Fresh Eyes @ KAIST

A framework for the application of machine learning to generative architectural design, and a report of activities at SmartGeometry 2018

Adam Menges, Lobe.ai; Kat Park, SOM; Kyle Steinfeld, UC Berkeley; Samantha Walker, SOM

Good afternoon.

I'm Kat Park,
    emerging technology leader at SOM

and this is Kyle Steinfeld,   
    Associate Professor of Architecture
    at UC Berkeley.

We'd like to talk today
    about some work related to a cluster
    we helped to lead
    at the 2018 Smart Geometry Conference
    held in Toronto.

The Fresh Eyes Cluster was supported by Lobe.ai, Skidmore Owings & Merrill, and the SmartGeometry Organization

This cluster was led by the two of us
as well as Adam Menges of Lobe.ai and Microsoft,
and by Samantha Walker of SOM.

This work was supported by Lobe.ai,
by SOM,
and by the SG organization.


The Fresh Eyes Cluster was supported by Lobe.ai, Skidmore Owings & Merrill, and the SmartGeometry Organization

While we will present the work
completed by this workshop cluster momentarily,
we'd like to begin with a brief discussion
of the thinking that produced it.

This was a year ago,
    which feels like a decade
    considering how intense and quickly
    things have been progressing in the ML world.

A year ago,
we came up with a strategy
to test one model
of integrating ML
into creative computational architectural design.  

It was one model,
which quickly forked
into other directions during the workshop
as well as by others
in the field during the past year.

As we have seen
    in previous moments
    in the history of design technology,
the early stages
in the adoption of a new technology
    is often marked
    by intense periods
    of experimentation
    and disruptions of existing technical and social frameworks.

Clarity is not easy to come by in such moments;

Those who seek certainty in these times
are quickly humbled.



---------------------

While we will present the work completed by this workshop cluster momentarily, we'd like to begin with a brief discussion of the thinking that produced it.

In short,
this cluster sought to test one model
for the integration of Machine Learning
and Creative Computational Architectural Design:
    a model that has continued to bear fruit
    over the past year.

However,
it should be noted that
we tested just one model
for this integration.

Given the nature of our current moment
    of intense interest
    and impressive progress
    in Artificial Intelligence generally,
we can be sure that this one model
for integrating ML and design practice
will not stand alone.

As we have seen in previous moments
in the history of design technology,
the early stages in the adoption of a new technology
is often marked by
    intense periods of experimentation
    and disruptions of existing technical and social frameworks.
Clarity is not easy to come by in such moments;
Those who seek or who claim to have found certainty
in these times are quickly humbled.

After briefly outlining our framework
for the application of Machine Learning to design,
we'll offer a number of examples
that both demonstrate its usefulness and its limits.

These examples
are drawn primarily
from the proposals of participants in the workshop
but also from other relevant projects
that have been developed independently since SG.

We'll begin with Kyle Steinfeld
who will briefly outline the framework
that guided our work.


---------------------

And so,
    in the interest of humility,
after briefly outlining our framework
for the application of AI to design,
we'll offer a number of examples
that both demonstrate its usefulness and its limits.
These examples are drawn primarily from
    the proposals of participants in our cluster
    (as described in our paper)
but also from other relevant projects
that have been developed independently.

[KYLE]
It will come as no surprise
to anyone in this room
that machine learning
has made rapid gains
in recent years.

The Fresh Eyes Framework

Increasingly realistic synthetic faces generated by variations on Generative Adversarial Networks (GANs).
From left to right:
Goodfellow et al (2014), Radford et al (2015), Liu and Tuzel (2016), Karras et al (2017), Karras et al (2018)
Adapted from General Framework for AI and Security Threats

As clearly demonstrated by this sequence of images.

For those not familiar,
what might not be readily apparent
is that each of these images was generated by a computer,
not as the manipulation of an existing photo,
but rather as an entirely new form
that matches an existing pattern of known forms
drawn from experience.

These are images that the computer has "drawn", on its own.

Not Kyle Steinfeld (left) and Not Kat Park (right)
Synthetic Faces generated by StyleGAN.
Images generated by thispersondoesnotexist.com

The thought of being able to train a computer
to synthesize images,
    to "draw" pictures
    with such fidelity,
... this is more than a little jarring.

However,
    taken from a creative authorship point of view,
    it is also quite inspiring.


The reflective loop of design activity.

At least it is to me...
I first studied architecture in the 1990s,
when drawing as an activity was in transition
from analog things,
    like pencil and vellum,

to basic digital media
    which seemed at the time
    to be very different.

at that time,
    the mode of authorship
    enabled by analog drawing tools
    appeared to be a straightforward affair.

this is a mode
    that remains well described
    by what I now understand as
    the 'reflective loop' of design activity

The model of design as an iterative cycle of making and seeing has been remarkably resilient.

despite all the changes brought about
    by the digital transformation
    of the early 2000's
    this understanding of design activity
        as an iterative cycle of making and seeing
    basically held true

even as computers offered new forms of acting
    from working indirectly on the shape of curves via control points
    to assembling ornate chains of logic via scripting

this model more-or-less held its ground,
and the "seeing" that is so crucial to design,
was left to us humans.

Even when augmented by new forms of design production, visual design evaluation has remained in the domain of the human designer. For decades, computers have left the seeing to us humans.

in the late 2000s,
the advent of parametric modeling
changed things slightly

Generative design proposes a formal means of evaluation that is typically numeric, as opposed to visual. In the past, the visual has largely not been quantifiable.

a new form of design action
    found its way into practical application

one that formalized
    not only computational modes of acting,

but also replaced
    the direct visual evaluation of humans
    with the formalized evaluation routines
    of machines.

this design method,
    novel in the early 2000s,
has come to be known as
"generative design"


The three-stage cycle of Generative Design.

Generative Design in architecture
    is widely understood
    as a three-stage cycle:

in the generation step,
new potential forms are proposed
    using a computational process.

in the evaluation step,
the performance of these forms are quantified
    again relying on computational analysis
    rather than the subjective eye of the designer

and in the iteration step,
parameters of generation are manipulated
    to find better results.


The means by which Generative Design proceeds.

This approach typically employs
a combination of
    parametric,
    simulation,
    and optimization tools.

this is where the contribution of the cluster,
    in synthesizing ML
    and Generative Design,
comes into play.


The cluster proposes the replacement of the traditional means by which the evaluative step is performed.

This cluster proposed a modest modification
of the generative design process.

We swap out the evaluation step of the cycle
    which is typically the domain
    of architectural simulation
for a machine learning process,
    specifically
    a neural net
    trained on image classification tasks
        of one form or another

So, for the uninitiated,
    what is ML?
    and how can it participate this process?

While we'll likely hear a lot about ML today,
I'll take this chance to offer
my favorite definition:


  • Machine Learning
  • is learning through observation,
  • in which
  • patterns are mapped onto other patterns,
  • without any intervening representations.
  • Modified as proposed above, we might imagine that the terms of generative design also require modification.

    This process is different enough
        from traditional methods for evaluation,
    as to warrant an adjustment
    of the **terms** of generative design.
    
    And so,
        our cluster re-defines the generative design cycle
        as: actor, critic, stage.
    
    

    As before,
    an actor generates new forms,
        and describes them
        in a format preferred by ML
    
    This issue of format
        is a crucial one.
    
    For a variety of reasons,
        the most developed ML models
        relevant to architectural design
        operate on images.
    
    For this reason,
        we are content for now
        to insist that our actor
        re-present architectural form
        as image
    
    
    

    A variety of methods for describing architectural forms and spaces as images.

    And so,
    one important contribution of the cluster
        involves the developing of methods
    for **describing architectural forms and spaces as images**
        in ways that allow the salient qualities
        of form and space
        to be captured by our critic
    
    

    Moving on the evaluation step,
    we define a critic
        as a process that evaluates forms
        based on patterns and types
        learned from experience.
    
    I should emphasize that
        the importance of training a critic
        should not be underestimated.
    
    This is an important new locus
        of creative action in design,
    
    An important new form of subjectivity.
        To cede this space
            to existing processes and models
        would be a huge loss for architectural design.
    
    

    www.lobe.ai

    To secure
        this new locus of subjectivity,
    and to offer participants
        the capacity to train their own models,    
    we partnered with a company called Lobe.ai
        which sponsored our cluster
    
    Lobe provided an essential platform
        for training ML models
        relevant to architectural evaluation.
    
    As we see here,
    Lobe is a web-based visual tool for
        constructing models
        for training them
        and for allowing them to serve up predictions
    
    An anlaogy might be helpful:
        as Grasshopper is to Rhino
        so Lobe is to Tensorflow
    
    

    Finally, we define a stage.
    
    The stage is the system
        which brings together actor and critic,
        allowing an actor
        to progressively improve her performance.
    
    Here,
        traditional optimization techniques are employed,
        which I'm sure all of us in the room
        hold a rough understanding of.
    
    

    So,
    to illustrate how these pieces go together,
    we see in this animation an actor and critic
    coming together on a stage.
    
    Here,
    a critic is trained on 3d models that describe
    typologies of detached single-family homes
        cape cod house
        shotgun
        dogtrot
        etc..
    
    

    The job of the critic
        is to evaluate the performance of an actor,
    
    In this case,
    our actor generates house-like forms,
        such as the ones we see flashing by
        in this animation.
    
    

    These two intelligences
    are brought together in an optimization,
    
    wherein the actor
    generates new potential house forms,
    these forms are scored by the critic
        in terms of how much they resemble
        a known type of house,
            such as the California Eichler style
            shown here
    and then the process iterates
    in a classic optimization.
    
    

    and so,
    by modestly adjusting
    the nature of the evaluation step
        of the generative design process,
    
    we find a way forward
    from optimizing for **quantifiable objectives**,
        as is typical in generative design
    to optimizing for more **qualitative objectives**,
        such as architectural typology
        or spatial experience
    
    
    Kyle Steinfeld, 2019
    These qualitative objectives
        need not be strictly rational.
    
    They might be more whimsical,
        as demonstrated by the Actor-Critic relationship
        shown in this animation.
    
    Here,
    an actor that generates balloon-like forms
    separately attempts to please two critics:
        one that prefers zucchinis,
        and a second that prefers bananas.
    
    

    Tom White, Synthetic Abstractions 2019

    So this is the framework
    that was introduced to cluster participants,
    who, over the course of the four-day workshop,
        probed
        extended
        exploded and re-assembled
    this framework toward a variety of individual ends.
    
    

    Work of the SG Cluster | and Related Projects in the Wild

    I'm going to talk about some of the applications of this framework that was explored at the workshop.
    
    
    

    Embodying the Intangible: | Recognizing Experiential Qualities of Space | TODO: layout two-figure slides

    Sebastian Misiurek & Jenny Zhu
    One of the most interesting value ML offers to the design world is its ability to embody Quali - things we can't quite describe with words (and therefore script into explicit code) and as designers we are constantly thinking imagistically and qualitatively.
    
    Some of the workshop participants wanted to craft an optimization that speaks to this experiential concept, such as what it feels like to occupy various types of forests. This particular project here extended our isovist representation to attempt to capture the spatial experience of scale.
    
    
    
    (left) Style Transfer, Gene Kogan 2015
    (right) GAN Trained on images of Gehry's architecture, Refik Anadol 2019
    There are experiments by others who used ML to capture the intangible - like styles of art and architecture.  These are a bit easier since they are artists with distinct styles and we have numerous data but I think the next step is to try to embody the critique that designers engage in, such as what makes a space work or a plan that has a nice flow.
    
    
    

    Feature Detection in Floor Plans

    Ben Coorey & Nonna Shabanova

    the work we see here
    took a deep dive into feature detection
    in images of floor plans
    with the goal of
    eventually generating these graphics
    artificially
    
    
    

    GAN-enabled Space Layout under Morphing Footprint
    Stanislas Chaillou 2019

    This is a clear initial application of ML in design that many are attempting in architecture - but since the image of our plans are a representation of the final product, not actually the final product in the way art or music is, there is an extra step necessary to make ML actually relevant here. The symbolic representations we use in plans is coded as colors in this example from GSD which allows the ML algorithms to translate those colors to different objects or spaces.
    
    
    

    Shaping Tall Buildings for Wind Effects

    Samantha Walker & Marantha Dawkins
    Some participants were interested in
    focusing just on a configuration of an actor,
    pitting a parametric model that they made
    against an existing critic,
    in this case one that was trained to predict
    the performance of tower forms under wind loads
    
    
    
    Learning Three-dimensional Flow for Interactive Aerodynamic Design
    Nobuyuki Umetani and Bernd Bickel
    SIGGRAPH 2018
    Replacing a time-consuming or costly simulation
    with a trained ML model
    is another popular direction that people are looking into
    
    here you see CFD analysis results that were used as training sets but there are others doing the same with EUI prediction.
    
    These are all simulations that have a large impact on the design in practice, especially early on but take longer to generate so by the time results are returned, the designers have moved on.
    
    With trained Machine Learning model an API call away, people in practice are trying to reduce this time factor hurdle.
    
    
    

    Insider View: | A 3D visualization of what a critic sees

    Gabriel Payant, Antoine Maes & Timothy Logan
    to conclude,
    another group was interested
    in better understanding
    how our critics "see" architectural form
    and how this is different
    from the way we see it.
    
    to explore this question,
    they "reverse engineered"
    our raster representations of form
    back to three-dimensional form
    which validated that what the ML algorithm sees
    is actually quite similar to what we see.
    
    
    
    Models Generated by House GAN
    Gabriel Payant, Antoine Maes & Timothy Logan
    this work enabled an entirely new approach based on a Generative Adversarial Network or "GAN"
    
    In short, a GAN replaces not just the evaluation step, but the generative step as well, such that actor and critic are both ML models.
    
    

    Not Far From Home
    Kyle Steinfeld, 2018
    Shown at the NeurIPS 2018 Machine Learning for Creativity and Design
    www.aiartonline.com/design/kyle-steinfeld/