Saturation Traps and Learned Conventions in Emergent Analogue Communication

Gradient training can commit a learned communication code, within 200 steps, to a form provably poor for the very objective it minimises. We show this in two jointly trained recurrent networks of 4,000 leaky saturating cells that communicate through a noisy analogue wire. When four steps must carry eight bits, every code with exactly two amplitude values per step has a cross-entropy of at least 4 bits per object; yet training from scratch at noise σ = 0.3 ends at or near this floor in eight of ten seeds (4.02-4.21 bits), while the same networks led through low noise stay multi-level at 2.7-2.9 bits, near the channel limit of 2.54. Trapped codes deliver 69-73% of what the channel permits, multi-level ones 94-97%, and commitment comes at half the noise where two levels become optimal. What governs this saturation trap is the early pre-limiter gain: across a grid of learning rate and initial wire scale, no run is trapped where the median gain at step 100 stays near 2 and every run is trapped above 34; in all 32 trapped runs the gain reaches 2 at or before the code commits; a gain penalty of 0.005 prevents the trap and a rate of 0.001 largely does, unlike surrogate gradients and rescaling. GRU networks do not reach the fully binary floor, but the path dependence extends to them. Discreteness follows the limiter: a peak small relative to the readout's scale makes the code two-level under noise, and without a power cost even without noise; a large peak never does. In a spatial game, a wire swapped in from another episode sends the listener to the landmark that the swapped message names (0.99 of eligible episodes in 13 channels; 11 of 14 in seven new pairs); one channel per set points to a place instead. With each other's messages, independently trained pairs show no established advantage over control recordings (paired difference +0.005, 95% interval -0.05 to 0.09, over 14 pairs). Preprint, version 1. Code and data are available from the author on request: [email protected]. The use of AI agents in this work is described in a footnote on the first page and in the section "Use of AI agents".

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Publication Details

Journal
Zenodo (CERN European Organization for Nuclear Research)
Published
2026-11-04
DOI
https://doi.org/10.5281/zenodo.23945049
Primary Topic
Neural Networks and Applications
Type
preprint
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preprint

Saturation Traps and Learned Conventions in Emergent Analogue Communication

Vladimir Koshkin
Zenodo (CERN European Organization for Nuclear Research)
Neural Networks and Applications
preprint

Saturation Traps and Learned Conventions in Emergent Analogue Communication

Vladimir Koshkin
preprint en

Abstract

Gradient training can commit a learned communication code, within 200 steps, to a form provably poor for the very objective it minimises. We show this in two jointly trained recurrent networks of 4,000 leaky saturating cells that communicate through a noisy analogue wire. When four steps must carry eight bits, every code with exactly two amplitude values per step has a cross-entropy of at least 4 bits per object; yet training from scratch at noise σ = 0.3 ends at or near this floor in eight of ten seeds (4.02-4.21 bits), while the same networks led through low noise stay multi-level at 2.7-2.9 bits, near the channel limit of 2.54. Trapped codes deliver 69-73% of what the channel permits, multi-level ones 94-97%, and commitment comes at half the noise where two levels become optimal. What governs this saturation trap is the early pre-limiter gain: across a grid of learning rate and initial wire scale, no run is trapped where the median gain at step 100 stays near 2 and every run is trapped above 34; in all 32 trapped runs the gain reaches 2 at or before the code commits; a gain penalty of 0.005 prevents the trap and a rate of 0.001 largely does, unlike surrogate gradients and rescaling. GRU networks do not reach the fully binary floor, but the path dependence extends to them. Discreteness follows the limiter: a peak small relative to the readout's scale makes the code two-level under noise, and without a power cost even without noise; a large peak never does. In a spatial game, a wire swapped in from another episode sends the listener to the landmark that the swapped message names (0.99 of eligible episodes in 13 channels; 11 of 14 in seven new pairs); one channel per set points to a place instead. With each other's messages, independently trained pairs show no established advantage over control recordings (paired difference +0.005, 95% interval -0.05 to 0.09, over 14 pairs). Preprint, version 1. Code and data are available from the author on request: [email protected]. The use of AI agents in this work is described in a footnote on the first page and in the section "Use of AI agents".

Zenodo (CERN European Organization for Nuclear Research)
Neural Networks and Applications
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