3,284 research outputs found

    Strategic Argumentation is NP-Complete

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    In this paper we study the complexity of strategic argumentation for dialogue games. A dialogue game is a 2-player game where the parties play arguments. We show how to model dialogue games in a skeptical, non-monotonic formalism, and we show that the problem of deciding what move (set of rules) to play at each turn is an NP-complete problem

    Pascal’s wager: tracking an intended reader in the structure of the argument

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    Pascal’s wager is the name of an argument in favor of belief in God presented by Blaise Pascal in §233 of Thoughts. Ian Hacking (1972) pointed out that Pascal’s text involves three different versions of the argument. This paper proceeds from this identification, but it concerns an examination of the rhetorical strategy realized by Pascal’s argumentation. The final form of Pascal’s argument is considered as a product that could be established only through a specific process of persuasion led with respect to an intended reader with a particular set of initial beliefs. The text uses insights from the pragma‐dialectical approach to argumentation, especially the concept of rhetorical effectiveness of particular choices from the topical potential. The argumentation structure of Pascal’s wager is considered to be a reflection of the anticipated course of dialogue with the reader critically testing the sustainability of Pascal’s standpoint “You should believe in God”. Based on the argumentation reconstruction of three versions of the argument, Pascal’s idea of opponent/audience is identified. A rhetorical analysis of the effects of his argumentative strategy is proposed. The analysis is based on two perspectives on Pascal’s argument: it examines the strategy implemented consistently by all arguments and the strategy of a formulation of different versions of the wager

    Some Supplementaries to The Counting Semantics for Abstract Argumentation

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    Dung's abstract argumentation framework consists of a set of interacting arguments and a series of semantics for evaluating them. Those semantics partition the powerset of the set of arguments into two classes: extensions and non-extensions. In order to reason with a specific semantics, one needs to take a credulous or skeptical approach, i.e. an argument is eventually accepted, if it is accepted in one or all extensions, respectively. In our previous work \cite{ref-pu2015counting}, we have proposed a novel semantics, called \emph{counting semantics}, which allows for a more fine-grained assessment to arguments by counting the number of their respective attackers and defenders based on argument graph and argument game. In this paper, we continue our previous work by presenting some supplementaries about how to choose the damaging factor for the counting semantics, and what relationships with some existing approaches, such as Dung's classical semantics, generic gradual valuations. Lastly, an axiomatic perspective on the ranking semantics induced by our counting semantics are presented.Comment: 8 pages, 3 figures, ICTAI 201

    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

    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
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