Harry Brokensha
game of life an algorithmic composition in Max/MSP Conway’s Game of Life, also known simply as Life, is a cellular automaton devised by the British mathematician John Horton Conway in 1970.1 The universe of the Game of Life is a two-dimensional orthogonal grid of square cells, each of which is in one of two possible states, alive or dead. Every cell interacts with its eight neighbours, which are the cells that are horizontally, vertically, or diagonally adjacent. At each step in time, the following transitions occur: 1 2 3 4
Any live cell with fewer than two live neighbours dies, as if caused by under-population. Any live cell with two or three live neighbours lives on to the next generation. Any live cell with more than three live neighbours dies, as if by over-population. Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction.
Concept The main draw of this automaton as a model for a composition is the organic results that it produces. Watching the process evolve is akin to observing a petri dish full of living organisms, as bundles of Life’s ‘cells’ multiply, split and interact with one another in the course of the pattern. Organicism, then, became the centre focus of the project; my intention became to design a piece that organically creates itself while following and representing the resultant patterns and structures that emerge in a grid of the Game of Life. The visual programming language Max allows the composer to access powerful routines (known as objects) designed to work with interactive music and multimedia. One of these objects is jit.conway, which ‘performs Conway’s Game of Life on incoming 1- or 4- plane character matrices.’2 In Game of Life, jit.conway outputs a 1-plane matrix of 16x16 tiles (coordinates (0, 0) to (15, 15)), which is visually represented in a jit.pwindow object below. The rate at which the Game of Life progresses is dictated as a division (selectable by the user) of the tempo given to it by a host DAW application. Logic Pro X to supplies the tempo as well as to handle the output of sounds which will be detailed later. Rather than beginning the Game of Life with one set pattern and letting it evolve without further input, which would have ended fairly quickly with just a 16x16 grid, the best option was to create a function to input common patterns at specific bar intervals (the number of bars in between inputs is selectable by the user.) The patterns chosen are a variety of commonly used Life patterns, which have different characteristics under the rules of Life: still lifes, such as the block, (see fig. 1), which remain stationary, oscillators, such as the pulsar, (see fig. 2) which are patterns that oscillate, and gliders, such as the lightweight spaceship, (see fig. 3) which translate across the grid with constant velocity.
Choosing the Sound The ‘sound’ of the program needed to be as organic as possible, to fit with the concept of the composition, while still reflecting the distinctly artificial algorithmically-controlled process of evolution that Life presents. The idea of creating a post-humanist orchestra of computer-controlled sampled acoustic instruments to ‘play’ the composition greatly appealed as a means of achieving this. The orchestral sounds used are sampled libraries of human performers playing each note with perfect tuning, timing and articulation; the end result being an organic sound of acoustic instruments being ‘played’ perfectly and artificially by the computer. Thus the Game of Life is reflected in the music; a fusion of natural and unnatural, and a glimpse of a future more and more intertwined with artificial intelligence.
Gardner, Martin (October 1970). Mathematical Games – The fantastic combinations of John Conway's new solitaire game "life". Scientific American 223. pp. 120–123. 1
Max/MSP online documentation for the jit.conway object can be found at the webpage: https:// docs.cycling74.com/max5/refpages/jit-ref/jit.conway.html 2