Characterizing the dynamics of learning in repeated reference games
Paper · 2019 · Robert D. Hawkins, Michael C. Frank and Noah D. Goodman
Summary
When two people repeatedly talk about the same hard-to-name objects, their wording changes over time. Hawkins, Frank and Goodman study this process with a large online version of the classic tangram reference game. One player, the director, describes a target shape. The other, the matcher, has to pick it out of twelve, and every shape comes back as the target several times. The authors release an open corpus of more than 15,000 chat utterances from both a free-matching and a cued variant of the game. They then use NLP tools to analyse it: part-of-speech tags and syntax trees to track which structures disappear, and GloVe embeddings to track meaning. The findings are:
- Each pair settles on its own stable and efficient labels.
- Words that were discriminative early on tend to survive.
- Shortening is not random. Whole clauses and modifiers drop out together, often after the listener signals understanding, and short open-class labels remain.
This gives quantitative targets for computational models of how conventions form.
Key points
- 480 Mechanical Turk workers took part, with 218 playing the free-matching variant and 262 playing the cued one. The cued data (83 pairs) is the pre-registered confirmatory sample, analysis plan at osf.io/vzvmf. The classic Clark & Wilkes-Gibbs (1986) study had 8 pairs.
- Each trial showed a 6 × 2 grid of the twelve tangrams from Clark & Wilkes-Gibbs, with an unrestricted text chat.
- The cued design links every utterance to a known target object, which allows analysis object by object. The free version required location talk and produced messages that mixed several targets.
- Shortening was compared with a "random corruption" baseline, in which each word is dropped independently. Real reduction removes syntactic units in clusters and depends on listener feedback.
- Arbitrariness and stability were measured as embedding similarity across pairs and across repetitions. Both signatures grow as the interaction goes on.
Interesting ideas
- I1. Testing reduction against a simple word-dropping null model shows whether shortening follows structure; raw length counts cannot.
- I2. A permutation baseline that scrambles words across targets before averaging embeddings rules out artefacts caused by utterance length.
- I3. A word's discriminativeness in the first context (used for one target more than the others) predicts whether it becomes the lasting label.
- I4. Speakers shorten after positive feedback even when they cannot be interrupted, which treats the reply as evidence of understanding.
- I5. After repeated use, a long description collapses to a short open-class label such as an adjective plus a noun.
For Mova
How these ideas could serve Mova, our small open language model — its files, stages and tests:
- I1 (tree): Measure whether dropped material corresponds to whole UD subtrees (acl, amod, nmod) rather than scattered tokens, and use that as a check on how parse quality affects analyses of reduction.
- I2 (learn): Add similar scrambled-input negative controls whenever similarity scores between texts are compared, so length effects are not mistaken for meaning.
- I3 (world): When tracking entities across a text, prefer the earliest distinctive descriptor as the entity's canonical name, so later short mentions can be linked back to it.
- I4 (frames): Model acknowledgement speech acts in dialogue as updates to common ground that license shorter, partner-specific referring expressions in later turns.
- I5 (back): In generation, refer to an entity again with its established short label instead of repeating the full description, making text from the meaning graph more natural.
Institutions
📚 Shelves 6The field of science this work belongs to (OpenAlex fields).Arts and Humanities · 9,296 worksLanguage and Linguistics · 9,206 worksSocial Sciences · 744 worksPsychology · 798 worksExperimental and Cognitive Psychology · 463 worksCultural Studies · 10 works
Cite
Cite as Robert D. Hawkins, Michael C. Frank and Noah D. Goodman. 2019. Characterizing the dynamics of learning in repeated reference games. arXiv:1912.07199.
@misc{hawkins2019characterizing,
title = {{Characterizing the dynamics of learning in repeated reference games}},
author = {Robert D. Hawkins, Michael C. Frank and Noah D. Goodman},
year = {2019},
doi = {10.48550/arxiv.1912.07199},
eprint = {1912.07199},
archivePrefix = {arXiv},
url = {https://doi.org/10.48550/arxiv.1912.07199}
}References
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