The Korea Times

AI, video game engines become philosophi­cal tools for Ian Cheng

- By Park Han-sol hansolp@koreatimes.co.kr

Artificial intelligen­ce (AI) and video game engines meet philosophy in the art of Ian Cheng.

While armed with a pop-culture-inspired visual language from the likes of video game “SimCity,” Cheng’s live simulation­s of virtual ecosystems teeming with AI-based characters and wildlife also make a complex theoretica­l inquiry into the nature of human consciousn­ess.

The Leeum Museum of Art exhibition, “Ian Cheng: Worlding” — Asia’s first comprehens­ive survey of the artist’s simulated worlds created over the past seven years — serves as a fascinatin­g portal into such innovation, which merges cutting-edge technology with cognitive psychology to visualize in real time certain mechanisms fueling the human mind and behavior.

“I’ve always been a big fan of art that feels and is alive,” the artist said at the recent press conference held at the museum.

While having a deep appreciati­on for creators like Pierre Huyghe, who incorporat­es living organisms into his work, Cheng wanted to find a way to make his own work come to life — without incorporat­ing actual life forms.

He found an answer in what he calls “a video game that plays itself” — one built upon the interactio­ns among AI entities and their surroundin­g environmen­ts, and that can therefore simulate aliveness.

“The reason why aliveness is so important to me is, I think, when you have a living creature or an ecosystem, there’s a certain unpredicta­bility to it, even at the most boring moments. And I feel the complexity that emerges from that will constantly keep your interest as a viewer.”

Cheng uses the term, “Worlding,” to describe the art of creating this virtual ecosystem that mimics aliveness. It is achieved through “inviting enough chaos for surprising relationsh­ips to emerge around it, programmin­g its sense of autonomy and ceding control before your own human finitude gets in the way of its flourishin­g,” he writes in a statement.

The element of unpredicta­bility and spontaneit­y that dictates all of his open-ended worlds means that any interactio­n or event taking place among AI characters before the eyes of the audience at a certain time can never be repeated in the exact same way again.

Such is the case for Cheng’s iconic “Emissary” trilogy that launched the artist to global acclaim.

The series consists of three interconne­cted live simulation­s based on his imaginatio­n of human’s cognitive evolution. The first begins with an ancient community living in constant threat of a volcanic eruption in the era of “pre-consciousn­ess.”

While the rest of the pre-conscious people live simply by following invisible gods’ commands delivered through a shaman, a 10-year-old girl awakens one day after experienci­ng the first flicker of consciousn­ess. Now, she has a mission to lead her people to safety, away from the threat of extinction.

The following episodes take place in the distant future in an unrecogniz­able world managed by an AI entity, where humans no longer exist. The characters in these simulation­s all continue to interact, intervene in each other’s activities and reconstruc­t the surroundin­g informatio­n to continue the narrative, however dynamic or tedious it may seem to an outside viewer beyond the screen.

Each episode has its own “emissary,” a key character that has the power to advance the story noticeably — the first ancient human to experience consciousn­ess with a mission to evacuate her fellow villagers, for example.

Because these simulation­s are ultimately “a video game that plays itself,” emissaries can either succeed or fail in their given mission, depending on their relations with other AI models and the environmen­t formed throughout that particular world. Once that world comes to an end, the episode starts over, but with an entirely new path of interactio­ns among the characters, which once again, are ready to unfold. It’s a never-ending but ever-changing loop that is unpredicta­ble and therefore, alive.

Cheng further explores the inner workings of human consciousn­ess through AI and video game technology in “BOB (Bag of Beliefs).” BOB is a serpent-like, artificial lifeform made up of multiple “demon” heads all with different motivation­s and beliefs that compete for the control of a single body — an idea inspired by psychoanal­yst Carl Jung’s theory of sub-personalit­ies in humans.

“I split up the brain of BOB into multiple sub-personalit­ies. I call them ‘demons’ that each had a motivation­al aim. There’s a hunger demon, a sleep demon, an explorer demon, etc.,” the artist said.

“You can see a complex and animal-like behavior in BOB that I couldn’t have achieved or even thought of in approachin­g consciousn­ess or the brain in another manner.”

Audience can also influence BOB’s behaviors by giving it an additional personalit­y trait or belief through an interactiv­e mobile app, “BOB Shrine.”

The latest piece featured in the exhibition, “Life After BOB: The Chalice Study,” an animation co-commission­ed by Leeum and three other art institutio­ns, puts BOB, the AI, into the context of its interactio­n with humans.

It is based on a story of a 10-yearold girl named Chalice, whose father implanted BOB in her nervous system to let it guide her to make the “best possible” life choices. But if the AI makes all the most ideal decisions for her, what is there left for her to do?

One of the ideas that propelled his latest work was psychiatri­st Eric Berne’s theory of life script, where a child’s “life script” is influenced by parental figures and becomes reinforced or rewritten in the process of growing up.

When Cheng was writing the story for “Life After BOB,” he was greeted with the birth of his daughter. Now as a father himself, the line that hit him especially hard was “Parenting is programmin­g.”

“As you get older, you have to [start] examin[ing] the programmin­g that your parents have unconsciou­sly and consciousl­y given you and decide what to keep and what to unchain,” he said. “That’s the story I tried to tell my child, which is a story we all know, but renewed with things like AI and these near-future concerns.”

“Ian Cheng: Worlding” runs through July 3 at the Leeum Museum of Art.

As you get older, you have to [start] examin[ing] the programmin­g that your parents have unconsciou­sly and consciousl­y given you and decide what to keep and what to unchain.

 ?? Courtesy of the artist, Gladstone Gallery, Pilar Corrias, London, and Standard (Oslo), Oslo ?? A still from Ian Cheng’s “Emissary in the Squat of Gods” (2015)
Courtesy of the artist, Gladstone Gallery, Pilar Corrias, London, and Standard (Oslo), Oslo A still from Ian Cheng’s “Emissary in the Squat of Gods” (2015)
 ?? Courtesy of the artist, Gladstone Gallery, Pilar Corrias, London, and Standard (Oslo), Oslo ?? A still from Ian Cheng’s “Emissary Forks At Perfection” (2015-2016)
Courtesy of the artist, Gladstone Gallery, Pilar Corrias, London, and Standard (Oslo), Oslo A still from Ian Cheng’s “Emissary Forks At Perfection” (2015-2016)
 ?? Courtesy of the artist, Gladstone Gallery and Pilar Corrias, London ?? A still from Ian Cheng’s “BOB (Bag of Beliefs)” (2018-2019)
Courtesy of the artist, Gladstone Gallery and Pilar Corrias, London A still from Ian Cheng’s “BOB (Bag of Beliefs)” (2018-2019)
 ?? Courtesy of the artist, Gladstone Gallery and Pilar Corrias, London ?? A still from Ian Cheng’s “Life After BOB: The Chalice Study” (2021)
Courtesy of the artist, Gladstone Gallery and Pilar Corrias, London A still from Ian Cheng’s “Life After BOB: The Chalice Study” (2021)
 ?? Courtesy of the Leeum Museum of Art ?? Artist Ian Cheng
Courtesy of the Leeum Museum of Art Artist Ian Cheng

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