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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Towards model checking argumentative dialogues with emotional reasoning</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Magdalena Kacprzak</string-name>
          <email>m.kacprzak@pb.edu.pl</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Anna Sawicka</string-name>
          <email>asawicka@pja.edu.pl</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Andrzej Zbrzezny</string-name>
          <email>a.zbrzezny@ajd.czest.pl</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Bialystok University of Technology</institution>
          ,
          <addr-line>Bialystok</addr-line>
          ,
          <country country="PL">Poland</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Jan Długosz University</institution>
          ,
          <addr-line>Czestochowa</addr-line>
          ,
          <country country="PL">Poland</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Polish-Japanese Academy of Information Technology</institution>
          ,
          <addr-line>Warsaw</addr-line>
          ,
          <country country="PL">Poland</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>In the paper, we show a formal model for a dialogue game in which players can perform actions representing locutions like claim, question, concede as well as locutions which have a greater emotional charge like scold or nod. We define a protocol for dialogues in which participants have emotional skills and then give an interpreted system for them. Finally, we propose an extension of CTL logic with commitment, emotion and goal modalities. All of this is a formal basis, which we use to perform semantic verification of properties of dialogue systems with emotional reasoning.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1 Introduction</title>
      <p>As members of society we have the need of collective work and protocols are an
important part of our social skills. They help to facilitate structured conversations and are
commonly used in everyday situations (sometimes unconsciously). Protocols should
support dialogue, to help achieve the goal of the conversation. The first group of our
interest are children who are known to have different cognitive abilities in comparison
to adults. Usually, they are hard to convince and such a discourse is quite specific. For
many people, it is hard to tell at first sight, from which argument we would benefit the
most, and which one we should definitely avoid.</p>
      <p>The aim of such an argumentation is a change in the emotional state of the
interlocutor. The emotional state of our understanding consists of many factors, e.g. a sense
of security, self-agency, self-satisfaction, self-confidence and so on. Some argument at
the same time can increase one’s sense of self-agency, but decrease one’s sense of
security (“if you find a job, you could move out, but you would have to rent your own
flat”). We aim in designing an application which would be a support for people who
have to convince somebody, but the more important factor is the emotional well-being
of the interlocutor. We see such an application as a trainer of good practices in
argumentation. We could consider possible reactions of potential interlocutor (e.g. a rebellious
teenager, an expatriate) to specific arguments and monitor changes in the simplified
representation of the emotional state. That is the reason we work on argumentative
dialogue protocol, which is supposed to take into account change an emotional state of
interlocutor in order to obtain the desired result (e.g. some kind of decision).</p>
      <p>Usually, the aim of argumentation is figuring the agreement, the conviction of
someone for their own reasons or even reaching a compromise [14, 32]. Persuasion dialogues
are dialogues aimed at resolving conflicts of opinion between at least two participants.
There are many types of such dialogues, e.g. conflict resolution dialogue begins with
a conflict of opinion and ends when one of the participants convinces the other one.
By the contrast, the argumentation under our consideration does not necessarily have to
convince a child to do something, but it should help him become aware of his feelings.
Certainly, we do not want to claim that there is an obvious argumentation that will
convince everybody, but there are some argumentation strategies and mechanisms, which
are quite known and considered as convincing ones.</p>
      <p>
        Formal dialogue systems, which are growing field in the research on the process
of communication, can be used as a schema for such dialogues, both between artificial
agents or between the man and the machine. In our case, we need an argumentative
dialogue model designed for human-computer communication, which applies the
mentioned specific types of dialogues. There are other approaches which are focused rather
on the agent to agent communication [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
      <p>In this paper, we present a continuation of our work on the mathematical model of
dialogue inspired by dialogue games [16]. We would like to use this model as a
semantic structure in verification of properties of dialogue protocols and enable automated
analysis of dialogues. The model we base our current research on is founded on the
tradition of argumentative dialogue games by Prakken and others [25].</p>
      <p>
        There are many approaches that assume very strict rules of communications. Our
model, focusing on machine-man communication, is also based on such strict rules. On
one hand, it makes it a little trivial, but on the other hand we can extract and focus on
most important features of the dialogues. We can perceive dialogue games [
        <xref ref-type="bibr" rid="ref7">7, 14, 26,
31, 33</xref>
        ] as examples of such strict dialogues. In dialogue games, a dialogue is treated as
some kind of a game played between two parties. Rules of such a game define policies
for the communication between parties in order to meet some assumptions, for
example in Hamblin system [
        <xref ref-type="bibr" rid="ref12">12, 17</xref>
        ] we have rules preventing argumentative mistakes, in
Lorenzen system [18, 20] we have rules enabling validation of formulas [15, 34].
      </p>
      <p>Each dialogue game should have three basic categories of rules. Locution rules
define a set of actions (speech acts, locutions) the player is allowed to perform during the
game. These actions express communication intentions of players. For example, rules
of the dialogue game can assume that player can claim something, argue, justify, ask for
justification, concede something etc. The second category of rules is responsible for the
definition of possible answers for specific moves. For example, after one interlocutor
claims something, the other one can concede it by performing concede or he can ask for
justification by performing why. These rules are called structural rules. The third group
of rules defines effects of actions. Due to performing some action (e.g. confirming or
rejecting) a set of public declarations (commitments) of the interlocutor is changed.
The result of an action is a change in the commitments set of the player, i.e. addition
of some new statement to this set. These rules are called effect rules. We are specifying
above rules which determine available moves for each player at every moment of the
dialogue.</p>
      <p>
        Even though every protocol must meet some general requirements, each one can be
quite unique and we are interested in verifying characteristic properties of the dialogue
defined by the specific protocol. In order to do that, we would like to use model
checking method applied in verification of multi-agent systems (MAS). Main solutions in
this matter combine bounded model checking (BMC) with symbolic verification using
translations to either ordered binary decision diagrams (BDDs) [13] or propositional
logic (SAT) [24]. Verified properties are expressed in logics which are combinations of
the epistemic logic with branching [27] or linear time temporal logic [30]. Such logics
can be interpreted either over interleaved interpreted systems (IIS) [19] or interpreted
systems themselves [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. To interpret the properties of dialogue games we chose IIS, in
which only one action at a time is performed in a global transition.
      </p>
      <p>The work presents a sketch of a formal system, which is a base for designing model
checking techniques for verification dialogue games. We are concerned with
argumentative dialogues, in which players can perform actions affecting commitments as well
as their emotions. As a result, they change the emotional state, mood and attitude of the
players. The proposed model will be used to show what mechanisms occur in human
argumentative dialogues. In particular, we focus on argumentations where rational
arguments are less effective (or not as effective) as the arguments referring to the emotions.
On this basis, we will build a tool for learning managing emotions. Since emotions
play a major role in persuading children, this tool can be used for personal development
training for teachers or parents, which are often confused about children’s feelings.</p>
      <p>The study of emotions is part of various disciplines like Psychology, Economics,
Cognitive Neuroscience, and, in recent years, also Artificial Intelligence and Computer
Science. These studies aim to establish systems for emotional interaction. Nowadays,
more and more artificial agents integrate emotional skills to achieve expressiveness,
adaptability, and credibility. Such multiagent systems find application in the
improvement of human-machine interaction, testing, refining and developing an emotional
hypothesis or even the improvement of artificial intelligence techniques, once it optimizes
decision-making mechanisms [28, 23].</p>
    </sec>
    <sec id="sec-2">
      <title>2 Interpreted system</title>
      <p>We start out by defining a mathematical model for argumentation dialogue games. This
model uses the concept of interpreted systems and Kripke structures. In this model
formulas of a modal logic adequate to express properties that allow prediction of players’
behavior are interpreted. The obtained Kripke structure will be used to perform
automatic verification of dialogue protocols via model checking techniques.</p>
      <p>First, we assume that the set of players of a dialogue game consists of two players:
White (W ) and Black (B), Pl = {W; B}: To each player p ∈ Pl, we assign a set of actions
Actp and a set of possible local states Lp.</p>
      <p>Every action from Actp can influence participant’s commitments. We assume that
the set Actp contains also the special empty (null) action ε . Every action (except null
action) is synonymous with locution expressed by the specific player. Results of locutions
are determined by evolution function and are specified afterwards.</p>
      <p>Player’s local state lp ∈ Lp consists of the player’s commitments, emotions, and
goals, lp = (Cp; Ep; GOp): Player’s commitments and goals are elements of a fixed topic
language, which allows expressing the content of locutions. Thus, Cp and GOp are sets
of such expressions. These sets may be subject to change after a player’s action. More
specifically, the player can add or delete the selected expression. Emotions which we
consider are fear, disgust, joy, sadness, and anger. Their strength (intensity) is
represented by natural numbers from the set {1; 2; : : : ; 10}. Thus, Ep is a 5-tuple consisting
of five values, which may also change after a certain action. It is worth highlighting
here that a change in the intensity of the emotions is dependent on the type of locution
and, perhaps even more, on its content.</p>
      <p>Next, Act denotes the Cartesian product of the players’ actions, i.e. Act = ActW ×
ActB: The global action a ∈ Act is a pair of actions a = (aW ; aB); where aW ∈ ActW ,
aB ∈ ActB and at least one of these actions is the empty action. This means that players
cannot speak at the same time. Moreover, a player cannot reply to his own moves. Thus,
the empty action is performed alternately by players W and B.</p>
      <p>Also, we need to order performed global actions and indicate which actions
correspond with which ones and therefore we define double-numbered global actions set
Num2Act = N × N × Act: During the dialogue, we assign to each performed global
action two numbers: the first one (ascending) indicates order (starting from the value
1). The second one points out to which earlier action this action is referring (0 at the
beginning of the dialogue means that we are not referring to any move).</p>
      <p>Furthermore, we define numbered global actions set Num1Act = N × Act. Each
element of this set is a pair (n; a) consisting of an action a ∈ Act and the identifier of
the action it refers to, n ∈ N. If we want to find out whether we can use some global
action one more time, we should check if the possible move containing the same global
action refers to the different earlier move. We define function Denum : Num2Act →
Num1Act; which maps double-numbered global action to the numbered global action.
We understand dialogue d as a sequence of moves and in particular, we denote d1::n =
d1; :::; dn; where di ∈ Num2Act, di = (i; j; a); j ∈ N, j &lt; i, a ∈ Act.</p>
      <p>A global state g is a triple consisting of dialogue history and players’ local states
corresponding to a snapshot of the system at a given time point g = (d(g); lW (g); lB(g));
g ∈ G where G is the set of global states. Given a global state g, we denote by d(g) a
sequence of moves executed on a way to state g and by lp(g) - the local state of player
p in g.</p>
      <p>An interpreted system for a dialogue game is a tuple IS = (I; {Lp; Actp}p∈Pl ) where
I ⊆ G is the set of initial global states.</p>
      <p>Let α ;β ;φ ;ψ1; ::;ψn;γ1; ::;γn ∈ Form(PV ), i.e., be formulas defined over the set
PV , which is a set of atomic propositions under which a content of speech acts is
specified. Locutions used in players’ actions are the same for both players: ActW = ActB =
{ε ; claim φ ; concede φ ; why φ ; scold φ ; nod φ ; φ since {ψ1; : : : ;ψn}; retract φ ;
question φ }:</p>
      <p>In argumentation dialogues, a player can claim some facts, concede with the
opponent or change his mind performing action retract. To challenge the opponent’s
statement, he may ask why, or ask whether the opponent commits to something, i.e., perform
action question. For defense he can use the action since. It is the kind of reasoning and
argumentation. Actions scold and nod express reprimand and approval, respectively.
Note that all of these locutions refer to commitments, i.e., public announcements. We
are not talking here about beliefs or knowledge, which may differ from the
commitments.</p>
      <p>Now we define legal answer function FLA : Num2Act → 2Num1Act ; which maps a
double-numbered action to the set of possible numbered actions. This function is
symmetrical for both players and determines for every action a set of legal actions which
can be performed next.</p>
      <p>– FLA(i; j; (ε ;ε )) = 0/,
– FLA(i; j; (claim φ ;ε )) = {(i; act) : act ∈ {(ε ; why φ ); (ε ; concede φ ), (ε ; claim ¬φ ),
(ε ; node ψ ), (ε ; scold ψ ) }, for some ψ ∈ Form(PV ),
– FLA(i; j; (why φ ;ε )) = {(i; act) : act ∈ {(ε ;φ since {ψ1; : : : ;ψn}),(ε ; retract φ )},
– FLA(i; j; (φ since {ψ1; : : : ;ψn};ε )) = {(i; act) : act ∈ {(ε ; why α ), (ε ; concede β );
(ε ; ¬φ since {γ1; : : : ;γn}), (ε ; node ψ ), (ε ; scold ψ ) }, where α ∈ {ψ1; : : : ;ψn},
β ∈ {φ ;ψ1; : : : ;ψn}, and ψ ∈ Form(PV ),
– FLA(i; j; (concede φ ;ε )) = {(i; act) : act ∈ {(ε ;ε ), (ε ; claim α ), (ε ; node α ),
(ε ; scold α ), (ε ;α since {ψ1; : : : ;ψn}) }, for some α ;ψ1; : : : ;ψn ∈ Form(PV ),
– FLA(i; j; (retract φ ;ε )) = {(i; act) : act ∈ {(ε ;ε ); (ε ; claim α ), (ε ; node α ),
(ε ; scold α ), (ε ;α since {ψ1; : : : ;ψn})}, for some α ;ψ1; : : : ;ψn ∈ Form(PV ),
– FLA(i; j; (question φ ;ε )) = {(i; act) : act ∈ {(ε ; retract φ ); (ε ; claim φ ),
(ε ; claim ¬φ )},
– FLA(i; j; (scold φ ;ε )) = {(i; act) : act ∈ {(ε ; why φ ); (ε ; concede φ ), (ε ; claim ¬φ ),
(ε ; node ψ ), (ε ; scold ψ ) }, for some ψ ∈ Form(PV ),
– FLA(i; j; (nod φ ;ε )) = {(i; act) : act ∈ {(ε ;ε ), (ε ; claim α ), (ε ; node α ),
(ε ; scold α ), (ε ;α since {ψ1; : : : ;ψn}) }, for some α ;ψ1; : : : ;ψn ∈ Form(PV ).</p>
      <p>The actions executed by players are selected according to a protocol function
Pr : G → 2Num2Act , which maps a global state g to the set of possible double-numbered
global actions. The function Pr satisfies the following rules.
(R1) For ι ∈ I Pr(ι ) =</p>
      <p>{(1; 0; (claim φ , ε )), (1; 0; (question φ ,ε )), (1; 0; (φ since {ψ1; : : : ;ψn};ε ))}.
(R2) Pr((d1::k−1; (k; l; (ε ;ε )); lW (g); lB(g))) = {(k +1; numact) : numact ∈ FLA(k; l; (ε ;ε )).
(R3) Pr((d1::k−1; (k; l; (a;ε )); lW (g); lB(g))) = {(k +1; numact) : numact ∈ FLA(k; l; (a;ε ))},
for a ∈ {ε ; claim φ ; scold φ ; why φ ; φ since {ψ1; : : : ;ψn}}.
(R4) Pr((d1::k−1; (k; l; (a;ε )); lW (g); lB(g))) = {(k + 1; numact) : numact ∈
((∪i&lt;=k FLA(di) ∩ {(n; (ε ;α )) : n &lt; k;α ∈ ActB}) \{Denum(di) : i = 1; ::; k})},
for a ∈ {concede φ ; nod φ ; question φ }.</p>
      <p>After opponent’s locutions concede, nod or question the player can use one from
possible answers for all previous opponent’s moves, excluding these ones which he
has already used.
(R5) Pr((d1::k−1; (k; l; (retract φ ;ε )); lW (g); lB(g))) = {(k + 1; numact) : numact ∈
((∪i&lt;=k FLA(di) ∩ {(n; (ε ;α )) : n &lt; k;α ∈ ActB})\{Denum(di) : i = 1; ::; k})} ∪
{(k + 1; x; (ε ; why β )) : ∃x&lt;k dx = (x; y; (β since φ ;ε ))} for some φ ;β ∈ Form(PV ).
After opponent’s locution retract φ the player can use one from possible answers
for all previous opponent’s moves, excluding these ones which he has already used
but also he can ask for the reason for β if φ was previously used to justify β .
These rules for player B are analogous.</p>
      <p>The protocol is a crucial element of the model since it gives strict rules which
determine the behaviour of players. In other words, it formally describes who, when and
which action can perform. Rules (R1) and (R2) refer to the beginning and end of the
dialogue, respectively. Rule (R3) states that after locutions claim, scold, why, and since,
only actions determined by the legal answer function can be used. According to rules
(R4) and (R5), actions concede, nod and retract end one of the threads of dialogue.
Therefore, the next action can start a new thread or return to one of the unfinished.
Actions nod and scold act similarly to actions concede and claim, but what distinguishes
these actions is their emotional charge.</p>
      <p>To show how locutions and their contents affect players’ emotions and goals we
define two functions. The first one determines the change of intensity of emotions:</p>
      <sec id="sec-2-1">
        <title>EMOTp : Actw × Emotionp → Emotionp where p ∈ Pl and Emotionp is a set of all</title>
        <p>possible 5-tuples for emotions, i.e., Emotionp = {(n1; : : : ; n5) : ni ∈ {1; : : : ; 10} ∧ i ∈
{1; : : : ; 5}}. The second one determines the change of goals: GOALp : Actw × Goalp →
Goalp where p ∈ Pl and Goalp is a set of possible goals represented by expressions
from the topic language, i.e. Goalp ⊂ Form(PV ).</p>
        <p>Finally, we define global (partial) evolution function t : G × Num2Act → G; which
determines results of actions. This function is symmetrical for both players. Let d(g) =
d(g)1;:::;m, then:</p>
        <p>Global evolution function defines results of actions. In particular, actions claim,
concede, scold, nod and since add an expression to the commitments set while action
retract deletes it. Actions why and question do not modify this set.
3</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Kripke model and model checking</title>
      <p>
        The mathematical model for argumentative dialogue games provides a basis for
applying the methods of model checking to verify the correctness of dialogue protocols
relative to the properties that the protocols should satisfy. Model checking [
        <xref ref-type="bibr" rid="ref2 ref8 ref9">2, 8, 9, 22</xref>
        ]
is an automatic verifying technique for concurrent systems such as digital systems,
distributed systems, real-time systems, multi-agent systems, communication protocols,
cryptographic protocols, concurrent programs, dialogue systems, and many others.
      </p>
      <p>The prerequisite inputs to model checking are a model of the system under
consideration and a formal characterisation of the property to be checked. Therefore, we
associate with the given interpreted system a Kripke structure, that is the basis for the
application of model checking. A Kripke structure is defined as a tuple M = (G; Act; T; I)
consisting of a set of global states G, a set of actions Act (in our approach Num2Act), a
set of initial states I ⊆ G, a transition relation T ⊆ G × Act × G such that T is left-total.
Relation T is defined as follows (g; a; g′) ∈ T iff g′ ∈ t(g; a): By T ∗ we will denote the
reflexive and transitive closure of T .</p>
      <p>
        To formulate properties of dialogue protocols suitable propositional temporal
logics are applied. The most commonly used, in general, are linear temporal logic (LTL),
computation temporal logic (CTL), a full branching time logic (CTL∗), the universal
and existential fragments of these logics, and other logics which are their modifications
and extensions. One of the most important practical problems in the model checking is
the exponential growth of the number of states of the Kripke structure. That is why in
future work we intend to focus on symbolic model checking of dialogue protocols.
Symbolic model checking avoids building a state graph; instead, sets and relations are
represented by Boolean formulae. One of the possible methods of symbolic model checking
is bounded model checking (BMC) [
        <xref ref-type="bibr" rid="ref1 ref3 ref5 ref6">5, 6, 1, 3, 29</xref>
        ]. It uses a reduction of the problem
of truth of a temporal formula in a Kripke structure to the problem of satisfiability. In
SAT-based BMC the aforementioned reduction is achieved by a translation of the
transition relation and a translation of a given property to formulae of classical propositional
calculus, whereas in SMT-based BMC to quantifier-free first order formulae.
      </p>
      <p>The standard BMC algorithm, starting with k = 0, creates for a given Kripke
structure M and a given formula φ , a formula [M;φ ]k: Then the formula [M;φ ]k is forwarded
to either a SAT-solver or a SMT-solver. Note, that in the case of SAT-base BMC the
propositional formula is converted to a satisfiability equivalent propositional formula in
conjunctive normal form before forwarding it to a SAT-solver. If the tested formula is
unsatisfiable, then k is increased (usually by 1) and the process is repeated. The BMC
algorithm terminates if either the formula [M;φ ]k turns out to be satisfiable for some k,
or k becomes greater than a certain, M-dependent, threshold (e.g. the number of states
of M). Exceeding this threshold means that the formula φ is not true in the Kripke
structure M. On the other hand, satisfiability of [M;φ ]k, for some k means that the formula
φ is true in M.</p>
    </sec>
    <sec id="sec-4">
      <title>Computation Tree Logic of Commitment and Action with Past</title>
      <p>
        Interpreted systems are traditionally used to give a semantics to an epistemic language
enriched with temporal connectives based on linear time [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Here we use CTL by
Emerson and Clarke [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] as our basic temporal language and add commitment, emotion,
goal, dynamic and past components to it. We call the resulting logic Computation Tree
      </p>
      <sec id="sec-4-1">
        <title>Logic of Commitment and Action with Past.</title>
        <p>Definition 1 (Syntax). Let Pl = {W; B} be a set of players. The set of formulas is
defined inductively as follows:
• true is a formula,
• if φ ∈ Form(PV ) and p ∈ Pl then COMp(φ ) and Gp(φ ) are formulas,
• Ep(e) is a formula for p ∈ Pl and e ∈ {fear, disgust, joy, sadness, anger},
• if α and β are formulas, then so are ¬α , α ∧ β and α ∨ β ,
• if a¯ ∈ ActW and α is a formula, then so are AX(W;a¯)α and AY(W;a¯)α ,
• if a¯ ∈ ActB and α is a formula, then so are AX(a¯;B)α and AY(a¯;B)α ,
• if α and β are formulas, then so are AXα , AGα and A(α Uβ ),
• if α is a formula, then so are AYα and AHα .
def def
The remaining basic modalities are defined by derivation: EFα = ¬AG¬α , EPα =
def def def
¬AH¬α , EZα = ¬AZ¬α , EZ(W;a¯)α = ¬AZ(W;a¯)¬α , EZ(a¯;B)α = ¬AZ(a¯;B)¬α , for
def def def
Z ∈ {X; Y}, Moreover, α ⇒ β = ¬α ∨ β , α ⇔ β = (α ⇒ β ) ∧ (β ⇒ α ), and f alse =
¬ true.</p>
        <p>The formula true is used for technical reasons and helps to express that some action
is possible to execute, i.e., an action can lead to a state in which true holds. Of course,
true is satisfied in every state.</p>
        <p>Formula COMp(φ ) describes the actual set of commitments of player p, more
precisely, it expresses that φ is in this set. We should emphasize that φ is not a formula of
the language defined herein, but a part of a separate structure in which it is possible to
express the spoken sentences. In dialogue system, all actions are aimed at influencing
the players’ commitments. Therefore, the modality COM is very important and often
used in the protocol specification. Modalities Ep and Gp allow for expressing properties
concerning emotions and goals of player p.</p>
        <p>The temporal modalities X; G stand for “at the next step”, and “forever in the
future”, respectively. Y; H are their past counterparts “at the previous step”, and “forever
in the past”. The modality A is the universal quantifier - “for all”. Thus, AX means “for
all next states” while AG means “for all states on all paths”.</p>
        <p>We also introduce modality AX(W;a¯). It encodes an additional fact calling the action
that led to the next state. Since we are talking about the implementation of a specific
action, we must also indicate its executor. Hence, the subscript (W; a¯), expressing that
the performer is a player White, is added. A similar modality is defined for Black:
AX(a¯;B). As a result, the formula AX(a¯;B)α intuitively expresses that “at all next states
reached after execution of action a¯ by Black, α is true”.</p>
        <p>The operator U stands for Until; the formula α Uβ , expresses the fact that β
eventually occurs and that α holds continuously until then.</p>
        <p>As customary, the negation ¬A can be replaced by the existential quantifier E using
the de Morgan’s laws. So, ¬AXα is equivalent with EX¬α - there exists a next state at
which α holds. The interpretation of the other existential formulas is similar.</p>
        <p>First, in order to give the semantics for the above formulas, we need to give a formal
definition of a computation. A computation in a Kripke structure M = (G; Act; T; I) is
a possibly infinite sequence of states π = (g0; g1; : : :) such that there exists an action
am for which (gm; am; gm+1) ∈ T for each m ∈ N, i.e., gm+1 is the result of applying the
transition relation T to the global state gm, and the action am.</p>
        <p>Below we abstract from the transition relation, the actions, and the protocols, and
simply use T , but it should be clear that this is uniquely determined by the
interpreted system under consideration. In interpreted systems terminology, a computation
is a part of a run. A k-computation is a computation of length k. For a computation
π = (g0; g1; : : :), let π (k) = gk, and πk = (g0; : : : ; gk), for each k ∈ N. By Π (g) we
denote the set of all the infinite computations starting at g in M, whereas by Πk(g) the set
of all the k-computations starting at g.</p>
        <p>Definition 2 (Semantics – Interpretation). Let M be a model (Kripke structure), g ∈ G
be a state, π be a computation, and α ;β be formulas. M; g |= α denotes that α is true
at the state g in the model M. M is omitted, if it is implicitly understood. The relation |=
is defined inductively as follows:
g |= true for all g ∈ G,
g |= COMp(φ ) iff φ ∈ Cp(g),
g |= Ep(e) iff ni &gt; 5 in Ep(g) = (n1; ::; n5), where e is fear, disgust, joy,
sadness, anger and i = 1; 2; 3; 4; 5, respectively,
g |= Gp(φ ) iff φ ∈ GOp(g),
g |= ¬α iff g ̸|= α ,
g |= α ∧ β iff g |= α and g |= β ,
g |= AX(W;a¯)α iff ∀a = (i; j; (a¯;ε )) ∈ Num2Act and ∀g′ ∈ G ( if (g; a¯; g′) ∈ T;
then g′ |= α ),
g |= AX(a¯;B)α iff ∀a = (i; j; (ε ; a¯)) ∈ Num2Act and ∀g′ ∈ G ( if (g; a¯; g′) ∈ T;
then g′ |= α ),
g |= AXα iff ∀g′ ∈ G ∀a ∈ Num2Act ( if (g; a; g′) ∈ T; then g′ |= α ),
g |= AGα iff ∀π ∈ Π (g) (∀m≥0 π (m) |= α );
g |= A(α Uβ ) iff ∀π ∈ Π (g) (∃m≥0 [π (m) |= β and ∀ j&lt;m π ( j) |= α ]),
g |= AY(W;a¯)α iff ∀a = (i; j; (a¯;ε )) ∈ Num2Act and ∀g′ ∈ G ( if (g′; a; g) ∈ T;
then g′ |= α ),
g |= AY(a¯;B)α iff ∀a = (i; j; (ε ; a¯)) ∈ Num2Act and ∀g′ ∈ G ( if (g′; a; g) ∈ T;
then g′ |= α ),
g |= AYα iff ∀g′ ∈ G ∀a ∈ Num2Act ( if (g′; a; g) ∈ T; then g′ |= α ),
g |= AHα iff ∀g′ ∈ G ( if (g′; g) ∈ T ∗; g′ |= α ).</p>
        <p>The description of the semantics is finished by giving the definition of the validity
in the model.</p>
        <p>Definition 3. (Validity) A formula φ is valid in M (denoted M |= φ ) iff M;ι |= φ , i.e.,
φ is true at the initial state of the model M.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Properties of dialogue protocols</title>
      <p>The formal language introduced in the previous section is used for giving the
specification for dialogue protocols as well as for describing properties of these protocols. The
properties can be divided into several classes [21]. Some of them are studied below.</p>
      <p>Safety. Safety property usually expresses that something bad does not happen.
However, it can also express that something good is always true. The best illustration here is
the specification of locutions used in dialogues:</p>
      <p>AG(AX(W;claim α ) COMW α ):
This formula states that after locution claim α , the formula α is in the set of
commitments of the performer.</p>
      <p>The next formula expresses a similar property, i.e., before the execution of the
locution retract α , the formula α must be in the commitments set of the player:</p>
      <p>AG(AY(W;retract α ) COMW α ):</p>
      <p>Nontermination. One of the most important safety properties is nontermination. It
expresses that every legal dialogue, i.e., dialogue in accordance with rules of a dialogue
game does not have a termination state:</p>
      <sec id="sec-5-1">
        <title>AG(EXtrue):</title>
        <p>This formula states that in every state of every computation there is an action which
can be performed and after execution of this action a formula true is satisfied. As a
consequence, every dialogue is infinite.</p>
        <p>Guarantee. One of the guarantee properties, i.e., properties that ensure that some
event eventually happens, is termination. In dialogue systems, we often assume that
the end of a dialogue means the fulfillment of a certain condition. This condition may
express that one of the players, e.g. W , is happy:
If any dialogue should end with the termination condition and this condition means that
White does not feel fear, then we can express this fact as follows:</p>
        <p>E(true U EW ( joy)):</p>
        <sec id="sec-5-1-1">
          <title>A(true U ¬EW ( f ear)):</title>
          <p>The formula claims that every computation contains a state at which the required
condition holds.</p>
          <p>Response. The response property expresses the fact that a property β is a guaranteed
response to a condition α . An example of this is the formula</p>
        </sec>
        <sec id="sec-5-1-2">
          <title>AG(COMp(α ) ⇒ E(true U ¬ COMp(α )))</title>
          <p>which states that if a player is committed to α , then during the dialogue he can change it.
This property is very important since it states that it is possible to reject some
commitment and at the same time it means the ability to change some opinion, what is crucial
for argumentative dialogues. It makes no sense to provide and analyze arguments if the
change of players’ commitments is not possible at all.</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Conclusion</title>
      <p>The aim of our research is to design and implement a framework to provide a
communication between a user and a machine which allows to better understand emotions
that appear during human dialogues. We plan to create a tool that will support the
personal development in this matter, i.e., the acquisition of skills of identifying and naming
emotions. This is particularly important for training teachers, educators, psychologists,
and parents. This process can take place between a human, which plays a role of a
student, and a software agent, which plays a role of a teacher. The challenge is to design a
suitable interface for such communication. However, the implementation should be
preceded by constructing a mathematical model and proposing a new dialogue protocol.
In our work, we also propose formal language for protocol specification and expressing
its properties. On this basis, we plan to design and implement a multimedia tool for
educational purposes. Psychological aspects of the project are consulted with a group
of psychologists. Our research does not deal with linguistic analysis, but we want to
explore dialogues with the fixed base so that the user can learn to recognize these places
and elements of dialogue which relate to emotions.</p>
      <p>Acknowledgment. The research by Kacprzak have been carried out within the framework of the
work S/W/1/2014 and funded by Ministry of Science and Higher Education.
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