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Models of Language Evolution Agent-Based Models Michael Franke

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Page 1: Models of Language Evolution - Agent-Based Models · Introduction Cellular Automata Naming Game Category Game Category Game: Play (1) i,j random speaker and hearer a,b random pair

Models of Language EvolutionAgent-Based Models

Michael Franke

Page 2: Models of Language Evolution - Agent-Based Models · Introduction Cellular Automata Naming Game Category Game Category Game: Play (1) i,j random speaker and hearer a,b random pair

Introduction Cellular Automata Naming Game Category Game

Goals for today

1 look at 3 case studies of agent-based models for meaning evolution1 cellular automata2 naming game3 category game

2 see what’s good and bad about each of these

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Page 3: Models of Language Evolution - Agent-Based Models · Introduction Cellular Automata Naming Game Category Game Category Game: Play (1) i,j random speaker and hearer a,b random pair

Introduction Cellular Automata Naming Game Category Game

Conway’s Game of Life

• grid of cells• each cell x:

• has 8 neighbors• is alive or dead at any given time

• simultaneously update all cells:1 any live cell stays alive iff it has exactly 2 or exactly 3 live neighbors2 any dead cell becomes alive iff it has exactly 3 neighbors

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http://web.mit.edu/jb16/www/6170/gameoflife/gol.html

Page 4: Models of Language Evolution - Agent-Based Models · Introduction Cellular Automata Naming Game Category Game Category Game: Play (1) i,j random speaker and hearer a,b random pair

Introduction Cellular Automata Naming Game Category Game

Meaning Evolution in Cellular Automata

• finite grid of agents, with 8 neighbors each• there are randomly walking predators and food sources• each round each agent has a choice whether or not to do any of the following (coded

as a bitvector~x ∈ {0, 1}4):(i) open mouth

(ii) hide

(iii) emit sound 1

(iv) emit sound 2

• each action incurs some (non-positive) cost~c ∈ R4

• agents receive positive payoffs f for opening the mouth when in a cloud of food• agents receive negative payoffs b when not hiding in a cloud of predators

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(Grim et al., 2004)

Page 5: Models of Language Evolution - Agent-Based Models · Introduction Cellular Automata Naming Game Category Game Category Game: Play (1) i,j random speaker and hearer a,b random pair

Introduction Cellular Automata Naming Game Category Game

Meaning Evolution in Cellular Automata• each agent i can condition her choice on whether or not any of the following

happend in the previous round (coded as a bitvector~y):(i) i’s been fed

(ii) i’s been hurt

(iii) i heard sound 1

(iv) i heard sound 2

• agents have 265 strategies in total (all functions from~y to~x)• each agent i gets a reward for each round t depending on his actions~x:

R(i, t) = b + f +~x ·~c• we consider the accumulated rewards (ars) between round t and t′:

AR(i, t, t′) = ∑t≤τ≤t′

R(i, τ)

• every 100 rounds each agent compares the ars of her neighbors and adopts thestrategy of the most successful neighbor (“imitate-the-best dynamics”)

→ What’s going to happen? ←5 / 24

Page 6: Models of Language Evolution - Agent-Based Models · Introduction Cellular Automata Naming Game Category Game Category Game: Play (1) i,j random speaker and hearer a,b random pair

Introduction Cellular Automata Naming Game Category Game

Result of Simulation

• starting from a random population• regions of “perfect communicators” emerge:

• perfect communicators use one signal forfood, one for predators

Reflection

• is this a good / plausible model of meaningevolution?• anything we would like to know further about

the model?

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Page 7: Models of Language Evolution - Agent-Based Models · Introduction Cellular Automata Naming Game Category Game Category Game: Play (1) i,j random speaker and hearer a,b random pair

Introduction Cellular Automata Naming Game Category Game

(Minimal) Naming Game

• population of n agents looking for word for one object/meaning• at each point in time each agent has a vocabulary of words• initially all agents have one random word• asynchronous update with actual play

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(Loreto et al., 2010)

Page 8: Models of Language Evolution - Agent-Based Models · Introduction Cellular Automata Naming Game Category Game Category Game: Play (1) i,j random speaker and hearer a,b random pair

Introduction Cellular Automata Naming Game Category Game

(Minimal) Naming Game: Play & Update Rule

letVS: vocabulary of speakerVH: vocabulary of hearer

select w ∈ VS uniformly at randomif w ∈ VH: (play is a success)

VS ← {w}VH ← {w}

otherwise: (play is a failure)VH ← VH ∪ {w}

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Page 9: Models of Language Evolution - Agent-Based Models · Introduction Cellular Automata Naming Game Category Game Category Game: Play (1) i,j random speaker and hearer a,b random pair

Introduction Cellular Automata Naming Game Category Game

(Minimal) Naming Game: Results

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Page 10: Models of Language Evolution - Agent-Based Models · Introduction Cellular Automata Naming Game Category Game Category Game: Play (1) i,j random speaker and hearer a,b random pair

Introduction Cellular Automata Naming Game Category Game

AB Model

(minimal) naming game with only two possible words A & B

rate of change can be calculated:

nA = −nAnB + n2

AB + nAnAB

nB = −nAnB + n2

AB + nBnAB

nAB = +2nAnB − 2n2

AB − (nA + nB)nAB

fixed point solutions:

1 nA = 1 2 nB = 1 3 nA = nB = 2nAB

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nX is the proportion of agents with vocabulary X

Page 11: Models of Language Evolution - Agent-Based Models · Introduction Cellular Automata Naming Game Category Game Category Game: Play (1) i,j random speaker and hearer a,b random pair

Introduction Cellular Automata Naming Game Category Game

AB Model on SW-Networks

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Page 12: Models of Language Evolution - Agent-Based Models · Introduction Cellular Automata Naming Game Category Game Category Game: Play (1) i,j random speaker and hearer a,b random pair

Introduction Cellular Automata Naming Game Category Game

Category Gameco-evolution of perceptual & linguistic categories

(for a continuous 1-dim perceptual space [0, 1))

• population of n agents• each agent i has:

• a set of categories Ci (think: partition of [0, 1])• for each cj ∈ Ci a vocabulary Vij (set of words for cj)• for some cj ∈ Ci a designated word dij

• last successful word, if exists• else the last one introduced, if exists• else none

• initially:• all Ci = {[0; 1)}• all Vij = ∅

• asynchronous update with actual play (heterogeneous population)12 / 24

Page 13: Models of Language Evolution - Agent-Based Models · Introduction Cellular Automata Naming Game Category Game Category Game: Play (1) i,j random speaker and hearer a,b random pair

Introduction Cellular Automata Naming Game Category Game

Category Game: Play & Update RulePreliminaries

• Ci ⊆ [0; 1] (represent intervals by upper-bound)• Vi : Ci → P(N) (integers as words)• Ci(a) = min({z ∈ Ci | z > a}) (category of a ∈ [0; 1))

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Page 14: Models of Language Evolution - Agent-Based Models · Introduction Cellular Automata Naming Game Category Game Category Game: Play (1) i,j random speaker and hearer a,b random pair

Introduction Cellular Automata Naming Game Category Game

Category Game: Play (1)

i, j← random speaker and hearera, b← random pair of perceptions from [0; 1) s.t. |a− b| > dmin

a is the “topic” the speaker wants to talk about

# sender distinguishes stimuli if necessary

if Ci(a) = Ci(b): (i’s categories don’t distinguish a and b)

add a+b/2 to Ci (introduce new category boundary)add 〈a+b/2, Vi(Ci(max(a, b)))〉 to Vi

(new category inherits old vocabulary)w1, w2 ← random new wordsadd w1 to Vi(a+b/2)

add w2 to Vi(Ci(max(a, b))) (add new random words)Di(Ci(

a+b2))← w1

Di(Ci(max(a + b)))← w2 (new words are distinguished)

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Page 15: Models of Language Evolution - Agent-Based Models · Introduction Cellular Automata Naming Game Category Game Category Game: Play (1) i,j random speaker and hearer a,b random pair

Introduction Cellular Automata Naming Game Category Game

Category Game: Play (2)# speaker chooses word w∗ to send

if Di(Ci(a)) defined: (if i has a distinguished word)w∗ ← Di(Ci(a)) (choose distinguished word)

else:w∗ ← uniform random from Vi(Ci(a)) (choose random word)

# hearer collects possible interpretations

I←{

x ∈ {a, b} | w∗ ∈ Vj(Cj(x))}

# hearer guesses intended referent

if I 6= ∅:o∗ ← uniform random from I

# determine success or failure

if I = ∅ or o∗ 6= a: failure

else: success15 / 24

Page 16: Models of Language Evolution - Agent-Based Models · Introduction Cellular Automata Naming Game Category Game Category Game: Play (1) i,j random speaker and hearer a,b random pair

Introduction Cellular Automata Naming Game Category Game

Category Game: Update Rule

# hearer distinguishes objects if necessary

if Cj(a) = Cj(b): (j’s categories don’t distinguish a and b)

add a+b/2 to Cj (introduce new category boundary)

add⟨

a+b/2, Vj(Cj(max(a, b)))⟩

to Vj

(new category inherits old vocabulary)

# updating agents’ vocabularies

if success: (keep only w∗)

Vi(Ci(a))← {w∗}Vj(Cj(a))← {w∗}

Di(Ci(a))← w∗

Dj(Cj(a))← w∗

else:add w∗ to Vj(Cj(a))

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Page 17: Models of Language Evolution - Agent-Based Models · Introduction Cellular Automata Naming Game Category Game Category Game: Play (1) i,j random speaker and hearer a,b random pair

Introduction Cellular Automata Naming Game Category Game

Category Game: Example

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(Loreto et al., 2010)

Page 18: Models of Language Evolution - Agent-Based Models · Introduction Cellular Automata Naming Game Category Game Category Game: Play (1) i,j random speaker and hearer a,b random pair

Introduction Cellular Automata Naming Game Category Game

Category Game: Results

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(Loreto et al., 2010)

Page 19: Models of Language Evolution - Agent-Based Models · Introduction Cellular Automata Naming Game Category Game Category Game: Play (1) i,j random speaker and hearer a,b random pair

Introduction Cellular Automata Naming Game Category Game

Category Game: Results

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(Loreto et al., 2010)

Page 20: Models of Language Evolution - Agent-Based Models · Introduction Cellular Automata Naming Game Category Game Category Game: Play (1) i,j random speaker and hearer a,b random pair

Introduction Cellular Automata Naming Game Category Game

Numerical World Color Survey

compare two worlds: one with a uniform & one with a variable dmin

variable dmin implements human jnd for hueuniform dmin is set to .0143, the average of human jnd

run 50 populations (50 agents each) in each world & look at resulting languagescompare simulation data against (subset of) data from world color survey

110 languages (without writing systems; small-scale, non-industrialized societies)basic color term for each of 330 color chips for each languageca. 24 speakers per language

dispersion as a measure of common clustering (Kay and Regier, 2003):

D = ∑L,L′

∑c∈L

minc∗∈Ldistance(c, c∗)

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(Baronchelli et al., 2010)

Page 21: Models of Language Evolution - Agent-Based Models · Introduction Cellular Automata Naming Game Category Game Category Game: Play (1) i,j random speaker and hearer a,b random pair

Introduction Cellular Automata Naming Game Category Game

NWCS: Set-Up

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Page 22: Models of Language Evolution - Agent-Based Models · Introduction Cellular Automata Naming Game Category Game Category Game: Play (1) i,j random speaker and hearer a,b random pair

Introduction Cellular Automata Naming Game Category Game

NWCS: Results

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Page 23: Models of Language Evolution - Agent-Based Models · Introduction Cellular Automata Naming Game Category Game Category Game: Play (1) i,j random speaker and hearer a,b random pair

Reading for Next Class

Michael Franke & Elliott Wagner (2014). “Game Theory and the Evolution of Meaning”Language and Linguistics Compass 8/9, 359–372

Page 24: Models of Language Evolution - Agent-Based Models · Introduction Cellular Automata Naming Game Category Game Category Game: Play (1) i,j random speaker and hearer a,b random pair

References

Baronchelli, Andrea et al. (2010). “Modeling the Emergence of Universality in ColorNaming Patterns”. In: PNAS 107.6, pp. 2403–2407.

Grim, Patrick et al. (2004). “Making Meaning Happen”. In: Journal for Experimental andTheoretical Artificial Intelligence 16, pp. 209–244.

Kay, Paul and Terry Regier (2003). “Resolving the question of color naming universals”.In: PNAS 100.15, pp. 9085–9089.

Loreto, Vittorio et al. (2010). “Mathematical Modeling of Language Games”. In: Evolutionof Communication and Language in Embodied Agents. Ed. by Stefano Nolfi andMarco Mirolli. Springer-Verlag. Chap. 15, pp. 263–281.