poster
Culture transmission through generalisation and example generation should produce variation
keywords:
multi-agent simulation
variation
transmission
Abstract:
The whisper game is often used for studying culture transmission and how variation can arise from transmission. However, it has two drawbacks from the perspective of its computer mediation: it is analog, i.e. the message is the culture to transmit, and its variation comes from unfaithful transmission. First, computer-based transmission may be faithful. Second, culture is transmitted 'semantically': the message is first integrated within preexisting culture from which a message is generated for transmission.
We aim at showing that these integration/generation operations produce sufficient variation.
For that purpose, we introduce a game in which agents induce a card classification from the dispatch of randomly selected cards. They then generate from their classification the next dispatch of a random card sample. The two operations are implemented deterministically, but depending on the sample, the generalisation may be incomplete. The agents may know or suspect that and complete it. This brings variation back. Depending on the size of the sample with respect to that of the classification, more variation should be observed, inducing a degradation or preservation of faithfulness.
This setting can be played by human beings or through computer simulations and they can be compared.
Speaker's social media: