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Self-reference and paradox in two and three dimensions., , , и . Comput. Graph., 17 (5): 609-612 (1993)Information and Meaning: Use-Based Models in Arrays of Neural Nets., , и . Minds and Machines, 14 (1): 43-66 (2004)Simulating Grice - Emergent Pragmatics in Spatialized Game Theory.. Language, Games, and Evolution, том 6207 из Lecture Notes in Computer Science, Springer, (2011)Self-reference and chaos in fuzzy logic.. IEEE Trans. Fuzzy Syst., 1 (4): 237-253 (1993)Learning to Communicate: The Emergence of Signaling in Spatialized Arrays of Neural Nets., , и . Adaptive Behaviour, 10 (1): 45-70 (2002)Modeling Interaction Effects in Polarization: Individual Media Influence and the Impact of Town Meetings., , , и . J. Artificial Societies and Social Simulation, (2016)Making meaning happen., , , , и . J. Exp. Theor. Artif. Intell., 16 (4): 209-243 (2004)Information Dynamics Across Sub-Networks: Germs, Genes, and Memes., , , и . AAAI Fall Symposium: Complex Adaptive Systems, том FS-11-03 из AAAI Technical Report, AAAI, (2011)Special issues on Epistemology of Modelling and Simulation.. J. Exp. Theor. Artif. Intell., 24 (3): 271-278 (2012)A graphic measure for game-theoretic robustness., , , , , , и . Synthese, 163 (2): 273-297 (2008)