324 research outputs found

    Simulating Grice: Emergent Pragmatics in Spatialized Game Theory

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    How do conventions of communication emerge? How do sounds or gestures take on a semantic meaning, and how do pragmatic conventions emerge regarding the passing of adequate, reliable, and relevant information? My colleagues and I have attempted in earlier work to extend spatialized game theory to questions of semantics. Agent-based simulations indicate that simple signaling systems emerge fairly naturally on the basis of individual information maximization in environments of wandering food sources and predators. Simple signaling emerges by means of any of various forms of updating on the behavior of immediate neighbors: imitation, localized genetic algorithms, and partial training in neural nets. Here the goal is to apply similar techniques to questions of pragmatics. The motivating idea is the same: the idea that important aspects of pragmatics, like important aspects of semantics, may fall out as a natural results of information maximization in informational networks. The attempt below is to simulate fundamental elements of the Gricean picture: in particular, to show within networks of very simple agents the emergence of behavior in accord with the Gricean maxims. What these simulations suggest is that important features of pragmatics, like important aspects of semantics, don't have to be added in a theory of informational networks. They come for free

    Self-reference and Chaos in Fuzzy Logic

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    The purpose of this paper is to open for investigation a range of phenomena familiar from dynamical systems or chaos theory which appear in a simple fuzzy logic with the introduction of self-reference. Within that logic, self-referential sentences exhibit properties of fixed point attractors, fixed point repellers, and full chaos on the [0, 1] interval. Strange attractors and fractals appear in two dimensions in the graphing of pairs of mutually referential sentences and appear in three dimensions in the graphing of mutually referential triples

    Undecidability in the Spatialized Prisoner's Dilemma

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    n the spatialized Prisoner’s Dilemma, players compete against their immediate neighbors and adopt a neighbor’s strategy should it prove locally superior. Fields of strategies evolve in the manner of cellular automata (Nowak and May, 1993; Mar and St. Denis, 1993a,b; Grim 1995, 1996). Often a question arises as to what the eventual outcome of an initial spatial configuration of strategies will be: Will a single strategy prove triumphant in the sense of progressively conquering more and more territory without opposition, or will an equilibrium of some small number of strategies emerge? Here it is shown, for finite configurations of Prisoner’s Dilemma strategies embedded in a given infinite background, that such questions are formally undecidable: there is no algorithm or effective procedure which, given a specification of a finite configuration, will in all cases tell us whether that configuration will or will not result in progressive conquest by a single strategy when embedded in the given field. The proof introduces undecidability into decision theory in three steps: by (1) outlining a class of abstract machines with familiar undecidability results, by (2) modelling these machines within a particular family of cellular automata, carrying over undecidability results for these, and finally by (3) showing that spatial configurationns of Prisoner’s Dilemma strategies will take the form of such cellular automata

    Against a Deontic Argument for God's Existence

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    Against an argument by Carl Kordig

    On Sets and Worlds: A Reply to Menzel

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    What Kind of Science is Simulation?

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    Is simulation some new kind of science? We argue that instead simulation fits smoothly into existing scientific practice, but does so in several importantly different ways. Simulations in general, and computer simulations in particular, ought to be understood as techniques which, like many scientific techniques, can be employed in the service of various and diverse epistemic goals. We focus our attentions on the way in which simulations can function as (i) explanatory and (ii) predictive tools. We argue that a wide variety of simulations, both computational and physical, are best conceived in terms of a set of common features: initial or input conditions, a mechanism or set of rules, and a set of results or output conditions. Studying simulations in these terms yields a new understanding of their character as well as a body of normative recommendations for the care and feeding of scientific simulations

    Operators in the paradox of the knower

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    Modeling Information

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    The topics of modeling and information come together in at least two ways. Computational modeling and simulation play an increasingly important role in science, across disciplines from mathematics through physics to economics and political science. The philosophical questions at issue are questions as to what modeling and simulation are adding, altering, or amplifying in terms of scientific information. What changes with regard to information acquisition, theoretical development, or empirical confirmation with contemporary tools of computational modeling? In this sense the title of this article is read in the following way: What kind of information is modeling information? What kind of information does modeling give us

    Evolution of communication in perfect and imperfect worlds

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    Taking sorites arguments seriously: Some hidden costs

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