A Simple (One Dimensional) Totally Interactive Turing Machine
Conceived and Programmed by Trevor Batten
i. The Conceptual Basis:
How does one express the buddha nature of Buddha
or the chameleon nature
of the Chameleon?
What is the nature of the machine that can
be all machines?
And how does one define a simulation of the universal simulator?
-As Post-Modern Self-referential Joke?
-As Simulated Mental Landscape?
-As Visual Tour of Turing?
-As Monument to Conceptual Elegance?
-As Example of Interactivity?
-As Demonstration of Autonomy?
-As Numeralogical Laboratory?
-As Philosophical Expression of Non-Linear Causality?
-As Symbolic Statement?
-As Pedagogical Tool?
-As Entropy Defying Game?
-As Weaver of Patterns?
Perhaps it is all of these things -or none!
ii. The Technical Basis:
Technically "TURING" consists of one or more
conceptual machines moving
through the memory space and Reading, Modifying and (Re)Writing the Symbols
found there which may be interpreted as Colour, Process or Control Data.
In practice it is a menu controlled single
user system which visually
documents (as far as possible) its own (internal) operation
Perhaps one day it will be possible for everyone
to explore the system
at home via the net. In the meantime you will need "TURING" installed
on an Amiga computer with monitor and mouse to experience and decide for
2. THE MENU STRUCTURE:
i. The Basic System:
"TURING" basically consists of
-a row of memory locations containing symbols
-a movable READ/WRITE 'head' modifying the stored symbols
(by duplicating this we create a number of parallel machines)
sets of Rules:
-a set of Rules determining the position of the 'head'
-a set of Rules determining the modification of the Symbols
-A Visual Representation showing memory and rules
ii. The Control Parameters:
The Basic System can be controlled
by the following nine menu blocks
-The Project itself (restarts and exit)
-The number of States (the symbol set)
-The Start Rule (the initial condition)
-The Move Rule (positioning READ/WRITE 'head')
-The Process Rule (the transformation rule)
-The number of Machines (number of READ/WRITE 'heads')
-Memory and Visual Space (on exceeding limits)
-Automatic Modification (of specified rules)
-Interaction (between machine and visual image)
iii. The Menus:
Restart : Restarts process from top of page
Newstart : Recalculates key values, clears screen and restarts
info : Writes the title section of this text to screen
intro : Writes the introduction of this text to screen
instructions : Writes this section of this text to screen
EXIT : Exits Program and returns to System
(2-16) : Sets required number of colours
(i.e. maximum number of states per machine)
(0-15) : Sets initial states to chosen value
mod : Sets initial states to cyclic pattern
rnd : Sets initial states to random pattern
step + - : Steps right if found state is even, else left
step - + : Steps left if found state is even, else right
rand-step : Generates left/right step look-up table
aut-pmst : Local states determine move rule (rules 1 to 2)
aut-step : Local states determine move rule (rules 1 to 3)
jump + - :* Jumps right if found state is even, else left
jump - + :* Jumps left if found state is even, else right
rand-jump :* Generates left/right jump look-up table
aut-pmju :* Local states determine move rule (rules 6 to 7)
aut-jump :* Local states determine move rule (rules 6 to 8)
aut-all :* Local states determine move rule (all rules)
* Value of Neighbour opposite to direction of movement
determines size of jump.
add n :% Adds machine number to present value
invert :% Complements present value and Adds machine number
sub n :% Subtracts machine number from present value
rand.1 :% Generates transformation Look-up table
aut.maths 1 :% Local states determine rule (rules 1 to 3)
aut. 1 :% Local states determine rule (rules 1 to 4)
inv.add n :# Current position Neighbours added
inv.mult n :# Current position Neighbours multiplied
inv.sub n :# Current position Neighbours subtracted
rand.2 :# Generates transformation Look-up table
aut.maths 2 :# Local states determine rule (rules 7 to 9)
aut. 2 :# Local states determine rule (rules 7 to 10)
aut.maths all:$ Local states determine rule (all math rules)
aut.all :$ Local states determine rule (all rules)
% Single input function
# Double input function
$ Mixed input function
(1-9) : Sets number of machines
H-Loop V-Loop: "TURING" memory continuous loop, also image looped
H-Boun V-Loop: "TURING" memory bounce limits, but image looped
H-Loop V-Boun: "TURING" memory continous loop, but image bounced
H-Boun V-Boun: "TURING" memory bounce limits, also image bounced
i.e. Loop = Jump to opposite end on reaching limits
Bounce = Change of direction on reaching limits
Note: "TURING" is one-dimensional (i.e. a single line) machine
Documenting memory changes on subsequent rows
creates illusion of two-dimensional image.
-Memory space is functional
-Visual space is cosmetic (except in 'True Int' mode)
No moveMod : Movement Rule is not modified by memory bounce
Self moveMod : Current Movement Rule is modified by memory bounce
All moveMod : Complete Movement Rule is modified by memory bounce
funMod% No : Function Rule is not modified
funMod% Yes : Function Rule is modified if memory is unchanged
Current Movement Rule = Rule for Current (colour) value
Complete Movement Rule = Rule for Complete matrix
Note: Only Rules concerning current machine can be modified
Non Int. : "TURING" functions normally
Vis. Int1 : Output is added to screen image with limited colour
Vis. Int2 : Output is added to screen image with maximum colour
True Int : "TURING" interacts with screen image
3. PRESENTATION NOTES:
"TURING" is a menu operated single user digital laboratory
which visually documents its own internal operation.
Conceptual, technical and operating principles are internally
available via the menu system.
In principle "TURING" should run on any AMIGA computer
equipped with monitor and mouse. A keyboard is not required.
For presentation purposes a table (with mouse pad) plus
a chair are sufficient additions to the computer.
The artist is not able to provide equipment for presentation
A VHS demonstration video tape is available. Other formats
may be possible after agreement with the artist.
A Series of Audio-Visual Computer Installations conceived
and programmed by Trevor Batten, Amsterdam 1997.
GOEDEL refers to the potential creation of
paradoxical results which
may be generated through introspective interpretation. By introspectively
generating visible form from empty space "Goedel" becomes a model of,
and a metaphor for, the creative process. The way in which the automata
reinterpret the results of their actions to generate new variations of
behavior is considered to be a visual generalization of the Goedel
paradox exhibited by formal systems when interpreted as statements
regarding themselves. In the domain of logic the Goedelian paradox
undermines the very principles upon which our logical systems are based.
In the visual domain the introspective interpretation becomes a creative
principle capable of generating a self modifying series of visual images
reminiscent of classical non-western cultures.
The series is also concerned with different constraints on
the variation in control data (i.e. behaviour).
The individual titles in the current series are:
VT indicates: Variable
Timer (i.e. Conditional Variation)
VV indicates: Variable Variable (i.e. Free Variation)
a,b,c indicates: Degrees of freedom
(i.e. Variation in Visual Form)
An Audio-Visual Computer Installation conceived and programmed
by Trevor Batten, Amsterdam 1998.
"THATCHER" is just one of those silly things that
just happen without
one really thinking about it.
It (she?) started life as a preliminary study to
draw some simple
geometrical figures as a basis for some wild idea about representing
multi-dimensional space on a grid composed of such figures.
These basic figures involved variation in the radial
increments and the number of steps used to plot a circle-based figure.
Because I am rather fascinated by feedback -including
the re-use of
data from the image, the data inputs in the original experiment were soon
modified to be derived from the image memory (also as a convenient source
of test data).
The results were fascinating and fitted in perfectly
with my earlier
experiments involving image-driven sound machines. All that was needed
was a library of frequencies, a simple sound generating system and a
set of assignments relating image data to sound control data.
A sound machine that reads and writes it's own score!
The rest must explain itself!
The geometrical grid figures were never made.
"THATCHER" is part of the "FAMOUS PEOPLE" series
performance/installations all of which run on an Amiga computer.
Sound and Image are simultaneously produced in a continuous real-time
process. Due to a random start, each performance is unique -even though
the rest of the process is completely deterministic.
Presentation, simply involves running the program
on an Amiga computer.
The (video) image can be projected or shown on a monitor.
Use of an external amplifier and speaker is recommended for optimal
Amsterdam, March 1998