Free Projects
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Erik Freydank
Breitscheidplatz
Frederic Brodbeck
0..1
Ying Chen
Absconding
Lorenz Raab
Analoge Brücke
Akitoshi Honda
Artificial Appetizer
Elisa Storelli
Assemblaggio N1
Julius Fuehrer
A Thousand Seeds or the Right to Becoming
Merani Schilcher
autoantibody.3 – Destruction of Self
Frederic Gmeiner
Bericht über R.
Alexander Hahn
Bioinformatics: Nature’s superiority over binary computing
Susa Schmid
Blickskulpturen / Gaze Sculptures
Bruno Gola
Bruto
Ying Chen
Bubbles
Tim Horntrich
Clock Choc
Hsiao Li-Chi
Coffee And Kitty
David Reitenbach
convincing ideas
Jens Wunderling
default to public
Constantin Engelmann
Der Kopist
Valerian Blos
Design as Restriction / Restriction as Design
Özcan Ertek
Devil's Rope: On a Journey of No Return
Sven Gutjahr
Diaries of Alvin Fredriksøn
Tim Horntrich
DropingNews
Robin Woern
Ephememorion
Orlando Helfer Rabaça
Footprint²¹³
Julian Netzer
GOTCHA
Erik Anton Reinhardt
Graphic Design
Stephan Sunder-Plassmann
Hacking Memorials
Martin Kim Luge
Hear the grass growing
Christopher Hoehn
How It Was(n't)
Tim Horntrich
ICSY TK 5000
Julius von Bismarck
Image Fulgurator
Willy Sengewald
Jammer Horn
Florentin Aisslinger
Living with Matter
Monika Hoinkis
Living with Things
Sebastian Wolf
lovesmenot
Andreas Schmelas
Machines At Work
Merani Schilcher
Make Me A Weapon – Destruction of Context
Julia Rosenstock
Meadow of carnivore plants
Frederic Gmeiner
Memory Shapes
Merani Schilcher
Mephista – Destruction of Other
Ying Chen
My queer body, my ownership
Piet Schmidt
möve
Fang Tsai
Nahweh: the Unreachable
Nicenboim Iohanna
Objects of Research
Bill Hartenstein
Palio
Vinzenz Aubry
pendel 1
Hye Joo Jun
Phantom Limb
Markus Kison
Pulse
Kilian Kottmeier
Resource forecast
Felix Worseck
Subordination/Unterordnung
Frederic Brodbeck
Synthetic Flurry
Stephan Sunder-Plassmann
Tagebilder
Stephan Sunder-Plassmann
The Beauty of Oppositions
Andreas Schmelas
The Space Beyond Me
Julius von Bismarck
The Space Beyond Me
Andreas Schmelas
The Visible Invisible
Paul Kolling
thing <ser. no.>
Elisa Storelli
This machine will not switch herself off
David Löhr
Titan
Niklas Söder
Unstable Trajectories
Tilman Richter
Wall of Distribution
Tilman Richter
Wall of Support
Tilman Richter
Wall of Tendencies
Andi Rueckel
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Andi Rueckel
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Andi Rueckel
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Frederic Brodbeck — 0..1
Free Projects
0..1 is a self-playing simulation game that uses the language and mechanics of image editing. The canvas becomes the playing field on which different editing tools take turns moving around as autonomous agents. With the explicit absence of a win state the game becomes an open-ended system which perpetually interacts with itself by reacting to the ever-changing landscape it creates through the agents' actions.
The Players
The game implements nine common image editing tools as different character classes. They each have different ideas about what the world should look like. The paint brush and sampler are the ones that can bring in new information, whereas the eraser on the other end of the spectrum wants to “undo” any change by reverting the canvas to its original state. It wants things to go back to “the way things used to be”. Similarly, the inpainting tool can delete parts of the image and fill it with interpolated information from the surrounding area. The selection tool, located in the center, can protect a region from being changed. It wants things to simply “stay as they are”. The smudge and the sharpen tool are antagonists of sorts: One blurs hard edges and shifts things slightly, whereas the other wants things to be clearly defined, ideally black and white. The randomizer causes a bit of chaos with by scrambling the pixels it encounters. The RGB shifter is special in that it can seemingly create color where there was no color before.
The tools were deliberately selected to span a wide gamut within the space of possibilities; their relationship to one another designed to cause friction. The interesting part is indeed when the agents / tools interact with one another, resulting in secondary effects in the form of new visual artefacts.
Perception
Individual players in the simulation perceive their environment differently to the others. They each are sensitive to certain properties of the landscape, which in turn defines their trajectories. Some are attracted to blurry parts of the canvas, others to sharpness and high contrast. Some agents like color (as opposed to shades of grey and their lack of saturation), others are interested in those parts of the image that have not been touched yet. Some react to structural features such as lines, whereas other players might be sensitive to different levels of brightness. Based on this, each player identifies their personal region(s) of interest which they navigate towards (and over) when it is their turn to move.
The agents can only see a certain distance, based on a radius around their current position on the map. Some are able to perceive the entire environment, others are more “short-sighted” (to various degrees) and can only see what’s in the immediate vicinity. The visual range directly influences a agent’s movement. If its view is severely limited it can only cover relatively short distances. An agent that can see the entire canvas is able to make much longer moves, resulting in bigger gestures.
Game Mechanics
The game is a turn-based and played in rounds. First all agents are placed onto the canvas and initialized. They each get assigned a random position, a tool, a brush, and an objective. Once that is done the first round begins. Before the start of every round, the players “throw a dice” to determine the order in which they are allowed to make their moves. Once it was every player’s turn the system checks if at least one player was able to make a move. If so, the game continues with the next round. If the game got stuck (which can happen sometimes) a new game is initiated.