Multiparty Argumentation Game for Consensual Expansion
Stefano Bromuri
1
and Maxime Morge
2
1
Institute of Business Information Systems, University of Applied Sciences Western Switzerland, Sierre, Switzerland
2
Laboratoire d’Informatique Fondamentale de Lille, Universit
´
e Lille 1, Lille, France
Keywords:
Multi-Agent Systems, Argumentation, Multiparty Communication.
Abstract:
We consider here a set of agents, each of them having her own argumentation. Arguments and conflicts be-
tween them are subjective. The aim of each agent is to enrich her argumentation by taking into account the
arguments and conflicts of the other agents. We adopt here an individual-based approach where the cross-
fertilization of argumentations emerge from the interactions between the agents. For this purpose, we formal-
ize a multi-party argumentation game using Event Calculus. At the end of the game, each agent extends its
argumentation by using the arguments exchanged and the conflicts shared. As we show formally, such an ex-
pansion is consensual. By adopting an individual-based approach, our model is explanatory since it highlights
the conflicts between the agents.
1 INTRODUCTION
Multi-Agent Systems (MAS) is a first-class paradigm
for analysing, designing and implementing systems
composed of autonomous interacting entities. Oppo-
sitions characterize these systems. Conflicts may ap-
pear between agents since each of them has a partial
perception of the environment or they have their own
objectives. Well-known mechanisms such as voting
systems or negotiation resolve these conflicts by ag-
gregating the viewpoints to reach an agreement. Un-
fortunately, these models are not explanatory. In the
argumentation approach, the positions (arguments)
and the oppositions (attacks) are first-class citizens.
Argumentation is a computational calculus of opposi-
tions (Dung, 1995). In this paper, we adopt a dialec-
tical approach of argumentation where the argumen-
tation is the outcome of a dispute process (Prakken,
2006).
We consider here a set of agents, each of them
having her own argumentation. Arguments and con-
flicts between arguments are subjective. They may be
different. For example, an agent can consider that an
argument attacks a second one while another agent
may have the same arguments without considering
them conflicting. Similarly, a third agent may not
know one of these arguments and therefore she ig-
nores this conflict.The aim of each agent is to enrich
her argumentation by taking into account the argu-
ments and conflicts of the other agents.
We adopt an individual-based approach where the
cross-fertilization of argumentations emerge from the
interactions between the agents. For this purpose,
we formalize a multiparty argumentation game using
Event Calculus (EC) (Kowalski and Sergot, 1986). At
the end of the game, each agent extends its argumen-
tation by using the arguments exchanged and the con-
flicts shared. As we show formally, such an expan-
sion is consensual. By adopting an individual-based
approach, our model is explanatory since it highlights
the conflicts between the agents.
We start this paper by introducing the background
formalisms on which we built our argumentation
game (cf Section 2). Then, we define in Section 3,
the consensual expansion which is the outcome of our
game (cf Section 4). We discuss the related works (cf
Section 5). Section 6 concludes by summarising our
proposal and discussing our future plans.
2 BACKGROUND
In this section we discuss about the background for-
malisms that are necessary to understand our argu-
mentation game.
2.1 Argumentation
In this paper we adopt the abstract approach to argu-
mentation proposed in (Dung, 1995). Arguments are
160
Bromuri S. and Morge M..
Multiparty Argumentation Game for Consensual Expansion.
DOI: 10.5220/0004188301600165
In Proceedings of the 5th International Conference on Agents and Artificial Intelligence (ICAART-2013), pages 160-165
ISBN: 978-989-8565-38-9
Copyright
c
2013 SCITEPRESS (Science and Technology Publications, Lda.)
viewed as abstract entities supporting claims. The fact
that an argument is challenged by another captures the
notion of conflict.
Formally, an Argumentation Framework (AF) is
defined as follows.
Definition 1 (AF). An Argumentation Framework is
a couple AF = hA, Ri where A is a finite set of argu-
ments, R A × A is a binary relation called attack
relation.
If (a, b) R, then we say that a attacks b (we
write this as aRb). We call non-attack relation N =
(A × A) \ R. In this way, we highlight that the lack
of attack between arguments is interpreted as a non-
attack relation.
An argumentation framework does not allow to
model missing information. For this purpose, a Par-
tial Argumentation Framework (PAF) is an extension
of the AF model, proposed in (Coste-Marquis et al.,
2007), where the fact that an argument attacks (or not)
a second argument can be ignored. This missing in-
formation is captured by a binary relation, called ig-
norance relation.
Definition 2 (PAF). A partial argumentation frame-
work is a triplet PAF = hA,R,Ii where:
hA,Ri is the underlying AF as defined in Def. 1;
I A × A is the ignorance relation which verifies
that R I =
/
0;
We call non-attack relation N = (A × A) \ (R I).
2.2 Event Calculus
The Event Calculus (EC), introduced in (Kowalski
and Sergot, 1986), is a formalism for representing ac-
tions and their effects and so it is very suitable for
formalising an interaction protocol for agents. In this
section we briefly describe the dialect of the EC that
we employ (Artikis et al., 2010).
EC is based on a many-sorted first-order predicate
calculus represented as normal logic programs that
are executable in Prolog. The underlying time model
is linear. The EC manipulates fluents. A fluent repre-
sents a property which can have different values over
time. The term F = V (which denotes that fluent F
has value V ) has been initiated by an action at some
earlier time-point and not terminated by another ac-
tion in the meantime. Tab. 1 summarizes the main EC
predicates we use in this paper. Predicates, function
symbols and constants start with a lower-case letter
while variables (starting with an upper-case letter) are
universally quantified.
The domain independent axioms of the EC are
represented in Fig. 1. Clause EC1 states that a prop-
erty holds at a time T if it has been initiated at time
Table 1: EC with multi-valued fluents: predicates.
Predicate Meaning
initially(F=V) The value of fluent F is V
at time 0.
holds at(F=V,T) The value of fluent F is V
at time T.
initiates at(F=V, T ) At time T the fluent F is
initiated to have value V.
terminates at(F=V, T ) At time T the fluent F is
terminated from having
the value V.
update(E,T) An event E takes place at
time T updating the state
of the fluents
Ts and the holding of that property has not been bro-
ken from the starting time Ts and the time of interest
T. To decide when a property is broken, we use the
clause EC2. This states that a property P is broken
between time Ts and T, if it is terminated at a time Ti
between Ts and T. The other clauses specify when a
property is initiated EC3 or terminated EC4, in terms
of the conditions holding in the current context, typi-
cally expressed in terms of the holds at/2 predicate,
meaning that such clauses will change according to
the particular domain being modelled with the EC.
(EC1) h o l d s a t ( F=V , T) i n i t i a t e s a t ( F=V , T
s
) ,
T
s
< T ,
not broken (F=V, T
s
, T ) .
(EC2) broken ( F=V1 , Tmin , Tmax) t e r m i n a t e s a t ( F=V
2
, T i ) ,
not V
1
= V
2
,
Tmin < Ti , T i < Tmax .
(EC3) i n i t i a t e s a t ( F=V, T ) happen s at ( Ev , T ) ,
Co nd i ti o n s [ T ] .
(EC4) t e r m i n a t e s a t ( F=V, T ) h appens at (Ev , T ) ,
Co nd i ti o n s [ T ] .
Figure 1: Axioms of the EC with multi-valued fluents.
The EC allows us to construct executable specifi-
cations of interaction protocols for agents.
3 PROBLEM
We consider here a set of agents, each of them having
its own arguments. The agents aim at expanding their
arguments, in particular the conflicts between them,
based on a consensus.
Formally, we consider here a profile of n argumen-
tation frameworks
~
S = hAF
1
,. .. ,AF
n
i. Our goal here
is to expand this vector in a profile of partial argumen-
tation frameworks
~
P = hPAF
1
,. .. ,PAF
n
i where each
PAF
i
expands the corresponding AF
i
with
~
S by tak-
MultipartyArgumentationGameforConsensualExpansion
161
ing account the arguments, the attacks and the non-
attacks from the other AFs in
~
S.
For this purpose, we focus on the consensual ex-
pansion proposed by (Coste-Marquis et al., 2007). In
order to expand an AF
i
on a PAF
i
, we consider all the
arguments and only the consensual attacks.
Definition 3 (Consensual Expansion). Let
~
S =
hAF
1
,. .. ,AF
n
i be a profile of n argumentation frame-
works AF
i
= hA
i
,R
i
i (cf Def. 1) with 1 i n.
Let con f (
~
S) = (
S
i
R
i
) (
S
i
N
i
) be the set of non-
consensual attacks. The consensual expansion of AF
i
with
~
S is a partial argumentation framework PAF
i
=
hA
0
,R
0
,I
0
i where:
A
0
i
=
S
i
A
i
;
R
0
i
= R
i
((
S
j6=i
R
j
) \ con f (
~
S));
I
0
i
= con f (
~
S) \ (A
i
× A
i
).
Obviously, N
0
i
= (A
0
i
× A
0
i
) \ (R
0
i
I
0
i
). The argu-
ments in the consensual expansion (A
0
i
) are all the
arguments from the initial profile. A new attack is
added (R
0
i
) if it is consensual, i.e. if all agents which
initially consider these arguments agree on this con-
flict. An attack is ignored (I
0
i
) if it is not consen-
sual (con f (
~
S)) and if it was not considered a priori
(A
i
× A
i
).
It is worth noticing that, in order to determine
a consensual expansion, we assume to know the ar-
guments and the attacks (and non-attacks) of all the
agents. In the next section, we do not make such an
assumption.
4 PROPOSAL
We adopt here an individual-oriented approach where
the consensual expansion emerges from the interac-
tions between the agents. Our proposal consists of
a multiparty argumentation game, where more than
two agents, each of them with a AF, play and observe
moves on a gameboard. At the end of the game, each
agent builds its PAF with the arguments and the con-
flicts recorded on the game-board.
Firstly, we begin to introduce the gameboard. Sec-
ondly, we formalize the argumentation game and its
output. Then we prove the correctness of the game.
Finally, we illustrate this game with an example.
4.1 Gameboard
The gameboard is a common environment perceived
by agents in which they can act by adding arguments,
attacks and non-attacks. These moves are evaluated
via an artifact which records the dialogue history.
Definition 4 (gb). At any moment, the gameboard is
an objective representation of the game with a triplet
gb = hAM, RM, DMi where:
AM is the record list of argument moves;
RM is the record list of attack moves;
DM is the record list of denial moves.
Each utterance of a move is interpreted by the ar-
tifact for updating the gameboard in order to build the
common partial argumentation framework.
Definition 5 (AF
gb
). We call common partial argu-
mentation framework PAF
gb
= hA
gb
,R
gb
,D
gb
i, the ar-
gumentation framework defined such that:
A
gb
is the set of arguments in the argument moves
of AM;
R
gb
is the set attacks in the attack moves of RM;
D
gb
is the set of ignorances in the denial moves of
DM.
We aim at defining the game such that the rational
rules of utterances and the rules of the game leads to
a common partial argumentation framework PAF
gb
=
hA
gb
,R
gb
,D
gb
i which is:
1. complete, i.e. A
gb
=
S
i
A
i
;
2. a coherent partial argumentation framework, i.e.
R
gb
D
gb
=
/
0;
3. consensual, i.e. R
gb
(resp. D
gb
) belongs all
the attacks which are consensual (resp. non-
consensual).
4.2 Argumentation Game
The game we propose is a n-players simultaneous
game. We formalize here our game using the EC and
the rational condition of utterance using abstract ar-
gumentation.
Our argumentation game is subdivided into two
subgames. The first one aims at collecting all the ar-
guments of the agents. It is called argument game.
The second game aims at collecting all the consensual
attacks and all the non-consensual ones. It is called
attack game. The argument (resp. attack) argument
ends when all the players withdraw, i.e. when they
have no more arguments (resp. attacks) to push for-
ward.
The two following clauses handle the creation of
the game:
i n i t i a t e s a t ( gb ( Gb) = s t a t e ( argGame ) , T):
ha ppens at ( create game ( GID , PL ) , T ) ,
not h o l d s a t ( gb (Gb)= st a t e ( ) , T ) .
i n i t i a t e s a t ( gb ( Gb) = p l a y e r s l i s t ( PL ) , T):
ha ppens at ( create game ( Gb, PL ) , T ) ,
not h o l d s a t ( gb (Gb)= st a t e ( ) , T ) .
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While the first clause handles the creation of the
gameboard GID by setting the game state argGame,
the second clause sets the list of players PL.
Argument Game. The moves update the gameboard
only if they are legal moves. The update game/3
predicate below, specifies that a Move is produced as
an event that modifies the state of a game Gb only if
such a move is legal at time T in such a game.
update game (Gb, AID , Move):
now( T ) , l e g a l
a t (Gb, AID , Move , T ) ,
update (Move , T ) .
The legal at/4 predicate defines which moves
can be performed at a certain time. For example, if
the agent is trying to produce an assertion move, the
artifact checks if the argument in the assertion is a
new one. If this is the case it updates the common
partial argumentation framework.
i n i t i a t e s a t ( gb ( Gb) = argument ( AID , Arg ) , T):
ha ppens at (move (Gb, AID , a l l , as s ert , ArgID , Arg ) , T ) .
l e g a l a t ( Gb, AID , move (Gb, AID , a l l , as s ert , ArgID , Arg ) , T):
h o l d s a t ( move( Gb , AID , a l l , a s se r t , ArgID , Arg ) , T ) ,
not ( h o l d s a t ( gb (Gb)= argument ( , Arg ) , T ) ) .
In the case that the argument is already present in
the gameboard, the gameboard will not be updated,
because the legal at/4 predicate defined above will
check if in the gameboard Gb it exists an argument
Arg that is the same as the one being asserted. It
is important to notice that the argument id (ArgID)
is required as the gameboard can have multiple ar-
guments simultaneously initiated. Furthermore, the
legal at/4 predicate can be used by the agents to
check if the next move they want to perform is a le-
gal move. In other words the legal at/4 predicate
can be used by the agents in combination with the
holds at/2 predicate of the EC to perceive the game-
board state.
The argument game ends when all the players
withdraw:
t e r m i n a t e s a t ( gb (Gb) = s t a t e ( argGame ) , T):
ha ppens at (move (Gb, AID , a l l , with draw , no , no ) , T ) ,
not (
h o l d s a t ( gb (Gb)= p l ay e r ( AID2 ) , T ) ,
h o l d s a t ( pl a y e r ( AID2)= st a t u s ( moreArg ) , T ) ,
not AID = AID2
) .
i n i t i a t e s a t ( gb ( Gb) = s t a t e ( attGame ) , T):
ha ppens at (move (Gb, AID , a l l , with draw , no , no ) , T ) ,
not (
h o l d s a t ( gb (Gb)= p l ay e r ( AID2 ) , T ) ,
h o l d s a t ( pl a y e r ( AID2)= st a t e (Gb, moreArg ) , T ) ,
not AID = AID2
) .
In the rules defined above, the argument game
ends when all the agents perform a withdraw move,
and so the attack game is initiated. For the argument
game, the withdraw move is always legal.
Attack Game. In this game, agents assert/deny at-
tacks or withdraw. After an assertion (resp. deny),
the artifact updates the common partial argumentation
framework if it is the case:
i n i t i a t e s a t ( gb ( Gb) = at t a c k ( A t t ID ) , T):
ha ppens at (move (Gb, AID , a l l , as s ert , At t ID , A t t ) , T ) .
i n i t i a t e s a t ( gb ( Gb) = ig n o re ( At t I D ) , T):
ha ppens at (move (Gb, AID , AID2 , deny , Att I D , A t t ) , T ) .
Similarly to the previous subgame, the moves up-
date the gameboard only if they are legal moves.
l e g a l a t ( Gb, AID , move (Gb, AID , a l l , a s se r t , A t tID , A t t ) , T):
not (
h o l d s a t ( gb (Gb)= at t a c k ( , A t t ) , T ) ,
h o l d s a t ( gb (Gb)= i gn or e ( , A t t ) , T )
) .
l e g a l a t ( Gb, AID , move (Gb, AID , a l l , deny , Att I D , A t t ) , T ) ,
h o l d s a t ( gb (Gb)= at t a c k ( , A t t ) , T ) ,
not h o l d s a t ( gb (Gb)= i gn or e ( , A t t ) , T ) .
The two legal at/4 predicates specified above
state that the assertion of an attack is legal if the at-
tack is not already present in the game, even if the
identifier is different. Similarly, the deny of an attack
is legal if the attack already exists in the gameboard
and the attack is not already ignored. As for the argu-
ment game, a withdraw move is always legal.
The attack game ends when all the players with-
draws, which is also the termination condition for the
whole game:
t e r m i n a t e s a t ( gb (Gb) = s t a t e ( attGame ) , T):
ha ppens at ( wi t h d r a w (Gb, AID ) , T ) ,
not (
h o l d s a t ( gb (Gb)= p l ay e r ( AID2 ) , T ) ,
h o l d s a t ( pl a y e r ( AID2)= st a t u s ( m ore att a c ks ) , T ) ,
not AID = AID2
) .
i n i t i a t e s a t ( gb ( Gb) = s t a t e ( f i n a l ) , T):
ha ppens at ( wi t h d r a w (Gb, AID ) , T ) ,
not (
h o l d s a t ( gb (Gb)= p l ay e r ( AID2 ) , T ) ,
h o l d s a t ( pl a y e r ( AID2)= st a t u s ( m ore att a c ks ) , T ) ,
not AID = AID2
) .
Rational Rules. Each player ag
i
, which is associated
with an argumentation framework AF
i
= hA
i
,R
i
i, can
check the legality of moves using the EC predicate
legal at/4 and submit it if it is the case.
As previously discussed, during the argument
game, agents assert new arguments or withdraw. At
time t, an agent can submit a move based on the fol-
lowing rational rule:
ag
i
utters
m = hgid, ag
i
,all,assert, ai
if a A
i
legal at(gid, ag
i
,m,t)
m = hag
i
,all,withdraw, nulli else
(1)
MultipartyArgumentationGameforConsensualExpansion
163
During the attack game, an agent can submit at time t
a move based on the following rational rules:
ag
i
utters
m = hgid, ag
i
,all,assert, (a, b)i if
(a,b) R
i
legal at(gid, ag
i
,m,t)
m = hgid, ag
i
,ag
j
,deny, (a, b)i if
(a,b) N
i
legal at(gid, ag
i
,m,t)
hgid, ag
i
,all,withdraw, nulli else
(2)
Here we assume that agents are honest.
4.3 Game Over
At the end of the game, some properties about the
common partial argumentation framework hold. For
brevity, we do not include here the proofs.
Property 1. The following properties are verified:
The argument game and the attack game end.
At the end of the argument game, A
gb
=
S
i
A
i
.
At each turn, R
gb
D
gb
=
/
0.
At the end of the attack game, (a, b) R
gb
iff (i |
(a,b) R
i
) (@ j | (a,b) N
j
)).
At the end of the attack game, (a,b)
D
gb
iff i, j | (a,b) R
i
(a, b) N
j
.
4.4 Outcome
At the end of the game, each player expands her argu-
mentation framework with the arguments, the attacks
and the denials reported in the common partial argu-
mentation framework:
Definition 6 (Game Expansion). Let
~
S =
hAF
1
,. .. ,AF
n
i be a profile of n argumentation
frameworks and AF
i
= hA
i
,R
i
i be one of them. The
expansion of AF
i
with PAF
gb
= hA
gb
,R
gb
,D
gb
i is the
partial argumentation framework PAF
i
= hA
00
i
,R
00
i
,I
00
i
i
defined such that:
1. A
00
i
= A
gb
;
2. R
00
i
= R
i
R
gb
3. I
00
i
= D
gb
\ (A
i
× A
i
)
Obviously, N
00
i
= (A
00
i
× A
00
i
) \ (R
00
i
I
00
i
). It is worth
noticing that this expansion is built upon the initial
argumentation framework of the agent and the com-
mon partial argumentation framework. Contrary to
the consensual expansion (cf Def. 3), we do not need
to know the arguments and attacks of all the other
agents but only the outcome of the game.
The common partial argumentation framework al-
lows to expand the individual argumentation frame-
works in a consensual manner.
Property 2 (Consensual Game Expansion). Let
~
S =
hAF
1
,. .. ,AF
n
i a profile of n argumentation frame-
work and let AF
i
= hA
i
,R
i
i be one of them. The ex-
pansion of AF
i
with the common partial argumenta-
tion framework PAF
gb
= hA
gb
,R
gb
,D
gb
i is consensual
(cf Def. 3).
4.5 Example
We present here an illustrative example for our game.
We consider four agents associated to the pro-
file of argumentation frameworks depicts at top of
Fig. 2. At the end of the argument game, the com-
mon argumentation framework contains all the ex-
isting arguments in the system, A
gb
= {a, b, c, d}.
At the end of the attack game, the common argu-
mentation framework (represented in the middle of
Fig. 2) contains all the consensual attacks (R
gb
=
{(b,c), (c,d)}) represented by plain arrows and all the
non-consensual attacks represented by dotted arrows
(D
gb
= {(b, d), (b,a), (a,b), (a,d)}). At the end of the
game, each agent build her own PAF (shown at the
bottom of Fig. 2).
Finally, the common argumentation framework
contains all the conflicts exhibited through the dia-
logue in D
gb
. Moreover, the gameboard contains in
DM all the conflicts which arise between the agents:
the agents ag
3
and ag
4
disagree on (a, b), m
6
=
hag
4
,ag
3
,deny, (a, b)i;
the agents ag
2
et ag
4
disagree on (b, d), m
9
=
hag
2
,ag
4
,deny, (b, d)i;
the agents ag
1
et ag
3
disagree on (b,a), m
10
=
hag
3
,ag
1
,deny, (b, a)i;
the agents ag
3
and ag
4
disagree on (a, d), m
12
=
hag
4
,ag
3
,deny, (a, d)i;
It is worth noticing that this list of disagreements
is not exhaustive. For instance, this execution does
not underline neither the disagreement between the
agents ag
1
and ag
4
over the attacks (b, a), nor the dis-
agreement between the agents ag
1
and ag
4
over the
attacks (a,b).
5 RELATED WORKS
There is few research on multiparty argumentation
games. Recently, (Bonzon and Maudet, 2011) have
proposed a multiparty persuasion protocol. This work
differs from our proposal. On one hand, (Bonzon
and Maudet, 2011) assume that all agents share the
same arguments and only the attacks are subjective.
We consider here that the arguments are distributed in
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164
AF
1
b
a
AF
2
b
c
d
AF
3
b
a
d
AF
4
b
a
d
PAF
gb
b
a c
d
PAF
1
b
a c
d
PAF
2
b
a c
d
PAF
3
b
a c
d
PAF
4
b
a c
d
Figure 2: The profile of argumentation frameworks (at top), the common argumentation framework (at middle) and the profile
of partial argumentation frameworks (at bottom).
the multi-agent system. On the other hand, the game
proposed by (Bonzon and Maudet, 2011) arbitrates
among conflicting viewpoints. The outcome of such
an arbitration is then compared with the outcome of
the fusion of these viewpoints. In our approach, the
objective of the game is not a collective decision but
a cross-fertilization of views and the detection of the
conflicts between the agents.
(Bodenstaff et al., 2006) study the suitability of
the Event Calculus for formalising argumentation
game and its implementation with a declarative pro-
gramming language by carrying out two case studies.
With respect to this work, we differ as we consider
a multiparty game and our agents use the declarative
formalisation of the game to reason about the moves
which are allowed and the agents choose one of them.
6 CONCLUSIONS
In this paper, we have considered a set of agents,
each of them is equipped with her own argumentation
framework. In this way, the arguments are distributed
in the multi-agent system and the conflicts between
theses arguments are subjective. We have formalized
a multiparty argumentation game, where more than
two agents play and observe moves on a gameboard.
In this dialogue, each agent aims at expanding her ar-
gumentation by taking into account all the available
arguments and the consensual conflicts between these
arguments. In our individual-oriented approach, the
building of the consensual expansions emerges from
the interactions between the agents. We demonstrated
the termination and the correctness of our game. The
expansions are consensual if the agents are honest.
Moreover, our model is explanatory since it renders
intelligible the conflicts between the agents which ap-
pear during the process.
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