ADAPTIVE GROWTH USING ROBOTIC FABRICATION

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1 R. Stouffs, P. Janssen, S. Roudavski, B. Tunçer (eds.), Open Systems: Proceedings of the 18th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2013), , The Association for Computer-Aided Architectural Design Research in Asia (CAADRIA), Hong Kong, and Center for Advanced Studies in Architecture (CASA), Department of Architecture-NUS, Singapore. ADAPTIVE GROWTH USING ROBOTIC FABRICATION Taro NARAHARA New Jersey Institute of Technology, Newark, NJ, United States Abstract. This paper studies computational methods for adaptive growth seen in human design processes, such as development of spontaneous settlements, by highlighting the contrast with conventional plan execution approaches. The paper speculates as to the possibilities of open frameworks for design using computational methods through a relatively simple yet explicit example in the context of robotic fabrication. The proposed experiment uses an industrial robot arm to produce structures by stacking unit bricks without hard-coded instructions ( blueprints ) from the outset. The paper further speculates about how such implementations can be applied to architectural design. Keywords. Generative design; robotic fabrication; adaptable design. 1. Plan Execution and Adaptive Growth The development of cities exhibits a remarkable diversity in human creative processes. Paris, New York, Tokyo, or favelas in Rio de Janeiro, all represent different planning strategies and growth processes. According to Alexander (1965), cities that have been deliberately created by planners are called artificial cities, and cities that have arisen spontaneously over many years are called natural cities. Alexander clearly separates them as products of different processes. The former is a plan-execution-based process that delineates all tasks in advance, sequencing them one by one based on a predefined blueprint, whereas the latter possesses a dynamic mechanism that allows it to spontaneously grow and adapt without a complete set of predefined instructions. Computational interpretations of such systems have been provided by scholars as a form of simulation, and there are reliable software applications that can simulate plan-execution-based systems. There are software applications that can generate hypothetical virtual cities that belong to the category of artificial cities using methods such as shape grammar and L-systems (Müller and Parish, 2001). However, these applications generally cannot be effectively used to simulate the development of cities that possess the characteristics of natural cities. These 65

2 66 T. NARAHARA design systems require imposing a specific design template based on typological layouts of cities. Oftentimes urban configurations developed by spontaneous settlements are not the results of impositions of specific urban forms and are hard to represent by a collage of discretized typologies. Thus, simulation of informal and spontaneous settlements over long periods of time might be a challenge. This discussion indicates that the latter type of human design processes requires a different type of computational methods to describe the processes. This paper speculates about the possible computational models for processes which demonstrate growth and adaptation without a predefined blueprint. Providing a comprehensive interpretation for a city s growth is a complex task. Instead, the paper speculates, through simple examples, as to the possibilities of open frameworks for design using computational methods. 2. Growth and Adaptation Method A computational method for growth and adaptation needs to have a description of gradual growth processes over time. Firstly, a model and its environment for growth have a reciprocal relationship. A model is first created by conditions and constraints inherent in its environment. Then the model s behaviors and growth influence the environment and start to change it. This change in the environment becomes a new incentive for the model to update itself to conform to its new environment. This perpetual feedback between the model and the environment is a continuous loop in time series. This process can be implemented as a computational model by providing an algorithmic description for the model to update its state. In principle, if we can write a general procedure for a model at arbitrary time T to renew its state at time T+Δt, this model can continue, by updating its state, to grow. This procedure for updating needs to be conditionally applied, based on the states of the environment, which implies that the description of self is not adequate for the description of the model in this category. Such a model needs to be equipped with perceptions of environmental conditions in order to produce its next action. These sensing and action functions are the essential behavior for the model inside the spatiotemporal settings. I list the following examples of this type in order of level of application. Figure 1. Growth (Updatable) model: Space-Time continuum, Time varying system.

3 ADAPTIVE GROWTH USING ROBOTIC FABRICATION CONVENTIONAL RENOVATION SCENARIOS Renovation and addition to existing structures are the most common scenario of application in architecture. These transformations are not planned at the time of the initial construction and are triggered by unanticipated changes in environments, occupancy, and population density in later periods. These alterations are executed at a discrete time step, and there is no continuity between successive transformations. The end of the production is the completion of the product. The production is based on a precisely planned blueprint which includes all possible requirements up to a certain future stage. Discontinuity in growth patterns and the lack of bidirectional spontaneous feedback between buildings and environments characterize this class. Figure 2. Transformations of buildings over time from How Buildings Learn (Brand, 1994) MODULAR SYSTEM (KIT-OF-PARTS) This example aims at designing a system that can be upgraded for future extensions from the beginning of the planning. This is a characteristic seen in modular systems in architecture. All the future transformations, reconfigurations, and replacements are planned at the initial stage of the construction; however, these changes are predefined or constrained by the system s own physical limitations. Metabolists buildings infrastructures allowed some reconfiguration patterns of units, yet the growth was limited within the extent of the system s own capabilities. In general, modular systems consist of modular building blocks and infrastructural arteries that can support and combine them. These subunits do not possess active behavior and sensing capabilities able to achieve un-programmed or unplanned configurations SELF-ORGANIZING GROWTH This is a more advanced application of the growth logic. The subunit is designed flexibly and universally enough so that aggregations of the subunits can adapt to many unpredictable scenarios. In order to achieve this level of flexibility in global structure, the subunits need to have some means of active mobility by having actuation devices within themselves or by relying on other devices for transportation. Collective construction by termites is one extreme example of such structures that do not require any pre-defined configurations. We do not know the exact logic behind them, but the

4 68 T. NARAHARA models by Theraulaz and Bonabeau (1995) show that similar constructions can be obtained from mere locally embedded rules. Procedural instructions alone can continue the construction processes. Swarm robots or reconfigurable robots created by computer scientist groups also belong to this category because they have distributedly controlled subunits with sensing and actuation capabilities (Zykov et al., 2000). 3. Collective Construction In contrast to construction processes by humans, the Collective Constructions accomplished by termites do not rely on any innate concept or predetermined blueprint throughout their constructions. Camazine et al. (2002) speculate that their building behaviours are genetically programmed responsive acts which are triggered by their surroundings. This kind of stimulus-response is often called Stigmagy (Grasse 1959): information from the local environment under dynamic progressions stimulates and guides further activities in construction. A certain local state of the system becomes an incentive for the next construction for individual workers, and this process continues to feed new information to the builders. In this way, information is always provided from the dynamically changing environment rather than any source of information external to the ongoing construction activities. This is one of the reasons why social insects, such as termites, can undertake complex constructions without knowledge of the ultimate form of the structures. Thus Stigmagy often refers to the information collected from works in progress. 4. Experiments using Robotic Fabrication In architecture, robotic devices have successfully and faithfully produced constructive forms based on hard-coded instructions by humans and have demonstrated precisions and repetitions that can exceed human capabilities. Unitbased (brick) stacking projects by researchers have clearly demonstrated these advantages of robotic fabrication. Gramazio and Kohler at ETH Zurich (2011) and Design Robotics Group at Harvard have actively used industrial robotic arms for their design experiments since This section introduces an example of a computational model inspired by collective construction through experiments by the author in the context of robotic fabrication PLAN EXECUTION METHOD A small industrial robotic arm with a gripper, the IRB-140 by ABB Co. Ltd., was used for the following experiments. The robot is programmable using a C-based language called RAPID, and targets and orientations of the gripper arm are defined based on coordinate numbers and quaternion-based rotation matrices. The author had full access to the robot during experiments.

5 ADAPTIVE GROWTH USING ROBOTIC FABRICATION 69 Figure 3. Collaborative application example (left), Tool s process (right). Firstly, the author wrote a simple middleware program that allows anyone to produce and replicate design geometries in a digital environment to physical forms by connecting the robot with common CAD software, Rhinoceros. It was written in Java and Rhinoscript and was used by several designers for the production of formal variations based on their blueprints (Figure 3, left). The program can interpret any surface geometry as a user-input and can produce a stacking pattern based on a user-defined global geometry relative to a selected size of a modular brick. The program can autogenerate a RAPID code that instructs the robot where and in which order to move and stack the bricks based on the pattern obtained from the original user-defined geometry. The robot executes the code to replicate the original digital form approximated by the size of the unit brick by stacking them in real life. The program can check the stackability of bricks to avoid any invalid placement in terms of physical balance. A series of hard-coded moves and gripper instructions ensures a replication of a predefined form. This is a typical plan execution system s scenario, where all the objectives and tasks are clearly defined in advance, sequenced one by one. However, there are other design strategies by humans that do not rely entirely on a fixed blueprint. As we discussed earlier, a collective design of spontaneous settlements is one such example. The next section introduces the possibility to actively incorporate the adaptive growth method for the robot s production rule. It is speculated that the machine can, in principle, anticipate and adapt to shifting demands of its human co-workers ADAPTIVE GROWTH METHOD Using programming in Java and RAPID, the author explored an application possibility to obtain a more flexible and open-ended way to send instructions to the manipulator. In principle, a set of instructions can include target positions as variables which can be defined dynamically and differently each time based on a stochastic process. The project uses a simple yet explicit model that does not rely

6 70 T. NARAHARA on a blueprint from the outset. The program can return structures that satisfy a certain characteristic while maintaining some level of morphological variations using a stochastic selection process. Firstly, the program needs a buildable footprint area for a structure as an initial input and will not place bricks outside of the area at the ground level. The program finds allowable areas that the next brick can be placed by checking collisions against existing bricks and clearance between a robot s gripper and existing bricks. Subsequently, the program randomly selects a new location to place a brick from the allowable area and calculate a physical balance of the entire structure. Until the program finds a valid stackable position in terms of a physical balance, it will randomly select a new location and repeat the test. This brute force search can continue until there is no more allowable location to place a new brick, and eventually produces a tower structure based merely on a simple rule of physics. Every result of the program differs due to the stochastic nature of the program. However, all results satisfy the same initial footprint condition defined by a user and the premise that the robotic arm can build a well-balanced structure by stacking unit bricks. This operation can be done without hard-coded target positions of all bricks from the outset of the process. The system can find its next position as it proceeds without having a fixed blueprint or providing a specific position in every step. To attain faster computation speed, the program eliminates all trivial invalid positions before running a calculation based on rigid-body dynamics. Simply checking the location of the centre of mass of the structure at every step relative to outer bricks that are supporting the structure at levels below can eliminate invalid placements based on a test of geometric loading conditions (Figure 4, top). By testing this recursively from the top to the bottom of the structure, the test can eliminate invalid Figure 4. Simplified balance check using centre of mass locations (top) and other steps. Figure 5. Program written in Java shows the process of adaptive growth sequences.

7 ADAPTIVE GROWTH USING ROBOTIC FABRICATION 71 Figure 6. Stacking process without predefined instructions by industrial arm robot, IRB-140. Figure 7. Several instances of resulting structures using the adaptive growth method. conditions such as an excessive cantilever without a calculation based on moments. Although a configuration of bricks was provided before the construction by the robot, in a future exploration, the faster calculation time will be beneficial for the processing of information based on real-time feedback from devices such as a vision sensor. Figure 7 shows several instances of resulting structures. Although the rules for stacking are simple, structures often regain integrity by establishing new bridging conditions over the course of constructions. The accidental branching caused by the stochastic nature of the experiment adds morphological diversity for resulting structures, though they are not always the products of pragmatic efficiencies. A literal formal resemblance to the aforementioned nest structure by termites is an intriguing result from the program, though this discussion has nevertheless no scientific validity. The interrelationship between a size and the geometry of the initial footprint area and a relative size and a specific gravity of a unit brick has an important role for deciding the formal characteristics of the structures in these experiments, and this relationship needs to be investigated more thoroughly as a future exploration.

8 72 T. NARAHARA 5. Conclusions The proposed conceptual experiment uses the industrial robot arm to produce structures by stacking unit bricks without comprehensive hard-coded instructions for the form blueprints from the outset. The user provides only a rough boundary area for a stacking and a unit brick s material property at the beginning of the process. The proposed system uses simple rules of physics based on the given material property and stochastically finds and places new bricks on top of an existing structure in available positions. By repeating this stochastic selection based on dynamics, the robot can produce a number of schemes that can satisfy the primary requirement. The proposed method for robotic fabrication is considered to be effective for dynamic scenarios where the conditions of the sites are subject to continuous environmental changes. The system can concurrently foresee a few possible scenarios based on the ever-changing conditions, and this dynamic adaptation does not always exist in typical blueprint-based human constructions. In principle, users can apply more complex and multiple constraints such as lighting and density for the production of schematic structures by the robot without giving a complete set of formal instructions. Figure 8 shows one such example: the placements of new cells are based on an overall number of openings to outdoor spaces using a similar stochastic selection process inspired by a process of accretion over time called Diffusion-limited Aggregation. Although this sole computational example does not use robotic fabrication and the stacking of bricks, this suggests the possibility of implementing more complex objectives for the resulting structures. Another potential future improvement can be adding reconfigurability and an active real-time feedback system for its subunits bricks for robotic fabrication. In principle, a robot can continue to optimize the structure s performance even after the completion of the initial structure. Figure 9 shows the robotic prototype with Figure 8. Algorithmically optimized 3-D clusters with maximized opening areas using DLA.

9 ADAPTIVE GROWTH USING ROBOTIC FABRICATION 73 Figure 9. Reconfigurable robotic device with locally embedded sensors and microcontrollers. locally embedded sensors and microcontrollers; its bottom-up control strategies allow the device to optimize its orientation with respect to a light source, independent of how and where the unit is placed. The same logic can be implemented to the robotic fabrication by reconfiguring bricks using a robotic arm based on local sensing of various properties obtained from embedded sensors inside each brick. In theory, this will produce an active assembler and assemblee relationship that can constantly adapt and grow a structure based on changes in physical/environmental constraints, programmatic/social issues relating to occupancy types, social issues, programs, and code/zoning constraints, and so on. In contrast to a construction based on hard-coded predefined instructions, a robot arm with cognitive capabilities a sensing robot arm with devices such as a real-time camera feed or an active construction module such as a sensible brick can be viable options for future explorations, as they can concurrently generate instructions, based on the current state of the system, to spontaneously adapt to change its goal for globally optimal performance. In addition to the simple physics introduced in the paper, for example, the system can sense the adjacent on-going constructions gradually obstructing and changing the lighting condition of the site and flexibly create instructions for the next growth. The primary systems architecture of the robotic experiment in this paper is still reliant on a single agent and has yet to acquire multiplicities that can be observed in collective construction. Realizing bottom-up growth using robotic devices may require implementation of a distributed multiple-intelligence system, and the above Figure 9 shows some possibilities by locally embedding sensors to components constituting a whole (Narahara, 2010). As a reference, the author has software-based generative experiments based on a multi-agent system in the context of urban design with comparisons to other existing methods such as shape grammar (Narahara, 2013). The research in this paper is not ready to provide a direct application to existing architecture. It is, rather, at the stage of finding the right instances of

10 74 T. NARAHARA applications in architecture. Finding scenarios that require gradual growth over time in architecture is practically a challenge. Except for some urban-scale developments, the scale of physical size and the magnitude of time that it takes to grow for buildings have not reached a level where we require such a design method. In most cases, practitioners can forecast sufficient solutions analytically, and are very unlikely to find any kind of building development that requires step-by-step constant improvements in shorter segments of time (as in some spontaneous settlements). Practical and functional needs for our current structures, and the technology and economy to support the realization of such structures, seem not yet to have reached the stage where evolutionary processes can be fully and effectively utilized. Acknowledgements I would like to sincerely thank my former doctoral adviser and the director of the Design Robotics Group at Harvard, Professor Martin Bechthold, for his insightful guidance and constant support for this project. I would also like to thank Professor Ingeborg Rocker for the opportunity to collaborate on projects led by her group at Harvard. Finally, I would like to thank my current employers, Dean Urs Gauchat and Professor Glenn Goldman at New Jersey Institute of Technology, for their generous academic support. References Alexander, C.: 1965, A city is not a tree, I, II, Architectural Forum, 122(1), 58 62, 122(2), Brand, S.: 1994, How Buildings Learn: What Happens After They re Built, Viking, New York. Camazine, S., Deneubourg, J.-L., Franks, N. R., Sneyd, J., Theraulaz, G. and Bonabeau,. E: 2002, Self-organization in Biological Systems, Princeton University, Princeton, NJ. Gramazio, F. and Kohler, M.: 2011, Architecture and digital fabrication, Jahrbuch / Yearbook 2011, Department of Architecture, ETH Zurich, Grasse, P.: 1959, La reconstruction du nid et les coordinations inter-individuelles chez bellicostitermes natalensis et cubitermes. sp. la theorie de la stigmergie: essai d interpretation du comportement des termites constructeurs, Insectes Soc., 61, Zykov, V., Mytilinaios, E., Adams, B. and Lipson, H.: 2005, Robotics: self-reproducing machines, Nature, 435(7039), Narahara, T.: 2010, Designing for Constant Change: An Adaptable Growth Model for Architecture, International Journal of Architectural Computing, 8(1), Narahara, T.: 2013, The Computer as a Tool for Creative Adaptation: Biologically Inspired Simulation for Architecture and Urban Design, in J. Zander and P. Mosterman (ed.), Computation for Humanity Information Technology to Advance Society, 1st ed., CRC, Boca Raton, FL. Parish, Y. I. H., and Muller, P.: 2001, Procedural modeling of cities, in E. Fiume (ed.), Proceedings of ACM SIGGRAPH 2001, ACM, Theraulaz, G. and Bonabeau, E.: 1995, Modeling the collective building of complex architectures in social insects with lattice swarms, Journal of Theoretical Biology, 177,

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