# Interactive games, dialogues and the verbalization

## I. Interactive games

### 1.1. Interactive systems and intention fields

###### Definition Definition 1 

An interactive system (with $`n`$ interactive controls) is a control system with $`n`$ independent controls coupled with unknown or incompletely known feedbacks (the feedbacks, which are called the behavioral reactions, as well as their couplings with controls are of a so complicated nature that their can not be described completely). An interactive game is a game with interactive controls of each player.

Below we shall consider only deterministic and differential interactive systems. For symplicity we suppose that $`n=2`$. In this case the general interactive system may be written in the form:

$$\dot{\phi }=\mathrm{\Phi }(\phi ,u_1,u_2),$$
$`1`$   
where $`\phi `$ characterizes the state of the system and $`u_i`$ are the interactive controls:

$$u_i(t)=u_i(u_i^{}(t),[\phi (\tau )]|_{\tau t}),$$

i.e. the independent controls $`u_i^{}(t)`$ coupled with the feedbacks on $`[\phi (\tau )]|_{\tau t}`$. One may suppose that the feedbacks are integrodifferential on $`t`$.

###### Proposition 

Each interactive system (1) may be transformed to the form (2) below (which is not, however, unique):

$$\dot{\phi }=\stackrel{~}{\mathrm{\Phi }}(\phi ,\xi ),$$
$`2`$   
where the magnitude $`\xi `$ (with infinite degrees of freedom as a rule) obeys the equation

$$\dot{\xi }=\mathrm{\Xi }(\xi ,\phi ,\stackrel{~}{u}_1,\stackrel{~}{u}_2),$$
$`3`$   
where $`\stackrel{~}{u}_i`$ are the interactive controls of the form $`\stackrel{~}{u}_i(t)=\stackrel{~}{u}_i(u_i^{}(t);\phi (t),\xi (t))`$ (here the dependence of $`\stackrel{~}{u}_i`$ on $`\xi (t)`$ and $`\phi (t)`$ is differential on $`t`$, i.e. the feedbacks are precisely of the form $`\stackrel{~}{u}_i(t)=\stackrel{~}{u}_i(u_i^{}(t);\phi (t),\xi (t),\dot{\phi }(t),\dot{\xi }(t),\ddot{\phi }(t),\ddot{\xi }(t),\mathrm{},\phi ^{(k)}(t),\xi ^{(k)}(t))`$).

###### Remark Remark 1

One may exclude $`\phi (t)`$ from the feedbacks in the interactive controls $`\stackrel{~}{u}_i(t)`$. One may also exclude the derivatives of $`\xi `$ and $`\phi `$ on $`t`$ from the feedbacks.

###### Definition Definition 2 

The magnitude $`\xi `$ with its dynamical equations (3) and its contribution into the interactive controls $`\stackrel{~}{u}_i`$ will be called the intention field.

Note that the theorem holds true for the interactive games. In practice, the intention fields may be often considered as a field-theoretic description of subconscious individual and collective behavioral reactions. However, they may be used also the accounting of unknown or incompletely known external influences. Therefore, such approach is applicable to problems of computer science (e.g. semi-automatically controlled resource distribution) or mathematical economics (e.g. financial games with unknown factors). The interactive games with the differential dependence of feedbacks are called differential. Thus, the theorem states a possibility of a reduction of any interactive game to a differential interactive game by introduction of additional parameters – the intention fields.

### 1.2. Differential interactive games and their $`\epsilon `$–representation

The most powerful way to investigate differential interactive games is their a posteriori analysis . The $`\epsilon `$–representation of differential interactive games is a very convenient form of their recording to perform such analysis. In the next paragraph $`\epsilon `$–representation will be used to give the precise interactive game theoretical definition of dialogues.

###### Definition Definition 3

The $`\epsilon `$–representation of differential interactive game is a representation of the differential feedbacks in the form

$$u_i(t)=u_i(u_i^{},\phi (t),\mathrm{},\phi ^{(k)}(t);\epsilon _i(t))$$
$`4`$   
with the known function $`u_i`$ of all its arguments, where the magnitudes $`\epsilon _i(t)`$ are unknown functions of $`u_i^{}`$ and $`\phi (t)`$ with its higher derivatives:

$$\epsilon _i(t)=\epsilon _i(u_i^{}(t),\phi (t),\dot{\phi }(t),\mathrm{},\phi ^{(k)}(t)).$$

The short-term predictions based on a posteriori analysis of differential interactive games use some their $`\epsilon `$–representations with the frozen parameters $`\epsilon _i(t)`$ at the moment $`t_0`$.

## II. Dialogues and interactive games

### 2.1. Dialogues as interactive games

Let us formalize dialogues as psycholinguistic phenomena in terms of interactive games. First of all, note that one is able to consider interactive games of discrete time as well as interactive games of continuous time above.

###### Definition Defintion 4A (the naïve definition of dialogues)

The dialogue is a 2-person interactive game of discrete time with intention fields of continuous time.

The states and the controls of a dialogue correspond to the speech whereas the intention fields describe the understanding.

Let us give the formal mathematical definition of dialogues now.

###### Definition Definition 4B (the formal definition of dialogues)

The dialogue is a 2-person interactive game of discrete time of the form

$$\phi _n=\mathrm{\Phi }(\phi _{n1},\stackrel{}{v}_n,\xi (\tau )|t_{n1}\tau t_n).$$
$`5`$   
Here $`\phi _n=\phi (t_n)`$ are the states of the system at the moments $`t_n`$ ($`t_0<t_1<t_2<\mathrm{}<t_n<\mathrm{}`$), $`\stackrel{}{v}_n=\stackrel{}{v}(t_n)=(v_1(t_n),v_2(t_n))`$ are the interactive controls at the same moments; $`\xi (\tau )`$ are the intention fields of continuous time with evolution equations

$$\dot{\xi }(t)=\mathrm{\Xi }(\xi (t),\stackrel{}{u}(t)),$$
$`6`$   
where $`\stackrel{}{u}(t)=(u_1(t),u_2(t))`$ are continuous interactive controls with $`\epsilon `$–represented couplings of feedbacks:

$$u_i(t)=u_i(u_i^{}(t),\xi (t);\epsilon _i(t)).$$

The states $`\phi _n`$ and the interactive controls $`\stackrel{}{v}_n`$ are certain known functions of the form

$`\phi _n=`$ $`\phi _n(\stackrel{}{\epsilon }(\tau ),\xi (\tau )|t_{n1}\tau t_n),`$ $`7`$   
$`\stackrel{}{v}_n=`$ $`\stackrel{}{v}_n(\stackrel{}{u}^{}(\tau ),\xi (\tau )|t_{n1}\tau t_n).`$   
Note that the most nontrivial part of mathematical formalization of dialogues is the claim that the states of the dialogue (which describe a speech) are certain “mean values” of the $`\epsilon `$–parameters of the intention fields (which describe the understanding).

###### Remark Remark 2

Note that in the case of dialogues the main inverse problem of interactive game theory  means to describe geometrical and algebraical properties of the understanding.

The definition of dialogue may be generalized on arbitrary number of players.

### 2.2. Unraveling a hidden dialogue structure of 2-person differential interactive games. The verbalization

An embedding of dialogues into the interactive game theoretical picture generates the reciprocal problem: how to interpret an arbitrary differential interactive game as a dialogue. Such interpretation will be called the verbalization.

###### Definition Definition 5

A differential interactive game of the form

$$\dot{\phi }(t)=\mathrm{\Phi }(\phi (t),\stackrel{}{u}(t))$$

with $`\epsilon `$–represented couplings of feedbacks

$$u_i(t)=u_i(u_i^{}(t),\phi (t),\dot{\phi }(t),\ddot{\phi }(t),\mathrm{}\phi ^{(k)}(t);\epsilon _i(t))$$

is called verbalizable if there exist a posteriori partition $`t_0<t_1<t_2<\mathrm{}<t_n<\mathrm{}`$ and the integrodifferential functionals

$`\omega _n`$ $`(\stackrel{}{\epsilon }(\tau ),\phi (\tau )|t_{n1}\tau t_n),`$ $`8`$   
$`\stackrel{}{v}_n`$ $`(\stackrel{}{u}^{}(\tau ),\phi (\tau )|t_{n1}\tau t_n)`$   
such that

$$\omega _n=\mathrm{\Omega }(\omega _{n1},v_n;\phi (\tau )|t_{n1}\tau t_n).$$
$`9`$   
The verbalizable differential interactive games realize a dialogue in sense of Def.4.

The main heuristic hypothesis is that all differential interactive games “which appear in practice” are verbalizable. The verbalization means that the states of a differential interactive game are interpreted as intention fields of a hidden dialogue and the problem is to describe such dialogue completely. If a 2-person differential interactive game is verbalizable one is able to consider many linguistic (e.g. the formal grammar of a related hidden dialogue) or psycholinguistic (e.g. the dynamical correlation of various implications) aspects of it.

###### Remark Remark 3

It will be very interesting to understand the possible connections between quantization of interactive games  and their verbalization.

###### Remark Remark 4

The verbalization may be an important part of the strategical analysis of differential interactive games beyond the short-term predictions .

## III. Conclusions

Thus, the interactive game theoretic formalization of dialogues as psycholinguistic phenomena was performed and the unraveling of a hidden dialogue structure (the “verbalization”) of 2-person differential interactive games was initiated. It will allow to apply the interactive game theoretic methods to the dialogues and to adapt vice versa the linguistic and psycholinguistic approaches to a wide class of the arbitrary 2-person interactive games of the nonverbal origin.