181 research outputs found
Analysis of Dialogical Argumentation via Finite State Machines
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
A Critical Discussion Game for Prohibiting Fallacies
The study of fallacies is at the heart of argumentation studies. In response to Hamblin’s devastating critique of the state of the theory of fallacies in 1970, both formal dialectical and informal approaches to fallacies developed. In the current paper, we focus on an influential informal approach to fallacies, part of the pragma-dialectical theory of argumentation. Central to the pragma-dialectical method for analysing and evaluating argumentative discourse is the ideal model of a critical discussion. In this discussion model, a dialectical perspective on argumentation is combined with a pragmatic take on communicative interaction. By formalising and computationally implementing the model of a critical discussion, we take a first step in the development of software to computationally model argumentative dialogue in which fallacies are prohibited along the pragmadialectical norms. We do this by defining the Critical Discussion Game, a formal dialogue game based on the pragma-dialectical discussion model, executable on an online user-interface which is part of a larger infrastructure of argumentation software
Formalizing argument-based agent interaction in electronic institutions
During the last decade the notion of agent has gained acceptance within the AI community, mainly due to its adequacy to formalize complex environments. Agents can be thought as active software objects, which may be autonomous and able to perceive, reason, act, and interact with other agents.
When agents interact with each other, a multi-agent system (MAS) arises.Eje: Inteligencia Artificial Distribuida, Aspectos Teóricos de la Inteligencia Artificial y Teoría de la ComputaciónRed de Universidades con Carreras en Informática (RedUNCI
Reconsidering RepStat rules in dialectic games.
Prohibition of repeated statements has benefits for the tractability and predictability of dialogues carried out by machines, but doesn't match the real world behaviour of people. This gap between human and machine behaviour leads to problems when formal dialectical systems are applied in conversational AI contexts. However, the problem of handling statement repetition gives insight into wider issues that stem partly from the historical focus on formal dialectics to the near exclusion of descriptive dialectics. In this paper we consider the problem of balancing the needs of machines versus those of human participants through the consideration of both descriptive and formal dialectics integrated within a single overarching dialectical system. We describe how this approach can be supported through minimal extension of the Dialogue Game Description Language
Towards a declarative approach to constructing dialogue games.
In this paper we sketch a new approach to the development of dialogue games that builds upon the knowledge gained from several decades of dialogue game research across a variety of communities and which leverages the capabilities of the Dialogue Game Description Language as a means to describe the constituent parts of dialogue games. Our ultimate aim is to produce a method for rapidly describing and implementing games that conform to the designer's needs by declaring what is required and then automatically constructing the game from components, called 'fragments', that are distilled from existing dialogue games
Formalizing argument-based agent interaction in electronic institutions
During the last decade the notion of agent has gained acceptance within the AI community, mainly due to its adequacy to formalize complex environments. Agents can be thought as active software objects, which may be autonomous and able to perceive, reason, act, and interact with other agents.
When agents interact with each other, a multi-agent system (MAS) arises.Eje: Inteligencia Artificial Distribuida, Aspectos Teóricos de la Inteligencia Artificial y Teoría de la ComputaciónRed de Universidades con Carreras en Informática (RedUNCI
Ancestor Worship in The Logic of Games. How foundational were Aristotle\u27s contributions?
Notwithstanding their technical virtuosity and growing presence in mainstream thinking, game theoretic logics have attracted a sceptical question: Granted that logic can be done game theoretically, but what would justify the idea that this is the preferred way to do it?\u27\u27 A recent suggestion is that at least part of the desired support might be found in the Greek dialectical writings. If so, perhaps we could say that those works possess a kind of foundational significance. The relation of being foundational for is interesting in its own right. In this paper, I explore its ancient applicability to relevant, paraconsistent and nonmonotonic logics, before returning to the question of its ancestral tie, or want of one, to the modern logics of games
Interdisciplinary Perspectives on Behavioral Economics, 22-23 May
Report of the Conference "Economics and/or Psychology: Interdisciplinary Perspectives on Behavioral Economics"
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