By Michael Fortescue
This essay is an try to increase a believable version of the cognitive techniques at the back of the habit exhibited via speaker-hearers in a particular discourse scenario.
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Extra info for A Discourse Production Model For Twenty Questions
That's difficult to answer! Yes, as far as I know. I can't answer that question! Strictly, no... Yes... Princess Anne, right. Not it itself. No. It's alive. It's in this room. (Game 2) I don't know. Which one ? I must answer 'yes' there, they do. You've already asked that, didn't you ? (Game 2) It is α bridge, yes... The rules of the game (see Appendix 1) stipulate merely that the answers ought to be simple 'yes/no' ones, though more elaborate res ponses are permitted if the answerer feels it is impossible to answer a question in this dichotomic fashion.
E. a 'self-correction'). When this is not possible, responses appropriate to the two acts concerned may be strung together serially within one 'move'29 . But most commonly one function will dominate in the discourse, given the game context with its attendant goals and motivations, and it is this act which must be appropriately responded to regardless of any secondary function. Thus 'Request Rephrase' is more 'primary' than 'object' in the first example, since eliciting an answerable rephrase of a game question in such cases is an act essential to the successful playing of the game, whereas objecting is not.
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).