23,898 research outputs found

    Analysis of Dialogical Argumentation via Finite State Machines

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    Dialogical argumentation is an important cognitive activity by which agents exchange arguments and counterarguments as part of some process such as discussion, debate, persuasion and negotiation. Whilst numerous formal systems have been proposed, there is a lack of frameworks for implementing and evaluating these proposals. First-order executable logic has been proposed as a general framework for specifying and analysing dialogical argumentation. In this paper, we investigate how we can implement systems for dialogical argumentation using propositional executable logic. Our approach is to present and evaluate an algorithm that generates a finite state machine that reflects a propositional executable logic specification for a dialogical argumentation together with an initial state. We also consider how the finite state machines can be analysed, with the minimax strategy being used as an illustration of the kinds of empirical analysis that can be undertaken.Comment: 10 page

    Arguing Using Opponent Models

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    No Grice: Computers that Lie, Deceive and Conceal

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    In the future our daily life interactions with other people, with computers, robots and smart environments will be recorded and interpreted by computers or embedded intelligence in environments, furniture, robots, displays, and wearables. These sensors record our activities, our behavior, and our interactions. Fusion of such information and reasoning about such information makes it possible, using computational models of human behavior and activities, to provide context- and person-aware interpretations of human behavior and activities, including determination of attitudes, moods, and emotions. Sensors include cameras, microphones, eye trackers, position and proximity sensors, tactile or smell sensors, et cetera. Sensors can be embedded in an environment, but they can also move around, for example, if they are part of a mobile social robot or if they are part of devices we carry around or are embedded in our clothes or body. \ud \ud Our daily life behavior and daily life interactions are recorded and interpreted. How can we use such environments and how can such environments use us? Do we always want to cooperate with these environments; do these environments always want to cooperate with us? In this paper we argue that there are many reasons that users or rather human partners of these environments do want to keep information about their intentions and their emotions hidden from these smart environments. On the other hand, their artificial interaction partner may have similar reasons to not give away all information they have or to treat their human partner as an opponent rather than someone that has to be supported by smart technology.\ud \ud This will be elaborated in this paper. We will survey examples of human-computer interactions where there is not necessarily a goal to be explicit about intentions and feelings. In subsequent sections we will look at (1) the computer as a conversational partner, (2) the computer as a butler or diary companion, (3) the computer as a teacher or a trainer, acting in a virtual training environment (a serious game), (4) sports applications (that are not necessarily different from serious game or education environments), and games and entertainment applications

    Towards a framework for computational persuasion with applications in behaviour change

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    Persuasion is an activity that involves one party trying to induce another party to believe something or to do something. It is an important and multifaceted human facility. Obviously, sales and marketing is heavily dependent on persuasion. But many other activities involve persuasion such as a doctor persuading a patient to drink less alcohol, a road safety expert persuading drivers to not text while driving, or an online safety expert persuading users of social media sites to not reveal too much personal information online. As computing becomes involved in every sphere of life, so too is persuasion a target for applying computer-based solutions. An automated persuasion system (APS) is a system that can engage in a dialogue with a user (the persuadee) in order to persuade the persuadee to do (or not do) some action or to believe (or not believe) something. To do this, an APS aims to use convincing arguments in order to persuade the persuadee. Computational persuasion is the study of formal models of dialogues involving arguments and counterarguments, of user models, and strategies, for APSs. A promising application area for computational persuasion is in behaviour change. Within healthcare organizations, government agencies, and non-governmental agencies, there is much interest in changing behaviour of particular groups of people away from actions that are harmful to themselves and/or to others around them

    New Concepts for Argument Evaluation

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    Guest editorial: Argumentation in multi-agent systems

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    Reinforcement Learning for Argumentation

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    Argumentation as a logical reasoning approach plays an important role in improving communication, increasing agree-ability, and resolving conflicts in multi-agent-systems (MAS). The present research aims to explore the effectiveness of argumentation in reinforcement learning of intelligent agents in terms of, outperforming baseline agents, learning transfer between argument graphs, and improving relevance and coherence of dialogue quality. This research developed `ARGUMENTO+' to encourage a reinforcement learning agent (RL agent) playing abstract argument game for improving performance against different baseline agents by using a newly proposed state representation in order to make each state unique. When attempting to generalise this approach to other argumentation graphs, the RL agent was not able to effectively identify the argument patterns that are transferable to other domains. In order to improve the effectiveness of the RL agent to recognise argument patterns, this research adopted a logic-based dialogue game approach with richer argument representations. In the DE dialogue game, the RL agent played against hard-coded heuristic agents and showed improved performance compared to the baseline agents by using a reward function that encourages the RL agent to win the game with minimum number of moves. This also allowed the RL agent to adopt its own strategy, make moves, and learn to argue. This thesis also presents a new reward function that makes the RL agent's dialogue more coherent and relevant than its opponents. The RL agent was designed to recognise argument patterns, i.e. argumentation schemes and evidence support sources, which can be related to different domains. The RL agent used a transfer learning method to generalise and transfer experiences and speed up learning

    Historical overview of formal argumentation

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