Impett - Interaction, Simulation and Invention
Impett - Interaction, Simulation and Invention
Music
Jonathan Impett
School of Music, University of East Anglia, Norwich NR4 7TJ, UK
j.impett@uea.ac.uk
Abstract
This paper describes the incremental development of a model for
interactive music – music instantiated in real-time on the basis of local
performance and environmental information. Music is understood as a
dynamical complex of interacting situated embodied behaviours. These
behaviours may be physical or virtual, composed or emergent, or of a time
scale such that they figure as constraints or constructs. All interact in the same
space by a process of mutual modelling, redescription, and emergent
restructuring. The model is implemented as a complex adaptive system in the
Swarm simulation environment.
This paper presents a model for interactive music composition and performance – music
instantiated during performance on the basis of stored programs and materials, and performance and
environmental information. The model is predicated on a view of musical activity as a distributed, situated
embodied phenomenon. Each event on the musical surface is the trace of a unique node in a tapestry of
threads – structural, cultural, personal and technological. The balance of this distribution might be said to
characterise a particular style, cultural context or kind of experience. These strands aggregate
hierarchically into structures, materials, works and practices, adapting individually and forming the
context for each others evolution. New constructs at any level are the emergent result of their interaction.
Their tendency to interaction and self-organisation is the motor of musical activity and experience, and is
further constrained by the more slowly evolving nature of human cognition and action, technology and
cultural practice.
The phenomenological complexity of musical experience – not identical with its number of
elements or “difficulty” – is seen as a critical parameter in all areas of musical activity. Its generation and
dynamic maintaining is essential to the affordance of interaction, emergence and self-organisation, both
internal to the musical construct and in the context of its composition, performance and reception. The
behaviours which comprise this complex may be cultural, personal or “musical”. They unfold in
continuously reforming dynamical hierarchies, the self-organisation of the whole adapting to maintain
contextually critical values of energy, interaction and complexity.
The vital role of complexity in music has been observed by Meyer (1956) and Narmour (1977,
1992), both of whom point to prediction and hence modelling as crucial mechanisms in its generation and
reception. However, the emergent phenomena they describe are inaccessible to reductive analysis or by
tracing the evolution of decontextualised strands. Here it is proposed that the principle of predictive
modelling obtains not only in the cognitive domain, but also in the structural, technological and cultural
spaces through which these behaviours interact. In a dynamical context of multiple and changing
alliances, behaviours adapt to the implicit models of the contexts they mutually generate. To facilitate this
adaptation, we must also posit reflexive models, which allow for self-simulation and proliferation. It is
proposed that this complex of perpetual mutual mediation is generated by a process of representational
redescription, as described in the cognitive domain by Karmiloff-Smith (1992). By this means, constructs
can cross domains – from, for example, the physically motoric to the formal – and move nonlinearly
between levels of abstraction. Emergence is thus understood as an interactive phenomenon (Hendriks-
Jansen 1996); a contextually construed, structurally significant act of redescription. The wide range across
which the process of modelling, mediation and redescription operates allows for the multiplicity of levels
of engagement which is characteristic of satisfactory musical experience of all types.
In the contemporary cultural context – a tele-graphic (Lyotard 1991) or prosthetic (Lury 1998)
culture – the conventional modes in which these processes operate are changed in two significant ways.
Firstly, the ranges of the spatial and temporal distribution of musical activity are vastly extended, such that
causality and memory may appear nonlinear, subject-object relations are transformed (Baudrillard 1994),
and previously discrete activities can be brought into new relationships. Secondly, in the absence of
common cultural currency, “meaning” must be generated locally and provisionally. In the interactive
work, the act and environment of performance can themselves become the materials. The system by
means of which it is instantiated is therefore not an autonomous input/output processor, but an adaptive
entity evolving in the context of an environment which it in turn transforms. By the same token, the
process of composition is contiguous with those of performance and reception, as they participate in and
shape the same narrative.
The internal and external dynamics of the interactive work must therefore be modelled in the same
way; they exist in a single space. The work itself exists as a metastable entity. Various writers have
pointed to simulation as the most appropriate contemporary cultural paradigm (Lyotard 1991, Baudrillard
1994, Simon 1996). Here it is proposed that an interactive work might simulate itself, adapting
dynamically to each new context, and that its constituent elements – embodied (composed), emergent or
real – evolve and interact by the same process.
The complex adaptive system as formulated by Gell-Mann (1994) and Holland (1995) corresponds
to the understanding of musical activity expressed here, and in particular to the status and functionality
internal and external of the interactive work. It is an emergence-generating complex displaying coherence
in the face of change, comprising multiple behaviours which are heterogeneously situated in the
environment and temporality of the whole. Individual behaviours, both composed and emergent, are
embodied as dynamical systems. Port and Van Gelder (1995) put forward the strong hypothesis that
cognitive and hence cultural processes are dynamical systems; any artefact which would engage with such
processes must embody theories as to their functionality and relationship. Each behaviour or aggregate
exists in a context the parameters of which may be equally physical or virtual. Such parameters are
quantised, rather than represented symbolically. Physical and virtual parts thus coevolve as coupled
dynamical systems (Langton 1989, Beer 1995a). Each dynamical system maintains its own temporal
behaviour relative to changes in its environment, which may include its neighbours or itself, and its past
trajectory and activity is implicit in its current state. There is therefore no need for planning or searching.
The interaction and aggregation of behaviours is afforded by their openness as systems and driven
by their nonequilibrium nature (Kelso 1998, Prigogine and Boon 1998). To persist and to avoid infinite
attractors they require energy exchange with their environment at every level within the work – a property
consonant with intuitive understanding of musical creativity. Difference is thus both the engine and the
trace of mediation. Each element in the system is both a musical object and a mediating processor of
construal, information and energy, with the goal of generating an autopoietic whole.
2.1 Environment and functionality
The Swarm complex systems simulation environment was selected for the present project (Minar
et al, 1996). As well as affording the necessary functionality and extensibility, Swarm is particularly
adapted to implementing the dynamic internal reconfiguration characteristic of complex adaptive systems.
By virtue of using the relatively unusual Objective C language, Swarm has a crucial property in addition to
those of other object-oriented environments: that a generic placeholder can be used in the definition of one
class to represent a reference to all possible classes. The specific class can then be decided at run-time, in
context. Such a situation has clear advantages in a system which is intended to be allowed to develop
freely and with which interaction might occur at any level.
The aggregate of objects is the swarm itself. Multiple swarms can exist, and objects can be
members of more than one. Both swarms and objects can be created and destroyed and their relative
memberships changed during the run of the simulation. Each swarm maintains a schedule of actions to be
performed on or by its members at each system cycle (or at every n steps); the whole simulation is thus
updated synchronously. In this sense, such an environment embodies the paradigms of both symbolic and
parallel distributed computation. Swarms can themselves be members of other swarms; the conventional
system architecture establishes an observer Swarm which runs, probes and displays those which perform
the abstract simulation, with the coordination and any central management tasks handled by a single
model Swarm. All parameters and variables are available for enquiry, and variables can be reset from any
point in the simulation space. The reconfigurability and recursion of Swarm’s architecture affords the
dynamic self-simulation and hierarchies discussed above.
It is necessary to be explicit as to the temporal domain over which a system acts. In purely
pragmatic terms, there is no continuum between “event” and “audio” rates of computation. Note or control
events may be represented using the MIDI protocol, and in the best case might be accurate to millisecond
precision. Audio rate performance requires the generation of at least 44,100 sample values per channel per
second. Potential complexity and critical design decisions arise not from the generation of this amount of
data, but from the keeping track of the discrete sound events it represents. In this case it was decided to
focus entirely on the event level; the object of conventional compositional attention, and of perceived
conscious activity in performance.
Swarm was run on a Silicon Graphics O2 computer, under IRIX 6.5. Information from the
physical environment (human performance, environmental sensing or raw data) was received via MIDI.
The chief sources were a STEIM Sensorlab “real world-to-MIDI” digitising interface, pitch-to-MIDI
converters, and a Yamaha Disklavier MIDI-enabled piano. More extended experiments were conducted
with the meta-trumpet, a conventional instrument fitted with a range of physical sensors (ultrasound,
pressure, inclination, acceleration) and the sound of which is represented in the same space as MIDI
performance data. The meta-trumpet was designed with the intention of exploiting both physical and
sound performance information as compositional material, rather than adding extraneous techniques or
arbitrarily substituting components of a rich instrumental practice, such that instrument, computer and
composition are folded together (Impett 1994).
The external activity of the Swarm system is also expressed as MIDI. IRCAM’s jMax and Miller
Puckette’s Pd were compiled and installed on the same computer, communicating with Swarm via internal
virtual MIDI ports. Both programmes offer real-time MIDI and sound processing tools, a graphical
interface and user extensibility. Basic MIDI functionality - input, output, memory and scheduling - is
incorporated in a particular simulation as a sub-swarm SwarmMIDI created by the main observer swarm
and inserted into its scheduler. Incoming MIDI is filtered for relevant streams of commands, and the
values are stored in a blackboard structure, accessible to the whole system, from which agents can read
any parameters which form part of their particular world.
As a generic simulation environment, Swarm has no claims to real-time performance. Most
simulations serve precisely to compress or expand physical time to an experimentally observable scale.
However, the principle of situated activity suggests that the temporal behaviour of a specific system in
specific circumstances would be the functional reference, rather than an external, absolute timing grid. As
with any other musical artefact, the system as it performs is the source of mediation and interaction. The
future of a dynamical system can be understood as a function of its present state and its future conditions;
each behaviour is located in the real time of its own world.
The issue of scheduling resurfaces, however, in the capacity of a system for interaction, in actions
which imply later actions (such as turning a note off), and in its internal modelling of the temporal
dynamics of another system – a human performer, for example. An “absolute” time reference, and some
means of knowing when a particular period has elapsed, are necessary to establishing aspects of behaviour
which are conditioned by rhythm, ballistics or abstract periodicity “perceived” in the outside world. A
scheduler was therefore implemented within SwarmMIDI.
Each primitive of musical behaviour is implemented as an agent derived from the generic class
SwarmObject. This allows for the establishment of its world – a set of parameters which may represent
some aspect of the physical world, be generated by other agents within the system, or be some value
calculated at a higher level which reflects an aggregate system property. A field of activity is similarly
defined, as well as internal parameters including the energy level of this agent, and the definition of its
behaviour – generally as a dynamical system. A set of flags indicate the disposition of the agent to form
alliances or to be aggregated into hierarchies with other agents, according to the principles established in
(Holland 1995).
3.2 Evaluation
The Swarm-based architecture proposed here is able to reproduce the essential functionality of
models which map musical input onto the environment of dynamical systems, whether simple or complex,
and which map the system behaviour back onto musical space. There are no formal constraints on the
complexity of the dynamical system, the number of agents, or the richness of the embedding of the model
in real-world physical events. DynSys3 maintains an independent dynamical system for each parameter of
its behaviour, avoiding the parameter-locking of the simpler models. The relationship of its activity with
performance input is also less linear: it now occupies a space shaped entirely by the performance, without
tracking any aspects of that activity.
However controlled or complexified, the system behaviour remains monolithic. Any emergent
structure is the result of the particular dynamical system embodied by the user, and whilst it may be put to
interesting use, it has no necessary relationship with its context. An unimaginably fast machine might
search the vast space of possibilities for a dynamical system to match its environment, but this would be
impersonation, not interaction. The potential relationships are those of mapping. However many strands or
parameters, any interaction remains unidirectional and one-dimensional. The model is passive; it can be
depicted but has no voice. The aspirations of adaptive, dynamically hierarchical system behaviour, and of
multi-level engagement with the musician are not yet met: there is no emergent supplement from within
the model.
Whilst the architecture of CA1d embodies multiple parallel dynamical systems and generates
situated, nonlinear behaviour of an arbitrary degree of complexity, it does not afford the multiplicity of
levels of engagement identified above. The dynamical systems evolve in a homogeneous space, each with
an identical situatedness, at the same rate. Nonequilibrium must be embodied at the highest structural
level, as well as the lowest, if the system is to be able to self-organise with its environment.
We therefore return to the autonomous dynamical system DynSys as the basis for a complex
structure in which many such behaviours can interact individually with each other and their environment,
at different rates and at different levels. Each parameter of this elemental musical behaviour – pitch,
volume and time – is now the trace of an independent internal dynamical system. However, the range of
possible components of its environment is extended to include the behaviour itself, so parameter-locking
or internal feedback loops are possible. The pitch values are mapped linearly, volume and time
exponentially with variable ranges, curves and offsets.
If these worlds of these behaviours are to be non-exclusive and dynamical – they may overlap and
change – they can no longer be structurally identical with their environment. The whole set of possible
physical and virtual parameters is therefore embodied in another Swarm object - World - from which all
are potentially available to all behaviours including, by the probe protocol, the observer. The
dimensionality of World is determined by the number of virtual and physical individuals and the number
of parameters each presents to the others. Two additional values represent a qualifying index, such as a
salience parameter, and an identifying number so that behaviours may know whether they have already
taken account of a value without the need for individual storage. Each CDynSys is situated in its own sub-
world at initialisation. This environment may incorporate virtual and physical parameters, and feedback
loops. As the world itself now exists independently, these allegiances may overlap or change arbitrarily.
At each simulation step, behaviours update their internal parameters in accordance with the present state
of their world. Having calculated their next state and performed any actions, they then post their
parameters to the world for access by other behaviours.
4.2 Energy
In the model CDS, eight CdynSys agents of the type described above are situated in a World
comprising themselves and a human performer. Each of these contributes four parameters to the World.
The virtual CDynSys behaviours each embody the same dynamical system with the following parameters:
current value (mapped to pitch), a velocity value, constant mu, and a time value metro. The time between
subsequent state calculations of a particular CDynSys behaviour is determined by its metro value, which
may change with the new state like any other parameter. Real time is therefore read at each simulation
step to maintain timing accuracy. In this way behaviours which are otherwise situated in the same part of
the world evolve at different rates, and because of the real time evolution of their environment plot
different trajectories through their phase space. The four parameters of the behaviours own environment
are read from its unique set of four locations in the world before the next state is calculated, and written to
the world after. Physical performance is also described in terms of four parameters: with the keyboard -
key, velocity, inter-onset time and a control wheel; with the meta-trumpet – pitch, volume, and position in
two-dimensional space.
For experimental purposes, CDynSys1 is locked to the physical parameters of the performance.
The environments of the others are distributed randomly at initialisation in the total world of thirty-six
parameters. The relative dynamics in the energy of each behaviour in an arbitrary run shows that they
exhibit the types of interaction and coordination described by Kelso. Temporary parallel or phase-locked
development is indicative of the coupling of critical parameters of two or more behaviours, such that the
“free” parameters are brought into stability. Certain behaviours find themselves outside any stable
structure for the duration of the run. The coupling of behaviours may cease when one enters a critical or
unstable state, or the common critical parameter enters a new area of its phase space. Critical instability
can be seen before such bifurcations. Multistability is observable where the dynamics of a single
behaviour switch allegiance periodically.
A striking and positive property of this model is the nonlinearity of the relationship between
agents: specifically, in that between the performer and the system as a whole. At certain moments, a
particular performance parameter or sequence of states – i.e. some quasi-periodic behaviour – appears to
“control” critical parameters of the entire virtual model, either as a whole or in some crucial respect. Even
when this situation appears temporarily stable, it may change abruptly as these critical relationships are
transformed in the evolution of the internal dynamics of the system.
Three of our theoretical design aspirations are addressed in CDS: the lines of engagement within
the “composition” are emergent – that is, they cannot be reductively associated with the structures in the
abstract, independently of their situated interaction – they appear at multiple levels in terms of the kind,
degree and permanence of the interaction afforded; and there is energy exchange both internally and with
the environment. These internal interfaces are nowhere written into the structure of the model, and pass
through the physical environment as the performer is inevitably drawn in to search for them and test their
limits, complexity and elasticity – their thickness. As emergent phenomena of varying dimensionality,
these interfaces in the dynamics of the system do not lend themselves to simple quantification or analysis.
The crude measure of energy derived in this model is a collective variable in Kelso’s sense (Kelso 1995:
44). It gives an indication of the dynamical relationships, and these parameters could be incorporated in
the World so as to become potential elements of each others environments; an implicit form of internal
modelling. There is emergence in the dynamics and behaviour of the system and in the interaction it
affords but not, as yet, in its internal structure.
5 The Autonomy of Aggregation
5.1 Instability
5.2 Reconfiguration
By relating the indices of energy and instability we can exploit the nonequilibrium behaviour of
DynSys and provide it with a means of energy exchange with its environment, as in the self-organising
systems described by Prigogine and the mechanism of synergetic coupling proposed by Kelso (Prigogine
1980, Prigogine and Boon 1998, Kelso 1995). By this means, the internal shape of the model can evolve
autonomously, but conditioned by changes in its environment, as the connections between constituent
elements are continuously reformed. Environment and simulation are transforming each other, and
therefore both the world and the behaviours inhabiting it need to be able to change structurally.
The DynSys behaviours are now allowed to reconfigure their individual world, one parameter at a
time, if the instability of that parameter falls below a given threshold. We might force additional change to
keep the instability within a set of bounds. The overall instability of the system can thus be maintained at
some desired critical level, rather than diminishing as the system finds its way into stable regions from
which it is difficult to emerge. Certain behaviours enter a region of phase space which results in
continuous reconfiguration, despite maintaining a level of instability barely above the threshold. Others
reconfigure rarely, but have a higher general instability. The degree of emergent restructuring is highly
dependent on individual conditions and the characteristics of particular regions of phase space.
5.3 The MultiBehaviour
The next model – HCDS - adds functionality at the ModelSwarm level. Instances of a new Swarm
object – Mube - can now be created by the simulation; it can both "see" the World as a whole and
negotiate bilaterally with individual behaviours. Its own behaviour is inserted into the simulation schedule.
The use of such a template for emergent structures is suggested by Bonabeau et al. (1999) as being an
efficient strategy with roots in natural behaviour. As a piece of embodied scaffolding, it corresponds to a
mature stage of the emergence of building blocks proposed by Holland (1995: 166). The low-level
behaviours are now silent. Together with performance information, they provide the context for the
emergence of a Mube, and shape the world in which it acts and evolves. The simulation layer of the model
keeps check of the energy and instability of each behaviour. If a DynSys behaviour reaches a variable
threshold of instability such that it affords emergence, and has sufficient energy to drive this event, a new
Mube is activated. This new audible construct adopts the environment – the local sub-world - of its
instigating behaviour. Like the silent behaviours, the Mube monitors its own energy and instability, and
continuously reconfigures its environment to maintain critical levels. Now, however, the global World is
extended by the behaviour of the Mube itself, opening up new spaces for all of the agents to explore,
Mubes and behaviours alike. The trajectory of the Mube through its phase space is different to that of the
continuing instigating behaviour because of a transfer of energy that takes place from the latter to the new
construct as it is initiated. A Mube remains active as long as it can maintain the necessary level of energy
in its environment. Its participation in the World allows the same process to happen recursively: as a Mube
ceases to exist, any construct in whose environment it had figured looks for other sources of energy and
instability in the usual manner.
One might imagine a far more complex set of mechanisms of exchange, collaboration and
reproduction in the generating of emergent hierarchical structures. These mechanisms could be extended
arbitrarily and would rapidly become issues of the embodiment of style. It was therefore decided to
implement the simplest possible mechanism for the affording of emergence, the transfer of energy and the
asymmetrical sharing of worlds.
With HCDS, performance with the model is becoming a relationship of interaction rather than
control. Human and virtual behaviours search their common space for regions of potential activity to
sustain the joint system; as they do so, both space and system are transformed. The spaces are temporal as
well as parametric: the traces of quasi-linear change one inevitably construes as intentional suggest time
spans over which they may develop. The extent to which the reaction of the model to new events is
predictable is itself an emergent and nonlinear property. It affords interaction, but the level on which
engagement appears to take effect is a function of that interaction.
HCDS2 complexifies this situation. As a Mube is initiated, it not only takes on the properties of its
instigating behaviour as a dynamical system, but also creates a further set of sub-behaviours (subDS)
which adopt the characteristics of all other behaviours which fall into a wider band of coupling-affordance
at that moment. The audible behaviour of these subDS agents is transformed by that of the Mube to which
they are attached, such that they leave the trajectories of the behaviours from which they were cloned.
Their speed, pitch, volume and dynamical system variables are modulated by those of the Mube. In their
own efforts to maintain energy and instability, therefore, their environment departs from that of their
initial model. In the last two models, a greater level of management of the overall system behaviour could
be achieved by dynamically determining the thresholds of instability and energy which govern structural
emergence, in the area of World which represents the physical performance.
The model described thus far is emergent in its structure, behaviour, and in the interaction it
affords. The redescription happens implicitly, in the mutual reshaping of World. However, the internal
relationships or those of replication rather than simulation: there is as yet no internal state change by virtue
of an act of construal. The very possibility of interaction implies an act of construal or interpretation
(Hendriks-Jansen 1996; Bogdan 1997), itself predicated on the predictive processes of modelling or
simulation. If the model itself is to make dynamic decisions as to the fact of emergence, it requires some
further index by which this may be measured.
The predictive modelling of nonlinear behaviours is not a trivial question, even when the number
of parameters has been reduced for experiment, as here. This is particularly the case when, as in this
model, the event trace – the musical surface – is itself the product of the interaction of an unknown
number of agents and constraints. This is not an artificial issue: the suggestion here is that this is precisely
the case in musical engagement of all kinds. Just as their causality is distributed, the temporal spans in
which a particular event participates are multiple and arbitrarily wide. This event trace constitutes a
nonlinear time-series, except that the events are unevenly spaced, and there is no unambiguous answer as
to the continued contribution of each after the moment of its arrival. For this reason, conventional methods
of nonlinear time series analysis expand exponentially to deal with the additional complexities.
After experiments with state-space reconstruction (Kantz and Schreiber 1997) suggested its
impracticality in this real-time context, a connectionist approach to issue of behaviour description was
adopted. The simple recurrent networks described in (Elman et al, 1996) embody a form of non-
representational memory of the evolution of the system, by feeding the current state back with new input;
a phase-space filter, in effect. Beer (1995b) has shown that the simplest two-node continuous recurrent
neural network (CRNN) is theoretically capable of modelling any nonlinear behaviour. The connection
weights of 2-node CRNNs as described in (Haykin 1999: 752) were evolved by genetic algorithm
(Mitchell 1996: 76), externally to the Swarm model.
Accounts of emergence tend to not lend themselves readily to a computational context; they are
judgements based on the contextual construal of a particular situation. Crutchfield (1994) has proposed the
incorporation of this property in a computational implementation, in a definition which embodies the
principles that have been developed here. Emergence, he suggests, is an interpretative act of redescription.
A working description of an object behaviour is qualified and complexified to the limit of the capability of
the describing agent. At that point, this description is no longer instrumentally useful; the object behaviour
must be redescribed, integrating as much of the accumulated understanding as seems appropriate, and
allowing further room for elaboration of the new model. Emergence then becomes situated, enacted
knowledge.
In an attempt to embody this principle, the CRNN modelling agents bred externally were
incorporated in a new version of the Mube from HCDS2: Invention. Each of the potential emergent
hierarchical structures now contains two CRNNs. One attempts to model the environment, the other the
invention’s own behaviour. At each simulation step, each is clamped to its part of the World, and allowed
to stabilise its response. The invention now has a complex time behaviour – a function of three systems of
greater or lesser periodicity. Both CRNNs calculate indices of error - a time-filtered function of the
difference between their predictions and the actual successive states of inner and outer environments. If
this error reaches a threshold value, redescription is forced and new values are chosen for the CRNN. The
maintenance of this error has a cost for the invention, and conditions the expression of its own behaviour
and those coupled to it. The performance of Invention now combines the windows of linearity of CDS
with the nonlinear emergence of HCDS2. The system generates internal horizons for its own construal of
internal and external behaviours. Tension is generated in the attempt to integrate linear description with
nonlinear behaviour, and modulates both. Figure 1 illustrates the system architecture at this stage of its
evolution.
Figure 1: System architecture
main()
Observer
Swarm
(GUIs)
Probes
Model
Swarm
World
Inventions
swarmMIDI
Behaviours
IRIX Sched
MIDI MIDI -uler
input/output engine
7 Conclusion
The invention is therefore proposed as a unit or level for the compositional engagement with an
interactive work. The elements of an interactive invention might include melodic behaviours inferred from
aspects of a live musician's performance, harmonic or stylistic constraints evolved over many
performances, or architectonic structures which build themselves contextually on the basis of a composer's
rules. Equally, the driving parameters might be environmental or historical - some representation of
musical material formed at an earlier moment. If the unit is too small - at too low a level - the complexity
is intractable and its existence imperceptible. And yet this construct has no unique face, no prime form. It
exists throughout a work, but only becomes perceptible at points of interaction with other dynamics. It
cannot therefore be identical with the work itself, or even sections of a work. The least we can say is that it
has behavioural characteristics in time - a duration, a periodicity - and has multiple modes of connection
to other systems and behaviours, whether cultural, environmental, performance, or note-to-note. Several
must be maintained in parallel; they are reconstituted in the course of their interactions; and their
relationship to one another is dynamically hierarchical. In the case of interactive music, the blurring of the
boundaries between composition and performance, work and environment, is an essential characteristic. It
could even be considered, as we have seen, the material itself. The invention is a nexus for the re-
distribution of musical activity. Inventions might be considered local phase transitions in cultural
dynamics, emerging into autonomy from the interaction of those dynamics; an autonomy characterised by
the capacity for self-simulation. Situated in the environment of its own creation, the interactive work
differentiates itself from the infinitely-extending threads of the fabric of that environment by a process of
self-organisation.
The model described here addresses some of the theoretical issues identified as significant in an
emerging practice of interactive music. The experimental context requires that such a model generate
behaviour which affords tracing and analysis. Nonetheless, this system demonstrates some of the
emergence, dynamical restructuring and multiple levels of engagement which were discussed above. In a
purely creative context, these properties could be complexified, constrained and mediated arbitrarily. The
activities of model development, composition and performance could be folded into each other in a more
organic process of development. In a conventional musical context, the work could be seen as an interface
between “inner” and “outer” musical worlds which is effectively transparent – a figure drawn on one side
may be construed as such on the other. In an interactive work – or arguably any contemporary work - this
interface has a dynamical thickness; it must be able to adapt itself to its context. This model proposes a
means for such adaptation.
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