What is it for a sound or gesture to have a meaning, and how does it come to have one? In this paper, a range of simulations are used to extend the tradition of theories of meaning as use. The authors work throughout with large spatialized arrays of sessile individuals in an environment of wandering food sources and predators. Individuals gain points by feeding and lose points when they are hit by a predator and are not hiding. They can also make sounds heard by immediate neighbours in the array, and can respond to sounds from immediate neighbours. No inherent meaning for these sounds is built into the simulation; under what circumstances they are sent, if any, and what the response to them is, if any, vary initially with the strategies randomized across the array. These sounds do take on a specific function for communities of individuals, however, with any of three forms of strategy change: direct imitation of strategies of successful neighbours, a localized genetic algorithm in which strategies are 'crossed' with those of successful neighbours, and neural net training on the behaviour of successful neighbours. Starting from an array randomized across a large number of strategies, and using any of these modes of strategy change, communities of 'communicators' emerge. Within these evolving communities the sounds heard from immediate neighbours, initially arbitrary across the array, come to be used for very specific communicative functions. 'Communicators' make a particular sound on feeding and respond to that same sound from neighbours by opening their mouths; they make a different sound when hit with a predator and respond to that sound by hiding. Robustly and persistently, even in simple computer models of communities of self-interested agents, something suggestively like signalling emerges and spreads.
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