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Der vorliegende Text beschreibt ein computerbasiertes Verfahren zur Lösung von Layout-problemen in Architektur und Städtebau, welches mit möglichst wenig Problemwissen auskommt und schnell brauchbare Ergebnisse liefert, die durch schrittweises Hinzufügen von Problemwissen interaktiv weiter ausgearbeitet werden können. Für das generative Verfahren wurde eine Evolutions-Strategie verwendet, die mit Mechanismen zur Kollisionserkennung und virtuellen Federn zu einem hybriden Algorithmus kombiniert wurde. Dieser dient erstens der Lösung des Problems der Dichten Packung von Rechtecken sowie zweitens der Herstellung bestimmter topologischer Beziehungen zwischen diesen Rechtecken. Die Bearbeitung beider Probleme wird durch schrittweise Erweiterung grundlegender Verfahren untersucht, wobei die einzelnen Schritte anhand von Performancetests miteinander verglichen werden. Am Ende wird ein iterativer Algorithmus vorgestellt, der einerseits optimale Lösungen garantiert und andererseits diese Lösungen in einer für eine akzeptable Nutzerinteraktion ausreichenden Geschwindigkeit generiert.
Some caad packages offer additional support for the optimization of spatial configurations, but the possibilities for applying optimization are usually limited either by the complexity of the data model or by the constraints of the underlying caad system. Since we missed a system that allows to experiment with optimization techniques for the synthesis of spatial configurations, we developed a collection of methods over the past years. This collection is now combined in the presented open source library for computational planning synthesis, called CPlan. The aim of the library is to provide an easy to use programming framework with a flat learning curve for people with basic programming knowledge. It offers an extensible structure that allows to add new customized parts for various purposes. In this paper the existing functionality of the CPlan library is described.
At the end of the 1960s, architects at various universities world- wide began to explore the potential of computer technology for their profession. With the decline in prices for PCs in the 1990s and the development of various computer-aided architectural design systems (CAAD), the use of such systems in architectural and planning offices grew continuously. Because today no ar- chitectural office manages without a costly CAAD system and because intensive soſtware training has become an integral part of a university education, the question arises about what influence the various computer systems have had on the design process forming the core of architectural practice. The text at hand devel- ops ten theses about why there has been no success to this day in introducing computers such that new qualitative possibilities for design result. RESTRICTEDNESS
When working on urban planning projects there are usually multiple aspects to consider. Often these aspects are contradictory and it is not possible to choose one over the other; instead, they each need to be fulfilled as well as possible. In this situation ideal solutions are not always found because they are either not sought or the problems are regarded as being too complex for human capabilities.To improve this situation we propose complementing traditional design approaches with a design synthesis process based on evolutionary many-criteria optimization methods that can fulfill formalizable design requirements. In addition we show how self-organizing maps can be used to visualize many-dimensional solution spaces in an easily analyzable and comprehensible form.The system is presented using an urban planning scenario for the placement of building volumes.
PLANUNGSUNTERSTÜTZUNG DURCH DIE ANALYSE RÄUMLICHER PROZESSE MITTELS COMPUTERSIMULATIONEN. Erst wenn man – zumindest im Prinzip – versteht, wie eine Stadt mit ihren komplexen, verwobenen Vorgängen im Wesentlichen funktioniert, ist eine sinnvolle Stadtplanung möglich. Denn jede Planung bedeutet einen Eingriff in den komplexen Organismus einer Stadt. Findet dieser Eingriff ohne Wissen über die Funktionsweise des Organismus statt, können auch die Auswirkungen nicht abgeschätzt werden. Dieser Beitrag stellt dar, wie urbane Prozesse mittels Computersimulationen unter Zuhilfenahme so genannter Multi-Agenten-Systeme und Zellulärer Automaten verstanden werden können. von
Nähert man sich der Frage nach den Zusammenhängen zwischen Strukturalismus und generativen algorithmischen Planungsmethoden, so ist zunächst zu klären, was man unter Strukturalismus in der Architektur versteht. Allerdings gibt es letztlich keinen verbindlichen terminologischen Rahmen, innerhalb dessen sich eine solche Klärung vollziehen könnte. Strukturalismus in der Architektur wird oftmals auf ein formales Phänomen und damit auf eine Stilfrage reduziert. Der vorliegende Text will sich nicht mit Stilen und Phänomenen strukturalistischer Architektur auseinandersetzen, sondern konzentriert sich auf die Betrachtung strukturalistischer Entwurfsmethoden und stellt Bezüge her zu algorithmischen Verfahren, wobei das Zusammenspiel zwischen regelgeleitetem und intuitivem Vorgehen beim Entwerfen herausgearbeitet wird.
This work is based on the concept that the structure of a city can be defined by six basic urban patterns. To enable more complex urban planning as a long-term objective I have developed a simulation method for generating these basic patterns and for combining them to form various structures. The generative process starts with the two-dimensional organisation of streets followed by the parceling of the remaining areas. An agent-based diffusion-contact model is the basis of these first two steps. Then, with the help of cellular automata, the sites for building on are defined and a three-dimensional building structure is derived. I illustrate the proposed method by showing how it can be applied to generate possible structures for an urban area in the city of Munich.
How does it come to particular structure formations in the cities and which strengths play a role in this process? On which elements can the phenomena be reduced to find the respective combination rules? How do general principles have to be formulated to be able to describe the urban processes so that different structural qualities can be produced? With the aid of mathematic methods, models based on four basic levels are generated in the computer, through which the connections between the elements and the rules of their interaction can be examined. Conclusions on the function of developing processes and the further urban origin can be derived.
Previous models for the explanation of settlement processes pay little attention to the interactions between settlement spreading and road networks. On the basis of a dielectric breakdown model in combination with cellular automata, we present a method to steer precisely the generation of settlement structures with regard to their global and local density as well as the size and number of forming clusters. The resulting structures depend on the logic of how the dependence of the settlements and the road network is implemented to the simulation model. After analysing the state of the art we begin with a discussion of the mutual dependence of roads and land development. Next, we elaborate a model that permits the precise control of permeability in the developing structure as well as the settlement density, using the fewest necessary control parameters. On the basis of different characteristic values, possible settlement structures are analysed and compared with each other. Finally, we reflect on the theoretical contribution of the model with regard to the context of urban dynamics.