id author title date pages extension mime words sentences flesch summary cache txt work_iordx5dbkjc6xgt6o4jqv26xia Cailin O'Connor Evolving Perceptual Categories 2014 13 .pdf application/pdf 5216 353 62 sense in which actors in sim-max games might want to categorize groups of states This paper will use sim-max games to model perceptual categorization, with 1Jäger is not the first to introduce this type of structure to the state space of a signaling game. Sim-max games build on this model by adding similarity structure to the state In sim-max games, states of the world are modeled as points in a metric space Optimal strategies in sim-max games are those strategies where similar states are The first thing to note is that the optimal strategies of sim-max games are With this interpretation, one can use sim-max games as a model of perceptual state space of sim-max games are built in through payoff structure alone. sim-max game if the same acts obtain the same payoffs in both states. it should then be expected that perceptual categories track real-world similarity ./cache/work_iordx5dbkjc6xgt6o4jqv26xia.pdf ./txt/work_iordx5dbkjc6xgt6o4jqv26xia.txt