=Paper=
{{Paper
|id=Vol-1698/CS&P2016_24_Kacprzak&Sawicka&Zbrzezny_Towards-model-checking-argumentative-dialogues-with-emotional-reasoning
|storemode=property
|title=Towards Model Checking Argumentative Dialogues with Emotional Reasoning (extended abstract)
|pdfUrl=https://ceur-ws.org/Vol-1698/CS&P2016_24_Kacprzak&Sawicka&Zbrzezny_Towards-model-checking-argumentative-dialogues-with-emotional-reasoning.pdf
|volume=Vol-1698
|authors=Magdalena Kacprzak,Anna Sawicka,Andrzej Zbrzezny
|dblpUrl=https://dblp.org/rec/conf/csp/KacprzakSZ16
}}
==Towards Model Checking Argumentative Dialogues with Emotional Reasoning (extended abstract)==
Towards model checking argumentative dialogues with emotional reasoning (Extended abstract) Magdalena Kacprzak1 , Anna Sawicka2 , and Andrzej Zbrzezny3 1 Bialystok University of Technology, Bialystok, Poland 2Polish-Japanese Academy of Information Technology, Warsaw, Poland 3 Jan Długosz University, Czestochowa, Poland m.kacprzak@pb.edu.pl, asawicka@pja.edu.pl, a.zbrzezny@ajd.czest.pl Abstract. 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. 1 Introduction As members of society we have the need of collective work and protocols are an im- portant 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. The aim of such an argumentation is a change in the emotional state of the inter- locutor. 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 se- curity (“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 argumen- tation. 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 di- alogue 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). Usually, the aim of argumentation is figuring the agreement, the conviction of some- one 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 con- vince everybody, but there are some argumentation strategies and mechanisms, which are quite known and considered as convincing ones. 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 men- tioned specific types of dialogues. There are other approaches which are focused rather on the agent to agent communication [4]. 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 seman- tic 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]. 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 [7, 14, 26, 31, 33] 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 exam- ple in Hamblin system [12, 17] we have rules preventing argumentative mistakes, in Lorenzen system [18, 20] we have rules enabling validation of formulas [15, 34]. Each dialogue game should have three basic categories of rules. Locution rules de- fine 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. 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 check- ing 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 [11]. To interpret the properties of dialogue games we chose IIS, in which only one action at a time is performed in a global transition. 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 argumen- tative 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 argu- ments 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. 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 improve- ment of human-machine interaction, testing, refining and developing an emotional hy- pothesis or even the improvement of artificial intelligence techniques, once it optimizes decision-making mechanisms [28, 23]. 2 Interpreted system 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 for- mulas 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 auto- matic verification of dialogue protocols via model checking techniques. 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 Act p and a set of possible local states L p . Every action from Act p can influence participant’s commitments. We assume that the set Act p contains also the special empty (null) action ε . Every action (except null ac- tion) is synonymous with locution expressed by the specific player. Results of locutions are determined by evolution function and are specified afterwards. Player’s local state l p ∈ L p consists of the player’s commitments, emotions, and goals, l p = (C p , E p , GO p ). Player’s commitments and goals are elements of a fixed topic language, which allows expressing the content of locutions. Thus, C p and GO p 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 repre- sented by natural numbers from the set {1, 2, . . . , 10}. Thus, E p 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. 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. Also, we need to order performed global actions and indicate which actions cor- respond with which ones and therefore we define double-numbered global actions set Num2 Act = 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). Furthermore, we define numbered global actions set Num1 Act = 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 : Num2 Act → Num1 Act, 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 ∈ Num2 Act, di = (i, j, a), j ∈ N, j < i, a ∈ Act. 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 l p (g) - the local state of player p in g. An interpreted system for a dialogue game is a tuple IS = (I, {L p , Act p } p∈Pl ) where I ⊆ G is the set of initial global states. 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 spec- ified. 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 }. In argumentation dialogues, a player can claim some facts, concede with the oppo- nent or change his mind performing action retract. To challenge the opponent’s state- ment, 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 commit- ments. Now we define legal answer function FLA : Num2 Act → 2Num1 Act , which maps a double-numbered action to the set of possible numbered actions. This function is sym- metrical for both players and determines for every action a set of legal actions which can be performed next. – 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 ). The actions executed by players are selected according to a protocol function Pr : G → 2Num2 Act , 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 ) = {(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((d ∪ 1..k−1 , (k, l, (a, ε )), lW (g), lB (g))) = {(k + 1, numact) : numact ∈ (( i<=k FLA (di ) ∩ {(n, (ε , α )) : n < k, α ∈ ActB }) \{Denum(di ) : i = 1, .., k})}, for a ∈ {concede φ , nod φ , question φ }. 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((d ∪ 1..k−1 , (k, l, (retract φ , ε )), lW (g), lB (g))) = {(k + 1, numact) : numact ∈ (( i<=k FLA (di ) ∩ {(n, (ε , α )) : n < k, α ∈ ActB })\{Denum(di ) : i = 1, .., k})} ∪ {(k + 1, x, (ε , why β )) : ∃x5 in E p (g) = (n1 , .., n5 ), where e is fear, disgust, joy, sadness, anger and i = 1, 2, 3, 4, 5, respectively, g |= G p (φ ) iff φ ∈ GO p (g), g |= ¬α iff g ̸|= α , g |= α ∧ β iff g |= α and g |= β , g |= AX(W,ā) α iff ∀a = (i, j, (ā, ε )) ∈ Num2 Act and ∀g′ ∈ G ( if (g, ā, g′ ) ∈ T, then g′ |= α ), g |= AX(ā,B) α iff ∀a = (i, j, (ε , ā)) ∈ Num2 Act and ∀g′ ∈ G ( if (g, ā, g′ ) ∈ T, then g′ |= α ), g |= AXα iff ∀g′ ∈ G ∀a ∈ Num2 Act ( 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