Discovery - University of Dundee - Online Publications

Library & Learning Centre

Mapping persuasive dialogue games onto argumentation structures

Standard

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

Proceedings of the Symposium Persuasive Technology and Digital Behaviour Intervention Symposium: a symposium at the AISB 2009 Convention (6-9 April 2009) Heriot-Watt University, Edinburgh, Scotland. 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

Ravenscroft, A, Wells, S, Sagar, M & Reed, C 2009, 'Mapping persuasive dialogue games onto argumentation structures'. in Proceedings of the Symposium Persuasive Technology and Digital Behaviour Intervention Symposium: a symposium at the AISB 2009 Convention (6-9 April 2009) Heriot-Watt University, Edinburgh, Scotland. Society for the Study of Artificial Intelligence and Simulation of Behaviour, pp. 53-56, AISB 2009 Persuasive Technology and Digital Behaviour Intervention Symposium, Edinburgh, United Kingdom, 6-7 April.

APA

Ravenscroft, A., Wells, S., Sagar, M., & Reed, C. (2009). Mapping persuasive dialogue games onto argumentation structures. In Proceedings of the Symposium Persuasive Technology and Digital Behaviour Intervention Symposium. (pp. 53-56). Society for the Study of Artificial Intelligence and Simulation of Behaviour.

Vancouver

Ravenscroft A, Wells S, Sagar M, Reed C. Mapping persuasive dialogue games onto argumentation structures. In Proceedings of the Symposium Persuasive Technology and Digital Behaviour Intervention Symposium: a symposium at the AISB 2009 Convention (6-9 April 2009) Heriot-Watt University, Edinburgh, Scotland. Society for the Study of Artificial Intelligence and Simulation of Behaviour. 2009. p. 53-56.

Author

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

Proceedings of the Symposium Persuasive Technology and Digital Behaviour Intervention Symposium: a symposium at the AISB 2009 Convention (6-9 April 2009) Heriot-Watt University, Edinburgh, Scotland. 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 = "Andrew Ravenscroft and Simon Wells and Musbah Sagar and Chris Reed",
year = "2009",
isbn = "1902956745",
pages = "53-56",
booktitle = "Proceedings of the Symposium Persuasive Technology and Digital Behaviour Intervention Symposium",

}

RIS (suitable for import to EndNote) - Download

TY - CHAP

T1 - Mapping persuasive dialogue games onto argumentation structures

A1 - Ravenscroft,Andrew

A1 - Wells,Simon

A1 - Sagar,Musbah

A1 - Reed,Chris

AU - Ravenscroft,Andrew

AU - Wells,Simon

AU - Sagar,Musbah

AU - Reed,Chris

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

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.aisb.org.uk/convention/aisb09/Proceedings/PERSUASIVE/FILES/WellsS.pdf

M1 - Other chapter contribution

SN - 1902956745

BT - Proceedings of the Symposium Persuasive Technology and Digital Behaviour Intervention Symposium

T2 - Proceedings of the Symposium Persuasive Technology and Digital Behaviour Intervention Symposium

SP - 53

EP - 56

ER -

Library & Learning Centre

Contact | Accessibility | Policy