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1.
We present the syntax and semantics for a multi-agent dialogue game protocol which permits argument over proposals for action. The protocol, called the Persuasive Argument for Multiple Agents (PARMA) Protocol, embodies an earlier theory by the authors of persuasion over action which enables participants to rationally propose, attack, and defend, an action or course of actions (or inaction). We present an outline of both an axiomatic and a denotational semantics, and discuss implementation of the protocol, in the context of both human and artificial agents.  相似文献   

2.
We present a logic-based formalism for modeling ofdialogues between intelligent and autonomous software agents,building on a theory of abstract dialogue games which we present.The formalism enables representation of complex dialogues assequences of moves in a combination of dialogue games, and allowsdialogues to be embedded inside one another. The formalism iscomputational and its modular nature enables different types ofdialogues to be represented.  相似文献   

3.
We present a game semantics for modal propositional logic Grz.Since intuitionistic logic may be embedded into Grz, the semanticsalso covers intuitionistic propositional logic. That semanticsis simpler than Lorenzen's ‘dialogue’ games, butlacks predicates.  相似文献   

4.
In this paper we show how dialogue-based theories of argumentation can contribute to the construction of effective systems of dispute resolution. Specifically we consider the role of persuasion in online dispute resolution by showing how persuasion dialogues can be functionally embedded in negotiation dialogues, and how negotiation dialogues can shift to persuasion dialogues. We conclude with some remarks on how persuasion dialogues might be modelled is such a way as to allow them to be implemented in a mechanical or computerized system of dialogue or dialogue management.  相似文献   

5.
Coherence and Flexibility in Dialogue Games for Argumentation   总被引:6,自引:0,他引:6  
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6.
Formal dialogue games studied by philosophers since the time of Aristotle have recently found application in Artificial Intelligence as the basis for protocols for interactions between autonomous software agents. For instance, game protocols have been proposed for agent dialogues involving team formation, persuasion, negotiation and deliberation. There is yet, however, no formal, mathematical theory of dialogue game protocols with which to compare two protocols or to study their formal properties. In this paper,1 we present preliminary work towards such a theory, in which we develop a geometric semantics for these protocols and, with it, define a notion of equivalence between two protocols. We then demonstrate an algebraic property of protocol equivalence, and use this to show the non-equivalence of two similar generic protocols. We also explore the relationship between finite and infinite dialogues, motivated by the Ehrenfeucht-Fraïssé games of model theory. Our results have implications for the design and evaluation of agent dialogue-game protocols.  相似文献   

7.
This paper presents ALIAS, an agent architecture based on intelligent logic agents, where the main form of agent reasoning is abduction. The system is particularly suited for solving problems where knowledge is incomplete, where agents may need to make reasonable hypotheses about the problem domain and other agents, and where the raised hypotheses have to be consistent for the overall set of agents. ALIAS agents are pro-active, exhibiting a goal-directed behavior, and autonomous, since each one can solve problems using its own private knowledge base. ALIAS agents are also social, because they are able to interact with other agents, in order to cooperatively solve problems. The coordination mechanisms are modeled by means of LAILA, a logic-based language which allows to express intra-agent reasoning and inter-agent coordination. As an application, we show how LAILA can be used to implement inter-agent dialogues, e.g., for negotiation. In particular, LAILA is well-suited to coordinate the process of negotiation aimed at exchanging resources between agents, thus allowing them to execute the plans to achieve their goals.  相似文献   

8.
黄民烈  朱小燕 《计算机学报》2004,27(8):1092-1101
对话系统的研究已经成为人机交互技术发展的新热点。而对话管理则是其中最重要的组成部分.该文在当前对话管理的各种实现方法的基础上,提出了一种基于槽特征的自动机设计方法,其中应用了状态压缩和状态集、动作集的子空间划分。并着重以确认过程为例,阐述了确认策略控制函数及其对对话过程的影响.文中还提出了一种树形的意图分层结构,并将这种分层结构应用于主题检测与主题切换,成功解决了多主题对话系统的主题切换问题.最后,实验表明该文提出的设计方案在策略控制、主题检测与主题切换等方面具有较好性能,同时也具有一定扩展性.  相似文献   

9.
A Roadmap of Agent Research and Development   总被引:123,自引:0,他引:123  
This paper provides an overview of research and development activities in the field of autonomous agents and multi-agent systems. It aims to identify key concepts and applications, and to indicate how they relate to one-another. Some historical context to the field of agent-based computing is given, and contemporary research directions are presented. Finally, a range of open issues and future challenges are highlighted.  相似文献   

10.
This paper presents a framework for the generation of coherent elementary conversational sequences at the speech act level. We will embrace the notion of a cooperative dialogue game in which two players produce speech acts to transfer relevant information with respect to their commitments. Central to the approach is that participants try to achieve some sort of balanced cognitive state as a result of speech act generation and interpretation. Cognitive states of the participants change as a result of the interpretation of speech acts and these changes provoke the production of a subsequent speech act. Describing the properties and the dynamics of the mental constructs that constitute the participants’ cognitive states, such as beliefs and commitments, in relation to the various dialogue contributions is an essential aspect of the game. Although simple in its basic form, the framework enables us to produce abstract conversations with some properties that agree strikingly with coherence structures found in, for instance, Conversation Analysis.  相似文献   

11.
To Commit or Not to Commit: Modeling Agent Conversations for Action   总被引:1,自引:0,他引:1  
Conversations are sequences of messages exchanged among interacting agents. For conversations to be meaningful, agents ought to follow commonly known specifications limiting the types of messages that can be exchanged at any point in the conversation. These specifications are usually implemented using conversation policies (which are rules of inference) or conversation protocols (which are predefined conversation templates). In this article we present a semantic model for specifying conversations using conversation policies. This model is based on the principles that the negotiation and uptake of shared social commitments entail the adoption of obligations to action, which indicate the actions that agents have agreed to perform. In the same way, obligations are retracted based on the negotiation to discharge their corresponding shared social commitments. Based on these principles, conversations are specified as interaction specifications that model the ideal sequencing of agent participations negotiating the execution of actions in a joint activity. These specifications not only specify the adoption and discharge of shared commitments and obligations during an activity, but also indicate the commitments and obligations that are required (as preconditions) or that outlive a joint activity (as postconditions). We model the Contract Net Protocol as an example of the specification of conversations in a joint activity.  相似文献   

12.
In some cases, to make a proper translation of an utterance in a dialogue, different pieces of contextual information are needed. Interpreting such utterances often requires dialogue analysis including speech acts and discourse analysis. In this paper, a statistical dialogue analysis model for Korean–English dialogue machine translation based on speech acts is proposed. The model uses syntactic patterns and n-grams of speech acts. The syntactic patterns include surface syntactic features which are related to the language-dependent expressions of speech acts. Speech-act n-grams are used to approximate the context of utterances. The key feature is the use of speech-act n-grams based on hierarchical recency. Experimental results with trigrams show that the proposed model achieves an accuracy of 66.87% for the top candidate and 82.35% for the top three candidates. It indicates that the proposed model based on hierarchical recency outperforms the model based on linear recency.  相似文献   

13.
Varadharajan  V.  Foster  D. 《World Wide Web》2003,6(1):93-122
This paper describes a security architecture for mobile agent based systems. It defines the notion of a security-enhanced agent and outlines security management components in agent platform bases and considers secure migration of agents from one base to another. The security enhanced agent carries a passport that contains its security credentials and some related security code. Then we describe how authentication, integrity and confidentiality, and access control are achieved using the agent's passport and the security infrastructure in the agent bases. We then discuss the application of the security model in roaming mobile agents and consider the types of access control policies that can be specified using the security enhanced agents and the policy base in the agent platforms. Finally we describe the security infrastructure that implements the proposed security services and outline the development of a secure agent based application using the proposed architecture.  相似文献   

14.
This study explores consumers’ expectations for autonomous cars in Korea, which will soon be available. We applied exploratory and confirmatory factor analyses to derive consumer expectations using responses from 1,506 potential autonomous car consumers. Then, we carried out a structural equation analysis to identify relationships among expectations, attitude, and behavioral intention. Seven consumer expectations were identified; of these, convenience, safety, ethics, licensing, and monetary cost were found to have a direct effect on attitude, whereas convenience, safety, and monetary cost were found to have a direct effect on intention. In addition, we demonstrate that attitude has a significant effect on intention. Autonomous cars are driving innovation in the automotive industry, transportation systems, and consumer experience. By analyzing the main factors that affect consumers’ purchasing intentions prior to the release of autonomous cars, this study provides guidance for fields preparing for the launch of autonomous cars.  相似文献   

15.
In this paper we describe a method for the specification of computationalmodels of argument using dialogue games. The method, which consists ofsupplying a set of semantic definitions for the performatives making upthe game, together with a state transition diagram, is described in full.Its use is illustrated by some examples of varying complexity, includingtwo complete specifications of particular dialogue games, Mackenzie's DC,and the authors' own TDG. The latter is also illustrated by a fully workedexample illustrating all the features of the game.  相似文献   

16.
IMPACT (Interactive Maryland Platform for Agents Collaborating Together) provides a platform and environment for agent and software interoperability being developed as a joint, multinational effort with participants from the University of Maryland, the Technische Universität Wien, Bar-Ilan University, the University of Koblenz, and the Universita di Torino. Here, we describe the overall architecture of the IMPACT system, and outline how this architecture (i) allows agents to be developed either from scratch, or by extending legacy code-bases, (ii) allows agents to interact with one another, (iii) allows agents to have a variety of capabilities (reactive, autonomous, intelligent, mobile, replicating) and behaviors, and (iv) how IMPACT provides a variety of infrastructural services that may be used by agents to interact with one another.  相似文献   

17.
Virtual Reality and Artificial Intelligence provide suitable techniques to improve computer games quality. While the former offers mechanisms to model environment and characters' physical features, the latter provides models and tools for building characters, namely Synthetic Actors or Believable Agents, which can exhibit intelligent social behaviour and express personality and emotions. The current architecture proposals for Synthetic Actors do not fully meet the requirements for long-term games development, such as strategy and adventure ones, it is necessary to guarantee both personality stability and reactive emotional responses, which may be contradictory. In this work, we propose a new Synthetic Actor model that tightly connects emotions and social attitudes to personality, providing a long-term coherent behaviour. This model has been applied to two games presented here as case studies.  相似文献   

18.
沈珏萍  庄亚明 《微机发展》2010,(3):121-124,158
人工谈判需要耗费大量的时间和人力,基于Agent的自动谈判极大地提高了谈判效率,成为实际需求。将遗传算法作为二级供应链企业自动谈判模型的学习机制,快速求得自动谈判双方的联合效用最大值。文中运用多代理技术提出一个二级供应链谈判流程,谈判双方向对方发送ACL消息,使得供应商和生产商实现自动谈判。仿真实例证明,该模型能使自动谈判双方达到共赢,使得生产商找到了最适合自己的供应商,并为双方节省了大量的人力和时间,为供应链企业实现自动谈判提供一个高效、实用的解决方案。  相似文献   

19.
20.
The transformation protocol can allow two players to share an unconditionally secure secret key using a random deal of cards. A sufficient condition on the number of cards for the transformation protocol to succeed was known. However, it has been an open problem to obtain a necessary and sufficient condition. This paper improves the transformation protocol and gives a necessary and sufficient condition for the resulting protocol to succeed. An early version of the paper was presented in Lecture Notes in Computer Science, vol. 3106.  相似文献   

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