<rdf:RDF
    xmlns:rdf='http://www.w3.org/1999/02/22-rdf-syntax-ns#'
    xmlns:s='http://snipsnap.org/rdf/snip-schema#'
    xml:base='http://www.micropsi.org/webdoc/rdf'>
    <s:Snip rdf:about='http://www.micropsi.org/webdoc/rdf#Talking+Heads+and+Beyond'
         s:cUser='julia'
         s:oUser=''
         s:mUser='julia'>
        <s:name>Talking Heads and Beyond</s:name>
        <s:content>~~In the following text, I try to sketch some major aspects of the work of&#xA;Luc Steels on the origins of meaning/lexicon/grammar. All the ideas are&#xA;taken from the references given below. Many sentences are copied, although&#xA;often I do not quote explicitely.~~&#xA;&#xA;1 Introduction&#xA;&#xA;The Talking Heads experiment was set up as a large-scale experiment on the&#xA;occasion of an art event in Antwerp. There, it took place in the &apos;laboratory &#xA;for cognitive robots and teleportation&apos;. Around the same time, other sites&#xA;of the experiment were installed around the world and the experiments could &#xA;be accessed and watched via internet.&#xA;&#xA;(for more advertisement see http://talking-heads.csl.sony.fr/ )&#xA;&#xA;Luc Steels designed this experiment among others to study the&#xA;processes involved in the evolution of language and meaning. &#xA;The aim is to build an artificial infrastructure that shows how&#xA;cognitive systems might be able to develop language and increase their&#xA;expressive power by interacting with other cognitive systems and a common&#xA;environment.&#xA;&#xA;One of the main ideas in Steels&apos; approach is what he calls the selfish&#xA;language hypothesis. According to this paradigm &quot;language colonises brains&#xA;and recruits available cognitive capacities to satisfy its appetite for expressing&#xA;ever more complex meaning with minimal effort and maximum effectiveness&quot;.&#xA;Therefore, language underlies constant and purposeful changes and&#xA;individual adaptations. It develops out of the desire of a group of individuals&#xA;to comunicate with each other about e.g. events in and states of the environment&#xA;they share.&#xA;&#xA;The result of these ideas is a situated and embedded approach to cognition&#xA;which does not only explain how language can bootstrap itself, but also shows how&#xA;communication without complete ontological or linguistic coherence is possible.&#xA;&#xA;1 Language and Language Games&#xA;&#xA;Communication can be understood as a method (one of the few) of&#xA;externalizing internal mental states (meaning) and vice versa (for the hearer).&#xA;As part of this process, the one who desires to speak (the speaker) needs&#xA;to verbalize whatever he wants to schmooze about. Verbalization is a mapping&#xA;from meaning to utterance (form). This process consists of lexicalization, &#xA;i.e. mapping the &apos;components&apos; of the meaning to individual words, and the use &#xA;of syntax, i.e. using word structuring and additional words or pre-/suffixes &#xA;to express relations between the components. The reverse process is the &#xA;interpretation of an utterance, i.e. mapping form to meaning.&#xA;&#xA;The communication in the experiments discussed here follow a very simple&#xA;protocol. They are so-called language games.&#xA;&#xA;Language games are guessing games. Two players take part, one of them as&#xA;the speaker, the other one as the hearer. The speaker starts by selecting a&#xA;context and communicates this choice to the hearer. Then the speaker&#xA;chooses a topic from the context and verbalizes this topic. For this purpose&#xA;the speaker has to choose an utterance that distinguishes the topic from other &#xA;objects in the context.&#xA;&#xA;Subsequently, the hearer tries to figure out the topic and points to it.&#xA;There is no winner or loser to the game, but a game may succeed or fail&#xA;depending on whether the hearer &apos;understands&apos; the speaker or not.&#xA;&#xA;In the case the game fails, the speaker points to the topic. Using this &#xA;additional hint the hearer then tries to figure out the meaning of the &#xA;utterance that was used and adds corresponding word-meaning relations or &#xA;syntactic constructions to his internal structures &#xA;(categories + lexicon + grammar ...). The speaker, in turn, decreases his &#xA;own meassure for &apos;reliability&apos; of the words or syntactic structures he used.&#xA;If the game succeeds on the contrary the speaker and hearer increase&#xA;this meassure. &#xA;&#xA;1 Words and Meaning - The Talking Heads Experiment&#xA;&#xA;Each site of the Talking Heads experiment consisted of two robots, a white board with &#xA;colored geometrical objects pinned to it (the environment) and some &#xA;control monitors. The robots (consisting of a camera + a loudspeaker &#xA;+ a microphone + a computer) served as bodies for corresponding minds, i.e. agents.&#xA;Consequently, different agents could occupy the robots in consecutive language&#xA;games. Moreover, the agents could travel between the different sites by&#xA;teleportation (using an old-fashioned teleportation system called internet).&#xA;&#xA;In this way, there was a whole population of agents at each site, interacting&#xA;with each other in the language games. Each of these games was started by &#xA;assigning one of the agents to be the speaker and another one to be the hearer.&#xA;The speaker then chose an area of the whiteboard (the context) and an &#xA;geometric object from this area (the topic). Next, he tried to&#xA;find properties of the topic that distinguishes it from other geometric &#xA;objects in the context and a corresponding utterance. The task of the hearer was&#xA;then to identify the topic. While playing these games, the language repertoire&#xA;of the agents constantly changed. New words and categories were invented or&#xA;learned from other agents, others fell into oblivion.&#xA;&#xA;The architecture of the agents described here consists of 4 layers: perception, &#xA;categorization+conceptualization, lexicalization and a pragmatic layer&#xA;(in later versions a syntactic layer was added). The following paragraphs&#xA;describe the functions of these different components.&#xA;&#xA;1.1 Perception&#xA;&#xA;The perception of the Talking Heads is based on a low-level visual process detecting&#xA;the different objects by using edge detection and other segmentation techniques.&#xA;The properties of objects that are then examined are predefined. For each such property&#xA;a sensory channel exists that measures a value corresponding to the property in &#xA;question (e.g. horizontal position (hpos), vertical position (vpos), average grayscale, ...).&#xA;&#xA;1.1 Conceptualization&#xA;&#xA;The conceptualization process divides the possible values of each sensory channel&#xA;into so-called regions, i.e. value intervals. A category is then a nonempty set&#xA;of regions (from different sensory channels).&#xA;&#xA;__Example:__  &#xA;           - sensory channels : hpos, color&#xA;           - regions:  hpos: LEFT,RIGHT ; vpos: TOP,BOTTOM ; color: GREEN,ORANGE&#xA;           - categories: e.g. \{LEFT\} ; \{TOP,LEFT\} ; \{RIGHT,ORANGE\}&#xA;&#xA;This subdivision takes place as a dynamic process. Regions can be split into smaller&#xA;regions or be joined together, depending on how much categories are needed for succeeding in&#xA;identifying and differentiating the objects in the environment.&#xA;&#xA;In particular, if a language game fails because the categories the hearer currently uses&#xA;are not fine-grained enough to distinguish the topic from the other objects in the&#xA;context, a new category has to be created.&#xA;&#xA;The use and success of categories is meassured. If categories are not &#xA;sufficiently successful or used too seldom they are omitted.&#xA;&#xA;1.1 Lexicalization&#xA;&#xA;The lexicon contains mappings from categories (&quot;meaning&quot;) to words (&quot;form&quot;)&#xA;Such mappings are allowed to be n to n, i.e. they allow for ambiguity and &#xA;synonymy. Additionally, for each word-category pair in the lexicon a&#xA;meassure for the success rate and occurence of this mapping is stored and &#xA;updated during the communication process. In the case a category for which no&#xA;word is known needs to be verbalized, a new word is invented.&#xA;&#xA;If a language game fails because the hearer does not know a word the speaker&#xA;is using, the hearer tries to guess which discriminating properties the speaker&#xA;used to describe the topic. She then adds a new entry with the corresponding &#xA;category-word pair to her lexicon. &#xA;&#xA;Moreover, lexicon entries are deleted if they are not used frequently.&#xA;&#xA;1.1 Pragmatic Layer&#xA;&#xA;The pragmatic layer contains scripts for playing the language games and for interacting&#xA;with the other agents.&#xA;&#xA;1.1 Example of a Language Game&#xA;&#xA;  __context:__ a green square on the left, an orange triangle on the right, both objects&#xA;               are on the top of the scene&#xA;&#xA;  __speaker:__ a1 ; __hearer:__ a2&#xA;&#xA;  {table}&#xA;  agent  | action                        |&#xA;  __a1__ | selects topic:                |  green square&#xA;  __a1__ | categorizes topic:            | \{LEFT\}&#xA;  __a1__ | looks up category in lexicon: | &quot;wukalo&quot;&#xA;  __a2__ | looks up &quot;wukalo&quot; in lexicon: | \{TOP\}&#xA;         | ~~( there is more than one such object )~~ |&#xA;  __a2__ | indicates confusion:          | &quot;wukalo?&quot;&#xA;         | ~~(  game fails )~~           |  &#xA;  __a1__ | points to topic:              | green square&#xA;  __a2__ | categorizes topic:            | \{GREEN\}&#xA;         | ~~( a2 adds new entry to lexicon )~~|&#xA;  {table}&#xA;&#xA;1.1 Results&#xA;&#xA;Even though ambiguities and synonymies exist and new words appear and others&#xA;disappear, lexicons that are coherent to a certain extent develop over time in a&#xA;group of agents, provided not too many agents enter or leave the group.&#xA;&#xA;1 The Evolution of Grammar&#xA;&#xA;A grammar can be seen as a &quot;product of the ability to categorize and detect&#xA;associations and to apply them to language itself&quot;. The resulting grammatical&#xA;structures can be used to increase the expressive power of a language.&#xA;Under these premises, it seems plausible to regard a desire to communicate &#xA;with maximum effectivity as the driving force in the development of grammar.&#xA;In a series of experiments succeeding the Talking Head adventure,&#xA;Luc Steels studied the evolution of a grammar for case.&#xA;&#xA;Case can be defined as a marking of a noun phrase (NP)(noun and adjectives,&#xA;articles, ... belonging to it) by a marker (case marker) for expressing &#xA;semantic relations (semantic roles) of the event and the objects &#xA;involved (e.g. agent, patient, time, location). Additionally, case may be &#xA;used to emphasize certain parts of the communicated information. But this &#xA;aspect was not considered by the experiments discussed here.&#xA;&#xA;In different languages, different realizations of case marker systems&#xA;(affixes, inflections, particles ...) and a different usage of cases can be&#xA;observed.&#xA;In Steels&apos; aproach, a short word that proceeds or succeeds the NP is used as&#xA;a case marker. New markers or new semantic roles are introduced as needed.&#xA;As stated earlier, the main goal for the agents participating in the&#xA;experiment is maximizing their communicative success while minimizing their&#xA;effort to do so.&#xA;&#xA;The language games now take place in a world of dynamically moving objects.&#xA;An event that took place recently together with the objects involved form the&#xA;topic.&#xA;Furthermore it is assumed that the agents already have a lexicon containing&#xA;words for the events and objects they are required to describe.&#xA;New to this setting compared to the previous one is that the agents have to deal with&#xA;events, which are corresponding to the linguistic category &apos;verb&apos;. Therefore,&#xA;first an explanation is needed for how verbs are conceptualized and&#xA;represented in the mind of an agent. Then the mechanisms involved in developing&#xA;a case system can be discussed.&#xA;&#xA;1.1 Event Detection&#xA;&#xA;The perception and conceptualization of the agents in this setting follows similar&#xA;principles as in the Talking Heads experiment.&#xA;Since the environment now contains moving objects, a new requirement for the&#xA;perception system is the detection of events.&#xA;&#xA;In the incomming data so-called micro-events are detected. These micro-events&#xA;monitor changes of the states of or the relations between the objects involved.&#xA;They report certain properties of the objects (such as VISIBLE) or actions&#xA;(like TOUCH, MOVE) taking place. Micro-events are ordered by time.&#xA;An event (like WALK-TO) then consists of a sequence of micro events.&#xA;&#xA;__Example:__&#xA;{quote}&#xA;   __event:__        WALK-TO&#xA;&#xA;   __micro-events:__&#xA;                - agent does not move&#xA;                - target does not move&#xA;                - agent approaches target&#xA;                - agent touches target&#xA;{quote}&#xA;&#xA;1.1 Formalizing Events and Markers&#xA;&#xA;In an event like WALK-TO, several objects are involved like the object that&#xA;is walking. Therefore, the semantic structure of events is expressed in the&#xA;form of predicates taking certain variables as arguments. The variables &#xA;constitute the different event-object relations involved. They need to be &#xA;bound to the objects involved in an event during the interpretation process &#xA;of the hearer.&#xA;&#xA;__Example:__  &#xA;{quote}&#xA;              WALK-TO( WALK-AGENT, WALK-TARGET) \\&#xA;          ~~  ( an agent and a target are involved in the walk-to event )~~&#xA;{quote}&#xA;&#xA;An entry for the event in the lexicon does not include these informations&#xA;about event-object relations. Such relations are expressed seperately by&#xA;case markers as explained below.&#xA;&#xA;__Example:__  &#xA;{quote}&#xA;              &quot;walk-to&quot;  &lt;-&gt; WALK-TO&#xA;{quote}&#xA;&#xA;Markers are associated to single event-object relations of particular events&#xA;(or sets of events, see: Markers for Semantic Roles). The marker and the&#xA;corresponding object form a syntactic unit and therefore appear in an &#xA;utterance next to each other in a defined order. Thus a syntactic rule &#xA;reflecting this order as well as the event-object relation a marker &#xA;expresses has to be introduced.&#xA;&#xA;__Example:__ &#xA;{quote}&#xA;             PU &lt;&lt; WALK-TO.WALK-AGENT \\&#xA;          ~~ ( the marker pu preceeds the agent of an walk-to event )~~&#xA;{quote}&#xA;&#xA;In addition, a rule mapping the marker to a word needs to be inserted in the&#xA;lexicon.&#xA;&#xA;1.1 Markers for particular Event-Object Relations&#xA;&#xA;Without markers there is no difference in utterances containing the same&#xA;words in different orders. That&apos;s why ambiguity may occur if similar&#xA;events with similar objects involved took place recently. In this&#xA;case, the language game might fail. Another problem is that the hearer&#xA;needs to map the objects in the utterance to event-object relations in order&#xA;to understand the communicated meaning. This mapping is often not given by&#xA;the utterance itself, but needs to be interfered from the context&#xA;(see example below).&#xA;&#xA;In order to avoid ambiguity and decrease inferential effort for the hearer,&#xA;the agents dynamically create case markers for event-object relations.&#xA;For this purpose, an utterance produced by the speaker is first fed back&#xA;to his own interpretation system. By this means, possible ambiguities are detected&#xA;and the speaker can estimate the amount of interferences needed to understand the utterance.&#xA;If necessary, a new marker is introduced for a particular event-object&#xA;relation (see example) and the utterance is reformulated. The hearer, in turn,&#xA;first ignores all markers she does not know and tries to figure out the meaning&#xA;of the utterance without the markers. Then she guesses the event-object relation a&#xA;new marker describes by trying to find an ambiguity or interference in his own&#xA;mind that can be avoided by this marker.&#xA;&#xA;__Example:__&#xA;&#xA;  __context:__ a green triangle walks to a red square \\&#xA;  __speaker:__ a1 ; __hearer:__ a2 \\&#xA;&#xA;  ~~( Assumption: a1+a2 conceptualize the triangle as \{GREEN\}, the square as \{RED\}&#xA;                and detect the event WALK-TO( WALK-AGENT, WALK-TARGET) with&#xA;                WALK-AGENT beeing the triangle and WALK-TARGET the square&#xA;  )~~&#xA;&#xA;  {table}&#xA;  agent  | action                        |&#xA;  __a1__ | verbalizes the event (arbitrary word order): &quot;red walk-to green&quot; |&#xA;         | ~~( a2 would interpret this utterance correctly if no event causing ambiguities like a &quot;walk-to&quot; event with a &quot;red&quot; agent and a &quot;green&quot; target appeared recently )~~ |&#xA;  __a1__ | interprets its own verbalization : |&#xA;         | maps &quot;walk-to&quot; to recent event WALK-TO( WALK-AGENT, WALK-TARGET) |&#xA;         | maps &quot;red&quot; to category \{RED\} detected in the observed event |&#xA;         | maps &quot;green&quot; to        \{GREEN\} |&#xA;         | identifies WALK-AGENT := \{GREEN\} and WALK-TARGET := \{RED\} since this is consistent with the observed scene |&#xA;         | ~~( this identification was not determined by the lexicon/grammar but needed to be interfered. Therefore a new marker &quot;pu&quot; ( PU &lt;&lt; WALK-TO.WALK-AGENT ) is introduced )~~ |&#xA;  __a1__ | new verbalization: &quot;red walk-to pu green&quot; |&#xA;  __a1__ | runs its interpretation process again |&#xA;         | maps &quot;walk-to&quot; to WALK-TO( WALK-AGENT, WALK-TARGET), &quot;pu&quot; to PU |&#xA;         | &quot;green&quot; to \{GREEN\}, &quot;red&quot; to \{RED\} |&#xA;         | since &quot;pu&quot; preceedes &quot;green&quot; : WALK-AGENT := \{GREEN\} |&#xA;         | since only one free variable is left for WALK-TO: WALK-TARGET := \{RED\} |&#xA;         | ~~( no interference is needed to interpret the utterance)~~ |&#xA;   {table}&#xA;&#xA;&#xA;1.1 Markers for Semantic Roles&#xA;&#xA;The previous section described how case marking for events is achieved within the&#xA;architecture of the experiments. With this procedure, different markers are introduced&#xA;for different events and consequently, each &apos;verb&apos; recieves its own system of&#xA;markers. For using cases for expressing semantic roles (as AGENT) rather than&#xA;for specific event-object relations (like WALK-AGENT), a mechanism needs to be&#xA;found that identifies such roles, i.e. finds event-object relations of&#xA;different events that share certain aspects (e.g. WALK-AGENT, MOVE-AGENT: both move).&#xA;In Steels&apos; work, this mechanism is based on analogy. If it is possible to find&#xA;a strong analogy between two (or more) event-object relations, a case marker is&#xA;introduced that can be used for all of them. In this way, a semantic role&#xA;(forming a set of event-object relations) is introduced.&#xA;&#xA;Analogies are detected by analyzing the micro-event structure of the events&#xA;in question. First all micro-events which do not involve the object of the&#xA;event-object relation investigated are discarded. Then the agent tries to&#xA;map the remaining micro events to the remaining micro-events of the other&#xA;event-object relation. If a sufficient number of micro-events can be mapped,&#xA;this mapping is considered a (good) analogy.&#xA;&#xA;1.1 Results&#xA;&#xA;The introduction of case markers to the language system helps avoiding&#xA;ambiguities and reducing effort in interpreting an utterance. Semantic&#xA;roles may be constructed by finding analogies.&#xA;&#xA;1 References&#xA;&#xA;L. Steels; __The Talking Heads Experiment__  Volume 1. Words and Meaning;&#xA;           Laboratorium, Antwerpen. Limited Pre-edition.&#xA;&#xA;L. Steels; __Simulating the Evolution of a Grammar for Case__;&#xA;           Course Material IK 2004&#xA;</s:content>
        <s:mTime>2004-04-27 20:02:06.936</s:mTime>
        <s:cTime>2004-04-27 20:02:06.936</s:cTime>
        <s:comments
             rdf:type='http://www.w3.org/1999/02/22-rdf-syntax-ns#Bag'/>
        <s:snipLinks>
            <rdf:Bag>
                <rdf:li rdf:resource='#downloads'/>
                <rdf:li rdf:resource='#snipsnap-index'/>
                <rdf:li rdf:resource='#julia'/>
                <rdf:li rdf:resource='#snipsnap-help'/>
                <rdf:li rdf:resource='#snipsnap-search'/>
                <rdf:li rdf:resource='#alife'/>
                <rdf:li rdf:resource='#KBANN'/>
                <rdf:li rdf:resource='#cvs'/>
                <rdf:li rdf:resource='#martin'/>
                <rdf:li rdf:resource='http://www.micropsi.org/webdoc/rdf#current discussion'/>
                <rdf:li rdf:resource='#smakoki'/>
                <rdf:li rdf:resource='#faq'/>
                <rdf:li rdf:resource='http://www.micropsi.org/webdoc/rdf#downloads;'/>
                <rdf:li rdf:resource='http://www.micropsi.org/webdoc/rdf#downloads/'/>
            </rdf:Bag>
        </s:snipLinks>
        <s:attachments
             rdf:type='http://www.w3.org/1999/02/22-rdf-syntax-ns#Bag'/>
    </s:Snip>
</rdf:RDF>
