18 research outputs found

    Empirical Methods for Modelling Persuadees in Dialogical Argumentation

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    For a participant to play persuasive arguments in a dialogue, s/he may create a model of the other participants. This may include an estimation of what arguments the other participants find believable, convincing, or appealing. The participant can then choose to put forward those arguments that have high scores in the desired criteria. In this paper, we consider how we can crowd-source opinions on the believability, convincingness, and appeal of arguments, and how we can use this information to predict opinions for specific participants on the believability, convincingness, and appeal of specific arguments. We evaluate our approach by crowd-sourcing opinions from 50 participants about 30 arguments. We also discuss how this form of user modelling can be used in a decision-theoretic approach to choosing moves in dialogical argumentation

    Empirical methods for modelling persuadees in dialogical argumentation

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    For a participant to play persuasive arguments in a dialogue, s/he may create a model of the other participants. This may include an estimation of what arguments the other participants find believable, convincing, or appealing. The participant can then choose to put forward those arguments that have high scores in the desired criteria. In this paper, we consider how we can crowd-source opinions on the believability, convincingness, and appeal of arguments, and how we can use this information to predict opinions for specific participants on the believability, convincingness, and appeal of specific arguments. We evaluate our approach by crowd-sourcing opinions from 50 participants about 30 arguments. We also discuss how this form of user modelling can be used in a decision-theoretic approach to choosing moves in dialogical argumentation

    Impact of Argument Type and Concerns in Argumentation with a Chatbot

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    Conversational agents, also known as chatbots, are versatile tools that have the potential of being used in dialogical argumentation. They could possibly be deployed in tasks such as persuasion for behaviour change (e.g. persuading people to eat more fruit, to take regular exercise, etc.) However, to achieve this, there is a need to develop methods for acquiring appropriate arguments and counterargument that reflect both sides of the discussion. For instance, to persuade someone to do regular exercise, the chatbot needs to know counterarguments that the user might have for not doing exercise. To address this need, we present methods for acquiring arguments and counterarguments, and importantly, meta-level information that can be useful for deciding when arguments can be used during an argumentation dialogue. We evaluate these methods in studies with participants and show how harnessing these methods in a chatbot can make it more persuasive

    Towards Computational Persuasion via Natural Language Argumentation Dialogues

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    Computational persuasion aims to capture the human ability to persuade through argumentation for applications such as behaviour change in healthcare (e.g. persuading people to take more exercise or eat more healthily). In this paper, we review research in computational persuasion that incorporates domain modelling (capturing arguments and counterarguments that can appear in a persuasion dialogues), user modelling (capturing the beliefs and concerns of the persuadee), and dialogue strategies (choosing the best moves for the persuader to maximize the chances that the persuadee is persuaded). We discuss evaluation of prototype systems that get the user’s counterarguments by allowing them to select them from a menu. Then we consider how this work might be enhanced by incorporating a natural language interface in the form of an argumentative chatbot

    Strategic Argumentation Dialogues for Persuasion: Framework and Experiments Based on Modelling the Beliefs and Concerns of the Persuadee

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    Persuasion is an important and yet complex aspect of human intelligence. When undertaken through dialogue, the deployment of good arguments, and therefore counterarguments, clearly has a significant effect on the ability to be successful in persuasion. Two key dimensions for determining whether an argument is good in a particular dialogue are the degree to which the intended audience believes the argument and counterarguments, and the impact that the argument has on the concerns of the intended audience. In this paper, we present a framework for modelling persuadees in terms of their beliefs and concerns, and for harnessing these models in optimizing the choice of move in persuasion dialogues. Our approach is based on the Monte Carlo Tree Search which allows optimization in real-time. We provide empirical results of a study with human participants showing that our automated persuasion system based on this technology is superior to a baseline system that does not take the beliefs and concerns into account in its strategy.Comment: The Data Appendix containing the arguments, argument graphs, assignment of concerns to arguments, preferences over concerns, and assignment of beliefs to arguments, is available at the link http://www0.cs.ucl.ac.uk/staff/a.hunter/papers/unistudydata.zip The code is available at https://github.com/ComputationalPersuasion/MCC

    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

    Strategic argumentation dialogues for persuasion: Framework and experiments based on modelling the beliefs and concerns of the persuadee

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    Persuasion is an important and yet complex aspect of human intelligence. When undertaken through dialogue, the deployment of good arguments, and therefore counterarguments, clearly has a significant effect on the ability to be successful in persuasion. Two key dimensions for determining whether an argument is 'good' in a particular dialogue are the degree to which the intended audience believes the argument and counterarguments, and the impact that the argument has on the concerns of the intended audience. In this paper, we present a framework for modelling persuadees in terms of their beliefs and concerns, and for harnessing these models in optimizing the choice of move in persuasion dialogues. Our approach is based on the Monte Carlo Tree Search which allows optimization in real-time. We provide empirical results of a study with human participants that compares an automated persuasion system based on this technology with a baseline system that does not take the beliefs and concerns into account in its strategy

    Strategic Sequences of Arguments for Persuasion Using Decision Trees

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    Persuasion is an activity that involves one party (the persuader) trying to induce another party (the persuadee) to believe or do something. For this, it can be advantageous forthe persuader to have a model of the persuadee. Recently, some proposals in the field of computational models of argument have been made for probabilistic models of what the persuadee knows about, or believes. However, these developments have not systematically harnessed established notions in decision theory for maximizing the outcome of a dialogue. To address this, we present a general framework for representing persuasion dialogues as a decision tree, and for using decision rules for selecting moves. Furthermore, we provide some empirical results showing how some well-known decision rules perform, and make observations about their general behaviour in the context of dialogues where there is uncertainty about the accuracy of the user model

    Delegated updates in epistemic graphs for opponent modelling

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    In an epistemic graph, belief in arguments is represented by probability distributions. Furthermore, the influence that belief in arguments can have on the belief in other arguments is represented by constraints on the probability distributions. Different agents may choose different constraints to describe their reasoning, thus making epistemic graphs extremely flexible tools. A key application for epistemic graphs is modelling participants in persuasion dialogues, with the aim of modelling the change in beliefs as each move in the dialogue is made. This requires mechanisms for updating the model throughout the dialogue. In this paper, we introduce the class of delegated update methods, which harness existing, simpler update methods in order to produce more realistic outputs. In particular, we focus on hypothesized updates, which capture agent's reluctance or susceptibility to belief updates that can be caused by certain factors, such as time of the day, fatigue, dialogue length, and more. We provide a comprehensive range of options for modelling different kinds of agents and we explore a range of properties for categorising the options
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