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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Structure and Variation of Signaling Conventions in Scale-free Networks</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Eberhard Karls Universitat Tubingen</string-name>
        </contrib>
      </contrib-group>
      <abstract>
        <p>The signaling game is a game-theoretical model that can depict the dynamics enabling the emergence of semantic meaning that establishes as convention among members of a society. The signaling game alone describes a communicative situation, but by applying it as a repeated game and combining it with update dynamics, a path of the evolution of semantic meaning can be simulated. In this work I will i) combine the repeated signaling game with the update dynamics innovative reinforcement learning, and ii) conduct it on a society of agents arranged in scale-free networks. The simulation runs show not only that multiple regional conventions emerge and stabilize, but also reveal the way these regions are arranged and interact with each other.</p>
      </abstract>
      <kwd-group>
        <kwd>repeated signaling game</kwd>
        <kwd>innovative reinforcement learning</kwd>
        <kwd>scale-free networks</kwd>
        <kwd>regional conventions</kwd>
        <kwd>emergence of semantic meaning</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Semantic meaning of a language's expressions is in the least frequent cases a
result of agreements among a speech community, but rather a product of
regularities in communicative behavior. These regularities form semantic conventions,
which { once emerged { are stable to a speci c degree.1 To formalize this process
of the emergence of semantic meaning, Lewis invented a game-theoretical model,
the signaling game [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. But he took only a rst step by working out the stability
conditions for semantic meaning. Subsequent work analyzed the possible paths
that lead to conventions of semantic meaning by considering a repeated
version of the signaling game, combined with simple update mechanisms to adjust
subsequent behavior of the game's participants [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ].
      </p>
      <p>
        As a matter of fact, most studies with signaling games consider only
twoplayers setups, and therefore neglect the fact that an essential feature of a
convention might be its emergence inside a population that contains more than
two members. In the last decade, a number of studies addressed the question of
how conventions of semantic meaning arise in realistic population structures; by
applying repeated signaling games between connected agents placed in network
1 Of course, forces of language change might shift the manifestation of semantic
conventions, in form and in meaning as well, but generally they reveal at least a temporal
stability.
structures: from lattice structures [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ][
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] to small-work networks [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ][
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. All
these studies revealed that for a multitude of circumstances a number of di erent
regional conventions emerges. Nevertheless, more detailed analyses of how these
conventions position themselves and interact with each other in a social network
structure are still missing, and this study wants to make such a contribution.
      </p>
      <p>
        In the last two decades a quite large number of studies emerged that
incorporate the analysis of the behavior of agents that communicate via the naming
game in diverse population structures to reach semantic conventions [
        <xref ref-type="bibr" rid="ref21 ref22 ref4">21, 22, 4</xref>
        ].
This game is in many aspects quite similar to a signaling game, since in both
games there is a sender that encodes an information state with a message, and
a receiver that decodes the message with an interpretation state.2 One crucial
di erence between the signaling game and the standard naming game is the fact
that the latter one has a built-in update rule: i.a. if communication is successful
by sending a message m, the receiver keeps only the appropriate interpretation
for m in his memory, and eliminates all possible alternative interpretations. In
contrast, the signaling game does not have a built-in update rule, and the one
applied in this study { reinforcement learning { does not eliminate alternatives,
but only decreases their probability to be chosen in subsequent rounds.
      </p>
      <p>
        Another line of research analyzed the emergence of conventions and norms
by applying a repeated coordination game combined with reinforcement learning
in social network structures [
        <xref ref-type="bibr" rid="ref1 ref19 ref23">1, 19, 23</xref>
        ]. These studies di er at least in one
fundamental aspect: by applying a coordination game, they analyze conventions in
terms of coordinated acting, not conventions in terms of communication.3
Therefore, those studies' resulting phenomenon is a behavioral convention, whereas in
this study a semantic convention is the phenomenon under examination.4
Finally, di erent semantic conventions in terms of so-called signaling systems can
be compared in degrees of similarity, a property that is also generally missing in
behavioral conventions.
      </p>
      <p>
        With this study I want to contribute to the line of research that deals with
the question of how semantic conventions emerge and position themselves in a
society. I use repeated signaling games in combination with an update mechanism
that is called reinforcement learning [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. Applying reinforcement learning on
repeated signaling games is a popular combination in this eld [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ][
        <xref ref-type="bibr" rid="ref5">5</xref>
        ][
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. For my
purposes I use a speci c version of this learning model that is called innovative
reinforcement learning [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ][
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. As a previous study showed, this model supports
the alternating dynamics of interacting regional conventions of a society [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. In
this article I will i) conduct simulation runs on so-called scale-free networks, and
ii) analyze the way regional conventions are structured and vary, and especially
2 In the literature of the naming game, information/interpretation states are often
referred to as concepts, messages as words.
3 Admittedly, a signaling game's basis is the utility table of a simple coordination
game, and it is fair to say that both players' goal is to coordinate. But they do it in
a mediate way by sending a message, whereas in a simple coordination game players
try to coordinate in an immediate way.
4 Another di erence between coordination game and signaling game is, that the former
is a symmetric, the latter an asymmetric game.
how neighboring regions interact with each other. The results will give new
insights not only into the mechanisms of language evolution, but also e.g. into
the mechanisms of language contact and its in uence on semantic shift.
      </p>
      <p>The article is divided in the following way: in Section 2, I will introduce some
basic notions of repeated signaling games, innovative reinforcement learning and
network theory. In Section 3, I will present the simulation experiments, their
results and appropriate analyses of the data. In Section 4, I will give a nal
conclusion and discuss open questions.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Signaling Games, Learning and Networks</title>
      <p>This section will give a coarse technical and theoretical background of the
important concepts of this article: the signaling game, innovative reinforcement
learning and network theory.
2.1</p>
      <sec id="sec-2-1">
        <title>Signaling Games</title>
        <p>A signaling game SG = hfS; Rg; T; M; A; P r; U i is a game played between a
sender S and a receiver R. T is a set of information states, M is a set of
messages and A is a set of interpretation states. Pr(t) 2 (T ) is a probability
distribution over T and describes the prior probability that a state t is topic of
communication.5 U : T A ! R is a utility function that determines how well
interpretation state and information state both correspond to each other.</p>
        <p>A play of the game looks as follows: the so-called invisible player, call it
destiny or nature, picks one of the states t 2 T and puts it into the sender's
mind.6 The sender wants to communicate this state by choosing a message m 2
M that she signals to the receiver. At this point the receiver knows the message
that has been signaled, whereas the information state is concealed to him. In face
of the given message m the receiver picks an interpretation state a 2 A with the
purpose to match as good as possible with information state t; or in other words:
to maximize the utility U (t; a). Since utilities are identical to both participants,
also the sender has an interest that the receiver decodes successfully. All in all,
both interlocutors have an interest to perform an act of perfect information
transmission, of perfect communication.</p>
        <p>In this study I only consider signaling games that i) have a at probability
function, 8t 2 T : P r(t) = jT1 j , and ii) have the same number of information
states and interpretation states, thus jT j = jAj. Furthermore, each information
state has a corresponding interpretation state, that is marked by the same index,
c.f. ti corresponds to ai. Finally, this correspondence is valued by the utility
function: if both states correspond to each other, the utility for both players is
5 (X) : X ! R denotes a probability distribution over random variable X.
6 Note that in this kind of game the function P r determines how probable nature picks
an information state; i.o.w. the probability of state t being in the sender's mind is
always P r(t).</p>
        <p>t1
L1: t2
m1
m2
a1
a2
a positive value 2 R; if not, it is zero or a negative value
signaling game is called n k-game and de ned as follows:
2 R. This kind of</p>
      </sec>
      <sec id="sec-2-2">
        <title>De nition 1 (n k-game). A n</title>
        <p>jT j = jAj = n, jM j = k, 8t 2 T : P r(t) = 1=jT j and U (ti; aj ) =
k-game is a signaling game SG with:
&gt; 0 if i = j
0 else
Note that messages are initially meaningless in this game, since the utility
function rewards a correspondence between information state and interpretation
state, whereas the chosen message does not a ect the reward. In other words,
each message can be used to communicate a corresponding state pair hti; aii.
The meaningfulness of a message m is stated if it communicates a particular
state; and this meaningfulness can arise from regularities in behavior.
Behavior is de ned in terms of strategies. A behavioral sender strategy is a function
: T ! (M ), and a behavioral receiver strategy is a function : M ! (A).
A behavioral strategy can be interpreted as a single agent's probabilistic choice.</p>
        <p>If the game per se does not entail meaningfulness of messages, then what
circumstances can tell us that a message is attributed with a meaning? The answer
is: this can be indicated by the combination of sender and receiver strategies,
called strategy pro le: a message has a meaning between a sender and a receiver,
if both participants use pure strategies that constitute a speci c isomorphic
strategy pro le.</p>
        <p>
          Note that for a 2 2-game, there are exactly two such strategy pro les, as
depicted in Figure 1. Here in pro le L1 the message m1 has the meaning of state
pair ht1; a1i and message m2 has the meaning of state pair ht2; a2i. For pro le L2
it is exactly the other way around. Lewis called such strategy pro les signaling
systems [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ], which have interesting properties: they i) de ne a meaning of a
message, ii) ensure perfect communication, iii) are Nash equilibria over expected
utilities [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ], and iv) are evolutionary stable states [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ], and therefore attractors
under many prominent evolutionary dynamics (e.g. replicator dynamics) [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ].
        </p>
        <p>
          A signaling system shows how semantic meaning can be expressed by
participants' communicative behavior: a message has a meaning, if sender and
receiver communicate according to a signaling system. But it does not explain,
how participants come to a signaling system in the rst place, by expecting that
messages are initially meaningless. To understand the evolutionary paths that
might lead from a meaningless to a meaningful message, it is necessary to explore
the process that leads from participants' arbitrary communicative behavior to a
behavior that constitutes a signaling system. Such a process can be simulated by
repeated signaling games, where the participants' behavior is guided by update
dynamics. One popular dynamics is called reinforcement learning [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ][
          <xref ref-type="bibr" rid="ref5">5</xref>
          ][
          <xref ref-type="bibr" rid="ref6">6</xref>
          ].
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>Reinforcement Learning</title>
        <p>
          Reinforcement learning can be delineated by an urn model, known as Polya urns
[
          <xref ref-type="bibr" rid="ref18">18</xref>
          ]. A single urn models a behavioral strategy, in the sense that the probability
of making a particular decision is proportional to the number of balls in the urn
that correspond to that choice. By changing the content of an urn after each
access, an agent's behavior can be gradually adjusted. Such an urn model can
be combined with a repeated signaling game in the following way: the sender of
the game has an urn ft for each state t 2 T , which contains balls for di erent
messages m 2 M . Similarly, the receiver of the game has an urn fm for each
message m 2 M , which contains balls for di erent states a 2 A.
        </p>
        <p>The behavioral strategy of sender and receiver as well can be described in
terms of response rules that describe a participant's situation before making the
next move. To be concrete, let's designate i) the number of balls of type m in
sender urn ft with m(ft), and the overall number of balls in sender urn ft with
jftj; and ii) the number of balls of type a in receiver urn fm with a(fm), and
the overall number of balls in receiver urn fm with jfmj. The resulting sender
response rule and receiver response rule is given in equations 1 and 2.
(mjt) =
m(ft)
jftj
(1)
(ajm) =
a(fm)
jfmj
(2)
The actual learning dynamics is realized by changing the urn content dependent
on the communicative success: if communication via t, m and a is successful,
the number of balls of type m in urn ft and the number of balls of type a
in urn fm each is increased by the positive utility value 2 R. In this way
successful communicative behavior is more probable to reappear in subsequent
rounds, successful behavior is reinforced.</p>
        <p>
          This mechanism can be intensi ed by lateral inhibition: if communication
via t, m and a is successful, not only will the number of ball type m in urn ft
be increased, but also will the number of all other ball types m0 2 M n fmg be
decreased by 2 R. Similarly, for the receiver. Franke and Jager [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ] introduced
the concept of lateral inhibition for reinforcement learning in signaling games
and showed that it leads the system more speedily towards pure strategies.
        </p>
        <p>Furthermore, negative reinforcement can be used to punish unsuccessful
behavior. It changes urn contents in the following way: if communication via t, m
and a is unsuccessful, the number of balls of type m in the sender urn ft, and
the number of balls of type a in the receiver urn fm each will be decreased by
negative utility value 2 R. In this way unsuccessful communicative behavior
is less probable to reappear in subsequent rounds.</p>
        <p>
          Note that reinforcement learning might have the property to slow down the
learning e ect: if the total number of balls in an urn increases over time, but the
rewarding value is a xed value, then the learning e ect mitigates. A way to
prevent learning from slowing down is to keep the overall number of balls jfj on
a xed value 2 R by scaling the urn content appropriately after each round
of play. Such a setup is a variant of so-called Bush-Mosteller reinforcement [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ].
        </p>
        <p>All in all, a reinforcement learning setup for a signaling game can be captured
by RL = h ; ; ; ; i, where is the reward value, the punishment value,
the lateral inhibition value and determines the constant urn size. Additionally,
is a function that de nes the initial urn settings. This standard account can
be re ned to an account that includes a mechanism for the invention of new
messages, and is correspondingly called innovative reinforcement learning.
2.3</p>
      </sec>
      <sec id="sec-2-4">
        <title>Innovative Reinforcement Learning</title>
        <p>
          The basic idea of innovative reinforcement learning stems from Skyrms [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ] and
works as follows: each sender urn contains, next to the balls for each message, an
additional ball type, which Skyrms calls black ball. Whenever the sender draws
a black ball from one of her urns, she sends a new message that was never sent
before. In other words, the sender invents a new message. Experiments with this
setup were made for 2-players games [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ] and multi-agent accounts[
          <xref ref-type="bibr" rid="ref17">17</xref>
          ].
        </p>
        <p>
          The second study [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ] used a setup with negative reinforcement and lateral
inhibition. It showed that larger populations will probably never nd an
agreement (or at least need an unmanageable amount of runtime). The reason is given
by the fact that the number of possible messages is verbatim unlimited and
populations end up in a chaos of a never ending production of new messages. This
phenomenon was shown even for a little community of 6 agents. But it could also
be shown that by limiting the possible message set, this problematic nature of
a never ending chaos can be avoided [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ]. In such a game, when a sender draws
a black ball, she doesn't send a completely new message, but sends a randomly
chosen message from the given message set. By stating a message set that is
substantially larger than the number of states, the game keeps its innovative
nature, but avoids runtime problems.7
2.4
        </p>
      </sec>
      <sec id="sec-2-5">
        <title>Network Structure and Network Properties</title>
        <p>
          To ensure that a network structure resembles a realistic interaction structure of
human populations, it should have small-world properties: i) a short
characteristic path length, and ii) a high clustering coe cient [
          <xref ref-type="bibr" rid="ref26">26</xref>
          ].8 Additionally, most often
human networks display a third property, namely to be scale-free: the frequency
of agents with ever larger numbers of connections roughly follows a power-law
distribution. In this sense I consider a special kind of a scale-free network, which
is both scale-free and has small-world properties [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ]. This network type is
constructed by a preferential attachment algorithm that takes two parameters m
that controls the network density, and p that controls the clustering coe cient
[
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]. In my experiment I used a scale-free network with 500 nodes, m = 2 and
p = :8, which ensures small-world properties.
7 Note that to limit the message number supports the nding of a global convention.
        </p>
        <p>
          This is no surprise, since the less messages are given, the less signaling systems are
possible: for an n k-game there are k!=(k n)! possible signaling systems.
8 For the de nition of these network properties I refer to Jackson's Social and
Economic Networks [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ], Chapter 2.
        </p>
        <p>In the analysis of the simulation experiments I perused particular network
properties, which I divide in local properties that describe characteristics of a
node, and global properties that describe characteristics of a connected
subnetwork. There were two local network properties I was interested in: degree
centrality that is determined by the number of a node's connections; and
individual clustering that is determined by the number of connections among a
node's neighborhood.9 Furthermore, there are two global network properties:
transitivity that can be interpreted as a measure of global clustering; and the
clustering coe cient that is the average value of individual clustering among all
nodes of a sub-network, and can be seen as a measure of local clustering.8
3</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Simulation Experiment and Results</title>
      <p>
        My experiment contained 10 simulation runs, each is arranged as follows: agents
are placed in a social network structure; per simulation step they communicate
by playing a signaling game with each of their connected neighbors and update
their behavior by reinforcement learning. The concrete settings are as follows:
{ network structure: a scale-free network with 500 agents (Holme-Kim
algorithm [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] with m = 2 and p = :8)
{ signaling game: a 3 9-game
{ reinforcement learning : innovative reinforcement learning with = 1, = 1,
= 1, = 20, : all ball types are equiprobably distributed
{ stop condition: reaching 100,000 simulation steps
The essential goal of my simulation runs is to analyze the structure and
variation of what I will call a convention region. A convention region is a group of
agents, which i) has only members that have learned the same convention, and
ii) constitutes a connected sub-graph in the network.
3.1
      </p>
      <sec id="sec-3-1">
        <title>The Structure of Regional Conventions</title>
        <p>
          A basic result of all simulation runs was as follows: a number of di erent
convention regions emerged. This result was already observed in previous studies
with similar settings [
          <xref ref-type="bibr" rid="ref27">27</xref>
          ][
          <xref ref-type="bibr" rid="ref14">14</xref>
          ][
          <xref ref-type="bibr" rid="ref24">24</xref>
          ][
          <xref ref-type="bibr" rid="ref16">16</xref>
          ]. Figure 2 depicts the number of convention
regions for the rst 20,000 simulation steps, each line is the result for one of
the ten simulation runs. As observable, the number of regions initially increases
to a high value, and then decreases to a speci c value n, and oscillates around
this value. Depending on the particular simulation run, this value n is between
10 and 30. All simulation runs revealed that the number of regions continues
oscillating around this value, up to the maximum number of 100,000 simulation
steps. The fact that the number of convention regions has no long-term
tendency of decreasing or increasing reveals a long-term stability, whereas the high
amplitude of oscillation reveals a short-term reactivity.
9 A node's neighborhood is the set of all nodes it is connected to.
        </p>
        <p>Another result of the simulation runs was the following: the global
communicative success10 also oscillates around a speci c value between :75 and :95,
depending on the simulation run. Apparently, despite the high number of
multiple conventions, communication works quite well in this society. The reasons
are i) that all members of their own convention region communicate perfectly
successfully with each other, and ii) that neighboring regions often have similar
conventions that guarantee at least partial success at the borders. To get an
impression of such a diverse society, Figure 3a shows a resulting scale-free network
with around 20 di erent convention regions, indicated by di erent colors.</p>
        <p>It turned out that the conventions regions that evolved inside a network after
100,000 simulation steps di erentiate highly in their size.11 In each simulation
run maximally one really large region emerged, and always a couple of medium
size regions, and a high number of small regions. Figure 3b depicts the number
of emerged convention regions for speci c intervals of sizes, over all 10 simulation
runs. As observable, the number of convention regions decreases with their size;
c.f. while there evolved more that 50 convention regions with a size smaller than
50, there evolved only two convention regions with a size larger than 250.</p>
        <p>A further, quite surprising result is the fact that there is a negative correlation
between the size of a region and the degree centrality of its agents. This is clearly
observable in Figure 4a, where each data point represents an agent's region
size (x-axis) and her degree centrality (y-axis). This analysis reveals a negative
Pearson correlation of -.405. Furthermore, by conducting the same analysis and
considering only each region's agent with maximal degree centrality (as depicted
in Figure 4b) the negative correlation is even stronger, namely -.634.
10 The global communicative success is simply the utility value averaged over all
conducted interactions at one simulation step,.
11 A size of a region is determined by its number of members.
(a) exemplary scale-free network
(b) histogram of region sizes
Fig. 3: Scale-free network with 500 nodes and around 20 convention regions
(Figure 3a) and the number of convention regions for di erent intervals of size over
all 10 simulation runs (Figure 3b).</p>
        <p>This result says that agents with a high degree centrality are members of
a small convention region, while large regions contain rather agents with a low
degree centrality. This is a surprising result, since intuitively one would expect
an outcome that is exactly the other way around; one would expect agents with
a lot of neighbors of the same convention rather in a large convention region, and
vice versa. One possible explanation is that agents with a high degree centrality
tend to be more innovative and frequently create their own small society. A more
detailed analysis that might explain this phenomenon is under study and will be
part of a subsequent study.
3.2</p>
      </sec>
      <sec id="sec-3-2">
        <title>The Local Interaction of Regional Conventions</title>
        <p>Another issue of examination was the way convention regions change over time.
As a basic result it turns out that most of the time regions have a rather xed
size that oscillates with a small deviation. But from time to time a process
happens that I will call spatial acquisition: a convention region acquires a part of a
neighboring region. Furthermore, all simulation runs reveal that spatial
acquisition only happens between regions whose conventions have a high similarity
and di er only in one used message. This result gives rise to the more general
assumption that a particular degree of similarity between conventions is a
necessary condition for realizing spatial acquisition at all. Further formal analyses
are beyond the scope of this study and are left to future research.</p>
        <p>In a more detailed analysis I wanted to gure out if particular global network
properties of neighboring regions are supportive for the emergence of spatial
acquisition among them. For that purpose I extracted all events that indicated a
spatial acquisition between two convention regions and measured the transitivity
(a) all agents
(b) agents with max. DC
Fig. 4: Data plot of agent's degree centrality (y-axis) in comparison to their
region's size (x-axis). Figure 4a depicts all agent's data points, Figure 4b only
data points of agents with maximal degree centrality in their region.
value and clustering coe cient12of the occupying force and the retreating force13
just before the spatial acquisition event started. Furthermore, I also computed
the transitivity value and clustering coe cient of the occupied territory right
after the spatial acquisition event.</p>
        <p>It turned out that there doesn't seem to be any systematic di erence
between the clustering coe cient of occupying and retreating force, whereas the
transitivity values reveal a systematic distribution: the occupying force has
always a lower value than the retreating force and the occupied territory (Figure
5a and 5b shoe the results of 5 exemplary spatial acquisition events). This is
an indicator for the fact that areas of high transitivity are easier to occupy. In
conclusion, while it is generally assumed that i) a high degree of local clustering
- the clustering coe cient - is an indicator for stability and supports
conventions to maintain, the result of my analysis shows that ii) a high degree of global
clustering - transitivity - supports the possibility for conventions to spread and
is therefore also susceptible to spatial acquisition by neighboring regions.
12 The values are normalized to an expected average value for a given population size.
13 For a spatial acquisition event with two participating convention regions, the
occupying force is the one with increasing population size, whereas the retreating force
is the one with decreasing population size.
(a) clustering coe cient
(b) transitivity
In this study I conducted simulation runs of 500 agents that i) are placed on
a scale-free network, ii) play repeated signaling games with connected
neighbors, and iii) update behavior according to innovative reinforcement learning.
A general result in all runs was the emergence of convention regions. In further
examination steps I analyzed the way regions i) are arranged, and ii) interact.</p>
        <p>The rst examination step revealed quite a counterintuitive result: agents
with a high degree centrality are basically found in small convention regions,
whereas large regions entail generally agents with a quite small degree centrality.
As a rst suggestion, this phenomenon seems to be an artifact of the speci c
learning dynamics and its possibility for innovation. The second examination
step points to the fact that a territory with a high transitivity value is easy to
occupy, while a low transitivity value supports preservation. Since this result
follows from a small number of observed events, the assumption has to be tested
for more robustness in subsequent studies with more data.</p>
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