This article describes the first release version of a new lexicostatistical database of Northern Eurasia, which includes Europe as the most well-researched linguistic area. Unlike in other areas of the world, where databases are restricted to covering a small number of concepts as far as possible based on often sparse documentation, good lexical resources providing wide coverage of the lexicon are available even for many smaller languages in our target area. This makes it possible to attain near-completeness for a substantial number of concepts. The resulting database provides a basis for rich benchmarks that can be used to test automated methods which aim to derive new knowledge about language history in underresearched areas.
This paper presents a prototype system that executes a set of periodic real-time tasks utilizing dynamic hardware reconfiguration. The proposed scheduling technique, MSDL, is not only able to give an offline guarantee for the feasibility of the task set but also minimizes the number of device configurations. After describing this technique, we extend the schedulability analysis to include different runtime system overheads, including the device reconfiguration time. Then we detail a light-weight runtime system that performs the online part of the MSDL scheduling technique. The runtime system is entirely implemented in hardware. Finally, we outline the corresponding synthesis tool flow and report on the overhead posed by the runtime system.
In Lewisean signaling games with common interests, perfect signaling strategies have been shown to be optimal in terms of communicative success and evolutionary fitness. However, in signaling game models that involve contextual cues, ambiguous signaling strategies can match up to or even outperform perfect signaling. For a minimalist example of such a context signaling game, I will show that three strategy types are expected to emerge under evolutionary dynamics: perfect signaling, partial ambiguity and full ambiguity. Moreover, I will show that partial ambiguity strategies are the most expected outcome and have the greatest basin of attraction among these three types when sender and receiver costs are arbitrarily small or similar. I will demonstrate that the evolutionary success of partial ambiguity is due to being risk dominant, which points to a better compatibility with other strategy types.
I present a game-theoretical multi-agent system to simulate the evolutionary process responsible for the pragmatic phenomenon division of pragmatic labour (DOPL), a linguistic convention emerging from evolutionary forces. Each agent is positioned on a toroid lattice and communicates via signaling games, where the choice of an interlocutor depends on the Manhattan distance between them. In this framework I compare two learning dynamics: reinforcement learning (RL) and belief learning (BL). An agent's experiences from previous plays influence his communication behaviour, and RL agents act in a non-rational way whereas BL agents display a small degree of rationality by using best response dynamics. The complete system simulates an evolutionary process of communication strategies, which agents can learn in a structured spatial society. The significant questions are: what circumstances could lead to an evolutionary process that doesn't result in the expected DOPL convention; and to what extent is interlocutor rationality necessary for the emergence of a society-wide convention à la DOPL?
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