49,587 research outputs found

    A fast no-rejection algorithm for the Category Game

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    The Category Game is a multi-agent model that accounts for the emergence of shared categorization patterns in a population of interacting individuals. In the framework of the model, linguistic categories appear as long lived consensus states that are constantly reshaped and re-negotiated by the communicating individuals. It is therefore crucial to investigate the long time behavior to gain a clear understanding of the dynamics. However, it turns out that the evolution of the emerging category system is so slow, already for small populations, that such an analysis has remained so far impossible. Here, we introduce a fast no-rejection algorithm for the Category Game that disentangles the physical simulation time from the CPU time, thus opening the way for thorough analysis of the model. We verify that the new algorithm is equivalent to the old one in terms of the emerging phenomenology and we quantify the CPU performances of the two algorithms, pointing out the neat advantages offered by the no-rejection one. This technical advance has already opened the way to new investigations of the model, thus helping to shed light on the fundamental issue of categorization.Comment: 17 pages, 7 figure

    Sharp transition towards shared vocabularies in multi-agent systems

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    What processes can explain how very large populations are able to converge on the use of a particular word or grammatical construction without global coordination? Answering this question helps to understand why new language constructs usually propagate along an S-shaped curve with a rather sudden transition towards global agreement. It also helps to analyze and design new technologies that support or orchestrate self-organizing communication systems, such as recent social tagging systems for the web. The article introduces and studies a microscopic model of communicating autonomous agents performing language games without any central control. We show that the system undergoes a disorder/order transition, going trough a sharp symmetry breaking process to reach a shared set of conventions. Before the transition, the system builds up non-trivial scale-invariant correlations, for instance in the distribution of competing synonyms, which display a Zipf-like law. These correlations make the system ready for the transition towards shared conventions, which, observed on the time-scale of collective behaviors, becomes sharper and sharper with system size. This surprising result not only explains why human language can scale up to very large populations but also suggests ways to optimize artificial semiotic dynamics.Comment: 12 pages, 4 figure

    In-depth analysis of the Naming Game dynamics: the homogeneous mixing case

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    Language emergence and evolution has recently gained growing attention through multi-agent models and mathematical frameworks to study their behavior. Here we investigate further the Naming Game, a model able to account for the emergence of a shared vocabulary of form-meaning associations through social/cultural learning. Due to the simplicity of both the structure of the agents and their interaction rules, the dynamics of this model can be analyzed in great detail using numerical simulations and analytical arguments. This paper first reviews some existing results and then presents a new overall understanding.Comment: 30 pages, 19 figures (few in reduced definition). In press in IJMP

    Impaired decisional impulsivity in pathological videogamers

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    Abstract Background Pathological gaming is an emerging and poorly understood problem. Impulsivity is commonly impaired in disorders of behavioural and substance addiction, hence we sought to systematically investigate the different subtypes of decisional and motor impulsivity in a well-defined pathological gaming cohort. Methods Fifty-two pathological gaming subjects and age-, gender- and IQ-matched healthy volunteers were tested on decisional impulsivity (Information Sampling Task testing reflection impulsivity and delay discounting questionnaire testing impulsive choice), and motor impulsivity (Stop Signal Task testing motor response inhibition, and the premature responding task). We used stringent diagnostic criteria highlighting functional impairment. Results In the Information Sampling Task, pathological gaming participants sampled less evidence prior to making a decision and scored fewer points compared with healthy volunteers. Gaming severity was also negatively correlated with evidence gathered and positively correlated with sampling error and points acquired. In the delay discounting task, pathological gamers made more impulsive choices, preferring smaller immediate over larger delayed rewards. Pathological gamers made more premature responses related to comorbid nicotine use. Greater number of hours played also correlated with a Motivational Index. Greater frequency of role playing games was associated with impaired motor response inhibition and strategy games with faster Go reaction time. Conclusions We show that pathological gaming is associated with impaired decisional impulsivity with negative consequences in task performance. Decisional impulsivity may be a potential target in therapeutic management

    Consequence of reputation in an open-ended Naming Game

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    We study a modified version of the Naming Game, a recently introduced model which describes how shared vocabulary can emerge spontaneously in a population without any central control. In particular, we introduce a new mechanism that allows a continuous interchange with the external inventory of words. A novel playing strategy, influenced by the hierarchical structure that individuals' reputation defines in the community, is implemented. We analyze how these features influence the convergence times, the cognitive efforts of the agents and the scaling behavior in memory and time.Comment: 6 pages, 6 figure

    Role of feedback and broadcasting in the naming game

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    The naming game (NG) describes the agreement dynamics of a population of agents that interact locally in a pairwise fashion, and in recent years statistical physics tools and techniques have greatly contributed to shed light on its rich phenomenology. Here we investigate in details the role played by the way in which the two agents update their states after an interaction. We show that slightly modifying the NG rules in terms of which agent performs the update in given circumstances (i.e. after a success) can either alter dramatically the overall dynamics or leave it qualitatively unchanged. We understand analytically the first case by casting the model in the broader framework of a generalized NG. As for the second case, on the other hand, we note that the modified rule reproducing the main features of the usual NG corresponds in fact to a simplification of it consisting in the elimination of feedback between the agents. This allows us to introduce and study a very natural broadcasting scheme on networks that can be potentially relevant for different applications, such as the design and implementation of autonomous sensor networks, as pointed out in the recent literature.Comment: 7 pages, 6 figure

    Guess the score, fostering collective intelligence in the class

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    This paper proposes the use of serious games as a tool to enhance collective intelligence of undergraduate and graduate students. The development of social skills of individuals in a group is related to the performance of the collective intelligence of the group manifested through the shared and collaborative development of intellectual tasks [1]. Guess the Score GS, is a serious game implemented by means of an online tool, created to foster the development, collaboration and engagement of students. It's has been designed with the intention of facilitating the development of individual’s social skills in a group in order to promote education of collective intelligence. This paper concludes that the design of learning activities using serious games as a support tool in education, generate awareness about of utilities of gaming in the collective learning environment and the fostering of collective intelligence education.Postprint (published version
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