114,182 research outputs found

    Dynamic Competitive Persuasion

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    We examine a dynamic game of competitive persuasion played between two long-lived sellers over TT \leq \infty periods. Each period, each seller provides information via a Blackwell experiment to a single short-lived buyer, who buys from the seller whose product has the highest expected quality. We solve for the unique subgame perfect equilibrium of this game, and conduct comparative statics: in particular we find that long horizons lead to less information

    Abstract Argumentation / Persuasion / Dynamics

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    The act of persuasion, a key component in rhetoric argumentation, may be viewed as a dynamics modifier. We extend Dung's frameworks with acts of persuasion among agents, and consider interactions among attack, persuasion and defence that have been largely unheeded so far. We characterise basic notions of admissibilities in this framework, and show a way of enriching them through, effectively, CTL (computation tree logic) encoding, which also permits importation of the theoretical results known to the logic into our argumentation frameworks. Our aim is to complement the growing interest in coordination of static and dynamic argumentation.Comment: Arisaka R., Satoh K. (2018) Abstract Argumentation / Persuasion / Dynamics. In: Miller T., Oren N., Sakurai Y., Noda I., Savarimuthu B., Cao Son T. (eds) PRIMA 2018: Principles and Practice of Multi-Agent Systems. PRIMA 2018. Lecture Notes in Computer Science, vol 11224. Springer, Cha

    Modeling building semantics: providing feedback and sustainability

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    Even minor changes in user activity can bring about significant energy savings within built space. Many building performance assessment methods have been developed, however these often disregard the impact of user behavior (i.e. the social, cultural and organizational aspects of the building). Building users currently have limited means of determining how sustainable they are, in context of the specific building structure and/or when compared to other users performing similar activities, it is therefore easy for users to dismiss their energy use. To support sustainability, buildings must be able to monitor energy use, identify areas of potential change in the context of user activity and provide contextually relevant information to facilitate persuasion management. If the building is able to provide users with detailed information about how specific user activity that is wasteful, this should provide considerable motivation to implement positive change. This paper proposes using a dynamic and temporal semantic model, to populate information within a model of persuasion, to manage user change. By semantically mapping a building, and linking this to persuasion management we suggest that: i) building energy use can be monitored and analyzed over time; ii) persuasive management can be facilitated to move user activity towards sustainability

    Keeping the Listener Engaged: a Dynamic Model of Bayesian Persuasion

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    We consider a dynamic model of Bayesian persuasion in which information takes time and is costly for the sender to generate and for the receiver to process, and neither player can commit to their future actions. Persuasion may totally collapse in a Markov perfect equilibrium (MPE) of this game. However, for persuasion costs sufficiently small, a version of a folk theorem holds: outcomes that approximate Kamenica and Gentzkow (2011)'s sender-optimal persuasion as well as full revelation and everything in between are obtained in MPE, as the cost vanishes

    Keeping the Listener Engaged: a Dynamic Model of Bayesian Persuasion

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    We consider a dynamic model of Bayesian persuasion in which information takes time and is costly for the sender to generate and for the receiver to process, and neither player can commit to their future actions. Persuasion may totally collapse in a Markov perfect equilibrium (MPE) of this game. However, for persuasion costs sufficiently small, a version of a folk theorem holds: outcomes that approximate Kamenica and Gentzkow (2011)'s sender-optimal persuasion as well as full revelation and everything in between are obtained in MPE, as the cost vanishes

    The Principles of Persuasion in Executive Leadership

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    Persuasion is becoming increasingly prevalent and important for executives in the business world, especially in light of the current economic situation and the shifting dynamic in organizational management. As a result, it is worth examining the scientific process behind persuasion and how applying these findings will produce more effective executive leaders. This paper will dive into the realm of persuasion in the work place by first drawing upon the history between persuasion and rhetoric, how these historical thought processes have influenced the persuasion we know and understand today, as well as examine how certain techniques can make persuasion most effective, to not only produce more influential leaders, but also passionate and motivated organizations as a whole. Specifically, it will look into how becoming a persuasive leader is like putting together a jigsaw puzzle of the four main principles of effective persuasion: establishing credibility, framing the argument, providing compelling evidence, and connecting emotionally

    Dynamic Persuasion with Outside Information

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    A principal seeks to persuade an agent to accept an offer of uncertain value before a deadline expires. The principal can generate information, but exerts no control over exogenous outside information. The combined effect of the deadline and outside information creates incentives for the principal to keep uncertainty high in the first periods so as to persuade the agent close to the deadline. We characterize the equilibrium, compare it to the single-player decision problem in which exogenous outside information is the agent's only source of information, and examine the welfare implications of our analysis

    Dynamic persuasion with outside information

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    A principal seeks to persuade an agent to accept an offer of uncertain value before a deadline expires. The principal can generate information, but exerts no control over exogenous outside information. The combined effect of the deadline and outside information creates incentives for the principal to keep uncertainty high in the first periods so as to persuade the agent close to the deadline. We characterize the equilibrium, compare it to the single-player decision problem in which exogenous outside information is the agent's only source of information, and examine the welfare implications of our analysis

    MindShift: Leveraging Large Language Models for Mental-States-Based Problematic Smartphone Use Intervention

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    Problematic smartphone use negatively affects physical and mental health. Despite the wide range of prior research, existing persuasive techniques are not flexible enough to provide dynamic persuasion content based on users' physical contexts and mental states. We first conduct a Wizard-of-Oz study (N=12) and an interview study (N=10) to summarize the mental states behind problematic smartphone use: boredom, stress, and inertia. This informs our design of four persuasion strategies: understanding, comforting, evoking, and scaffolding habits. We leverage large language models (LLMs) to enable the automatic and dynamic generation of effective persuasion content. We develop MindShift, a novel LLM-powered problematic smartphone use intervention technique. MindShift takes users' in-the-moment physical contexts, mental states, app usage behaviors, users' goals & habits as input, and generates high-quality and flexible persuasive content with appropriate persuasion strategies. We conduct a 5-week field experiment (N=25) to compare MindShift with baseline techniques. The results show that MindShift significantly improves intervention acceptance rates by 17.8-22.5% and reduces smartphone use frequency by 12.1-14.4%. Moreover, users have a significant drop in smartphone addiction scale scores and a rise in self-efficacy. Our study sheds light on the potential of leveraging LLMs for context-aware persuasion in other behavior change domains
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