Volume 8 Issue 1 (2010)
DOI:10.1349/PS1.1537-0852.A.355
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Grammaticalization and Semantic Maps:
Evidence from Artificial Language Evolution
Remi van Trijp
Sony Computer Science Laboratory Paris
Semantic maps have offered linguists an appealing and empirically
rooted methodology for describing recurrent structural patterns in language
development and the multifunctionality of grammatical categories. Although some
researchers argue that semantic maps are universal and given, others provide
evidence that there are no fixed or universal maps. This paper takes the
position that semantic maps are a useful way to visualize the grammatical
evolution of a language (particularly the evolution of semantic structuring) but
that this grammatical evolution is a consequence of distributed processes
whereby language users shape and reshape their language. So it is a challenge to
find out what these processes are and whether they indeed generate the kind of
semantic maps observed for human languages. This work takes a design stance
towards the question of the emergence of linguistic structure and investigates
how grammar can be formed in populations of autonomous artificial
“agents” that play “language games” with each other
about situations they perceive through a sensori-motor embodiment. The
experiments reported here investigate whether semantic maps for case markers
could emerge through grammaticalization processes without the need for a
universal conceptual space.
1. Introduction
Semantic maps are a powerful research tool for investigating
and comparing the grammatical functions of language. Among the many applications
of the methodology, a particularly interesting approach is to use semantic maps
to identify recurrent grammaticalization pathways. For example, Haspelmath
(2003:234) offers a semantic map of typical dative functions with directionality
of possible changes. Maps like these make clear and falsifiable predictions
about the evolution of grammatical categories across languages.
One of the underlying hypotheses is that semantic maps represent a
universal and contiguous conceptual space and that grammaticalization reflects
extension or movement of categories along connected regions in this space.
Haspelmath (2003:232) writes that if “a semantic map has been tested on a
sufficiently large number of languages [...] from different parts of the world,
we can be reasonably confident that it will indeed turn out to be universal
[...].” A similar view has been defended as the
Semantic Maps
Connectivity Hypothesis
(Croft, 2001:96). In sum, languages are hypothesized
to diverge in terms of grammatical categories, but to share a universal
conceptual space.
More recently, the universal status of semantic maps has become a matter
of debate. For example, Cysouw (2007) writes that his attempts to find a single
and unique semantic map for person marking never led to satisfying results.
Instead, he found that several semantic maps are possible depending on the level
of analysis and that the traditional semantic maps only offer one particular way
of visualizing cross-linguistic variation. Cysouw therefore calls for a
different use of semantic maps in which the number of attestations of a
particular function is taken into account. This would lead to a theory of
probable human languages rather than
possible human
languages.
Unfortunately, non-universalists have not been able yet to propagate a
viable alternative for explaining the similarities across languages. For
example, Haspelmath (2003:230) argues that without universal conceptual space,
“we would expect languages to differ much more radically from each other
than we actually find. Empirical typological work has generally found that
similar semantic distinctions are relevant in language after language,
independently of genealogical or areal affinities [...].”
However, “expecting” something is not a sufficient reason
for assuming that only universal conceptual space could explain these
similarities. The same kind of reasoning has led many linguists to believe in
Universal Grammar for decades because languages were considered to be too
complex to be learned. However, machine learning techniques have demonstrated
how much can be acquired if the learner is granted the right capabilities.
Hardwired structures are also difficult to link to the enormous open-endedness
and expressivity of human languages, and it is unclear how culture-specific
innovations (such as buying and selling, steering an airplane, or sending a
robot to Mars) could be mapped onto a universal conceptual space.
In this paper, I will therefore try to contribute to the discussion by
proposing and
demonstrating alternative mechanisms that could explain the
“universality” of semantic maps. Instead of looking at natural
languages directly, however, I will present experiments on
artificial
language evolution. This methodology has the advantage that it can be used
for setting up controlled experiments that investigate features of communication
which are typically very hard to grasp for linguists, such as the innovation and
propagation of linguistic items among multiple language users. For example, most
aspects of grammaticalization are only observable to linguists once the change
has already occurred so it is very difficult to appreciate the effect of the
distributed processes of communication on the structure of language. In
artificial language evolution, however, populations of artificial
“agents” are used (software entities that model language users) that
can be fully inspected by the researcher. Past experiments have already
demonstrated how such artificial agents can self-organize a shared ontology and
a shared lexicon for objects through general categorization mechanisms and
convergence (“alignment”) strategies (Steels, 1997). These
experiments have also been successfully applied (using robots and real-world
environments) to the domains of color (Steels and Belpaeme, 2005) and space
(Loetzsch, van Trijp and Steels, 2008; Steels and Loetzsch, 2008). In this paper
I will present simulations that extend this line of research to the domain of
grammar.
More specifically, I will present experiments on the formation of case
markers for semantic roles. I will argue that no universal conceptual space is
needed for the formation of coherent semantic roles and that semantic maps could
emerge as a side-effect of the need to increase communicative success in locally
situated interactions. The coherence of semantic maps is the result of
properties of the world and experience on the one hand and of exploiting analogy
for innovation on the other.
The remainder of this paper is structured as follows: the next section
offers a brief introduction into the methodology of artificial language
evolution, and Section 3 describes the experimental set-up. Next, the results
are reported and discussed. Finally, Section 5 ties these results to the study
of language typology and grammaticalization and suggests which further steps
need to be taken to obtain even more relevant results.
2. Artificial Language
Evolution: Why Should Linguists Care?
Artificial language evolution is a methodology in which the
experimenter tries to find out what is needed in terms of cognitive mechanisms
and communicative pressures that would enable agents to autonomously create
their own “artificial language” from scratch that would feature
similar characteristics as those found in natural languages. A successful
implementation does not prove that the natural language phenomena came about in
the same way but at least provides a working hypothesis, and thus a possible
explanation is offered. The results should therefore be compared to the evidence
gathered in other fields such as linguistic typology, psychology, and
(neuro)biology. The work in this paper follows a cognitive-functional approach
to language in which the methodology typically follows these steps (illustrated
here for case marking; also see Steels, 2006, for a more thorough discussion of
the methodology):
- The experimenter picks a topic of interest (e.g. case
marking).
- The experimenter devises a hypothesis
about...
- which functional and other external pressures are needed to
trigger the development of the topic (e.g. communication about
events);
- which cognitive mechanisms are involved in the construction and
learning of the phenomenon (e.g. analogical reasoning and convergence
strategies).
- The experimenter then operationalizes the
hypothesis...
- by designing an interaction script and
a simulated or real world environment;
- by implementing the hypothesized cognitive mechanisms in the form
of computational processes and
algorithms.
The goal of the experiments is to
demonstrate that
the proposed mechanisms and pressures are indeed necessary and even minimally
required for the development of the phenomenon of interest. This can be achieved
by comparing series of experimental runs
without the proposed mechanisms
to simulations
with the proposed mechanisms. In this way the impact of
each mechanism on the artificial language can be shown. The methodology
therefore does not make any predictions about natural languages, but rather
demonstrates the functional and cognitive elements that are necessary for
arriving at a certain grammatical stage. Such demonstrations are impossible for
natural languages because you cannot “shut down” parts of the human
brain, nor can the cognitive apparatus of humans be directly observed
(yet).
3. Experimental Set-Up: A
Problem-Solving / Usage-Based Approach
The cognitive-functional approach of this paper is most
naturally implemented as a problem-solving model in which the evolution of
grammar is driven by communicative needs in language usage. The development of
(new) grammar is thus hypothesized to be triggered by the need to increase
communicative success and expressiveness and by the need to reduce the cognitive
effort required for semantic interpretation. Problem-solving models have also
been proposed in various functional and cognitive or usage-based approaches to
language. As Ronald Langacker writes:
[The construction of new symbolic units] is attributed to
problem-solving activity on the part of the language user, who brings to bear in
this task not only his grasp of linguistic convention, but also his appreciation
of the context, his communicative objectives, his esthetic sensibilities, and
any aspect of his general knowledge that might prove relevant. (Langacker,
1991:16)
When language users engage in communicative interactions, it
is inevitable that speakers and hearers come across communicative problems. For
example, the speaker might not yet know an adequate or well-entrenched
convention for expressing a particular meaning. In the experiments reported in
this thesis, the agents start without any grammar, so they will come across many
problems especially in the beginning of the simulations. In order to solve these
problems, they are endowed with a rich cognitive apparatus which involves (a)
diagnostics for autonomously detecting communicative problems, (b) repair
strategies for solving these problems, and (c) convergence strategies for
coordinating their linguistic inventories with other agents. In the following
subsections, I will explain the cognitive apparatus of the agents, but first I
will discuss the communicative pressures and the world environment which cause
the communicative problems in the first place.
3.1 Communicative pressures and
the world environment
First of all, it is necessary to find out which functions
are typically adopted by case marking systems. As most linguists will agree,
case is a bit like grammar’s Swiss army knife in that it can be used for
expressing a plethora of grammatical meanings such as event structure (i.e. who
is doing what to whom), information structure, determination, spatial and
temporal categories, and causal and aspectual relations. Here, I will narrow
down the focus of the experiments to the function of marking event structure
uniquely and leave out other functional pressures.
A grammar for marking event structure obviously requires communication
about events. The artificial agents therefore have to play
description
games
with each other in which the speaker has to describe a dynamic event
to the hearer. The language game is a success if the hearer agrees with that
description and a failure if the hearer disagrees. The experiments make use of
data obtained by recording events from a puppet theatre (see Figure 1) which
were observed by the agents through two pan-tilt cameras. The event recognition
system implements the sensori-motor embodiment of the agents through which they
can perceive their world, as described in more detail by Steels and Baillie
(2003). Roughly speaking, it uses color recognition and basic visual primitives
(such as movement and touching) to detect recurrent visual patterns in the
scenes. These patterns are reported as “macro-events” to the
conceptual and linguistic system of the agents together with the
“micro-events” that make up the macro-events.
Each agent in the population can act both as a speaker and as a hearer.
Each interaction only involves two agents and cannot be observed by the other
agents in the population. All agents are endowed with the same cognitive
capabilities and in each experimental run, only one generation of agents is
used. All agents are “adults”, which means that their capabilities
never change during an experiment, so no claims are made about child language
acquisition.
Figure 1: The agents engage in description games in which the
speaker has to describe a dynamic scene to the hearer. The agents can perceive
dynamic real-world scenes through two pan-tilt cameras. This figure shows a
puppet walking towards another one.
In order to strictly focus on the development of grammatical
structures, the agents are already given a predefined lexicon. This lexicon is a
pidgin-like language in which there are words for referring to objects (e.g.
boy and
block) and predicates (e.g.
push,
walk-to).
These words are simple form-meaning mappings and do not have any kind of
grammatical specification or categorization, and there are no syntactic or
morphological differences for distinguishing word classes. The lexical entries
for “verbs” do not contain semantic roles such as
“agent” or “patient” but rather contain their
event-specific participant roles as proposed in some current theories of
construction grammar (Goldberg, 1995). For example, the verb
push can
involve a
pusher or something being
pushed, but it does not
contain a predicate frame. Semantic roles such as “agent” and
“patient” have to be constructed by the agents themselves during
their communicative interactions. There is also no “minimal” lexical
entry: no participants are obligatorily expressed, and the agents can decide for
themselves which part of the event structure they want to profile; this leads to
multiple argument realization patterns. For example,
push can occur in
three different patterns: two in which only one participant is explicitly
expressed and one in which both participants are profiled. The agents will have
to build a grammar that can cope with these multiple patterns of argument
structure.
3.2 Diagnostics and repair
strategies
Language is an inferential coding system in which the
intended meaning of the speaker is not always completely covered by the message,
as opposed to computer programs, for example, in which there is always a fixed
meaning for a certain form. In other words, the agents have to be intelligent
enough to
autonomously cope with situations in which the utterance of the
speaker does not mark every aspect of the intended meaning explicitly. The
agents are therefore equipped with a battery of cognitive mechanisms for
detecting and repairing communicative problems.
The ability of diagnosing problems therefore presupposes the capacity of
interpreting even a partial meaning correctly. In this experiment, the agents
have to be able to figure out how objects and events relate to each other. For
example, if the speaker has to describe the scene in Figure 1 (in which the boy
walks towards the girl) using only lexical entries, he would come up with an
utterance such as
walk-to girl boy in which there is no word order or
grammar. If the hearer parses this utterance, he cannot know for sure who the
walker is and who the destination of the walk-event is based on linguistic
grounds only. However, if the hearer has witnessed the same scene, he can try to
infer the intended meaning by comparing the parsed meaning to his world model.
Unless there is too much ambiguity in the context, the hearer can thus
successfully infer that the boy was the walker and that the girl was the
destination. So communicative success is possible without marking event
structure. In natural languages as well, there are many constructions in which
event structure is unmarked but in which the context makes clear which reading
is intended:
(1)
|
the shooting of the
hunters
|
|
Lisu (Palmer, 1994:23)
|
(2)
|
làma
|
nya
|
ánà
|
khù-a
|
|
tigers
|
TOP
|
dog
|
bite-DECL
|
|
‘Tigers bite dogs.’ / ‘Dogs bite
tigers.’
|
However, as will become clear when looking at the
experimental results in the next section, this requires a lot of cognitive
effort on the part of the hearer: for each word in the utterance, he has to
figure out how it relates to the other words in the utterance. Moreover, in some
contexts there may be closely related events, so there might be too much
ambiguity to reach success.
The capacity of inferring the correct meaning can be exploited by the
speaker to introduce innovations into the language. Since the speaker wants to
have a certain communicative effect on the hearer (i.e. reach agreement on an
event description), he will try to verbalize his intended meaning in such a way
as to maximize the chances of communicative success. This requires the speaker
to have a model of the hearer to predict the hearer’s parsing and
interpreting behavior. In these experiments, the speaker will take himself as a
model and perform “re-entrance” (Steels, 2003), which can be thought
of as some kind of self-monitoring: before transmitting the utterance to the
hearer, the speaker will first parse his own utterance himself in order to see
what effect it could have on the hearer. If the speaker detects too much
ambiguity or too much cognitive effort, he will diagnose a problem. The
diagnostic used here is summarized as follows:
Diagnostic 1: If the speaker thinks that the hearer will
have to make additional inferences to figure out how the meanings of the
individual words are related to each other, a problem of cognitive effort is
diagnosed.
What typically happens in the development of natural
language case markers is that a “light” verb is recruited for
solving this problem. For example, Blake (1994:163) gives an example of a serial
verb construction in Thai in which the verb
maa “come” is
used for marking the destination of a fly-event:
|
Thai
|
|
|
|
|
(3)
|
thân
|
cà
|
bin
|
maa
|
Krungthêep
|
|
he
|
will
|
fly
|
come
|
Bangkok
|
|
‘He will fly to Bangkok.’
|
The second verb is typically non-finite and takes the same
subject as the main verb. Our team is currently working on experiments with such
serial verb constructions in order to model this part of the grammaticalization
chain. In this experiment, however, the speaker is given the capacity to invent
a new marker (which is specific to the unexpressed relation between the event
and the participant role) unless there are other linguistic means of solving the
problem that do not require pure invention (see below). For example, if the
speaker wants to make the “pusher” explicit in the utterance
boy
push
(in which the second participant of the push-event was not profiled),
he could invent a marker (let us say -
bo) that immediately follows the
marked participant:
(4)
|
boy-bo
|
push
|
|
boy-pusher
|
push
|
|
‘The boy pushed (someone / something).’
|
Since this marker is verb-specific, it cannot be used in
other contexts (yet). The repair strategy given here is clearly domain-specific
in the sense that the speaker has no choice but to use a marker instead of word
order or some other grammatical means. The overall philosophy of our research
however is that these domain-specific repair strategies are constructed from
more general cognitive mechanisms. For experiments on the recruitment and
construction of these mechanisms, see Steels (2007) and Steels and Wellens
(2007). The repair strategy can be summarized as follows:
Repair strategy 1: Unless there are other linguistic means
of repairing the problem, and if the problem is not too difficult (i.e. there is
only one unexpressed participant role), invent a new verb-specific
marker.
The speaker also has a second repair strategy based on
analogy. Since the speaker wants to optimize communicative success, it is better
to recycle an existing linguistic item which is probably also known by the
hearer. For example, if the speaker has to express the “walker” of a
walk-to-event and if he already has the marker
–bo for marking the
“pusher” of a push-event, he will try to reuse this marker in the
new situation. Analogical reasoning is used as referee: the speaker will compare
the event structure of the walk-to-event to the event structure of the
push-event that was used for creating the marker
-bo. If the participants
play analogous roles in both event structures, the marker will be generalized to
cover the “walker” as well. In line with usage-based models of
language, the extension of a marker is accompanied by increased productivity
(Langacker, 2000). The more participant roles are covered by the same marker,
the higher its type frequency and hence the more chance there is that it will be
reused again in future interactions. Next to utterances such as (4), the speaker
can now produce the following utterance as well in which the meaning of
–bo has been generalized to the semantic role sem-role-1:
(5)
|
boy-bo
|
walk-to
|
|
boy-sem.role.1
|
walk-to
|
|
‘The boy walks to (someone / something).’
|
Innovation through analogy means that grammatical categories
expand their usage in a semantically motivated way. This is indeed attested
among the world’s languages as is clearly visualized by diachronic
semantic maps. As opposed to earlier claims made by Croft (2001) and Haspelmath
(2003), however, the extension of semantic roles in this experiment does not
require a predefined conceptual space. Instead, the semantically motivated
extension is a side-effect of exploiting analogy for increasing communicative
success. The repair strategy of analogy can be summarized as follows:
Repair strategy 2: If the speaker already knows a marker
for a participant role which is analogous to the participant role in the new
situation, this marker is generalized and extended to a semantic role. If there
are multiple analogies possible, the marker with the highest type frequency is
preferred.
The hearer can learn the innovations of the speaker by using
the same cognitive mechanisms for detecting and solving communicative problems.
When for example the hearer is faced with the utterance (4)
boy –bo
push
, he will not know the form
–bo yet. The hearer will
nevertheless parse the utterance as well as possible and then try to figure out
what the speaker might have intended with this innovation. By using the same
cognitive mechanisms as used for innovation, the hearer can make a deduction
about the meaning of
–bo and thus learn that it is used as a marker
for the “pusher”.
Similarly for sentence (5), the hearer will notice that
–bo
is used in a different context than before and try to retrieve the analogy
intended by the speaker. The hearer will accept the analogy and generalize the
marker into a semantic role. If the hearer did not know the marker yet, he will
learn it as a specific marker, which can later be generalized during other
language games.
Crucial for the claim of this paper is that the algorithm for analogical
reasoning (described in detail by van Trijp, 2008a:159-162) does not implement
an implicit universal conceptual space: event structures consist of recurrent
patterns of visual primitives in the world, detected by the event recognition
system. Analogies between different event structures are only possible if there
are such recurrent patterns. For example, analogies based on movement can only
be detected if there are several events that involve the visual primitive of
“movement”. If the agents lived in a world without recurrent
patterns, however, the algorithm for analogy would always fail. In other words,
there is no pre-wired information about relations between participant roles, but
the agents are equipped with adaptive cognitive mechanisms for creating new
categories whenever needed.
3.3 Convergence
strategies
One of the biggest challenges of multi-agent simulations is
to figure out how the agents can align their linguistic inventories with each
other: since there are many agents, different solutions for the same problem may
be introduced into the population, and thus variation is inevitable. The agents
therefore need to have a good convergence strategy which allows them to
coordinate their language with each other without the need for central control
or without a global overview of the language. This can best be captured by
viewing language as a complex adaptive system (Steels, 2000) in which language
becomes an ecosystem in its own right and in which many constructions are in
competition with each other in order to become the dominant convention in a
language. Explaining language change in terms of cultural selection (as opposed
to natural selection) is becoming increasingly popular in linguistics as well
(Croft, 2000).
Given the fact that this paper mainly aims to demonstrate the power of
analogy, I will not go into detail about the various convergence strategies that
have been implemented and compared to each other in the experiments. Instead I
will restrict myself to the set-up which yielded the most significant results
and which shows strong affinity with proposals made in usage-based models of
language. A thorough description and explanation can be read in van Trijp
(2008a).
Just like speakers of natural languages, the agents will be faced with a
lot of variation and competing forms for marking a particular participant role.
In order to align their linguistic inventories as much as possible, the agents
need a way to decide which variety should be preferred during processing; and
they need a way to “consolidate” their communicative experiences in
their linguistic inventories.
For processing, the agents will choose the variety that has the highest
token frequency. This strategy indirectly favors the more generalized semantic
roles over verb-specific markers: semantic roles have a higher type frequency
and therefore a wider distribution which results in a higher token frequency.
There is thus a rich-gets-richer dynamics for case markers that are more
productive than others. At the end of each
successful language game, the
hearer will increase the token frequency score of all the linguistic items that
he observed in the utterance of the speaker. At the same time there is a memory
decay which decreases the frequency scores of all entries at regular intervals.
Infrequent forms can thus be forgotten after some time. To summarize, the
processing and consolidation behavior of the agents obey the following
rules:
- Processing: If an agent knows more than one form for
expressing the same meaning, the form with the highest token frequency is
preferred.
- Consolidation: At the end of
a successful language game, the hearer will increase the token frequency of all
the observed linguistic items.
- Decay:
Infrequent forms can be forgotten due to memory
decay.
This does not mean that verb-specific markers or
“smaller” case markers have no chance of surviving. If a marker can
find its “semantic niche”, it can avoid being forgotten during
memory decay. When discussing the results of the experiment, I will offer a
snapshot of competition among case markers.
3.4 Technical
issues
This paper offers a very general overview of the experiment
in order to communicate the results more clearly to linguists who are not yet
familiar with the methodology of artificial language evolution. It should be
noted, however, that the work described here is built using state-of-the-art
techniques in artificial intelligence and computational linguistics. This
section therefore gives pointers to other publications for those readers who are
interested in the more technical aspects of this work.
First of all, the experiments are implemented using Fluid Construction
Grammar (De Beule & Steels, 2005; Steels & De Beule, 2006), a
unification-based grammar formalism that has explicitly been designed to support
experiments on the evolution of grammatical languages. In order to carry out the
experiments, it was also necessary to come up with an operationalization of the
“fusion” of verb-specific participant roles with the semantic roles
of argument structure constructions (Goldberg, 1995). This operationalization
had to be flexible and powerful enough to deal with the enormous uncertainty of
linguistic conventions which the agents are confronted with when building their
language, and it had to be capable of dealing with multiple argument
realization. A technical example of the formalism is described by van Trijp
(2008b), which also offers the first computational implementation of a
construction grammar approach to argument structure that works for both parsing
and production.
As for the experiments, more information on the vision system is
provided by Steels and Baillie (2003). First results involving two-agent
simulations are reported by Steels (2004) and a scale-up to multi-agent
populations is handled by van Trijp (2008c). The latter also demonstrates that
grammatical languages require a structured network of linguistic items. Instead
of traditional top-down inheritance networks, as proposed by most construction
grammar theories, an alternative organization is implemented based on
“multi-level selection”. Steels, van Trijp, and Wellens (2007) show
that abstract top-down inheritance networks do not suffice for achieving and
maintaining systematicity and hence generalization accuracy in a language. The
entire case grammar experiment has also been described in detail and with a
specific focus on the linguistic relevance of the experiments by van Trijp
(2008a).
4. Results and
Discussion
The above experimental set-up has been implemented in
several simulations comparing all relevant parameter settings to each other. Due
to space limitations, I will summarize the most important results here. A
careful step-by-step overview of the experiments can be found in van Trijp
(2008a). All the experiments reported here involve a population of ten agents
playing description games that are set in a context containing five
events.
4.1 Optimizing communicative
success and reducing cognitive effort
In a first series of simulations, the agents were endowed
with the capacity to infer the speaker’s intended meaning by exploiting
the situatedness of the language game. The top graph in Figure 2 shows that the
agents can indeed do so. The top line indicates average communicative success,
which shows that the agents agree with each other in about 70% of the language
games. In the other games, failure was due to ambiguity because similar events
occurred in the same scene. The bottom line represents cognitive effort, which
reflects the number of inferences that the hearer has to perform in order to
correctly interpret the utterance of the speaker. This score lies between 0 (no
inferences needed) and 1 (maximum effort was required). Since the agents had no
grammar in this simulation, the hearer always had to make one, two, or three
inferences (depending on the number of participants involved in the described
event). This leads to an average cognitive effort of 60%.
Figure 2: These two graphs show the difference in
communicative success and cognitive effort (needed for making inferences)
between simulations in which the agents could not make innovations and
simulations in which the agents could construct case markers for marking event
structure. The top graph shows that the agents can reach a fair amount of
communicative success using only a lexical language but that this requires a
great deal of cognitive effort on the part of the hearer. The bottom graph shows
that case markers improve communication and reduce the cognitive effort needed
for interpretation.
The bottom graph shows experiments in which the agents were
endowed with the diagnostics, repair strategies, and convergence strategies
described in the previous section. The graph shows that case markers are indeed
useful for communication: communicative success rapidly reaches 100%. This is
due to the fact that the markers make the event structure underlying the
speaker’s utterance explicit, and thus ambiguity is avoided. At the same
time, cognitive effort (in terms of additional inferences made by the hearer)
drops to zero because the grammar leads the hearer directly to the correct
bindings between the participants and their events.
4.2 Generalization as a
side-effect of communication
The experiments also show that generalization does not have
to be a goal in itself but can emerge as a side-effect of the need to optimize
communicative success. By exploiting analogical reasoning, the agents can reuse
existing linguistic items and hook new situations to past experiences. This
increases the chances that the hearer will be capable of guessing what the
speaker intended with his innovation. For the same reason of optimizing
communicative success, the speaker will always prefer to reuse frequent and more
general markers (those with the highest type frequency): the more frequent a
marker is, the higher the chance that the hearer will know it as well. So next
to an increase in generalization, the productivity of linguistic items also goes
up as the result of communicative pressures.
Figure 3: This graph gives an overview of the average number
of markers in the simulations. About seven generalized semantic roles have been
constructed by the agents and six specific markers survived in their semantic
niche.
Figure 3 gives a general impression of the number of markers
that are constructed during the experiment and how many participant roles they
can cover. The total number of participant roles that need to be covered is 30.
We see that the agents start to invent and propagate new markers during the
first 2,000 language games after which a period of convergence follows. In the
end, about seven generalized semantic roles have become conventionalized units
in the language and about six specific markers have found their own
“communicative niche” to survive memory decay. We see that there is
a bit of overlap between the categories because some variation remains in the
population. Overlap of categories is perfectly normal in a language and, in
fact, creates a pool of variation which may cause future language
change.
Figure 4 gives a snapshot of the knowledge a single agent has of his
language. The graph illustrates the competition among case markers for becoming
dominant forms in the language. For each marker, it is indicated how many
verb-specific participant roles they can cover. Some markers are clearly more
successful than others. For example
–fuitap rises to eight
participant roles within 1.000 language games but then has to give in a couple
of participant roles and ends up as the preferred marker for six roles. Other
markers die out soon and yet others survive in their semantic niche. The graph
clearly shows that analogy causes a continuum from more lexical and specific
case markers to more generalized case markers for semantic roles. In natural
languages as well, similar continuums have been observed for various grammatical
items ranging from more lexical and semantic categories to more grammatical and
syntactic constructions.
Figure 4: This graph shows the competition among case markers
to become the dominant form for participant roles as known by a single agent in
the population. The graph shows that there is a continuum of more specific and
lexical markers to more grammatical cases.
At any moment in the evolution of an artificial language,
the researcher can play the role of an “artificial language
typologist” and describe the evolved grammar. Here are some example
utterances from one of the simulations in which an agent-like semantic role has
been formed and covered by the marker -
fuitap:
(6)
|
jack-fuitap
|
walk-to
|
jill-ginah
|
|
Jack-sem.role.6
|
walk-to
|
Jill-sem.role.26
|
|
‘Jack walks to Jill.’
|
(7)
|
touch
|
jill-fuitap
|
house-payis
|
|
touch
|
Jill-sem.role.6
|
house-sem.role.29
|
|
‘Jill touches the house.’
|
(9)
|
house-woechen
|
move-inside
|
boy-fuitap
|
|
house-sem.role.10
|
move-inside
|
boy-sem.role.6
|
|
‘The boy moves inside the house.’
|
4.3 Primitive semantic
maps
Finally, this paper is interested in whether the mechanisms
and processes described here could explain the formation of semantic maps
without the need for a universal conceptual space. Figure 5 illustrates two
primitive semantic maps that can be drawn from two different languages that were
evolved by the agents in the experiment. The maps suggest that a
“contiguous” space is spontaneously constructed as the side-effect
of analogy: all categories in the experiment expand their distribution in a
radial and gradual way. Similarities across the experiments can thus be
explained because the agents apply dynamic categorization mechanisms to
recurrent patterns in the world.
As said before, this does not prove that natural languages follow the
same strategy, especially given the huge difference in scale between natural
language environments and the world implemented in this experiment. The results
are however very encouraging and demonstrate the potential power of dynamic
categorization mechanisms for explaining systematic patterns across languages.
Moreover, no similar models exist yet which demonstrate that a universal
conceptual space could yield the same results. Verbal theories often overlook
certain flaws of their hypotheses which only come to surface when put to the
test of a computational model.
5. Conclusions
In this paper I have presented experiments on artificial
language evolution that investigated how a population of artificial agents could
self-organize a case grammar for marking event structure. I argued that the
methodology of artificial language evolution can contribute novel evidence to
some important debates in linguistics by demonstrating the effect of cognitive
mechanisms and functional pressures on the construction of an artificial
language. In this paper, I coupled the results of the experiments with the
debate on the universality of semantic maps.
Figure 5: This diagram shows two primitive semantic maps
drawn from two different simulations of the experiment. The maps suggest that
analogy could lead to maps similar to those observed in natural languages
involving contiguous spaces. The continuity of the “conceptual
space” arises spontaneously because the extension of case markers
typically involves the gradual expansion of a radial
category.
I have argued that semantic maps do not reflect a pre-wired
conceptual space but that they could emerge as a side-effect of locally situated
interactions among language users. I substantiated this claim by demonstrating
the impact of analogical reasoning on the formation of case grammars for
semantic roles: instead of starting from pre-wired relations between participant
roles, analogy can create a contiguous semantic map based on recurrent patterns
in the world. The experimental results indicated that analogy can explain the
continuum of more specific to more grammatical categories and that extension by
analogy happens gradually and in a semantically motivated way. This allowed for
a visual representation comparing the categories of two different artificial
languages covering continuous areas in “conceptual space”. Even
though future work is definitely needed for scaling up the experiments to larger
worlds, the results are nevertheless very encouraging and offer a viable
alternative to universal conceptual space for which no computational
demonstration yet exists.
Acknowledgements
The experiments reported in this paper were presented at the
workshop
Semantic Maps: Methods and Applications (Paris, 29 September
2007) held adjacent to the seventh meeting of the Association for Linguistic
Typology (ALT 7). I wish to thank the organizers of the workshop and the
participants for their invaluable feedback, as well as my anonymous reviewer and
Michael Cysouw for their insightful comments. I am also greatly indebted to Luc
Steels (director of the Artificial Intelligence Laboratory at the Vrije
Universiteit Brussel and of the SONY Computer Science Laboratory Paris) and
Walter Daelemans (co-director of the CNTS at the University of Antwerp) for
their useful comments on this work.
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Author’s contact information:
Remi van Trijp
Sony Computer Science Laboratory Paris
6 Rue Amyot
75005 Paris (France)
remi@csl.sony.fr
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