scholarly journals Playing Lorenzen Dialogue Games on the Web

10.29007/7v3p ◽  
2018 ◽  
Author(s):  
Jesse Alama ◽  
Sara L. Uckelman

We announce an interactive website for exploring logic with the help of Lorenzen dialogue games. The site allows one to play concrete dialogue games and compute winning plays and winning strategies from initial segments of such games. A variety of dialogue rule sets are available, allowing one to explore different logics through a uniform framework. We have also implemented several formula translations, so that one can explore how games vary as one changes the initial formula of a dialogue game, and we consider some heuristics for computing winning plays and winning strategies.

M/C Journal ◽  
2020 ◽  
Vol 23 (3) ◽  
Author(s):  
Daniel De Zeeuw ◽  
Marc Tuters

At the fringes of the platform economy exists another web that evokes an earlier era of Internet culture. Its anarchic subculture celebrates a form of play based based on dissimulation. This subculture sets itself against the authenticity injunction of the current mode of capitalist accumulation (Zuboff). We can imagine this as a mask culture that celebrates disguise in distinction to the face culture as embodied by Facebook’s “real name” policy (de Zeeuw and Tuters). Often thriving in the anonymous milieus of web forums, this carnivalesque subculture can be highly reactionary. Indeed, this dissimulative identity play has been increasingly weaponized in the service of alt-right metapolitics (Hawley).Within the deep vernacular web of forums and imageboards like 4chan, users play by a set of rules and laws that they see as inherent to online interaction as such. Poe’s Law, for example, states that “without a clear indicator of the author's intent, it is impossible to create a parody of extreme views so obviously exaggerated that it cannot be mistaken by some readers for a sincere expression of the parodied views”. When these “rule sets” are enacted by a massive angry white teenage male demographic, the “weapons of the geek” (Coleman) are transformed into “toxic technoculture” (Massanari).In light of an array of recent predicaments in digital culture that trace back to this part of the web or have been anticipated by it, this special issue looks to host a conversation on the material practices, (sub)cultural logics and web-historical roots of this deep vernacular web and the significance of dissimulation therein. How do such forms of deceptive “epistemological” play figure in digital media environments where deception is the norm —  where, as the saying goes, everyone knows that “the internet is serious business” (which is to say that it is not). And how in turn is this supposed culture of play challenged by those who’ve only known the web through social media?Julia DeCook’s article in this issue addresses the imbrication of subcultural “lulz” and dissimulative trolling practices with the emergent alt-right movement, arguing that this new online confluence  has produced its own kind of ironic political aesthetic. She does by situating the latter in the more encompassing historical dynamic of an aestheticization of politics associated with fascism by Walter Benjamin and others.Having a similar focus but deploying more empirical digital methods, Sal Hagen’s contribution sets out to explore dissimulative and extremist online groups as found on spaces like 4chan/pol/, advocating for an “anti-structuralist” and “demystifying” approach to researching online subcultures and vernaculars. As a case study and proof of concept of this methodology, the article looks at the dissemination and changing contexts of the use of the word “trump” on 4chan/pol/ between 2015 and 2018.Moving from the unsavory depths of anonymous forums like 4chan and 8chan, the article by Lucie Chateau looks at the dissimulative and ironic practices of meme culture in general, and the subgenre of depression memes on Instagram and other platforms, in particular. In different and often ambiguous ways, the article demonstrates, depression memes and their ironic self-subversion undermine the “happiness effect” and injunction to perform your authentic self online that is paradigmatic for social media platforms like Facebook and Instagram. In this sense, depression meme subculture still moves in the orbit of the early Web’s playful and ironic mask cultures.Finally, the contribution by Joanna Zienkiewicz looks at the lesser known platform Pixelcanvas as a battleground and playfield for antagonistic political identities, defying the wisdom, mostly proffered by the alt-right, that “the left can’t meme”. Rather than fragmented, hypersensitive, or humourless, as online leftist identity politics has lately been criticized for by Angela Nagle and others, leftist engagement on Pixelcanvas deploys similar transgressive and dissimulative tactics as the alt-right, but without the reactionary and fetishized vision that characterises the latter.In conclusion, we offer this collection as a kind of meditation on the role of dissimulative identity play in the fractured post-centrist landscape of contemporary politics, as well as a invitation to think about the troll as a contemporary term by which "our understanding of the cybernetic Enemy Other becomes the basis on which we understand ourselves" (Gallison).ReferencesColeman, Gabriella. Hacker, Hoaxer, Whistleblower, Spy: The Many Faces of Anonymous. New York: Verso, 2014.De Zeeuw, Daniël, and Marc Tuters. "Teh Internet Is Serious Business: On the Deep Vernacular Web and Its Discontents." Cultural Politics 16.2 (2020): 214–232.Galison, Peter. “The Ontology of the Enemy.” Critical Inquiry 21.1 (2014): 228–66.Hawley, George. Making Sense of the Alt-Right. New York: Columbia UP, 2017.Massanari, Adrienne. “#Gamergate and the Fappening: How Reddit’s Algorithm, Governance, and Culture Support Toxic Technocultures.” New Media & Society 19.3 (2016): 329–46.Zuboff, Shoshana. The Age of Surveillance Capitalism: The Fight for a Human Future at the New Frontier of Power. New York: PublicAffairs, 2019.


2017 ◽  
Vol 26 (01) ◽  
pp. 1760009 ◽  
Author(s):  
Guillaume Dubuisson Duplessis ◽  
Alexandre Pauchet ◽  
Nathalie Chaignaud ◽  
Jean-Philippe Kotowicz

Our work aims at designing a dialogue manager dedicated to agents that interact with humans. In this article, we investigate how dialogue patterns at the dialogue act level extracted from Human-Human interactions can be fruitfully used by a software agent to interact with a human.We show how these patterns can be leveraged via a dialogue game structure in order to benefit to the dialogue management process of an agent. We describe how empirically specified dialogue games can be employed on both interpretative and generative levels of dialogue management. We present Dogma, an open-source module that can be used by an agent to manage its conventional communicative behaviour. We show that our library of dialogue games can be used into Dogma to generate fragments of dialogue that are strongly coherent from a human perspective.


2013 ◽  
Vol 19 ◽  
pp. 353-365
Author(s):  
В.Л. Васюков

Recently some elaborations were made concerning the game theoretic semantic of $\L_{\aleph_0}$ and its extension. In the paper this kind of semantics is developed for Dishkant’s quantum modal logic $\L$Q which is also, in fact, the specific extension of $\L_{\aleph_0}$. As a starting point some game theoretic interpretation for the S$\L$ system (extending both $\L$ukasiewicz logic $\L_{\aleph_0}$ and modal logic S5) was exploited which has been proposed in 2006 by C. Fermuller and R. Kosik. They, in turn, based on ideas already introduced by Robin Giles in the 1970th to obtain a characterization of $\L_{\aleph_0}$ in terms of a Lorenzen style dialogue game combined with bets on the results of binary experiments that may show dispersion.


2014 ◽  
Vol 36 (1) ◽  
pp. 171-191
Author(s):  
Simon Wells

Abstract This paper reports preliminary work into the exploitation of argumentation schemes within dialogue games. We identify a property of dialogue games that we call “scheme awareness” that captures the relationship between dialogue game systems and argumentation schemes. Scheme awareness is used to examine the ways in which existing dialogue games utilise argumentation schemes and consequently the degree with which a dialogue game can be used to construct argument structures. The aim is to develop a set of guidelines for dialogue game design, which feed into a set of Dialogue Game Description Language (DGDL) extensions in turn enabling dialogue games to better exploit argumentation schemes.


2020 ◽  
Vol 21 (1) ◽  
pp. 4-50
Author(s):  
ARASH KARIMI ◽  
HENG ZHANG ◽  
JIA-HUAI YOU

AbstractThe chase procedure for existential rules is an indispensable tool for several database applications, where its termination guarantees the decidability of these tasks. Most previous studies have focused on the skolem chase variant and its termination analysis. It is known that the restricted chase variant is a more powerful tool in termination analysis provided a database is given. But all-instance termination presents a challenge since the critical database and similar techniques do not work. In this paper, we develop a novel technique to characterize the activeness of all possible cycles of a certain length for the restricted chase, which leads to the formulation of a framework of parameterized classes of the finite restricted chase, called $k$-$\mathsf{safe}(\Phi)$ rule sets. This approach applies to any class of finite skolem chase identified with a condition of acyclicity. More generally, we show that the approach can be applied to the hierarchy of bounded rule sets previously only defined for the skolem chase. Experiments on a collection of ontologies from the web show the applicability of the proposed methods on real-world ontologies.


2008 ◽  
Vol 11 (2) ◽  
pp. 83-85
Author(s):  
Howard Wilson
Keyword(s):  

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