social fiction | psychogeography | .walk

.walk releasenote #1
swarmbrain.walk

CODE

// jigsaw_swarmbrain.walk
// socialfiction.org
// U.WMT=Unique.Walk Meta Tag;; RF=Record Field;; S=Self;; O=Other;; T=Time(in minutes);; JF=Jigsaw Fragment

U.WMT =  

Set T 0

A=N{random[1-3]}+D{random[right-left]}
B=N{random[1-3]}+D{random[right-left]}
C=N{random[1-3]}+D{random[right-left]}

If N(A+B+C)>6 then recode
If D(A+B+C)=(right, right, right) or (left, left, left) then recode

Walk
{

Repeat
{

A  //

B  //

C  //

When S=O

{

Exchange U.WMT

{

import U.WMT(O) to RF

Compare JF

{

When JF match

{

if U.WMT(S) > U.WMT(O) then S takes all JF

Underline U.WMT(O) in RF

}
}
}


When T 90
{
Go to Base
}

}


RF =

{


}

 

EXPLANATION

Explaining this experiment meant facing a panic struck crowd of art-lovers who had anticipated a nice Sunday afternoon stroll, but suddenly saw themselves diminished to the role of a hard drive mounted on the back of an ant: .walking chunks of peripatetic-computer code. Another example of (.walk) codephobia. Like always this fear was really not necessary.

After being handed the code & a piece of a jigsaw puzzle, every agent determines his/her sequence of turns (first street right, second left, third right) that are to be repeated for the next 90 minutes. This is classic generative psychogeography, the only difference lays in what's coded in the last half of the script. Here the agents are instructed what to do when they meet. These actions are;
1) Write down the identification code of the other agent
2) Compare the pieces of the puzzle to see if they match.
2a) If they do then all pieces travel along with the agent carrying the lowest code, both mark the code of the other to distinguish this encounter from the non-productive ones, then go to 3.
2b) If they don't match go to 3.
3)Walk on: execute algorithm.

When after 90 minutes all pieces are in the possession of one agent the experiment can be said to be a 100% success.

QUE PASA?

It's a thing called emergence. Individual agents are not aware of what happens elsewhere & all are performing the same simple routines. Over time however, these small acts of localised behaviour, by means of the interactions, turn into a network that is utilised by the pieces of the puzzle to find their match. This network is a swarmbrain; a problem solver that finds the solution to a problem without 'thinking' but that creates a certain amount of 'intelligence' from the bottom-up.  

Taking in account the odds that 2 random pieces of a 32 piece jigsaw puzzle match, it's hardly strange the puzzle was not even near complete after the given time. But it was time well spend as the agents were collecting some hard-needed statistical data about all interactions during the walk. The number of interactions is the backbone of the Universal Pedestrian Computer as is controls the exchange of information within it, so how bigger our knowledge is of its probability, the better walkware can be designed in the future.
This data was fed into Krackplot, a social network analysis program developed by David Krackhardt, one of the pioneers in the field, using this we generated this psychogeogram that maps all connections between agents(nodes). Please note that the lay out of the nodes is only meant for clarity & doesn't in it self signify anything.
Note that agent KK carried all the pieces that were not distributed, therefore operating with an increased probability of finding a match, as indeed turned out to be the case.  


What the psychogeogram shows, is that the number of interactions was, taking in account earlier experiments with much smaller groups, fairly high. This indicates that the interactions go up exponentially with the number of agents rising. Another bit of worthwhile information is that after 90 minutes the swarmbrain has a 'Reachability' of 100%; meaning that every node is (indirectly) connected to all others guaranteeing the steady flow of information. (Assuming these statistics would be roughly the same after another 90 minutes).  

In this particular experiment information is only changing hands between nodes when there is a match. But suppose information being copied & exchanged even if that particular bit of information can't be used at that moment. If it was possible for agents to make a copy of their piece of the puzzle & exchanged that during any encounter, the localised information would be distributed through the network, instead of remaining in the hands of one person, the chance of a match would then (over time) grow tremendously as every copy gets copied again, etc.

You can analyse & manipulate the data yourself by downloading the krackplot file (stroom.kp). For every node is given the algorithm & if there was a match.

(june 2003)


Homepage Krackplot
http://www.contrib.andrew.cmu.edu/~krack/

Download Krackplot:
http://www.analytictech.com/downloadkp.htm

Walking Apart Together was made possible by Maureen Timmermans / Stroom Travel
http://www.stroom.nl

A more detailed report on this experiment can be found here (in dutch)
http://www.socialfiction.org/dotwalk/stroom.html