Language Games In this paper we summarize concepts from earlier work and demonstrate how infinite sequential games can be used to model strategic conversations. Such a model allows one to reason about the structure and complexity of various kinds of winning goals that conversationalists might have. We show how to use tools from topology, settheory and logic to express such goals. Our contribution in this paper is to offer a detailed examination of an example in which a player u0027defeats himselfu0027 by going inconsistent, and to introduce a simple yet revealing way of talking about unawareness. We then demonstrate how we can use ideas from epistemic game theory to define various solution concepts and justify rationality assumptions underlying a conversation.

What Makes a Good Conversation? Challenges in Designing Truly Conversational Agents Conversational agents promise conversational interaction but fail to deliver. Efforts often emulate functional rules from human speech, without considering key characteristics that conversation must encapsulate. Given its potential in supporting longterm humanagent relationships, it is paramount that HCI focuses efforts on delivering this promise. We aim to understand what people value in conversation and how this should manifest in agents. Findings from a series of semistructured interviews show people make a clear dichotomy between social and functional roles of conversation, emphasising the longterm dynamics of bond and trust along with the importance of context and relationship stage in the types of conversations they have. People fundamentally questioned the need for bond and common ground in agent communication, shifting to more utilitarian definitions of conversational qualities. Drawing on these findings we discuss key challenges for conversational agent design, most notably the need to redefine the design parameters for conversational agent interaction.