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Mapping persuasive dialogue games onto argumentation structures

Mapping persuasive dialogue games onto argumentation structures

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Authors

  • Simon Wells
  • Andrew Ravenscroft
  • Musbah Sagar
  • Chris Reed

Research units

Info

Original languageEnglish
TitleAdaptive and emergent behaviour and complex systems
Subtitleproceedings of the 23rd convention of the Society for the Study of Artificial Intelligence and Simulation of Behaviour, AISB 2009
Place of publicationLondon
PublisherSociety for the Study of Artificial Intelligence and Simulation of Behaviour
Publication date2009
Pages53-56
ISBN (Print)1902956745
StatePublished

Conference

ConferenceAISB 2009 Convention Adaptive and Emergent Behaviour and Complex Systems: Persuasive Technology and Digital Behaviour Intervention Symposium
CountryUnited Kingdom
CityEdinburgh
Period6/04/099/04/09
Internet addresshttp://www.aisb.org.uk/convention/aisb09/index.php

Abstract

This paper reports on some prelimary research into how software tools like InterLoc can be used as an interface to the WorldWide Argument Web (WWAW) and how the WWAW in return can provide a useful resource to agents acting within InterLoc. Two persuasive dialogue games, the human-oriented Critical Reasoning Game (CRG) from InterLoc and the philosophy-based agent-oriented game for permissive persuasion named PPD0 are compared using the Dialogue Game Description Language (DGDL) as an interlingua. The expressiveness of each game is investigated by mapping output dialogues onto argumentation structures represented in the Argument Interchange Format (AIF).

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