The evolution of ambiguity in sender-receiver signaling games
Abstract
EconStor is a publication server for scholarly economic literature, provided as a non-commercial public service by the ZBW.
Full text
Mühlenbernd, Roland; Wacewicz, Sławomir; Żywiczyński, Przemysław Article The evolution of ambiguity in sender-receiver signaling games Games Provided in Cooperation with: MDPI – Multidisciplinary Digital Publishing Institute, Basel Suggested Citation: Mühlenbernd, Roland; Wacewicz, Sławomir; Żywiczyński, Przemysław (2022) : The evolution of ambiguity in sender-receiver signaling games, Games, ISSN 2073-4336, MDPI, Basel, Vol. 13, Iss. 2, pp. 1-19, https://doi.org/10.3390/g13020020 This Version is available at: https://hdl.handle.net/10419/257596 Standard-Nutzungsbedingungen: Die Dokumente auf EconStor dürfen zu eigenen wissenschaftlichen Zwecken und zum Privatgebrauch gespeichert und kopiert werden. Sie dürfen die Dokumente nicht für öffentliche oder kommerzielle Zwecke vervielfältigen, öffentlich ausstellen, öffentlich zugänglich machen, vertreiben oder anderweitig nutzen. Sofern die Verfasser die Dokumente unter Open-Content-Lizenzen (insbesondere CC-Lizenzen) zur Verfügung gestellt haben sollten, gelten abweichend von diesen Nutzungsbedingungen die in der dort genannten Lizenz gewährten Nutzungsrechte. Terms of use: Documents in EconStor may be saved and copied for your personal and scholarly purposes. You are not to copy documents for public or commercial purposes, to exhibit the documents publicly, to make them publicly available on the internet, or to distribute or otherwise use the documents in public. If the documents have been made available under an Open Content Licence (especially Creative Commons Licences), you may exercise further usage rights as specified in the indicated licence. https://creativecommons.org/licenses/by/4.0/
Citation: Mühlenbernd, R.; Wacewicz, S.; ˙ Zywiczy´nski, P. The Evolution of Ambiguity in Sender—Receiver Signaling Games. Games 2022,13, 20. https://doi.org/ 10.3390/g13020020 Academic Editors: Karl H. Schlag and Ulrich Berger Received: 9 October 2021 Accepted: 14 February 2022 Published: 22 February 2022 Publisher’s Note: MDPI stays neutral with regard to jurisdictional claims in published maps and institutional affiliations. Copyright: © 2022 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https:// creativecommons.org/licenses/by/ 4.0/). games Article The Evolution of Ambiguity in Sender—Receiver Signaling Games Roland Mühlenbernd 1,2,* , Sławomir Wacewicz 2and Przemysław ˙ Zywiczy´nski 2 1Leibniz-Centre General Linguistics (ZAS), 10117 Berlin, Germany 2Centre for Language Evolution Studies, Nicolaus Copernicus University, 87-100 Toru´n, Poland; [email protected] (S.W.); przemyslaw[email protected] (P.Z.) *Correspondence: [email protected] Abstract: We study an extended version of a sender–receiver signaling game—a context-signaling (CS) game that involves external contextual cues that provide information about a sender’s private information state. A formal evolutionary analysis of the investigated CS game shows that ambiguous signaling strategies can achieve perfect information transfer and are evolutionarily stable. Moreover, a computational analysis of the CS game shows that such perfect ambiguous systems have the same emergence probability as non-ambiguous perfect signaling systems in multi-agent simulations under standard evolutionary dynamics. We contrast these results with an experimental study where pairs of participants play the CS game for multiple rounds with each other in the lab to develop a communication system. This comparison shows that unlike virtual agents, human agents clearly prefer perfect signaling systems over perfect ambiguous systems. Keywords: sender–receiver signaling games; contextual cues; ambiguity; evolutionary stability; imitation dynamics; online experiments 1. Introduction David Lewis [ 1 ] developed a game-theoretic model to study how conventional communicative patterns can evolve through emerging regularities of communicative behavior, giving rise to a (common interest) sender–receiver signaling game. In the vanilla variant of such a signaling game, the expected utilities for sender and receiver are optimal if and only if their strategies form perfect signaling systems: one-to-one mappings between information states, signals and actions. Only such mappings guarantee perfect information transfer. Previous research into most variants of the signalling game has shown that perfect signaling systems (i) are the most expected outcome under evolutionary dynamics, including dynamics on a population level as well as imitation and learning dynamics in agent-based models [ 2 – 4 ], and (ii) display the highest level of evolutionary stability in comparison to non-perfect signaling strategies, such as pooling strategies that represent ambiguous signaling [5,6]. The superiority of perfect signaling systems over ambiguous signaling does not necessarily hold for modified versions of the signaling game. For example, the context-signaling game is an extension of the standard Lewis signaling game, which involves contextual cues, i.e., clues that reveal the sender’s information state to the receiver. It can be shown that in such a game, ambiguous signaling can ensure perfect information transfer: the sender’s and the receiver’s strategies form a perfect ambiguous system, wherein the receiver uses contextual cues for disambiguation [7,8]. In this article, we look into a context-signaling (CS) game where the evolutionary expediency of perfect signaling systems and perfect ambiguous systems is equivalent. More concretely, in this CS game, the probability for the emergence of a perfect signaling system or a perfect ambiguous system is identical, starting from a random initial population state. Games 2022,13, 20. https://doi.org/10.3390/g13020020 https://www.mdpi.com/journal/games
Games 2022,13, 20 2 of 19 Apart from the CS game, we will study two benchmark games: the standard Lewis signaling (LS) game, and a variant of the context-signaling game with an information bottleneck, which we call the context bottleneck (CB) game. We study these games (i) in computer simulations where agents repeatedly interact and update their behavior according to an imitation dynamics protocol; and (ii) in the laboratory, where pairs of participants repeatedly play the games with each other. Our main finding is that humans behave differently from bots: in particular, the results for the CS game show that while, under evolutionary dynamics, perfect signaling systems and perfect ambiguous systems emerge with the same frequency, human participants in the lab are much more likely to arrive at perfect signaling systems. We briefly discuss the implications of this finding in the conclusion. 1.1. Related Work In this paper, we are interested in how human communicative behavior changes under dynamics of cultural evolution and how this leads to the emergence of communicative conventions and norms. There is a large body of literature that studies communicative (or more generally, signaling) behavior under evolutionary dynamics, using the tools from evolutionary game theory for formal analyses [ 5 , 6 , 9 , 10 ] and computational models for dynamic analyses [ 4 , 11 – 14 ]. The computational part of our study considers repeatedly played variants of the signaling game and the role of ambiguity in decision making. The repeated game structure has been studied extensively with respect to signaling games [2,3,11,15–19] as well as other classical games, for example, the Prisoner’s Dilemma game or the Stag Hunt game [ 20 – 24 ]. In particular, [ 25 ] looks into the role of ambiguity in strategic choices in the Prisoner’s Dilemma game and the Matching Pennies game. In contrast to the abundance of the formal and computational studies on signaling games, very few studies are available that compare these mathematical results with actual human behavior as studied in the laboratory, and only recently such computational research has been complemented with signaling game experiments with human participants [ 26 – 29 ]. This work includes one study related specifically to the role of ambiguity in signaling games played in the lab [ 30 ]. Both the computational and the experimental parts of our study involve the context-signaling game, where successful strategies have to be able to cope with changing contexts. This idea is related to a number of previous studies that explored the role of changing contexts in games and their impact on strategic behavior, see, e.g., the research on reflexive games [ 31 , 32 ] or stochastic games [ 33 , 34 ]. The context-signaling game itself has been studied formally and computationally [ 7 , 8 , 18 , 35 , 36 ]. However, there is no work to date that studies context-signaling games experimentally. With this study, we want to start bridging this gap and thereby initiate a research program that aims at using tools from experimental economics for addressing questions in philosophy [ 27 , 28 , 37 ]. The primary focus of this novel approach lies in the juxtaposition of mathematical predictions with experimental data, both derived from the same underlying game model. As Bruner et al. [ 37 ] argue: “[...], these [experimental] studies are important complements to the theoretical work that inspired them. They lend credence to evolutionary game-theoretic predictions, both in specific cases and as a general tool for predicting human communicatory behavior. In this way, they play a double epistemic role, telling us something about human behavior as well as about our other methods for understanding human behavior. In sum, we argue that these experimental methods have much to offer to experimental philosophy, for extending and improving existing gametheoretic explorations in philosophy, as well as for any inquiry into the nature of strategic interaction—cooperation, altruism, communication, social coordination, social learning, etc., -in humans.” 1.2. Structure of the Article The article is structured as follows. In Section 2, we introduce the game models of the three types of signaling games. In Section 3, we analyze the three signaling games (i) by deriving their strategy spaces and equilibria, particularly with respect to evolutionary
Games 2022,13, 20 3 of 19 stability (static analysis), and (ii) by computing emergence rates of equilibria in simulation experiments, where a population of agents repeatedly play one of the signaling games and update their behavior according to an imitation update rule (dynamic analysis). In Section 4, we present the results of an online experiment with human participants who play repeatedly one of the three signaling games and contrast these results with the outcome of the simulations. In Section 5, we present a conclusion, and in Section 6we point to possible directions of developing this research program. 2. The Game Models We consider three different games, which we will call the Lewis signaling (LS) game, the context-signaling (CS) game, and the context bottleneck (CB) game. Table 1shows an overview of notations required for the definition of (context) signaling games. Table 1. Notations for the definition of (context) signaling games. Symbol Description ti∈Tinformation states of set T si∈Ssignals of set S ri∈Rresponse actions of set R ci∈Ccontextual cues of set C Pr ∈(∆(T))Cprobability function over Tgiven c∈C U:T×R→Rutility function σ:T→Ssender strategy ρ:S→Rreceiver strategy (standard signaling game) ρ:S×C→Rreceiver strategy (context-signaling game) γ=hσ,ρicommunicative strategy (pair of sender + receiver strategy) 2.1. Lewis Signaling Game The first game is a standard sender–receiver signaling game. This game type has been extensively studied in many different fields, e.g., philosophy [ 1 , 3 ], economics [ 38 , 39 ], linguistics [ 40 , 41 ], and theoretical biology [ 42 , 43 ]. In the following, we will call this game type a Lewis signaling (LS) game, after one of its earliest formulations by Lewis [1]. A LS game is a game-theoretic model that outlines information transfer between the sender and the receiver. An LS game is given by a tuple hT , S , R , Ui , where T is a set of states, each of which represents the private information of the sender; S is a set that contains signals that the sender transfers to the receiver, and R is a set that contains response actions that the receiver can choose. Furthermore, U:T×R→Ris a utility function that determines how well a state matches a response action. In all of the games that we consider in the article, there is exactly one optimal action for any state, notified by the same indices. More precisely, the utility function is defined as U(ti , rj) = 1 if i=j , or otherwise 0. In this paper, we consider a variant of the LS game that has three states, three signals and three actions: T={t1,t2,t3},S={s1,s2,s3}, and R={r1,r2,r3}. One round of the LS game is played as follows: first, a state t∈T is randomly chosen. Then, the sender communicates state t by choosing a signal s∈S . Afterwards, the receiver chooses a response r∈R . Communication is successful if and only if s matches r , which results in an optimal utility of 1 for both players, or otherwise 0. The game determines the relationship between states and response actions through its utility function, but it does not determine any relationship between signals and states or signals and actions. Thus, as a consequence of the definition of the model itself, signals are meaningless. However, signals can become meaningful due to the regularities in sender and receiver behavior. Such behavior can be described in terms of strategies. A sender strategy is defined by a function σ:T→S , and a receiver strategy is defined by a function ρ:S→R . We describe agents’ communicative behavior by a combination of a sender strategy and a receiver strategy. Therefore, a communicative strategy γ∈Γ=ST×RS is defined as a strategy pair of sender strategy σand receiver strategy ρ, thus γ=hσ,ρi.
Games 2022,13, 20 4 of 19 The LS game entails 3 3= 27 sender strategies and 3 3= 27 receiver strategies, resulting in 729 communicative strategies. Only 6 strategies guarantee perfect communication. These 6 strategies enable a one-to-one mapping between states and signals. In the Lewisean diction, these strategies are called perfect signaling systems. Figure 1shows the six strategy pairs that form perfect signaling systems. These are the only strategy pairs that achieve a perfect expected utility of 1 against themselves, which is equivalent to perfect information transfer. t1 t2 t3 s1 s2 s3 r1 r2 r3 t1 t2 t3 s1 s2 s3 r1 r2 r3 t1 t2 t3 s1 s2 s3 r1 r2 r3 t1 t2 t3 s1 s2 s3 r1 r2 r3 t1 t2 t3 s1 s2 s3 r1 r2 r3 t1 t2 t3 s1 s2 s3 r1 r2 r3 Figure 1. The six perfect signaling systems of the 3 ×3 Lewis signaling game. 2.2. Context-Signaling Game The context-signaling (CS) game is an extended version of the LS game. It is defined by a tuple hT , S , R , C , Pr , Ui . It has the same components as the LS game plus a set C of contextual cues and a probability function Pr that maps probabilities of states onto contextual cues, as described below. The idea here is that states can correlate with contextual cues, and receiver strategies can access these cues to construe the very same signal differently given different contexts. This allows the receiver to disambiguate signals that are ambiguously used by the sender [ 7 , 8 ]. In other words, some ambiguous signaling systems can guarantee perfect information transfer, provided that a reliable contextual cue delivers the necessary additional information (something that is not possible in LS games, where ambiguous signaling systems can never achieve perfect information transfer). Examples of such perfect ambiguous systems will be given below. In this paper, we consider a variant of the CS game that has three states, three signals, three actions, and two contextual cues: T={t1 , t2 , t3} , S={s1 , s2 , s3} , R={r1 , r2 , r3} , and C={c1 , c2} . Moreover, we reconsider a CS game where the information states occur with the following probabilities: •Pr(t1|c1) = 2/3,Pr(t1|c2) = 0 •Pr(t2|c1) = 1/3,Pr(t2|c2) = 1/3 •Pr(t3|c1) = 0, Pr(t3|c2) = 2/3 In other words, the state t1 only appears with c1 , the state t3 only appears with c2 , and the state t2appears with c1or c2, each with the same probability. To give an idealized example that is represented by this game, one can imagine using alarm signals in the communication of animals such as monkeys. In this simplified example, a group of monkeys uses three alarm signals to distinguish between different predator types, and for each predator type there is a different optimal response action, such as hiding in a bush or climbing a tree. In our example, there are three different types of predators, represented by the information states t1 , t2 and t3 . Accordingly, ri is the optimal response actions for an attack by ti , i∈ { 1,2,3 } . The relevant contextual cues are daytime ( c1 ) and nighttime ( c2 ) since predator type t1 is only active at daytime, predator type t3 is only active at nighttime and predator type t2 can potentially attack at any time. By assuming daytime and nighttime to be equally likely, this results in the probabilities Pr(t , c) , as defined above. Finally, three different signals are at the individuals’ disposal: s1 , s2 and s3 . Note that in this example, a perfect ambiguous system would have (i) the sender using the same signal for
Games 2022,13, 20 5 of 19 the daytime predator and the nighttime predator, and (ii) the receiver arriving at the right response action upon this signal by taking into account whether it is daytime or nighttime. Formally, one round of the CS game is played as follows: first, a contextual cue c∈C is chosen randomly. Then, a state t∈T is chosen with probability Pr(t|c) . Then, the sender communicates the given state by choosing a signal s∈S . Afterwards, the receiver chooses a response r∈R . Importantly, the receiver knows the current contextual cue c and can use this information for adjusting her behavior. Communication is successful if and only if the state matches the response action, which results in an optimal utility of 1 for both players, else 0. As in the LS game, a CS game’s sender strategy is defined by a function σ:T→S . However, a receiver strategy is defined by a function ρ:S×C→R since the receiver can also make use of the contextual cue to organize her behavioral pattern. Again, we describe agents’ communicative behavior by a combination of sender and receiver strategy γ=hσ,ρi. The CS game has a much greater strategic space than the LS game (concrete numbers below). Moreover, the CS game has two different types of strategies that guarantee perfect communication, which we will call perfect signaling systems (as defined before) and perfect ambiguous systems. Note that the perfect ambiguous systems of the CS game only use two signals, one of which can be successfully disambiguated by the receiver through contextual cues. Figure 2a shows an exemplary perfect signaling system and Figure 2b, an exemplary perfect ambiguous system. In total, the CS game, as defined here, has 54 different perfect signaling systems and 54 different perfect ambiguous systems. t1 t2 t3 s1 s2 s3 r1 r2 r3 (a) Perfect signaling system. t1 t2 t3 s1 s2 s3 r1 r2 r3 c1 c2 (b) Perfect ambiguous system. Figure 2. A perfect signaling system of the CS game is shown in ( a ), and a perfect ambiguous system of the CS game is shown in (b). Both achieve an expected utility of 1. 2.3. Context Bottleneck Game The context bottleneck (CB) game is a CS game with a particular property: it has fewer signals than states. Formally, a CB game and its communicative strategies are defined exactly like for the CS game before, with the only difference in that it has a smaller signal space: S={s1 , s2} . Therefore, without contextual cues, it would be impossible to achieve perfect information transfer since it is impossible to distinguish between |T| different states with |S|<|T| different signals. However, the CB game entails ambiguous systems that achieve perfect information transfer. All in all, the CB game has two such perfect ambiguous systems, as shown in Figure 3a,b. Moreover, the CB game has non-perfect ambiguous systems that achieve very high communicative success of 5 6 . Two of such systems are shown in Figure 3c,d. For example, in the system in Figure 3c, communication only fails when t2 appears in context c1 . This case appears with a probability 1 6 since Pr(t2|c1) = 1 3 , and the probability that c1 is given at all is 1 2 since contextual cues are drawn randomly. In the remaining cases, which therefore appear with a probability 1 −1 6=5 6 , communication is always successful. Setting probabilities off against utilities yields 1 6×0+5 6×1=5 6.
Games 2022,13, 20 6 of 19 t1 t2 t3 s1 s2 r1 r2 r3 c1 c2 (a) Perfect ambiguous system I. t1 t2 t3 s1 s2 r1 r2 r3 c1 c2 (b) Perfect ambiguous system II. t1 t2 t3 s1 s2 r1 r2 r3 c1 c2 (c) A non-perfect ambiguous system. t1 t2 t3 s1 s2 r1 r2 r3 c1c2 (d) A non-perfect ambiguous system. Figure 3. The two perfect ambiguous systems of the CB game are shown in ( a , b ), both of which achieve an expected utility of 1. Two (of 12) exemplary non-perfect but evolutionarily stable pooling systems of the CB game are shown in (c,d), both of which achieve an expected utility of 5 6. These non-perfect ambiguous systems are relevant for the following study since they are evolutionarily stable (a concept that we introduce below). Note that the CB game and the CS game both have evolutionarily stable non-perfect ambiguous systems, whereas in the LS game only perfect signaling systems are evolutionarily stable. An overview of the three games and their properties is shown in Table 2. Table 2. Properties of the three games studies in this articles. LS Game CS Game CB Game number of states 3 3 3 number of signals 3 3 2 contextual cues no yes yes 3. Formal and Computational Analysis In this section, we will study formal properties and evolutionary aspects of the three games. For the evolutionary analysis, we look at so-called expected utility (EU) tables that contain all the expected utility (EU) values EU(γ , γ0) over all communicative strategies γ , γ0∈Γ of a game G . Moreover, here EU values assume agents to be in the sender and receiver role with the same frequency. Formally, the expected utility EU(γ , γ0) with γ=hσ,ρiand γ0=hσ0,ρ0iis defined as follows: EU(γ,γ0) = 1 2UC(σ,ρ0) + 1 2UC(σ0,ρ) whereby UC(σ , ρ) is the communicative utility of using a sender strategy σ against a receiver strategy ρ. The communicative utility is defined as follows for the LS game: UC(σ,ρ) = ∑ t∈T 1 |T|·U(t,ρ(σ(t))) For the CS game and CB game, UC is defined slightly differently due to taking contextual cues into consideration and is defined as follows: UC(σ,ρ) = ∑ c∈C ∑ t∈T 1 |C|·Pr(t|c)·U(t,ρ(σ(t),c)) Studying EU tables is a standard practice in evolutionary game theory (EGT), particularly when it comes to signaling games [ 3 ]. An EU table as defined here is a symmetric normal form representation of the game and enables the detection of evolutionary properties, particularly evolutionarily stable strategies [ 44 , 45 ], a central concept in EGT. For
Games 2022,13, 20 7 of 19 a symmetric normal form game with strategy set Γ and utility function EU :Γ2→R , a strategy γ∈Γ is an evolutionarily stable strategy (ESS) if and only if the following two conditions hold: 1. EU(γ,γ)≥EU(γ0,γ)for all γ06=γ 2. If EU(γ,γ) = EU(γ0,γ)for some γ06=γ, then EU(γ,γ0)>EU(γ0,γ0) ESSs are equilibria with an invasion barrier: when a whole population plays an ESS then the population cannot be invaded by a (small) number of mutants. More concretely, if mutants appear, and if their number is below a particular threshold, then the evolutionary dynamics wipe out the mutants and the population swings back to the state where everyone plays the ESS. The size of an invasion barrier can differ from ESS to ESS and can be approximated through other means, as pointed out in Section 3.2. In the next section, we will specify the games’ startegy spaces and evolutionary equilibria. 3.1. Strategy Spaces and Equilibria The LS game has 27 sender strategies and 27 receiver strategies, resulting in 729 communicative strategies, out of which 6 strategies (0.8% of the strategy space) form perfect signaling systems. It has been proven in [ 6 ] that perfect signaling systems are the only ESS for any signaling game with n information states, n signals and n response actions, n≥ 2. Therefore, the 6 strategy pairs (see Figure 1) are the only ESS of the LS game, but it has also been shown that particular ambiguous strategies (so-called pooling strategies) have attraction potential under evolutionary dynamics [6,13,46]. While Lewis signaling games have been extensively studied in the past, the evolutionary aspects of context-signaling games have been the focus of only two recent studies [ 7 , 8 ]. The CS game as defined here has not been studied at all. The CS game has 27 sender strategies and 729 receiver strategies, which results in 19.683 communicative strategies. A computational analysis of the whole strategy space showed that the CS game entails 54 perfect signaling systems (0.27% of the strategy space), such as depicted in Figure 2a, and 54 perfect ambiguous systems (0.27% of the strategy space), such as depicted in Figure 2b . Moreover, it can be shown that both strategy types have the same attraction potential under evolutionary dynamics, such as the replicator dynamics [ 47 ]–a standard dynamics in EGT. In other words, starting from a random population distribution, it is equally likely that a perfect signaling system or a perfect ambiguous system emerges under evolutionary dynamics. Finally, the CS game has a number of non-perfect ambiguous strategies that form evolutionarily stable sets [ 48 ]. The analysis of these sets would go beyond the scope of this paper, but note that the strategies therein are similar to the two exemplary strategies of the CB game in Figure 3c,d. The CB game has eight sender strategies and 81 receiver strategies, which results in 648 communicative strategies. As already mentioned, the CB game strategies cannot form perfect signaling systems due to its bottleneck property of having fewer signals than states/actions. However, the CB game has two perfect ambiguous systems (0.3% of the strategy space), which are both shown in Figure 3a,b. Moreover, the CB game has 12 nonperfect ambiguous strategies that form two evolutionarily stable sets [ 48 ]. Two of them are shown in Figure 3c,d. As already indicated, all of these non-perfect ambiguous systems achieve a communicative success of 5 6. Table 3shows an overview of the strategy spaces and their evolutionary aspects of all three games.
Games 2022,13, 20 8 of 19 Table 3. Strategic/evolutionary properties of the three games. LS Game CB Game CS Game number of sender strategies 27 8 27 number of receiver strategies 27 81 729 total number of strategies 729 648 19,683 perfect signaling systems 6 (0.8%) - 54 (0.27%) perfect ambiguous systems - 2 (0.3%) 54 (0.27%) (non-perfect) evolutionarily stable sets no yes yes 3.2. Emergence Rates under Evolutionary Dynamics As indicated at the beginning of this section, the detection of evolutionarily stable states is a static analysis, which helps one to understand what kind of strategies are expected to persist and hence are hard to be replace with other strategies. However, knowing that a strategy γ is an ESS does not tell us anything about processes that make a population end up in a state where everyone plays γ . Evidently, ESSs are very often endpoints of an evolutionary process, but how likely it is for such endpoints to be reached under evolutionary dynamics must be determined by adynamic analysis. A very common approach of such a dynamic analysis is as follows: we start with a population of agents, each of whom is randomly attributed a strategy. Then, we simulate an iterated interaction process, where agents update their behavior according to an evolutionary dynamics protocol until a stable endpoint is reached. In general, such an endpoint corresponds to a stable equilibrium, very often an ESS. When we reproduce the simulation process multiple times, we obtain emergence rates of such equilibria, which approximate the size of their basins of attraction (the basin of attraction of an equilibrium λ is the range of population states that lead to λ under the evolutionary dynamics.). In other words, these emergence rates are indicators for how likely an equilibrium is to emerge under the tested evolutionary dynamics, starting from a randomly selected population state. For the computation of emergence rates, we applied an algorithm that accomplishes imitation dynamics with the decision method ‘pairwise difference imitation’ (PDI). It can be shown that the PDI dynamics constitute one of the multiple agent-based protocols that approximate replicator dynamics [ 49 ]. Moreover, the PDI dynamics constitute a more realistic model for an agent-based perspective, since (i) they consider a finite population, and (ii) their members do not need to have global knowledge (such as knowing the average utility of a population, which e.g., has to be taken into account for an agent-based interpretation of the replicator dynamics) but only local knowledge about one interlocutor’s performance in making strategy updates. The details of this PDI dynamics algorithm are described as Python-similar pseudo code in Appendix A. We carried out three simulation experiments, one for each game. In each experiment, we conducted 1000 simulation runs. Each simulation run started with a population of 100 agents , initially attributing a communicative strategy γ randomly drawn from the set of all strategies Γ. The simulation ended when all agents had adopted the same strategy. The results were as follows. For the LS game, agents eventually adopt a perfect signaling system in 86% of all runs. In the remaining 14%, so-called partial pooling equilibria emerge, which are non-perfect ambiguous systems that achieve a communicative success of 2 3 . This result is in line with related studies that investigate the 3 × 3 LS game with other evolutionary dynamics. For example, Skyrms [ 3 ] reports for the 3 × 3 LS game that under replicator dynamics, perfect signaling systems emerge in 95.3% of all runs, whereas in the remaining 4.7% partial pooling equilibria emerge. Moreover, Barrett [ 2 ] shows that when two agents play the 3 × 3 LS game repeatedly and update their probabilistic choices via reinforcement learning, perfect signaling systems emerge in 90.4% of all runs, whereas in the remaining 9.6% partial pooling equilibria emerge. Taken together, all these studies show that across different evolutionary dynamics, in a vast majority of runs perfect signaling equilibria emerge.
Games 2022,13, 20 15 of 19 6. Outlook The results of this experiment invite follow-up studies with context-signaling games to determine the conditions that promote ambiguity and access to contextual cues. As we showed in this study with the CB game, one such condition is an information bottleneck, but we believe there are more such relevant factors. Another one might be alignment of interests: when we change the underlying condition that interests of both players are completely aligned to one where they are only partially aligned, then we might expect that participants will prefer to exploit contextual cues, due to the fact that such cues then have a higher reliability than signals from a interlocutor with competing interests. (See Blume et al. [ 26 ] and Rubin et al. [ 28 ] for experimental studies with signaling games with partially aligned interests.) A further condition is signaling costs: when it is very costly for the sender to learn or use a large number of signals, then reducing the number is beneficial for the sender, as long as there is a way that communication is still successful; for example, through a disambiguation effort taken by the receiver through the use of contextual cues. (See Santana [ 7 ] and Mühlenbernd [ 8 ] for formal and computational analyses with context-signaling games that involve signaling costs. Both studies show that signaling costs promote the emergence of perfect ambiguous systems.) Finally, contextual cues might be exploited more when we have a larger group of participants. For example, Bruner et al. [ 27 ] conducted experiments with a 3 × 3 Lewis signaling games played over 60 rounds by a group of 12 participants under random matching protocol. Here, perfect signaling systems emerged much less frequently, only in 3 out of 10 sessions, whereas in the other sessions non-perfect ambiguous systems emerged. (See also Blume et al. [ 26 ] for a similar study where participants more frequently establish perfect signaling systems.) It is reasonable to assume that in such a setting, contextual cues are helpful since receivers can rely on them to turn a non-perfect into a perfect ambiguous system. The role of these and many other factors should be tested in future studies to see their effect on the evolution of ambiguity in the laboratory. Author Contributions: Formal analysis, R.M.; Funding acquisition, R.M.; Investigation, R.M.; Project administration, R.M., S.W. and P. ˙ Z.; Resources, R.M.; Software, R.M.; Writing—original draft, R.M., S.W. and P. ˙ Z.; Writing—review & editing, R.M., S.W. and P. ˙ Z. All authors have read and agreed to the published version of the manuscript. Funding: Roland Mühlenbernd was funded by the Polish National Agency for Academic Exchange (NAWA) under grant agreement PPN/ULM/2019/1/00222, and by the German Research Foundation (Deutsche Forschungsgemeinschaft, DFG)—SFB 1412 Register, 416591334> Institutional Review Board Statement: The study was conducted according to the guidelines of the Declaration of Helsinki. Informed Consent Statement: Informed consent was obtained from all subjects involved in the study. Data Availability Statement: The data presented in this study are openly available in FigShare at figshare.com/articles/dataset/Experimental_data/19187747 accessed on 8 October 2021, (doi:10.6084/m9.figshare.19187747). Conflicts of Interest: The authors declare no conflict of interest. Abbreviations The following abbreviations are used in this manuscript: CS game context-signaling game LS game Lewis signaling game CB game context bottleneck game EU expected utility UCcommunicative utility EGT evolutionary game theory
Games 2022,13, 20 16 of 19 ESS evolutionarily stable strategy PDI pairwise difference imitation CoS communicative success PS perfect signaling PA perfect ambiguity nPA non-perfect ambiguity Appendix A. Pairwise Differential Imitation (PDI) Dynamics A pseudo code (based on Python) of the PDI dynamics is given in Figure A1: PD Imitation Algorithm 1Input: set of nagents A={a1,a2, . . . an}, 2 signaling game G, 3 sender strategies S 4 receiver strategies R 5 break condition B 6for a∈A: 7a.σ=random_element(S) 8a.ρ=random_element(R) 9while not B: 10 for ai∈A: 11 for aj∈A: 12 play_game(G,ai,aj)→Us,Ur 13 ai.ASU + = Us 14 aj.ARU + = Ur 15 for ai∈A: 16 aj=random_element(A) 17 if ai.ASU <aj.ASU 18 pr =aj.ASU−ai.ASU 19 with probability pr:ai.σ=aj.σ 20 if ai.ARU <aj.ARU 21 pr =aj.ARU−ai.ARU 22 with probability pr:ai.ρ=aj.ρ 23 for a∈A: 24 a.ASU =0 25 a.ARU =0 Figure A1. Pseudo Python code of the ‘pairwise difference’ imitation algorithm. The input parameters are a set of agents, a signaling game G , a set S of sender strategies, a set R of receiver strategies, and a breaking condition B (lines 1–5). First, all agents are initialized with a random sender strategy σ and a random receiver strategy ρ (lines 6– 8). Then, a number of simulation steps are accomplished until the breaking condition is reached (line 9). In each simulation step, every agent interacts with every other agent by playing game G , one as sender, the other as receiver. After each interaction, the sender agent’s accumulated sender utility (ASU) and the receiver agent’s accumulated receiver utility (ARU) are incremented by the utility they scored in the game, Us and Ur , respectively (interaction part, lines 10–14). Afterwards, each agent ai is attributed to another random agent aj (lines 15–16). If agent ai has a lower ASU value than aj , she adopts the sender strategy of the other agent with a probability that equals the difference of both agents’ ASU values (lines 17–19); the same happens independently for the ARU values (lines 20–22). Finally, all agents’ ASU and ARU values will be reset for starting a new round (lines 23–25). Appendix B. Experimental Procedure The experimental design was created with LabVanced. Participants started the experiments via a link, which they either received via eMail invitation (Session II) or on the
Games 2022,13, 20 17 of 19 Crowdsourcing platform Prolific (Sessions I, III, IV and V). Upon clicking this link, participants waited in a virtual lobby to get matched with another participant. After matching, participants saw a screen with the following general instructions: • In this experiment you will play a communication game with an other participant for a number of 30 rounds. • In each round you both can score 10 points if you play successfully, otherwise you both receive 0 points. • Your final total score will be converted into real money (100 points = 1£) and added to your participation fee. • Please take your time and play carefully. Press ’Next’ to go to the video tutorial (<2 min) that explains how to play the game. Afterwards, participants saw a short tutorial video (less than 2 min) that demonstrates how to play the communication game (cf. Figure A2). (a) Initial sender perspective. (b) Receiver perspective after receiving a signal. (c) both agents’ perspective after response. Figure A2. Screenshots of an exemplary interaction round for the LS game, with the green agent as sender and the blue agent as receiver. ( a ) Initial perspective of the green agent in sender role. Her private information state is ’banana’ (alternatives: ’apple’, ’grapes’), and she has to pick a signal, $ , & or § . ( b ) Perspective of the blue agent (receiver role) after the sender has picked signal &. He cannot see the information state of the green agent and has to guess an information state as response: ’apple’, ’banana’ or ’grapes’. ( c ) Perspective of both agents after the receiver has picked ’grapes’ as response. Communication failed in this example, and both don’t score.
Games 2022,13, 20 18 of 19 Then, the experiment started. For each pair of participants, one player was inaugurated as the ’blue agent’ and the other as the ’green agent’, represented by a blue or green smiley face, respectively. Both participants played the communication game for 30 rounds, thereby alternating between sender role and receiver role. The three information states were represented by the fruit icons ’apple’, ’banana’ and ’grapes’. The signals were represented by diverse characters, for example, the $ -symbol or the &-symbol. The contextual cues in the SC game and the CB game were represented by an orange box that contains a disjunction of two information states. Figure A2 shows the screenshots of an exemplary interaction round for the LS game, with the green agent as sender and the blue agent as receiver. Figure A3 shows the final screen of an exemplary interaction round for the CS game to illustrate the contextual cue representation. Figure A3. Screenshots of the final screen of an exemplary interaction round for the CS game. The contextual cue is presented as a disjunction of two information states, of which one is true. References 1. Lewis, D. Convention. A Philosophical Study; Blackwell: Cambridge, MA, USA, 1969. 2. Barrett, J.A. Numerical Simulations of the Lewis Signaling Game: Learning Strategies, Pooling Equilibria, and the Evolution of Grammar; Technical Report; Institute for Mathematical Behavioral Sciences, University of California: Irvine, UK, 2006. 3. Skyrms, B. Signals: Evolution, Learning and Information; Oxford University Press: Oxford, UK, 2010. 4. Huttegger, S.M.; Zollman, K.J.S. Signaling Games: Dynamics of Evolution and Learning. In Language, Games, and Evolution; Benz, A., Ebert, C., Jäger, G., van Rooij, R., Eds.; Springer: Berlin/Heidelberg, Germany, 2011; pp. 160–176. 5. Wärneryd, K. Cheap Talk, Coordination, and Evolutionary Stability. Games Econ. Behav. 1993,5, 532–546. [CrossRef] 6. Huttegger, S.M. Evolution and the Explanation of Meaning. Philos. Sci. 2007,74, 1–27. [CrossRef] 7. Santana, C. Ambiguity in Cooperative Signaling. Philos. Sci. 2014,81, 398–422. [CrossRef] 8. Mühlenbernd, R. Evolutionary stability of ambiguity in context-signaling games. Synthese 2021,198, 11725–11753. [CrossRef] 9. Skyrms, B. Evolution of the Social Contract; Cambridge University Press: Cambridge, UK, 1996. 10. Skyrms, B.; Pemantle, R. A dynamic model of social network formation. Proc. Natl. Acad. Sci. USA 2000 ,97, 9340–9349. [CrossRef] 11. Zollman, K.J.S. Talking to Neighbors: The Evolution of Regional Meaning. Philos. Sci. 2005,72, 69–85. [CrossRef] 12. Hofbauer, J.; Huttegger, S.M. Feasibility of communication in binary signaling games. J. Theor. Biol. 2008 ,245, 843–849. [CrossRef] 13. Pawlowitsch, C. Why Evolution does not always lead to an optimal signaling system. Games Econ. Behav. 2008 ,63, 203–226. [CrossRef] 14. Barrett, J.A.; Zollman, K.J.S. The Role of Forgetting in the Evolution and Learning of Language. J. Exp. Theor. Artif. Intell. 2009 , 21, 293–309. [CrossRef] 15. Mühlenbernd, R. Learning with Neighbours. Synthese 2011,183, 87–109. [CrossRef] 16. Mühlenbernd, R.; Franke, M. Meaning, evolution and the structure of society. In Proceedings of the European Conference on Social Intelligence, Barcelona, Spain, 3–5 November 2014; Herzig, A., Lorini, E., Eds.; Volume 1283, pp. 28–39. 17. Mühlenbernd, R.; Nick, J. Language change and the force of innovation. In Pristine Perspectives on Logic, Language, and Computation; Katrenko, S., Rendsvig, K., Eds.; Springer: Heidelberg, Germany; New York, NY, USA, 2014; Volume 8607, pp. 194–213. 18. Mühlenbernd, R.; Enke, D. The grammaticalization cycle of the progressive—A game-theoretic analysis. Morphology 2017 , 27, 497–526. [CrossRef] 19. Mühlenbernd, R. The change of signaling conventions in social networks. AI Soc. 2019,34, 721–734. [CrossRef] 20. Macy, M.W.; Flache, A. Learning dynamics in social dilemmas. Proc. Natl. Acad. Sci. USA 2002 ,99, 7229–7236. [CrossRef] [PubMed] 21. Skyrms, B. The Stag Hunt and the Evolution of Social Structure; Cambridge University Press: Cambridge, UK, 2003. 22. Nowak, M.A. Five rules for the evolution of cooperation. Science 2006,314, 1560–1563. [CrossRef] [PubMed]
Games 2022,13, 20 19 of 19 23. Lorini, E.; Mühlenbernd, R. The long-term benefits of following fairness norms under dynamics of learning and evolution. Fundam. Inform. 2018,158, 121–148. [CrossRef] 24. LiCalzi, M.; Mühlenbernd, R. Categorization and cooperation across games. Games 2019,10, 5. [CrossRef] 25. Harré, M. Utility, Revealed Preferences Theory, and Strategic Ambiguity in Iterated Games. Entropy 2017,19, 201. [CrossRef] 26. Blume, A.; DeJong, D.V.; Kim, Y.G.; Sprinkle, G.B. Evolution of Communication with Partial Common Interest. Games Econ. Behav. 2001,37, 79–120. [CrossRef] 27. Bruner, J.; O’Connor, C.; Rubin, H.; Huttegger, S.M. David Lewis in the lab: Experimental results on the emergence of meaning. Synthese 2018,195, 603–621. [CrossRef] 28. Rubin, H.; Bruner, J.; O’Connor, C.; Huttegger, S.M. Communication without common interest: A signaling experiment. Stud. Hist. Philos. Sci. Part C Stud. Hist. Philos. Biol. Biomed. Sci. 2020,83, 101295. [CrossRef] 29. Blume, A.; Lai, E.; Lim, W. Strategic information transmission: A survey of experiments and theoretical foundations. In Handbook of Experimental Game Theory; Capra, C.M., Croson, R., Rigdon, M., Rosenblat, T., Eds.; Edward Elgar Publishing: Cheltenham, UK; Northampton, MA, USA, 2020; pp. 311–347. 30. Rohde, H.; Seyfarth, S.; Clark, B.; Jaeger, G.; Kaufmann, S. Communicating with cost-based implicature: A game-theoretic approach to ambiguity. In Proceedings of the 16th Workshop on the Semantics and Pragmatics of Dialogue, Paris, France, 19–21 September 2012. 31. Schumann, A. Payoff Cellular Automata and Reflexive Games. J. Cell. Autom. 2014,9, 287–313. 32. Schumann, A. Towards Context-Based Concurrent Formal Theories. Parallel Process. Lett. 2015,25, 1540008. S0129626415400083. [CrossRef] 33. Mertens, J.F.; Neyman, A. Stochastic games. Internatioanl J. Game Theory 1981,10, 53–66. [CrossRef] 34. Hilbe, C.; Štˇepán Šimsa.; Chatterjee, K.; Nowak, M.A. Evolution of cooperation in stochastic games. Nature 2018 ,559, 246–249. [CrossRef] [PubMed] 35. Jäger, G. Evolutionary Game Theory and Typology. A Case Study. Language 2007,83, 74–109. [CrossRef] 36. Deo, A. The semantic and pragmatic underpinnings of grammaticalization paths: The progressive to imperfective shift. Semant. Pragmat. 2015,8, 1–52. [CrossRef] 37. Bruner, J.; O’Connor, C.; Rubin, H. Experimental economics for philosophers. In Methodological Advances in Experimental Philosophy; Fischer, M.C.E., Ed.; Bloomsbury Academic: New York, NY, USA, 2019. 38. Spence, M. Job market signaling. Q. J. Econ. 1973,87, 355–374. [CrossRef] 39. Farrell, J.; Rabin, M. Cheap Talk. J. Econ. Perspect. 1996,10, 103–118. [CrossRef] 40. Jäger, G. Applications of Game Theory in Linguistics. Lang. Linguist. Compass 2008,2/3, 408–421. 41. Mühlenbernd, R.; Quinley, J. Language change and network games. Lang. Linguist. Compass 2017,11, e12235. [CrossRef] 42. Grafen, A. Biological signals as handicaps. J. Theor. Biol. 1990,144, 517–546. [CrossRef] 43. Maynard Smith, J. The concept of information in biology. Philos. Sci. 2000,67, 177–194. [CrossRef] 44. Maynard Smith, J.; Price, G. The Logic of Animal Conflict. Nature 1973,246, 15–18. [CrossRef] 45. Maynard Smith, J. Evolution and the Theory of Games; Cambridge University Press: Cambridge, UK, 1982. 46. Nowak, M.A.; Krakauer, D.C. The evolution of language. Proc. Natl. Acad. Sci. USA 1999,96, 8028–8033. [CrossRef] [PubMed] 47. Taylor, P.D.; Jonker, L.B. Evolutionarily Stable Strategies and Game Dynamics. Math. Biosci. 1978,40, 145–156. [CrossRef] 48. Balkenborg, D.; Schlag, K.H. Evolutionarily stable sets. Int. J. Game Theory 2001,29, 571–595. [CrossRef] 49. Izquierdoy, L.R.; Izquierdoz, S.S.; Sandholm, W.H. An Introduction to ABED: Agent-Based Simulation of Evolutionary Game Dynamics. Games Econ. Behav. 2019,118, 434–462. [CrossRef] 50. Skyrms, B. Signals, evolution and the explanatory power of transient information. Philos. Sci. 2002,69, 407–428. [CrossRef] 51. Aumann, R. Nash equilibria are not self-enforcing. In Economic Decision Making, Games, Econometrics and Optimization; Gabzewicz, J.J., Richard, J.F., Wolsey, L.A., Eds.; North Holland: Amsterdam, The Netherlands, 1990; pp. 201–206. 52. Roth, A.E.; Erev, I. Learning in Extensive-Form Games: Experimental Data and Simple Dynamic Models in the Intermediate Term. Games Econ. Behav. 1995,8, 164–212. [CrossRef] 53. Fudenberg, D.; Levine, D.K. The Theory of Learning in Games; MIT Press: Cambridge, MA, USA, 1998.