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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Towards an Argumentative Dialogue System</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Niklas Rach</string-name>
          <email>niklas.rach@uni-ulm.de</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Wolfgang Minker</string-name>
          <email>wolfgang.minker@uni-ulm.de</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Stefan Ultes</string-name>
          <email>su259@cam.ac.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Argumentation, Natural Language Understanding, Stochastic</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Engineering Department, University of Cambridge UK</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Institute of Communications, Engineering, Ulm University</institution>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>games</institution>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2017</year>
      </pub-date>
      <fpage>27</fpage>
      <lpage>29</lpage>
      <abstract>
        <p>In this work we propose a scheme for an Argumentative Dialogue System that allows a user to discuss a certain topic with a virtual agent using natural language. Starting from an agent vs agent case, we address the optimization of the agent strategy by formulating the problem as a Stochastic Game and show that this formalism generally allows the inclusion of additional strategical moves that are not based on the content of the argument. In a second step we propose our approach for the Natural Language Understanding of arguments by combining recent results of argumentation mining with a keyword-based mapping.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>CCS CONCEPTS</title>
      <p>• Computing methodologies → Natural language
processing; Discourse, dialogue and pragmatics; Machine learning
approaches; Stochastic games;</p>
    </sec>
    <sec id="sec-2">
      <title>INTRODUCTION</title>
      <p>
        Resolving di↵ erent viewpoints of virtual agents can be
addressed as a dialogical task in which arguments are exchanged.
Thereby it is possible for each side to persuade the opponents
by establishing a convincing argumentation structure. An
Argumentative Dialogue System is a system that allows an
agent to carry out argumentative tasks such as persuasion or
negotiation against a human. Despite the strong theoretical
grounding [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], implementations of these kind of systems are
rather scarce since they have to overcome di↵ erent obstacles
(see [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] for a detailed discussion).
      </p>
      <p>
        Following the classification of dialogues presented in [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]
we consider a persuasion scenario and discuss approaches to
tackle two important issues, namely the Natural Language
Understanding (NLU) of arguments and the development
of a flexible agent strategy. Whereas in recent work the
first issue is bypassed by using human annotators to map
utterances to argumentative concepts [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] or by presenting
a variety of possible answers to the user [
        <xref ref-type="bibr" rid="ref12 ref6">6, 12</xref>
        ], the second
problem is addressed in various ways. Examples are by use of
heuristics [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], decision trees [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], a formulation as planning
problem [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] or machine learning [
        <xref ref-type="bibr" rid="ref10 ref4">4, 10</xref>
        ]. However, most of the
work done in this direction is focused on the argumentative
structure, i.e. which argument to present when, whereas
a discussion between humans yields additional strategical
aspects. An example is the challenge move discussed in the
framework of Prakken [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] that allows to question the validity
of an argument. For the considered persuasive scenario we
summarize these actions as dodge moves since they do not
present an additional argument component and sometimes
aim for a distraction from the underlying argumentation
structure.
      </p>
      <p>
        We will focus on a debating-like setup in which each player
aims for establishing his own argumentative structure and
tries to demolish the one of the opponent. To this end, each
side is allowed on-turn to either introduce an additional
argument component or to perform a dodge move. Thereby,
each move has to be directly related to a previous (but not
necessarily the last) one. We assume that both sides have
full knowledge of the underlying argument structure. By first
employing the formalism of Stochastic Games in an agent
vs agent scenario, we aim for an optimized agent policy the
user can debate with. The problem of NLU of arguments
is addressed by combining recent results from the field of
argumentation mining [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] with a keyword mapping and
established methods from NLU.
      </p>
      <p>The reminder of this paper is as follows: In Section 2 we
discuss the optimization of the agent policy while Section 3
covers our approach for the NLU of arguments in our system.
In Section 4 we conclude by summarizing the presented ideas.
2</p>
    </sec>
    <sec id="sec-3">
      <title>ARGUMENTATIVE DIALOGUE AS</title>
    </sec>
    <sec id="sec-4">
      <title>STOCHASTIC GAME</title>
      <p>
        Previous work showed that the problem of optimizing an
agent strategy can be formulated as (partially observable)
Markov Decision Process (POMDP) [
        <xref ref-type="bibr" rid="ref10 ref4">4, 10</xref>
        ] and thus be
addressed by Reinforcement Learning (RL). However, as this
approach optimizes only the strategy of one agent, it requires
either pre-defined rules for the respective opponent or a
training corpus to learn from. Moreover, the so developed
strategy directly depends on the rules or the available data,
respectively.
      </p>
      <p>
        We propose an approach based on Stochastic Games that
extend the MDP formalism by enabling each involved agent
to adapt its strategy to previous actions of others. Thereby,
no prior knowledge about the agents behavior or data is
required as all strategies can be developed by use of RL.
Moreover, the existence of a Nash Equilibrium in Stochastic
Games can be guaranteed [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. It should be mentioned that
scenarios with opposite agent goals (which is the case we
consider) is a special case of a Stochastic Game and referred
to as zero sum game.
      </p>
      <p>To apply this formalism to our system, an additional
extension of the frameworks proposed in previous work is required
since they did not include dodge moves. The formalism of
MDP (and therefore of Stochastic Games as well) requires the
definition of states in which the actual stand of the debate
is expressed. Argument components and their relations are
usually represented as a tree or (directed) graph as depicted
in Figure 1. If dodge moves are not included, all possible
moves can be tied to argument components and states can
thus be expressed as sub-graphs. Since we want to rely on
this representation, we plan to include each dodge move as
a content-free component into the subgraph. We stress that
these additional components are not part of the underlying
argumentation structure and only a↵ ect the states.</p>
      <p>
        A second issue is the dimensionality of the associated state
space. It is known from previous work [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] that this space
rapidly increases with the number of argument components.
As we aim for the inclusion of dodge moves as well as a
reasonable amount of argumentation components, the number of
states in our case will be comparatively large. Therefore, the
choice of a proper learning algorithm seems to be crucial for a
successful optimization of the agent strategies. A selection of
methods that were employed in the field of dialogue systems
can be found in [
        <xref ref-type="bibr" rid="ref1 ref3">1, 3</xref>
        ] and serve as a starting point for our
case.
3
      </p>
    </sec>
    <sec id="sec-5">
      <title>NATURAL LANGUAGE</title>
    </sec>
    <sec id="sec-6">
      <title>UNDERSTANDING OF</title>
    </sec>
    <sec id="sec-7">
      <title>ARGUMENTS</title>
      <p>The di culty in NLU of arguments lies in its dependence
on the content of the utterance. Given that the complete
argument (i.e. all argument components) can be represented
as a graph or tree, it requires a mapping of the utterance to
a specific node in this representation as depicted in Figure 1.
Since each node represents an argument component that is
associated with a certain content, it is inevitable to include
contextual information into this mapping.</p>
      <p>
        Our approach to this problem consists of two steps. First,
we plan to employ techniques presented in recent work on
argumentation mining that allow for a detection of argument
components and their relations (support or attack ) to others,
e.g. in written essays [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Although this classification is not
content dependent, it will decrease the set of candidates in
question if applied to our scenario. The remaining options will
be distinguished in a second step where we plan to search the
utterance for keywords previously assigned to each argument
component. The one with the best match is then picked as
final mapping.
      </p>
      <p>
        It should be mentioned that the reviewed scenario includes
an additional task regarding the dodge moves. Whereas the
distinction of di↵ erent dodge moves and a general
argumentative move is comparable to the NLU in existing systems and
will be addressed by established methods, dodge moves may
(depending on the type) require further processing in view of
their relations to other components. For example in the case
of a challenge move, the component that is challenged has
28
2
to be determined. In some formal frameworks the relation
itself is given by its type (e.g. [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]), thus allowing to leave
out the first of the above discussed steps. In such case, only
a detection of the aim (the component it is related to) is
required and we will focus on suchlike frameworks in the
scope of this work. To determine the aim, the key words
assigned to each component will again be employed.
      </p>
      <p>In the case of completely free speech argumentation it is
possible that one utterance contains more then one
argumentative component or that the component the user refers to
is split in more than one turn. To circumvent this problem,
we consider a restricted scenario in which the user is allowed
to only bring up one argumentative component at a time.
Although this approach also restricts the language of the user
and requires knowledge about the underlying argumentation
structure, we consider it an important and reasonable step
towards natural language argumentation.
4</p>
    </sec>
    <sec id="sec-8">
      <title>CONCLUSIONS</title>
      <p>The purpose of this work is to present and discuss our plan
for an Argumentative Dialogue System including natural
language. We proposed an approach for optimizing the agent
policy by employing the formalism of Stochastic Games. In
addition we discussed the inclusion of dodge moves into this
framework and proposed a scheme for the NLU of arguments
that combines a keyword based approach with recent results
from argumentation mining.</p>
    </sec>
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