![]() Nicolas Maudet LAMSADE
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Publications• by Date • by Publication Type • by Research Category • Request for action reconsidered as a dialogue game based on commitmentsB. Chaib-draa, N. Maudet, and M. A. Labrie. Request for action reconsidered as a dialogue game based on commitments. In Communication in Multiagent Systems - Agent Communication Languages and Conversation Policies, pp. 284–299, Lecture Notes in Computer Science (LNCS) State of the Art Survey 2650, Springer-Verlag, July 2003. Download(unavailable) AbstractThis paper follows recent work in the field of dialectical models of inter-agent communication. The request action as proposed by Winograd & Flores is reconsidered in an original dialogue game framework, as a composition of different basic games (small conversation policies). These basic games are based on commitments of participants and are handled through a contextualization game which aims at defining how games are opened or closed through the dialogue, and what combinations are legal. We show how such a model offers more practical flexibility, and covers more situations than the classical protocol. Finally, we give an overview on the game simulator that we are currently developing. BibTeX@INPROCEEDINGS{ChaibMaudetLabrieCMAS2003,
AUTHOR = {B. Chaib-draa and N. Maudet and M. A. Labrie},
TITLE = {Request for action reconsidered as a dialogue game based on commitments},
BOOKTITLE = {Communication in Multiagent
Systems - Agent Communication Languages and Conversation Policies},
YEAR = {2003},
EDITOR = {M.-P. Huget},
VOLUME = {2650},
SERIES = {Lecture Notes in Computer Science (LNCS) State of the Art Survey},
PAGES = {284--299},
MONTH = {July},
PUBLISHER = {Springer-Verlag},
ABSTRACT = {This paper follows recent work in the field of dialectical models of inter-agent
communication. The request action as proposed by Winograd & Flores is
reconsidered in an original dialogue game framework, as a composition of
different basic games (small conversation policies). These basic games
are based on commitments of participants and are handled through a
contextualization game which aims at defining how games are opened or
closed through the dialogue, and what combinations are legal. We
show how such a model offers more practical flexibility, and covers
more situations than the classical protocol. Finally, we give an
overview on the game simulator that we are currently developing.}
}
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