25 research outputs found
On the Logic of Lying
We model lying as a communicative act changing the beliefs
of the agents in a multi-agent system. With Augustine, we see lying
as an utterance believed to be false by the speaker and uttered with
the intent to deceive the addressee. The deceit is successful if
the lie is believed after the utterance by the addressee. This is
our perspective. Also, as common in dynamic epistemic logics, we
model the agents addressed by the lie, but we do not (necessarily)
model the speaker as one of those agents. This further simplifies
the picture: we do not need to model the intention of the speaker,
nor do we need to distinguish between knowledge and belief of the
speaker: he is the observer of the system and his beliefs are taken
to be the truth by the listeners. We provide a sketch of what goes
on logically when a lie is communicated. We present a complete logic
of manipulative updating, to analyse the effects of lying in public
discourse.
Next, we turn to the study of lying in games. First, a
game-theoretical analysis is used to explain how the possibility of
lying makes games such as Liar's Dice interesting, and how lying is
put to use in optimal strategies for playing the game. This is the
opposite of the logical manipulative update: instead of always
believing the utterance, now, it is never believed. We also give a
matching logical analysis for the games perspective, and implement
that in the model checker DEMO. Our running example of lying in games
is the game of Liar's Dice
On the Logic of Lying
We look at lying as an act of communication, where (i) the proposition
that is communicated is not true, (ii) the utterer of the lie knows
(or believes) that what she communicates is not true, and (iii) the
utterer of the lie intends the lie to be taken as truth. Rather than
dwell on the moral issues, we provide a sketch of what goes on
logically when a lie is communicated. We present a complete logic of
manipulative updating, to analyse the effects of lying in public
discourse. Next, we turn to the study of lying in games. First, a
game-theoretical analysis is used to explain how the possibility of
lying makes such games interesting, and how lying is put to use in
optimal strategies for playing the game. Finally, we give a matching
logical analysis. Our running example of lying in games is liar's
dice
Editors' Review and Introduction:Lying in Logic, Language, and Cognition
We describe some recent trends in research on lying from a multidisciplinary perspective, including logic, philosophy, linguistics, psychology, cognitive science, behavioral economics, and artificial intelligence. Furthermore, we outline the seven contributions to this special issue of topiCS.</p
Influencing Choices by Changing Beliefs: A Logical Theory of Influence, Persuasion, and Deception
Wemodelpersuasion,viewedasadeliberateactionthroughwhichan agent (persuader) changes the beliefs of another agentâs (persuadee). This notion of persuasion paves the way to express the idea of persuasive influence, namely inducing a change in the choices of the persuadee by changing her beliefs. It allows in turns to express different aspects of deception. To this end, we propose a logical framework that enables expressing actions and capabilities of agents, their mental states (desires, knowledge and beliefs), a variety of agency operators as well as the connection between mental states and choices. Those notions, once combined, enable us to capture, the notion of influence, persuasion and deception, as well as their relation
Agent-update Models
In dynamic epistemic logic (Van Ditmarsch et al., 2008) it is customary to
use an action frame (Baltag and Moss, 2004; Baltag et al., 1998) to describe
different views of a single action. In this article, action frames are extended
to add or remove agents, we call these agent-update frames. This can be done
selectively so that only some specified agents get information of the update,
which can be used to model several interesting examples such as private update
and deception, studied earlier by Baltag and Moss (2004); Sakama (2015); Van
Ditmarsch et al. (2012). The product update of a Kripke model by an action
frame is an abbreviated way of describing the transformed Kripke model which is
the result of performing the action. This is substantially extended to a
sum-product update of a Kripke model by an agent-update frame in the new
setting. These ideas are applied to an AI problem of modelling a story. We show
that dynamic epistemic logics, with update modalities now based on agent-update
frames, continue to have sound and complete proof systems. Decision procedures
for model checking and satisfiability have expected complexity. A sublanguage
is shown to have polynomial space algorithms
Arrow update logic
We present Arrow Update Logic, a theory of epistemic access elimination that can be used to reason about multi-agent belief change. While the belief-changing "arrow updates" of Arrow Update Logic can be transformed into equivalent belief-changing "action models" from the popular Dynamic Epistemic Logic approach, we prove that arrow updates are sometimes exponentially more succinct than action models. Further, since many examples of belief change are naturally thought of from Arrow Update Logic's perspective of eliminating access to epistemic possibilities, Arrow Update Logic is a valuable addition to the repertoire of logics of information change. In addition to proving basic results about Arrow Update Logic, we introduce a new notion of common knowledge that generalizes both ordinary common knowledge and the "relativized" common knowledge familiar from the Dynamic Epistemic Logic literature
Coincidence of Bargaining Solutions and Rationalizability in Epistemic Games
Chapter 1: In 1950, John Nash proposed the Bargaining Problem, for which a solution is a function that assigns to each space of possible utility assignments a single point in the space, in some sense representing the âfairâ deal for the agents involved. Nash provided a solution of his own, and several others have been presented since then, including a notable solution by Ehud Kalai and Meir Smorodinsky. In chapter 1, a complete account is given for the conditions under which the two solutions will coincide for two player bargaining scenarios.
Chapter 2: In the same year, Nash presented one of the fundamental solution concepts of game theory, the Nash Equilibrium. Subsequently this concept was generalized by Bernheim and Pearce to the solution concept of rationalizability. Each involves a consideration of the beliefs of the agents regarding the play of the other agents, though in many strategic situations, payoffs depend not only on the actions taken, but also some facts of the world. The main result of chapter 2 is to define rationalizability for a class of such games known as Epistemic Messaging Games
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Three essays on applied epistemology
This dissertation contains three essays, each of which discusses a distinct way in which the particular status our beliefs have should affect the way we treat others.
In the first essay, I begin with an account of epistemic damageâa proposal about how to measure epistemic harm. Second, I give an account of expected epistemic damage, which allows us to draw a principled line from epistemic harm to moral blameworthiness. Third, I use the notion of expected epistemic damage to solve a dilemma I pose for the dominant account of lying. I critique, and offer a replacement for, a widely-accepted necessary condition on lyingâthat the speaker believes the negation of what they assert.
In the second essay, I argue that when people behave in a way that we believe is morally impermissible but toward which they are morally indifferent, we ought to pay them to forgo that behavior. People have legal entitlements to act in some ways that others regard as morally impermissible. But people exercise these entitlements, nevertheless. When they do, others have a defeasible reason to stop them. The circumstances will dictate whether they should, and, if so, the best method: one might convince them that what they are doing is wrong; one might explain that people will dislike them if they persist; one might ask them nicely, or threaten them. Or, one could pay them.
In the third essay, I address arguments in both the philosophical and legal literature according to which statistical evidence cannot alone be sufficient evidence for a judgment in a civil trial or a conviction in a criminal trial. I argue that this dominant view is mistaken. Broadly, the argument relies on the presumption that any probative evidence ought to be given its due. I argue that the very many arguments presented against the sufficiency of statistical evidence are not strong enough to overcome this presumption.Philosoph
Arrow update synthesis
In this contribution we present arbitrary arrow update model logic (AAUML). This is a dynamic epistemic logic or update logic. In update logics, static/basic modalities are interpreted on a given relational model whereas dynamic/update modalities induce transformations (updates) of relational models. In AAUML the update modalities formalize the execution of arrow update models, and there is also a modality for quantification over arrow update models. Arrow update models are an alternative to the well-known action models. We provide an axiomatization of AAUML. The axiomatization is a rewrite system allowing to eliminate arrow update modalities from any given formula, while preserving truth. Thus, AAUML is decidable and equally expressive as the base multi-agent modal logic. Our main result is to establish arrow update synthesis: if there is an arrow update model after which Ï, we can construct (synthesize) that model from Ï. We also point out some pregnant differences in update expressivity between arrow update logics, action model logics, and refinement modal logic