May 26, 2006 4:00 AM PDT

Keeping computers in check

SAN DIEGO--Computers can be mighty tools in creating video games or simulations of urban environments, but humans must maintain control over the machines to keep the results from running amok, warns techno-philosopher Sheldon Brown.

As head of the University of California at San Diego's Center for Research in Computing and the Arts, the academic researcher and industrial consultant is responsible for developing and overseeing projects that demonstrate the power of algorithmically created content. Just as important to him, however, is stressing that computers might miss the little details that matter--forgoing real-world livability in an algorithmic attempt to maximize the number of buildings in neighborhoods, for example.

Scalable City

"Just because we can do something, doesn't mean we should," says Brown, whose center at UCSD aims to create new art forms from the development of digital technology. "When we build tools, we have to think deeper and broader about what that tool is doing."

Nowhere is that tension more clear than in Brown's "Scalable City," an early version of a software application that explores ways in which researchers in fields like video games and urban planning can take advantage of computational power--and in the process automate work that previously might have required dozens or hundreds of animators and artists.

On its surface, Scalable City shows how computers can utilize algorithms, or automatic programmed procedures, to design layouts for new urban or suburban environments in limited spaces. Relying on so-called "L-curves," which Brown said are similar to fractals, the multimedia system can rapidly take digital representations of barren landscapes and fill them in with gracefully curved roads and neighborhoods full of new houses.

"Algorithms do things well that they're set up to do, but we were around for centuries without computational processes."
--Sheldon Brown, UCSD Center for Research in Computing and the Arts

From a macro perspective represented by an aerial view, such designs present what appears to be an efficient maximization of available space, Brown said.

But Brown cautioned that at a micro, or surface, level, computer systems can't know, practically, what environments work for people. Thus, Scalable City demonstrates how an algorithm designed to maximize the development of a previously barren landscape could well result in individual streets so jammed with buildings that few could actually be habitable.

It's tempting to focus on what things look like from the big-picture level at the expense of investigating the micro, he acknowledged. But humans enamored with the power of computers would be wise to closely examine what the implementation of that power means and keep control of it through vigilance, he said.

While in many ways a metaphor for responsible management of powerful computing resources, Scalable City will also have practical applications when it's completed in a year or two, Brown said. Among those uses are helping to create new game design methodologies, including the development of new tools and systems that will facilitate high-level player control and engagement.

CONTINUED: "We've become input/output"…
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