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  1. Information and Meaning: Use-Based Models in Arrays of Neural Nets.Patrick Grim, Paul St Denis & Trina Kokalis - 2004 - Minds and Machines 14 (1):43-66.
    The goal of philosophy of information is to understand what information is, how it operates, and how to put it to work. But unlike ‘information’ in the technical sense of information theory, what we are interested in is meaningful information. To understand the nature and dynamics of information in this sense we have to understand meaning. What we offer here are simple computational models that show emergence of meaning and information transfer in randomized arrays of neural nets. These we take (...)
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  • Information and meaning: Use-based models in arrays of neural nets. [REVIEW]Patrick Grim, P. St Denis & T. Kokalis - 2004 - Minds and Machines 14 (1):43-66.
    The goal of philosophy of information is to understand what information is, how it operates, and how to put it to work. But unlike ‘information’ in the technical sense of information theory, what we are interested in is meaningful information. To understand the nature and dynamics of information in this sense we have to understand meaning. What we offer here are simple computational models that show emergence of meaning and information transfer in randomized arrays of neural nets. These we take (...)
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  • Boom and Bust: Environmental Variability Favors the Emergence of Communication.Patrick Grim & Trina Kokalis - 2004 - In Jordan Pollack, Mark Bedau, Phil Husbands, Takashi Ikegami & Richard A. Watson (eds.), Artificial Life IX: Proceedings of the Ninth International Conference on Artificial Life. MIT Press. pp. 164-170.
    Environmental variability has been proposed as an important mechanism in behavioral psychology, in ecology and evolution, and in cultural anthropology. Here we demonstrate its importance in simulational studies as well. In earlier work we have shown the emergence of communication in a spatialized environment of wandering food sources and predators, using a variety of mechanisms for strategy change: imitation (Grim, Kokalis, Tafti & Kilb 2000), localized genetic algorithm (Grim, Kokalis, Tafti & Kilb 2001), and partial training of neural nets on (...)
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  • Learning to Communicate: The Emergence of Signaling in Spatialized Arrays of Neural Nets.Patrick Grim, Trina Kokalis & Paul St Denis - 2003 - Adaptive Behavior 10:45-70.
    We work with a large spatialized array of individuals in an environment of drifting food sources and predators. The behavior of each individual is generated by its simple neural net; individuals are capable of making one of two sounds and are capable of responding to sounds from their immediate neighbors by opening their mouths or hiding. An individual whose mouth is open in the presence of food is “fed” and gains points; an individual who fails to hide when a predator (...)
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  • Simulating Grice: Emergent Pragmatics in Spatialized Game Theory.Patrick Grim - 2011 - In Anton Benz, Christian Ebert & Robert van Rooij (eds.), Language, Games, and Evolution. Springer-Verlag.
    How do conventions of communication emerge? How do sounds or gestures take on a semantic meaning, and how do pragmatic conventions emerge regarding the passing of adequate, reliable, and relevant information? My colleagues and I have attempted in earlier work to extend spatialized game theory to questions of semantics. Agent-based simulations indicate that simple signaling systems emerge fairly naturally on the basis of individual information maximization in environments of wandering food sources and predators. Simple signaling emerges by means of any (...)
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  • Making Meaning Happen.Patrick Grim - 2004 - Journal for Experimental and Theoretical Artificial Intelligence 16:209-244.
    What is it for a sound or gesture to have a meaning, and how does it come to have one? In this paper, a range of simulations are used to extend the tradition of theories of meaning as use. The authors work throughout with large spatialized arrays of sessile individuals in an environment of wandering food sources and predators. Individuals gain points by feeding and lose points when they are hit by a predator and are not hiding. They can also (...)
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