Paul Vogt and Hans Coumans (2003)
Investigating social interaction strategies for bootstrapping lexicon development
Journal of Artificial Societies and Social Simulation
vol. 6, no. 1
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Received: 9-Sep-2002 Accepted: 18-Dec-2002 Published: 31-Jan-2003
(1) |
(2) |
Here U(w&m) is the co-occurrence frequency of w with m, and U(w) is the occurrence frequency of w.
1 to 5. are identical to the guessing game.[6]
6. Instead of evaluating the game's success, the agents adapt their lexicon immediately as follows:
- The hearer first makes sure that the word is associated with all meanings in the context. I.e., the hearer adds new word-meaning associations for each meaning in the context that has no existing association with the word. In addition the hearer increments the co-occurrence frequency U(w&m) by 1 for all meanings in the context and increases the occurrence frequency U(w) with the context size, i.e. it increments U(w) by 1 for all meanings in the context.
- The speaker increments both U(w&m) and U(w) by 1 for the topic.
1. A series of X language games are played.
2. Remove all adults, replace them by the set of learners and add N new 'empty' agents to the set of learners.
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(d) |
Figure 1. The results of the simulations without the ILM show (a) the communicative success, (b) the coherence, (c) the specificity and (d) the consistency of the observational games (OG), guessing games (GG) and selfish games (SG) as a function of the number of language games played (x-axis). |
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Figure 2. These figures show the evolution of word use by the global population and an individual agent of (a) the guessing games and (b) the selfish games for the first simulation series. The x-axis shows the number of language games played and the y-axis shows the number of words used in each window of 2,500 games. |
(a) |
(b) |
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Figure 3. The results of simulations with the ILM show (a) the communicative success, (b) the coherence, (c) the specificity and (d) the consistency. |
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Figure 4. These figures show the evolution of word use by the global population and a typical speaker and hearer of (a) the guessing games and (b) the selfish games for the second simulation series. The x-axis shows the number of language games played and the y-axis shows the number of words used in each window of 2,500 games. |
(a) |
(b) |
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Figure 5. Plots (a) and (c) show the average communicative success (z-axis) during the final 2,500 games as a function of the population size (x-axis) for the observational games (OG), guessing games (GG) and selfish games (SG). The final values of the coherence are presented in Figures (b) and (d). Figures (a) and (b) are from the simulations without the ILM, and Figures (c) and (b) are from those with the ILM. |
Figure 6. This figure shows the coherence at the end of each iteration (y-axis) for the selfish game with the ILM and a population size of 20. (Note the different scale on the y-axis.) |
2 We can call this 'selfish' learning, because as the agents in this game do not explicitly 'care' whether they communicate about the same meaning, they behave more or less 'selfishly'.
3 Polysemy is the association of one word with several meanings and synonymy is the association of one meaning with several words.
4 Note that when the hearer has an association of the topic and the uttered word, it may select a different association when that one has a higher association score and its meaning is in the context.
5 In the simulations of this paper, the context size was always set to five.
6 When the speaker invents a new association (point 4), U(w& m) and U(w) are initialised with 0; the association score is initially set to σ =1.
7 This means that the population constantly contains 2N agents.
8 It is important to realise that speakers only invent novel words in the first iteration, because the speakers in the successive iterations have already learnt at least one word for each meaning.
9 Understanding each other's intention is required to establish joint attention (Tomasello 1999).
10 Cooperation is required to develop language.
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