Mapping persuasive dialogue games onto argumentation structures
Research output: Chapter in Book/Report/Conference proceeding › Other chapter contribution
- Andrew Ravenscroft
- Simon Wells
- Musbah Sagar
- Chris Reed
| Original language | English |
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| Title | Proceedings of the Symposium Persuasive Technology and Digital Behaviour Intervention Symposium |
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| Subtitle | a symposium at the AISB 2009 Convention (6-9 April 2009) Heriot-Watt University, Edinburgh, Scotland |
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| Publisher | Society for the Study of Artificial Intelligence and Simulation of Behaviour |
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| Publication date | 2009 |
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| Pages | 53-56 |
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| ISBN (Print) | 1902956745 |
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| State | Published |
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| Conference | AISB 2009 Persuasive Technology and Digital Behaviour Intervention Symposium |
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| Country | United Kingdom |
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| City | Edinburgh |
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| Period | 6/04/09 → 9/04/09 |
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| Other | |
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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).