Overview
Ian Cheng’s trilogy of simulations Emissaries (2015-17) came to the Serpentine in the second half of his two-part exhibition.
The Gallery hosted Cheng’s Emissaries trilogy (2015-17), recently acquired by the Museum of Modern Art, New York. Described by Cheng as a “habitat for stories” or “video game that plays itself”, each Emissaries episode is a computer-generated simulation featuring a cast of flora and fauna that interact, intervene and recombine in open-ended narratives. Like BOB, these plot lines and protagonists utilise complex logic systems, principles of emergence and multiple models of artificial intelligence sutured together.
Cheng’s work explores mutation, the history of human consciousness and our capacity as a species to relate to change. Drawing on principles of video game design, improvisation and cognitive science, Cheng develops live simulations – virtual ecosystems of infinite duration, populated with agents who are programmed with behavioural drives but left to self-evolve without authorial intent, following the unforgiving causality found in nature.
His influences include an education in cognitive science, a stint at George Lucas’ special effects house Industrial Light & Magic, and a fascination with the dynamics of unpredictable systems. While modelled on imaginative organisms, his simulations create behaviours the artist can initiate but never truly control. Cheng likens them to a ‘neurological gym’: a format for viewers to exercise feelings of confusion, anxiety and cognitive dissonance that often accompany the experience of change in our lives.