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Mapping persuasive dialogue games onto argumentation structures

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Mapping persuasive dialogue games onto argumentation structures. / Wells, Simon; Ravenscroft, Andrew; Sagar, Musbah; Reed, Chris.

Adaptive and emergent behaviour and complex systems : proceedings of the 23rd convention of the Society for the Study of Artificial Intelligence and Simulation of Behaviour, AISB 2009. London : Society for the Study of Artificial Intelligence and Simulation of Behaviour, 2009. p. 53-56.

Research output: Chapter in Book/Report/Conference proceedingOther chapter contribution

Harvard

Wells, S, Ravenscroft, A, Sagar, M & Reed, C 2009, 'Mapping persuasive dialogue games onto argumentation structures'. in Adaptive and emergent behaviour and complex systems : proceedings of the 23rd convention of the Society for the Study of Artificial Intelligence and Simulation of Behaviour, AISB 2009. Society for the Study of Artificial Intelligence and Simulation of Behaviour, London, pp. 53-56, AISB 2009 Convention Adaptive and Emergent Behaviour and Complex Systems: Persuasive Technology and Digital Behaviour Intervention Symposium, Edinburgh, United Kingdom, 6-9 April.

APA

Wells, S., Ravenscroft, A., Sagar, M., & Reed, C. (2009). Mapping persuasive dialogue games onto argumentation structures. In Adaptive and emergent behaviour and complex systems . (pp. 53-56). London: Society for the Study of Artificial Intelligence and Simulation of Behaviour.

Vancouver

Wells S, Ravenscroft A, Sagar M, Reed C. Mapping persuasive dialogue games onto argumentation structures. In Adaptive and emergent behaviour and complex systems : proceedings of the 23rd convention of the Society for the Study of Artificial Intelligence and Simulation of Behaviour, AISB 2009. London: Society for the Study of Artificial Intelligence and Simulation of Behaviour. 2009. p. 53-56.

Author

Wells, Simon; Ravenscroft, Andrew; Sagar, Musbah; Reed, Chris / Mapping persuasive dialogue games onto argumentation structures.

Adaptive and emergent behaviour and complex systems : proceedings of the 23rd convention of the Society for the Study of Artificial Intelligence and Simulation of Behaviour, AISB 2009. London : Society for the Study of Artificial Intelligence and Simulation of Behaviour, 2009. p. 53-56.

Research output: Chapter in Book/Report/Conference proceedingOther chapter contribution

Bibtex - Download

@inbook{9f1ffbe066c94b7fa43610d47bbd6a52,
title = "Mapping persuasive dialogue games onto argumentation structures",
publisher = "Society for the Study of Artificial Intelligence and Simulation of Behaviour",
author = "Simon Wells and Andrew Ravenscroft and Musbah Sagar and Chris Reed",
year = "2009",
isbn = "1902956745",
pages = "53-56",
booktitle = "Adaptive and emergent behaviour and complex systems",

}

RIS (suitable for import to EndNote) - Download

TY - CHAP

T1 - Mapping persuasive dialogue games onto argumentation structures

A1 - Wells,Simon

A1 - Ravenscroft,Andrew

A1 - Sagar,Musbah

A1 - Reed,Chris

AU - Wells,Simon

AU - Ravenscroft,Andrew

AU - Sagar,Musbah

AU - Reed,Chris

PB - Society for the Study of Artificial Intelligence and Simulation of Behaviour

CY - London

PY - 2009

Y1 - 2009

N2 - 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).

AB - 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).

UR - http://www.scopus.com/inward/record.url?partnerID=yv4JPVwI&eid=2-s2.0-84859024575&md5=659bf5be9ebd9d372440da6f6957fe3b

UR - http://www.aisb.org.uk/

UR - http://homepages.abdn.ac.uk/j.masthoff/pages/Persuasive09/index.htm

M1 - Other chapter contribution

SN - 1902956745

BT - Adaptive and emergent behaviour and complex systems

T2 - Adaptive and emergent behaviour and complex systems

SP - 53

EP - 56

ER -

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