In the following text, I try to sketch some major aspects of the work of
Luc Steels on the origins of meaning/lexicon/grammar. All the ideas are
taken from the references given below. Many sentences are copied, although
often I do not quote explicitely.
Introduction
The Talking Heads experiment was set up as a large-scale experiment on the
occasion of an art event in Antwerp. There, it took place in the 'laboratory
for cognitive robots and teleportation'. Around the same time, other sites
of the experiment were installed around the world and the experiments could
be accessed and watched via internet.
(for more advertisement see
http://talking-heads.csl.sony.fr/ )
Luc Steels designed this experiment among others to study the
processes involved in the evolution of language and meaning.
The aim is to build an artificial infrastructure that shows how
cognitive systems might be able to develop language and increase their
expressive power by interacting with other cognitive systems and a common
environment.
One of the main ideas in Steels' approach is what he calls the selfish
language hypothesis. According to this paradigm "language colonises brains
and recruits available cognitive capacities to satisfy its appetite for expressing
ever more complex meaning with minimal effort and maximum effectiveness".
Therefore, language underlies constant and purposeful changes and
individual adaptations. It develops out of the desire of a group of individuals
to comunicate with each other about e.g. events in and states of the environment
they share.
The result of these ideas is a situated and embedded approach to cognition
which does not only explain how language can bootstrap itself, but also shows how
communication without complete ontological or linguistic coherence is possible.
Language and Language Games
Communication can be understood as a method (one of the few) of
externalizing internal mental states (meaning) and vice versa (for the hearer).
As part of this process, the one who desires to speak (the speaker) needs
to verbalize whatever he wants to schmooze about. Verbalization is a mapping
from meaning to utterance (form). This process consists of lexicalization,
i.e. mapping the 'components' of the meaning to individual words, and the use
of syntax, i.e. using word structuring and additional words or pre-/suffixes
to express relations between the components. The reverse process is the
interpretation of an utterance, i.e. mapping form to meaning.
The communication in the experiments discussed here follow a very simple
protocol. They are so-called language games.
Language games are guessing games. Two players take part, one of them as
the speaker, the other one as the hearer. The speaker starts by selecting a
context and communicates this choice to the hearer. Then the speaker
chooses a topic from the context and verbalizes this topic. For this purpose
the speaker has to choose an utterance that distinguishes the topic from other
objects in the context.
Subsequently, the hearer tries to figure out the topic and points to it.
There is no winner or loser to the game, but a game may succeed or fail
depending on whether the hearer 'understands' the speaker or not.
In the case the game fails, the speaker points to the topic. Using this
additional hint the hearer then tries to figure out the meaning of the
utterance that was used and adds corresponding word-meaning relations or
syntactic constructions to his internal structures
(categories + lexicon + grammar ...). The speaker, in turn, decreases his
own meassure for 'reliability' of the words or syntactic structures he used.
If the game succeeds on the contrary the speaker and hearer increase
this meassure.
Words and Meaning - The Talking Heads Experiment
Each site of the Talking Heads experiment consisted of two robots, a white board with
colored geometrical objects pinned to it (the environment) and some
control monitors. The robots (consisting of a camera + a loudspeaker
+ a microphone + a computer) served as bodies for corresponding minds, i.e. agents.
Consequently, different agents could occupy the robots in consecutive language
games. Moreover, the agents could travel between the different sites by
teleportation (using an old-fashioned teleportation system called internet).
In this way, there was a whole population of agents at each site, interacting
with each other in the language games. Each of these games was started by
assigning one of the agents to be the speaker and another one to be the hearer.
The speaker then chose an area of the whiteboard (the context) and an
geometric object from this area (the topic). Next, he tried to
find properties of the topic that distinguishes it from other geometric
objects in the context and a corresponding utterance. The task of the hearer was
then to identify the topic. While playing these games, the language repertoire
of the agents constantly changed. New words and categories were invented or
learned from other agents, others fell into oblivion.
The architecture of the agents described here consists of 4 layers: perception,
categorization+conceptualization, lexicalization and a pragmatic layer
(in later versions a syntactic layer was added). The following paragraphs
describe the functions of these different components.
Perception
The perception of the Talking Heads is based on a low-level visual process detecting
the different objects by using edge detection and other segmentation techniques.
The properties of objects that are then examined are predefined. For each such property
a sensory channel exists that measures a value corresponding to the property in
question (e.g. horizontal position (hpos), vertical position (vpos), average grayscale, ...).
Conceptualization
The conceptualization process divides the possible values of each sensory channel
into so-called regions, i.e. value intervals. A category is then a nonempty set
of regions (from different sensory channels).
Example:
- sensory channels : hpos, color
- regions: hpos: LEFT,RIGHT ; vpos: TOP,BOTTOM ; color: GREEN,ORANGE
- categories: e.g. {LEFT} ; {TOP,LEFT} ; {RIGHT,ORANGE}
This subdivision takes place as a dynamic process. Regions can be split into smaller
regions or be joined together, depending on how much categories are needed for succeeding in
identifying and differentiating the objects in the environment.
In particular, if a language game fails because the categories the hearer currently uses
are not fine-grained enough to distinguish the topic from the other objects in the
context, a new category has to be created.
The use and success of categories is meassured. If categories are not
sufficiently successful or used too seldom they are omitted.
Lexicalization
The lexicon contains mappings from categories ("meaning") to words ("form")
Such mappings are allowed to be n to n, i.e. they allow for ambiguity and
synonymy. Additionally, for each word-category pair in the lexicon a
meassure for the success rate and occurence of this mapping is stored and
updated during the communication process. In the case a category for which no
word is known needs to be verbalized, a new word is invented.
If a language game fails because the hearer does not know a word the speaker
is using, the hearer tries to guess which discriminating properties the speaker
used to describe the topic. She then adds a new entry with the corresponding
category-word pair to her lexicon.
Moreover, lexicon entries are deleted if they are not used frequently.
Pragmatic Layer
The pragmatic layer contains scripts for playing the language games and for interacting
with the other agents.
Example of a Language Game
context: a green square on the left, an orange triangle on the right, both objects
are on the top of the scene
speaker: a1 ;
hearer: a2
| agent | action | |
|---|
| a1 | selects topic: | green square |
| a1 | categorizes topic: | {LEFT} |
| a1 | looks up category in lexicon: | "wukalo" |
| a2 | looks up "wukalo" in lexicon: | {TOP} |
| | ( there is more than one such object ) | |
| a2 | indicates confusion: | "wukalo?" |
| | ( game fails ) | |
| a1 | points to topic: | green square |
| a2 | categorizes topic: | {GREEN} |
| | ( a2 adds new entry to lexicon ) | |
Results
Even though ambiguities and synonymies exist and new words appear and others
disappear, lexicons that are coherent to a certain extent develop over time in a
group of agents, provided not too many agents enter or leave the group.
The Evolution of Grammar
A grammar can be seen as a "product of the ability to categorize and detect
associations and to apply them to language itself". The resulting grammatical
structures can be used to increase the expressive power of a language.
Under these premises, it seems plausible to regard a desire to communicate
with maximum effectivity as the driving force in the development of grammar.
In a series of experiments succeeding the Talking Head adventure,
Luc Steels studied the evolution of a grammar for case.
Case can be defined as a marking of a noun phrase (NP)(noun and adjectives,
articles, … belonging to it) by a marker (case marker) for expressing
semantic relations (semantic roles) of the event and the objects
involved (e.g. agent, patient, time, location). Additionally, case may be
used to emphasize certain parts of the communicated information. But this
aspect was not considered by the experiments discussed here.
In different languages, different realizations of case marker systems
(affixes, inflections, particles ...) and a different usage of cases can be
observed.
In Steels' aproach, a short word that proceeds or succeeds the NP is used as
a case marker. New markers or new semantic roles are introduced as needed.
As stated earlier, the main goal for the agents participating in the
experiment is maximizing their communicative success while minimizing their
effort to do so.
The language games now take place in a world of dynamically moving objects.
An event that took place recently together with the objects involved form the
topic.
Furthermore it is assumed that the agents already have a lexicon containing
words for the events and objects they are required to describe.
New to this setting compared to the previous one is that the agents have to deal with
events, which are corresponding to the linguistic category 'verb'. Therefore,
first an explanation is needed for how verbs are conceptualized and
represented in the mind of an agent. Then the mechanisms involved in developing
a case system can be discussed.
Event Detection
The perception and conceptualization of the agents in this setting follows similar
principles as in the Talking Heads experiment.
Since the environment now contains moving objects, a new requirement for the
perception system is the detection of events.
In the incomming data so-called micro-events are detected. These micro-events
monitor changes of the states of or the relations between the objects involved.
They report certain properties of the objects (such as VISIBLE) or actions
(like TOUCH, MOVE) taking place. Micro-events are ordered by time.
An event (like WALK-TO) then consists of a sequence of micro events.
Example:
event: WALK-TO micro-events:
- agent does not move
- target does not move
- agent approaches target
- agent touches target
Formalizing Events and Markers
In an event like WALK-TO, several objects are involved like the object that
is walking. Therefore, the semantic structure of events is expressed in the
form of predicates taking certain variables as arguments. The variables
constitute the different event-object relations involved. They need to be
bound to the objects involved in an event during the interpretation process
of the hearer.
Example:
WALK-TO( WALK-AGENT, WALK-TARGET)
( an agent and a target are involved in the walk-to event )
An entry for the event in the lexicon does not include these informations
about event-object relations. Such relations are expressed seperately by
case markers as explained below.
Example:
"walk-to" <-> WALK-TO
Markers are associated to single event-object relations of particular events
(or sets of events, see: Markers for Semantic Roles). The marker and the
corresponding object form a syntactic unit and therefore appear in an
utterance next to each other in a defined order. Thus a syntactic rule
reflecting this order as well as the event-object relation a marker
expresses has to be introduced.
Example:
PU << WALK-TO.WALK-AGENT
( the marker pu preceeds the agent of an walk-to event )
In addition, a rule mapping the marker to a word needs to be inserted in the
lexicon.
Markers for particular Event-Object Relations
Without markers there is no difference in utterances containing the same
words in different orders. That's why ambiguity may occur if similar
events with similar objects involved took place recently. In this
case, the language game might fail. Another problem is that the hearer
needs to map the objects in the utterance to event-object relations in order
to understand the communicated meaning. This mapping is often not given by
the utterance itself, but needs to be interfered from the context
(see example below).
In order to avoid ambiguity and decrease inferential effort for the hearer,
the agents dynamically create case markers for event-object relations.
For this purpose, an utterance produced by the speaker is first fed back
to his own interpretation system. By this means, possible ambiguities are detected
and the speaker can estimate the amount of interferences needed to understand the utterance.
If necessary, a new marker is introduced for a particular event-object
relation (see example) and the utterance is reformulated. The hearer, in turn,
first ignores all markers she does not know and tries to figure out the meaning
of the utterance without the markers. Then she guesses the event-object relation a
new marker describes by trying to find an ambiguity or interference in his own
mind that can be avoided by this marker.
Example: context: a green triangle walks to a red square
speaker: a1 ;
hearer: a2
( Assumption: a1+a2 conceptualize the triangle as {GREEN}, the square as {RED}
and detect the event WALK-TO( WALK-AGENT, WALK-TARGET) with
WALK-AGENT beeing the triangle and WALK-TARGET the square
) | agent | action | |
|---|
| a1 | verbalizes the event (arbitrary word order): "red walk-to green" | |
| | ( a2 would interpret this utterance correctly if no event causing ambiguities like a "walk-to" event with a "red" agent and a "green" target appeared recently ) | |
| a1 | interprets its own verbalization : | |
| | maps "walk-to" to recent event WALK-TO( WALK-AGENT, WALK-TARGET) | |
| | maps "red" to category {RED} detected in the observed event | |
| | maps "green" to {GREEN} | |
| | identifies WALK-AGENT := {GREEN} and WALK-TARGET := {RED} since this is consistent with the observed scene | |
| | ( this identification was not determined by the lexicon/grammar but needed to be interfered. Therefore a new marker "pu" ( PU << WALK-TO.WALK-AGENT ) is introduced ) | |
| a1 | new verbalization: "red walk-to pu green" | |
| a1 | runs its interpretation process again | |
| | maps "walk-to" to WALK-TO( WALK-AGENT, WALK-TARGET), "pu" to PU | |
| | "green" to {GREEN}, "red" to {RED} | |
| | since "pu" preceedes "green" : WALK-AGENT := {GREEN} | |
| | since only one free variable is left for WALK-TO: WALK-TARGET := {RED} | |
| | ( no interference is needed to interpret the utterance) | |
Markers for Semantic Roles
The previous section described how case marking for events is achieved within the
architecture of the experiments. With this procedure, different markers are introduced
for different events and consequently, each 'verb' recieves its own system of
markers. For using cases for expressing semantic roles (as AGENT) rather than
for specific event-object relations (like WALK-AGENT), a mechanism needs to be
found that identifies such roles, i.e. finds event-object relations of
different events that share certain aspects (e.g. WALK-AGENT, MOVE-AGENT: both move).
In Steels' work, this mechanism is based on analogy. If it is possible to find
a strong analogy between two (or more) event-object relations, a case marker is
introduced that can be used for all of them. In this way, a semantic role
(forming a set of event-object relations) is introduced.
Analogies are detected by analyzing the micro-event structure of the events
in question. First all micro-events which do not involve the object of the
event-object relation investigated are discarded. Then the agent tries to
map the remaining micro events to the remaining micro-events of the other
event-object relation. If a sufficient number of micro-events can be mapped,
this mapping is considered a (good) analogy.
Results
The introduction of case markers to the language system helps avoiding
ambiguities and reducing effort in interpreting an utterance. Semantic
roles may be constructed by finding analogies.
References
L. Steels;
The Talking Heads Experiment Volume 1. Words and Meaning;
Laboratorium, Antwerpen. Limited Pre-edition.
L. Steels;
Simulating the Evolution of a Grammar for Case;
Course Material IK 2004