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Heuristics in Argumentation: A Game-Theorical Investigation R egis - - PowerPoint PPT Presentation

Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion Heuristics in Argumentation: A Game-Theorical Investigation R egis Riveret, University of Bologna, Henry Prakken, Utrecht University and


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Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion

Heuristics in Argumentation: A Game-Theorical Investigation

R´ egis Riveret, University of Bologna, Henry Prakken, Utrecht University and University of Groningen, Antonino Rotolo, University of Bologna, Giovanni Sartor, European University Institute. May 30, 2008

A Heuristics in Argumentation: A Game-Theorical Investigation

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Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion

A four-layered view on argumentation

  • H. Prakken’s four-layered view on argumentation:
  • 1. The logical layer defines how single arguments can be built.

A Heuristics in Argumentation: A Game-Theorical Investigation

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SLIDE 3

Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion

A four-layered view on argumentation

  • H. Prakken’s four-layered view on argumentation:
  • 1. The logical layer defines how single arguments can be built.
  • 2. The dialectical layer, focuses on conflicting arguments and

defines dialectical status of arguments.

A Heuristics in Argumentation: A Game-Theorical Investigation

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SLIDE 4

Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion

A four-layered view on argumentation

  • H. Prakken’s four-layered view on argumentation:
  • 1. The logical layer defines how single arguments can be built.
  • 2. The dialectical layer, focuses on conflicting arguments and

defines dialectical status of arguments.

  • 3. The procedural layer regulates the conduct of argumentative

dialogues.

A Heuristics in Argumentation: A Game-Theorical Investigation

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SLIDE 5

Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion

A four-layered view on argumentation

  • H. Prakken’s four-layered view on argumentation:
  • 1. The logical layer defines how single arguments can be built.
  • 2. The dialectical layer, focuses on conflicting arguments and

defines dialectical status of arguments.

  • 3. The procedural layer regulates the conduct of argumentative

dialogues.

  • 4. The heuristic layer deals with the strategies in dialogues.

A Heuristics in Argumentation: A Game-Theorical Investigation

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SLIDE 6

Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion

A four-layered view on argumentation

  • H. Prakken’s four-layered view on argumentation:
  • 1. The logical layer defines how single arguments can be built.
  • 2. The dialectical layer, focuses on conflicting arguments and

defines dialectical status of arguments.

  • 3. The procedural layer regulates the conduct of argumentative

dialogues.

  • 4. The heuristic layer deals with the strategies in dialogues.

We are interested here in the heuristic layer.

A Heuristics in Argumentation: A Game-Theorical Investigation

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Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion

Game-theorical heuristics

◮ Observation: an arguer makes moves by taking into account

moves of the other player.

A Heuristics in Argumentation: A Game-Theorical Investigation

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Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion

Game-theorical heuristics

◮ Observation: an arguer makes moves by taking into account

moves of the other player.

◮ Problem: how to determine optimal strategies in a dialogue

games for argumentation?

A Heuristics in Argumentation: A Game-Theorical Investigation

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Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion

Game-theorical heuristics

◮ Observation: an arguer makes moves by taking into account

moves of the other player.

◮ Problem: how to determine optimal strategies in a dialogue

games for argumentation?

◮ Solution: we propose the use of game-theorical tools.

A Heuristics in Argumentation: A Game-Theorical Investigation

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Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion

Adjudication debates

We focus on ‘adjudication debates’:

  • 1. Two parties argue on a claim,
  • 2. A neutral party decides whether to accept the statements

stated during the debate.

A Heuristics in Argumentation: A Game-Theorical Investigation

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Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion

Preferences over strategies

A Heuristics in Argumentation: A Game-Theorical Investigation

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Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion

Preferences over strategies

  • 1. Moves have costs and benefits.

A Heuristics in Argumentation: A Game-Theorical Investigation

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Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion

Preferences over strategies

  • 1. Moves have costs and benefits.
  • 2. Opposing arguers make estimates how likely it is that the

premises of their arguments will be accepted by the adjudicator.

A Heuristics in Argumentation: A Game-Theorical Investigation

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Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion

Introduction Dialectical setting Assumptions on the logic Assumptions on the game protocol Assumptions on argument games Four structures Game-theorical model Game-theorical assumptions Dialogue games as extensive games Preference specifications Expected utility Outcomes of a game Probability of success Utility values Conclusion

A Heuristics in Argumentation: A Game-Theorical Investigation

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Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion Assumptions on the logic Assumptions on the game protocol Assumptions on argument games Four structures

Assumptions on the logic

  • 1. Arguments have a finite nonempty set of premises and one

conclusion.

  • 2. There is a binary relation of defeat between arguments.

A Heuristics in Argumentation: A Game-Theorical Investigation

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Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion Assumptions on the logic Assumptions on the game protocol Assumptions on argument games Four structures

Assumptions on the game protocol

  • 1. An argument game is played by two players Pro and Opp.

A Heuristics in Argumentation: A Game-Theorical Investigation

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Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion Assumptions on the logic Assumptions on the game protocol Assumptions on argument games Four structures

Assumptions on the game protocol

  • 1. An argument game is played by two players Pro and Opp.
  • 2. A move is a withdrawal or is an argument that defeats an

argument previously moved by the other party (except the first move).

A Heuristics in Argumentation: A Game-Theorical Investigation

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Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion Assumptions on the logic Assumptions on the game protocol Assumptions on argument games Four structures

Assumptions on the game protocol

  • 1. An argument game is played by two players Pro and Opp.
  • 2. A move is a withdrawal or is an argument that defeats an

argument previously moved by the other party (except the first move).

  • 3. Player Pro does not repeat moves.

A Heuristics in Argumentation: A Game-Theorical Investigation

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SLIDE 19

Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion Assumptions on the logic Assumptions on the game protocol Assumptions on argument games Four structures

Assumptions on the game protocol

  • 1. An argument game is played by two players Pro and Opp.
  • 2. A move is a withdrawal or is an argument that defeats an

argument previously moved by the other party (except the first move).

  • 3. Player Pro does not repeat moves.
  • 4. Each turn of an argument game consists of a withdrawal or a

sequence of maximum m arguments. The first turn consists of a single argument or a withdrawal (i.e. no debate takes place).

A Heuristics in Argumentation: A Game-Theorical Investigation

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SLIDE 20

Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion Assumptions on the logic Assumptions on the game protocol Assumptions on argument games Four structures

Assumptions on the game protocol

  • 1. An argument game is played by two players Pro and Opp.
  • 2. A move is a withdrawal or is an argument that defeats an

argument previously moved by the other party (except the first move).

  • 3. Player Pro does not repeat moves.
  • 4. Each turn of an argument game consists of a withdrawal or a

sequence of maximum m arguments. The first turn consists of a single argument or a withdrawal (i.e. no debate takes place).

  • 5. The turn shifts after a player has made 1 or at maximum m

moves in a row and indicates explicitly that she has ended her turn.

A Heuristics in Argumentation: A Game-Theorical Investigation

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SLIDE 21

Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion Assumptions on the logic Assumptions on the game protocol Assumptions on argument games Four structures

Assumptions on the game protocol

  • 1. An argument game is played by two players Pro and Opp.
  • 2. A move is a withdrawal or is an argument that defeats an

argument previously moved by the other party (except the first move).

  • 3. Player Pro does not repeat moves.
  • 4. Each turn of an argument game consists of a withdrawal or a

sequence of maximum m arguments. The first turn consists of a single argument or a withdrawal (i.e. no debate takes place).

  • 5. The turn shifts after a player has made 1 or at maximum m

moves in a row and indicates explicitly that she has ended her turn.

  • 6. Each argument move other than the first one defeats its

target argument.

A Heuristics in Argumentation: A Game-Theorical Investigation

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Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion Assumptions on the logic Assumptions on the game protocol Assumptions on argument games Four structures

Assumptions on argument games

  • 1. A game terminates if a player withdraws. If the set of

arguments is finite then each game terminates, since the proponent may not repeat arguments.

A Heuristics in Argumentation: A Game-Theorical Investigation

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SLIDE 23

Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion Assumptions on the logic Assumptions on the game protocol Assumptions on argument games Four structures

Assumptions on argument games

  • 1. A game terminates if a player withdraws. If the set of

arguments is finite then each game terminates, since the proponent may not repeat arguments.

  • 2. Each game induces a reply tree, which consists of the

argument moves as nodes and their target relations as links.

A Heuristics in Argumentation: A Game-Theorical Investigation

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SLIDE 24

Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion Assumptions on the logic Assumptions on the game protocol Assumptions on argument games Four structures

Assumptions on argument games

  • 1. A game terminates if a player withdraws. If the set of

arguments is finite then each game terminates, since the proponent may not repeat arguments.

  • 2. Each game induces a reply tree, which consists of the

argument moves as nodes and their target relations as links.

  • 3. Reply trees can be labeled as follows: a node is in iff all its

children are out; and a node is out iff it has a child that is in.

A Heuristics in Argumentation: A Game-Theorical Investigation

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SLIDE 25

Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion Assumptions on the logic Assumptions on the game protocol Assumptions on argument games Four structures

Assumptions on argument games

  • 1. A game terminates if a player withdraws. If the set of

arguments is finite then each game terminates, since the proponent may not repeat arguments.

  • 2. Each game induces a reply tree, which consists of the

argument moves as nodes and their target relations as links.

  • 3. Reply trees can be labeled as follows: a node is in iff all its

children are out; and a node is out iff it has a child that is in.

  • 4. An argument move in a reply tree favours Pro if the argument

move is in; otherwise it favours Opp.

A Heuristics in Argumentation: A Game-Theorical Investigation

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SLIDE 26

Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion Assumptions on the logic Assumptions on the game protocol Assumptions on argument games Four structures

Assumptions on argument games

  • 1. A game terminates if a player withdraws. If the set of

arguments is finite then each game terminates, since the proponent may not repeat arguments.

  • 2. Each game induces a reply tree, which consists of the

argument moves as nodes and their target relations as links.

  • 3. Reply trees can be labeled as follows: a node is in iff all its

children are out; and a node is out iff it has a child that is in.

  • 4. An argument move in a reply tree favours Pro if the argument

move is in; otherwise it favours Opp.

  • 5. A game is won by a player if at termination the initial move

favours the player.

A Heuristics in Argumentation: A Game-Theorical Investigation

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Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion Assumptions on the logic Assumptions on the game protocol Assumptions on argument games Four structures

Four structures

  • 1. A defeat graph in which the nodes are arguments and the

links are defeat relations; which is a declarative representation

  • f a set of available arguments with their defeat relations.

A Heuristics in Argumentation: A Game-Theorical Investigation

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Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion Assumptions on the logic Assumptions on the game protocol Assumptions on argument games Four structures

Four structures

  • 1. A defeat graph in which the nodes are arguments and the

links are defeat relations; which is a declarative representation

  • f a set of available arguments with their defeat relations.
  • 2. A reply tree of a single-move argument game in which the

nodes are arguments and the links are reply links.

A Heuristics in Argumentation: A Game-Theorical Investigation

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Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion Assumptions on the logic Assumptions on the game protocol Assumptions on argument games Four structures

Four structures

  • 1. A defeat graph in which the nodes are arguments and the

links are defeat relations; which is a declarative representation

  • f a set of available arguments with their defeat relations.
  • 2. A reply tree of a single-move argument game in which the

nodes are arguments and the links are reply links.

  • 3. A multi-move argument game which is a sequence of turns by

two players Pro and Opp. Each turn consists of zero or more arguments;

A Heuristics in Argumentation: A Game-Theorical Investigation

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Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion Assumptions on the logic Assumptions on the game protocol Assumptions on argument games Four structures

Four structures

  • 1. A defeat graph in which the nodes are arguments and the

links are defeat relations; which is a declarative representation

  • f a set of available arguments with their defeat relations.
  • 2. A reply tree of a single-move argument game in which the

nodes are arguments and the links are reply links.

  • 3. A multi-move argument game which is a sequence of turns by

two players Pro and Opp. Each turn consists of zero or more arguments;

  • 4. A game tree of all possible turn games in which the nodes are

turns and the links express their temporal order in a game.

A Heuristics in Argumentation: A Game-Theorical Investigation

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Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion Assumptions on the logic Assumptions on the game protocol Assumptions on argument games Four structures

Example

{A} {B,C} {D, E} A B C D {C} E C A C B E D

Figure: In the middle, a single terminated argument game based on the defeat graph on the left, and its reply graph on the right.

A Heuristics in Argumentation: A Game-Theorical Investigation

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Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion Game-theorical assumptions Dialogue games as extensive games

Game-theorical assumptions

  • 1. Arguers can plan moves whenever she has to move: we model

dialogues as extensive games.

A Heuristics in Argumentation: A Game-Theorical Investigation

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Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion Game-theorical assumptions Dialogue games as extensive games

Game-theorical assumptions

  • 1. Arguers can plan moves whenever she has to move: we model

dialogues as extensive games.

  • 2. Arguers are perfectly informed about the arguments previoulsy

advanced by the other arguer: extensive games with perfect information.

A Heuristics in Argumentation: A Game-Theorical Investigation

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Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion Game-theorical assumptions Dialogue games as extensive games

Game-theorical assumptions

  • 1. Arguers can plan moves whenever she has to move: we model

dialogues as extensive games.

  • 2. Arguers are perfectly informed about the arguments previoulsy

advanced by the other arguer: extensive games with perfect information.

  • 3. The set of all arguments and their defeat relations is given in

advance, is finite, stays fixed during a game and is known by both players between the games: extensive games with perfect and complete information.

A Heuristics in Argumentation: A Game-Theorical Investigation

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Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion Game-theorical assumptions Dialogue games as extensive games

Dialogue games as extensive games

An extensive game is composed of:

  • 1. Players: opponent and proponent.

A Heuristics in Argumentation: A Game-Theorical Investigation

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Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion Game-theorical assumptions Dialogue games as extensive games

Dialogue games as extensive games

An extensive game is composed of:

  • 1. Players: opponent and proponent.
  • 2. Histories: sequences of turns.

A Heuristics in Argumentation: A Game-Theorical Investigation

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Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion Game-theorical assumptions Dialogue games as extensive games

Dialogue games as extensive games

An extensive game is composed of:

  • 1. Players: opponent and proponent.
  • 2. Histories: sequences of turns.
  • 3. A player turn function: the arguer turn function.

A Heuristics in Argumentation: A Game-Theorical Investigation

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Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion Game-theorical assumptions Dialogue games as extensive games

Dialogue games as extensive games

An extensive game is composed of:

  • 1. Players: opponent and proponent.
  • 2. Histories: sequences of turns.
  • 3. A player turn function: the arguer turn function.
  • 4. A preference relation for each player over terminated histories.

A Heuristics in Argumentation: A Game-Theorical Investigation

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Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion Game-theorical assumptions Dialogue games as extensive games

Dialogue games as extensive games

Pro Opp Pro Pro Pro Opp Opp Opp Opp Pro Pro (180 000; -480) (27540; 931) (108000; 672) (16524;1518) (32400; 1882) (23134; 1166) (151200; -19) (108000; 672) (300K; 1536) (45360;1674) Pro Opp (0; 2400) {A} ø {B,C} {D} ø {E} {C} ø ø {D,E} {C} (16524; 1519) ø ø ø {C} {B} {D} {E} {C} ø ø ø ø ø ø (32400; 1882) Pro (45360; 1674) {B} ø Pro {C} Opp {D} Opp {E} (16524; 1518) ø Pro {C} Pro (32400; 1882) ø Opp {D} {B, C} (23134; 1166) ø (16524; 1519) ø (16524; 1519) ø (23134; 1166) ø (16524; 1519) {C}

A Heuristics in Argumentation: A Game-Theorical Investigation

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Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion Game-theorical assumptions Dialogue games as extensive games

Strategies

The strategy of an arguer is the specification of the sequences of arguments chosen by the arguer for every history after which it is her turn to move.

Definition

A strategy of arguer i ∈ N in an extensive argumentation game with perfect information N,H,P,(i) is a function that assigns a move M(h) to each nonterminal history h ∈ H −Z for which P(h) = i.

A Heuristics in Argumentation: A Game-Theorical Investigation

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Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion Game-theorical assumptions Dialogue games as extensive games

Equilibrium

◮ In strategic games, it is usual to consider Nash equilibrium: no

player has anything to gain by changing her strategy.

A Heuristics in Argumentation: A Game-Theorical Investigation

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Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion Game-theorical assumptions Dialogue games as extensive games

Equilibrium

◮ In strategic games, it is usual to consider Nash equilibrium: no

player has anything to gain by changing her strategy.

◮ In extensive game, we consider subgame perfect equilbrium: a

subgame perfect equilibrium is a Nash equilibrium of every subgame of the original game.

A Heuristics in Argumentation: A Game-Theorical Investigation

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Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion Game-theorical assumptions Dialogue games as extensive games

Equilibrium

Definition

A subgame perfect equilibrium of an extensive argumentation game with perfect information Γ = N,H,P,(i) is a strategy profile s∗ such that for every nonterminal history h ∈ H −Z for which P(h) = i, i ∈ {Opp,Pro}, we have: Outh(s∗

Pro|h,s∗ Opp|h) Opp|h Outh(s∗ Pro|h,sOpp)

Outh(s∗

Pro|h,s∗ Opp|h) Pro|h Outh(sPro,s∗ Opp|h)

for every sPro and sOpp in the subgame Γ(h).

A Heuristics in Argumentation: A Game-Theorical Investigation

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Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion Game-theorical assumptions Dialogue games as extensive games

Backwards induction

◮ The subgame perfect equilbrium can be compiled by using

standard backwards induction.

A Heuristics in Argumentation: A Game-Theorical Investigation

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Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion Game-theorical assumptions Dialogue games as extensive games

Backwards induction

◮ The subgame perfect equilbrium can be compiled by using

standard backwards induction.

◮ Backward induction: start at a player’s final decision nodes to

see what a player will do there, and then reasons backwards to tell which action is best for the other player.

A Heuristics in Argumentation: A Game-Theorical Investigation

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Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion Expected utility Outcomes of a game Probability of success Utility values

Preferences specifications

The preference relation is defined by means of an utility function EUi : Out(s) → R such that: Out(s) i Out(s′) if and only if EUi(Out(s)) ≥ EUi(Out(s′)).

A Heuristics in Argumentation: A Game-Theorical Investigation

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Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion Expected utility Outcomes of a game Probability of success Utility values

Expected utility

The utility function is specified in terms of expected utility. EU(X) =

n

i=1

Pr(oi).u(oi) where o1,...,on are the possible (and mutually exclusive)

  • utcomes of X.

A Heuristics in Argumentation: A Game-Theorical Investigation

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Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion Expected utility Outcomes of a game Probability of success Utility values

Outcomes of a game

The game-theorical outcome Out(s) of a strategy profile s is a terminal history, i.e. the dialogue resulting from s. For each terminated game associated to a strategy profile s, we have two mutually exclusive utility outcomes: an arguer can win or lose In

  • ther words, the initial argument is succcessful or not.

EUi(Out(s)) = Pr(Succ(A,Out(s)))×ui(Succ(A,Out(s))) +Pr(¬Succ(A),Out(s))×ui(¬Succ(A,Out(s))) (1)

◮ Pr(Succ(A,Out(s))): the probability of success of the initial

argument A w.r.t. the dialogue Out(s)

◮ ui(Succ(A,Out(s))) is the utility value of the success of A

w.r.t. the dialogue Out(s).

A Heuristics in Argumentation: A Game-Theorical Investigation

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Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion Expected utility Outcomes of a game Probability of success Utility values

Probability of success of an argument

The probability of success of an argument is intended to mean the probability that the argument is accepted as justified given a knowledge base of which the statements are assigned a probability

  • f acceptance by the adjudicator.

A Heuristics in Argumentation: A Game-Theorical Investigation

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Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion Expected utility Outcomes of a game Probability of success Utility values

Utility values

The utility values ui(Succ(A,Out(s))) and ui(¬Succ(A,Out(s))) incorporate costs and benefits of moves. We distinguish:

  • 1. Fixed costs/benefits capture costs/benefits independent of the

success of the player (e.g. trial expenses).

  • 2. Costs/benefits of moves dependant upon success.

A Heuristics in Argumentation: A Game-Theorical Investigation

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Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion Expected utility Outcomes of a game Probability of success Utility values

Dialogue games as extensive games

Pro Opp Pro Pro Pro Opp Opp Opp Opp Pro Pro (180 000; -480) (27540; 931) (108000; 672) (16524;1518) (32400; 1882) (23134; 1166) (151200; -19) (108000; 672) (300K; 1536) (45360;1674) Pro Opp (0; 2400) {A} ø {B,C} {D} ø {E} {C} ø ø {D,E} {C} (16524; 1519) ø ø ø {C} {B} {D} {E} {C} ø ø ø ø ø ø (32400; 1882) Pro (45360; 1674) {B} ø Pro {C} Opp {D} Opp {E} (16524; 1518) ø Pro {C} Pro (32400; 1882) ø Opp {D} {B, C} (23134; 1166) ø (16524; 1519) ø (16524; 1519) ø (23134; 1166) ø (16524; 1519) {C}

A Heuristics in Argumentation: A Game-Theorical Investigation

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Introduction Outline Dialectical setting Game-theorical model Preference specifications Conclusion

Conclusion

◮ An interpretation of a dialectical setting in game-theorical

terms.

◮ A specification of preferences over outcomes has been

provided in terms of expected utility combining the probability

  • f success of arguments, costs and benefits of arguments.

A Heuristics in Argumentation: A Game-Theorical Investigation