clusters, able to assume condition changes, and able to achieve the identity survival without containing the own transformability. There is not only one solution of balanced state, neither only a comfort maximum. The possible topological schemes are multiplied, and inside them, all the agents which work in favor of themselves and of the community, in a productive laboratory, factory of unforeseeable laws which will rule the ecosystem unsuspected future always in evolutionary derive.
OOP stands for ‘Oriented Object Programming’, a paradigm of programming which uses objects and their interactions,, to design applications which run a task.
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