Related papers: The naming game in language dynamics revisited
We study two-player reachability games on finite graphs. At each state the interaction between the players is concurrent and there is a stochastic Nature. Players also play stochastically. The literature tells us that 1) Player B, who wants…
Human languages evolve continuously, and a puzzling problem is how to reconcile the apparent robustness of most of the deep linguistic structures we use with the evidence that they undergo possibly slow, yet ceaseless, changes. Is the state…
We study a random game in which two players in turn play a fixed number of moves. For each move, there are two possible choices. To each possible outcome of the game we assign a winner in an i.i.d. fashion with a fixed parameter p. In the…
In general, finite concurrent two-player reachability games are only determined in a weak sense: the supremum probability to win can be approached via stochastic strategies, but cannot be realized. We introduce a class of concurrent games…
We study the performance of general dynamic matching models. This model is defined by a connected graph, where nodes represent the class of items and the edges the compatibilities between items. Items of different classes arrive one by one…
Synonyms and homonyms appear in all natural languages. We analyse their evolution within the framework of the signaling game. Agents in our model use reinforcement learning, where probabilities of selection of a communicated word or of its…
We examine an evolutionary naming-game model where communicating agents are equipped with an evolutionarily selected learning ability. Such a coupling of biological and linguistic ingredients results in an abrupt transition: upon a small…
We start with the well-known game below: Two players hold a sheet of paper to their forehead on which a positive integer is written. The numbers are consecutive and each player can only see the number of the other one. In each time step,…
In repeated games, players choose actions concurrently at each step. We consider a parameterized setting of repeated games in which the players form a population of an arbitrary size. Their utility functions encode a reachability objective.…
We consider multi-armed bandit problems in social groups wherein each individual has bounded memory and shares the common goal of learning the best arm/option. We say an individual learns the best option if eventually (as $t\to \infty$) it…
Two-player zero-sum "graph games" are a central model, which proceeds as follows. A token is placed on a vertex of a graph, and the two players move it to produce an infinite "play", which determines the winner or payoff of the game.…
The domatic number of a graph is the maximum number of pairwise disjoint dominating sets admitted by the graph. We introduce a game based around this graph invariant. The domatic number game is played on a graph $G$ by two players, Alice…
The question of how an effective and efficient communication system can emerge in a population of agents that need to solve a particular task attracts more and more attention from researchers in many fields, including artificial…
We study biased Maker-Breaker positional games between two players, one of whom is playing randomly against an opponent with an optimal strategy. In this paper we consider the scenario when Maker plays randomly and Breaker is "clever", and…
This paper studies two-player zero-sum games played on graphs and makes contributions toward the following question: given an objective, how much memory is required to play optimally for that objective? We study regular objectives, where…
The contribution of this paper is to provide a semantic model (using soft constraints) of the words used by web-users to describe objects in a language game; a game in which one user describes a selected object of those composing the scene,…
Zipf's law predicts a power-law relationship between word rank and frequency in language communication systems and has been widely reported in a variety of natural language processing applications. However, the emergence of natural language…
English speakers use probabilistic phrases such as likely to communicate information about the probability or likelihood of events. Communication is successful to the extent that the listener grasps what the speaker means to convey and, if…
The similarity of the evolution of human languages (or alphabets, bird songs, >...) to biological evolution of species is utilized to study with up to $10^9$ people the rise and fall of languages either by macroscopic differential equations…
We investigate certain word-construction games with variable turn orders. In these games, Alice and Bob take turns on choosing consecutive letters of a word of fixed length, with Alice winning if the result lies in a predetermined target…