Modeling Language Evolution
Generate verbal lexicon
Compare vectors
Generate new generation of agents
Produce utterance
Find actor expression
Update lexicon
Create situational context
Determine communicative success
Summarize simulation results
Let agents talk
Develop initial proposition
Use word order for interpretation
Develop interpretation
Reduce length of expressions
Check referential capacity
Rescale vector values
Run simulation
Determine actor role
Actor argument first
NA vector identification
Determine sentence constituents
Score candidate expressions
Determine expected communicative success
Decompose words into morphemes
Kill agents
Word erosion
Order constituents by activation
Create founding agent
Compare forms
Generate forms
Found population
Update usage numbers
Fuse words
Apply linguistic generalizations
Group words into constituents
Develop an interpretation
Interpret utterance
Find maximum value
tools:::Rd_package_title("MoLE")
Bleach word meaning
Interpret nominal morphology
Generate nominal lexicon
Adjust person value
Prepare a proposition for production
Make anaphoric copy of topic
Put topic in first position
Organize communicative turn
Determine role qualification
Put verb final
Interpret verbal morphology
Model for simulating language evolution in terms of cultural evolution (Smith & Kirby (2008) <DOI:10.1098/rstb.2008.0145>; Deacon 1997). The focus is on the emergence of argument-marking systems (Dowty (1991) <DOI:10.1353/lan.1991.0021>, Van Valin 1999, Dryer 2002, Lestrade 2015a), i.e. noun marking (Aristar (1997) <DOI:10.1075/sl.21.2.04ari>, Lestrade (2010) <DOI:10.7282/T3ZG6R4S>), person indexing (Ariel 1999, Dahl (2000) <DOI:10.1075/fol.7.1.03dah>, Bhat 2004), and word order (Dryer 2013), but extensions are foreseen. Agents start out with a protolanguage (a language without grammar; Bickerton (1981) <DOI:10.17169/langsci.b91.109>, Jackendoff 2002, Arbib (2015) <DOI:10.1002/9781118346136.ch27>) and interact through language games (Steels 1997). Over time, grammatical constructions emerge that may or may not become obligatory (for which the tolerance principle is assumed; Yang 2016). Throughout the simulation, uniformitarianism of principles is assumed (Hopper (1987) <DOI:10.3765/bls.v13i0.1834>, Givon (1995) <DOI:10.1075/z.74>, Croft (2000), Saffran (2001) <DOI:10.1111/1467-8721.01243>, Heine & Kuteva 2007), in which maximal psychological validity is aimed at (Grice (1975) <DOI:10.1057/9780230005853_5>, Levelt 1989, Gaerdenfors 2000) and language representation is usage based (Tomasello 2003, Bybee 2010). In Lestrade (2015b) <DOI:10.15496/publikation-8640>, Lestrade (2015c) <DOI:10.1075/avt.32.08les>, and Lestrade (2016) <DOI:10.17617/2.2248195>), which reported on the results of preliminary versions, this package was announced as WDWTW (for who does what to whom), but for reasons of pronunciation and generalization the title was changed.