Evolution of protolanguage in the context of
misunderstanding. There are 20 objects and 40 sounds, but evolution
leads to a language that uses only 9 sounds to describe 11 objects.
Sounds are represented on a linear spectrum by numbers between 0 and 1.
The similarity between two sounds, xi and
xj, is given by
sij =
exp(−α|xi −
xj|). For the computer simulation,
m sounds are randomly chosen from a uniform distribution
on (0,1). Objects have different values,
ai, chosen from a uniform distribution on
(0,1). The payoff for language L against L′ is
given by Eq. 2. In this simulation, we do not model
individual players but simply evaluate whether or not a mutant language
will be able to invade and replace the existing language. The
simulation is started with a language L whose active
matrix P has random elements
pij sampled from a uniform
distribution on (0,1) and normalized such that all rows have a sum of
one. The passive matrix Q is derived from the active
matrix: qji =
pij/Σipij.
Then a mutant language L′ is produced. If
F(L′,L) <
F(L,L), then
L′ cannot invade. Another mutant is generated. If
F(L′,L′) >
F(L′,L) >
F(L,L), then
L′ can invade and take over. The original language
L is replaced by L′. The simulation
searches for mutants that can replace L′. (It is also
possible, though very rare, that
F(L′,L) >
F(L,L), but
F(L′,L′) <
F(L,L′). In this case,
there would be a stable equilibrium between L and
L′ and the simulation would stop.) The figure shows the
final outcome after 100,000 different mutants, but the basic structure
of the language is already present after 4,000 mutants. The
x axis indicates the different sounds sorted according
to their xi value; the y
axis indicates objects ranked according to their
ai value (20 being the most valuable).
The 11 most valuable objects (y axis) are associated
with nine different sounds (x axis). One sound is used
for three different objects (including the two least valuable objects
described by the language). The sounds seem ideally selected to
minimize their similarity. Parameter values: α = 2,
n = 20, m = 40; mutation
process: all pij values between 0 and 1
are randomly changed within an interval ± 0.01; with
probability 0.001, any pij is changed to
0 or 1; with probability 0.001, a whole column or a whole row of the
P matrix is changed into 0. The mutation rules are
designed to provide enough chance to gain or lose sounds or objects.