22 research outputs found

    Semantic Games for Algorithmic Players

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    We describe a class of semantic extensive entailment game (eeg) with algorithmic players, related to game-theoretic semantics (gts), and generalized to classical first-order semantic entailment. Players have preferences for parsimonious spending of computational resources, and compute partial strategies, under qualitative uncertainty about future histories. We prove the existence of local preferences for moves, and strategic fixpoints, that allow to map eeg game-tree to the building rules and closure rules of Smullyan's semantic tableaux (st). We also exhibit a strategy profile that solves the fixpoint selection problem, and can be mapped to systematic constructions of semantic trees, yielding a completeness result by translation. We conclude on possible generalizations of our games

    Taking Problem-Solving Seriously

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    Instructions in Wason’s Selection Task underdetermine empirical subjects’ representation of the underlying problem, and its admissible solutions. We model the Selection Task as an (ambiguous) interrogative learning problem, and reasoning to solutions as: (a) selection of a representation of the problem; and: (b) strategic planning from that representation. We argue that recovering Wason’s ‘normative’ selection is possible only if both stages are constrained further than they are by Wason’s formulation. We conclude comparing our model with other explanatory models, w.r.t. to empirical adequacy, and modeling of bounded rationality

    The Double Disjunction Task as a Coordination Problem

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    In this paper I present the double disjunction task as introduced by Johnson-Laird. This experiment is meant to show how mental model theory explains the discrepancy between logical competence and logical performance of individuals in deductive reasoning. I review the results of the task and identify three problems in the way the task is designed, that all fall under a lack of coordination between the subject and the experimenter, and an insufficient representation of the semantic/pragmatic interface. I then propose a reformulation of the task, that makes explicit the underlying semantic reasoning and emphasizes the difference of interpretation of the DDT between the experimenter and the subjects

    GIRL special issue introduction

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    Logical Dialogues with Explicit Preference Profiles and Strategy Selection

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    The Barth–Krabbe–Hintikka–Hintikka Problem, independently raised by Barth and Krabbe (From axiom to dialogue: a philosophical study of logics and argumentation. Walter de Gruyter, Berlin, 1982) and Hintikka and Hintikka (The sign of three: Peirce, Dupin, Holmes. In: Eco U, Sebeok TA (eds) Sherlock Holmes confronts modern logic: Toward a theory of information-seeking through questioning. Indiana University Press, Bloomington, 1983), is the problem of characterizing the strategic reasoning of the players of dialogical logic and game-theoretic semantics games from rational preferences rather than rules. We solve the problem by providing a set of preferences for players with bounded rationality and specifying strategic inferences from those preferences, for a variant of logical dialogues. This solution is generalized to both game-theoretic semantics and orthodox dialogical logic (classical and intuitionistic)

    How can questions be informative before they are answered?

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    We examine a special case of inquiry games inspired by Hintikka's interrogative model of inquiry, and give an account of the informational import of asking questions. We focus on yes-no questions, which always carry information about the questioner's strategy, but never about the state of Nature, and show how strategic information reduces uncertainty through inferences about other players' goals and strategies. This uncertainty cannot always be captured by information structures of classical game theory. We conclude on the connection with Gricean pragmatics and contextual constraints on interpretation
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