By Michael Fortescue
This essay is an try and increase a believable version of the cognitive procedures in the back of the habit exhibited by means of speaker-hearers in a selected discourse state of affairs.
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Extra info for A Discourse Production Model For Twenty Questions
The latter is de monstrably simplified if allowance is made for the hearer to resort to computation of speaker intention via basic conversational (and world knowledge) principles only when an utterance does not immediately match his expectations according to either the present response sequence or to the higher question-answer framework of the game. Most investigations of indirect speech acts (which tend to be lim ited to such relatively transparent cases as requests couched as polar 48 'TWENTY QUESTIONS' questions) are in terms of the hearer's computation of the 'primary' (or 'conveyed') force behind the 'literal' illocutionary force of the utterance.
Answer 'no'. ' then, Q is expecting a rephrase of A's answer. But what follows is not a direct rephrase. According to its form (STATE + ) and propositional content it is a 'Comment' (on Q's original ques tion). To account for Q's correct uptake of the 'primary' force (as evidenced by his subsequent appropriate rephrasing of the question) we must invoke Grice's principles of conversational cooperation, where by Q presumes that A's response is relevant to his request for rephrasal. Since it does not directly constitute a rephrasal, he must look for indirect relevance.
Concentrate on the baking - what do you bake normally ? What's it made of ? Yes ; what she is makes her a political entity in a sense... That 's a clue. These utterances are covered by the following realization rule: 'TWENTY QUESTIONS' 56 Give Help Propose Action p 1 Request Rephrase p 2 Remind p 3 (where 'p1' refers to some future, goal-oriented action by the hearer; 'p2' is an expansion of a prior utterance of the hearer's which con tains more useful information than a simple rephrase would ; and 'p3' is a proposition presumed to be known but momentarily forgotten by the hearer, which would help him solve the game problem).
A Discourse Production Model For Twenty Questions by Michael Fortescue