The philosopher and mathematician
Paul Lorenzen (
Erlangen-Nürnberg-Universität) was the first to introduce a semantics of games for logic in the late 1950s. Lorenzen called this semantics 'dialogische Logik', or dialogic logic. Later, it was developed extensively by his pupil
Kuno Lorenz (Erlangen-Nürnberg Universität, then
Saarland).
Jaakko Hintikka (
Helsinki,
Boston) developed a little later to Lorenzen a
model-theoretical approach known as GTS. Since then, a significant number of different game semantics have been studied in logic. Since 1993, and his collaborators have developed dialogical logic within a general framework aimed at the study of the logical and philosophical issues related to
logical pluralism. More precisely, by 1995 a kind of revival of dialogical logic was generated that opened new and unexpected possibilities for logical and philosophical research. The philosophical development of dialogical logic continued especially in the fields of
argumentation theory, legal reasoning,
computer science,
applied linguistics, and
artificial intelligence. The new results in dialogical logic began on one side, with the works of
Jean-Yves Girard in
linear logic and interaction; on the other, with the study of the interface of logic, mathematical
game theory and argumentation,
argumentation frameworks and
defeasible reasoning, by researchers such as
Samson Abramsky,
Johan van Benthem,
Andreas Blass, Nicolas Clerbout,
Frans H. van Eemeren, Mathieu Fontaine,
Dov Gabbay,
Rob Grootendorst,
Giorgi Japaridze, Laurent Keiff, Erik Krabbe, Alain Leconte, Rodrigo Lopez-Orellana, Sébasten Magnier, Mathieu Marion, Zoe McConaughey, Henry Prakken, Juan Redmond, Helge Rückert, Gabriel Sandu, Giovanni Sartor,
Douglas N. Walton, and
John Woods among others, who have contributed to place dialogical interaction and games at the center of a new perspective of logic, where logic is defined as an instrument of dynamic inference. Five research programs address the interface of meaning, knowledge, and logic in the context of dialogues, games, or more generally interaction: • The
constructivist approach of Paul Lorenzen and Kuno Lorenz, who sought to overcome the limitations of operative logic by providing dialogical foundations to it. The
method of semantic tableaux for
classical and
intuitionistic logic as introduced by
Evert W. Beth (1955) could thus be identified as a method for the notation of winning strategies of particular dialogue games (Lorenzen/Lorenz 1978, Lorenz 1981, Felscher 1986). This, as mentioned above has been extended by Shahid Rahman and collaborators to a general framework for the study of classical and
non-classical logics. Rahman and his team of Lille, in order to develop dialogues with content, enriched the dialogical framework with fully interpreted languages (as implemented within
Per Martin-Löf's
constructive type theory). • The game-theoretical approach of
Jaakko Hintikka, called GTS. This approach shares the game-theoretical tenets of dialogical logic for
logical constants; but turns to standard
model theory when the analysis process reaches the level of elementary statements. At this level standard truth-functional formal semantics comes into play. Whereas in the
formal plays of dialogical logic P will loose both plays on an elementary proposition, namely the play where the thesis states this proposition and the play where he states its negation; in GTS one of both will be won by the defender. A subsequent development was launched by
Johan van Benthem (and his group in Amsterdam) in his book
Logic in Games, which combines the game-theoretical approaches with
epistemic logic. • The
argumentation theory approach of
Else M. Barth and Erik Krabbe (1982), who sought to link dialogical logic with the informal logic or critical reasoning originated by the seminal work of
Chaïm Perelman (Perelman/Olbrechts-Tyteca 1958),
Stephen Toulmin (1958),
Arne Næss (1966) and
Charles Leonard Hamblin (1970) and developed further by Ralph Johnson (1999), Douglas N. Walton (1984), John Woods (1988) and associates. Further developments include the
argumentation framework of P.D. Dung and others, the
defeasible reasoning approach of Henry Prakken and Giovanni Sartor, and
pragma-dialectics by Frans H. van Eemeren and Rob Grootendorst. • The
ludics approach, initiated by Jean-Yves Girard, which provides an overall theory of
proof-theoretical meaning based on
interactive computation. • The alternative perspective on proof theory and meaning theory, advocating that
Wittgenstein's "meaning as use" paradigm as understood in the context of proof theory, where the so-called reduction rules (showing the effect of elimination rules on the result of introduction rules) should be seen as appropriate to formalise the explanation of the (immediate) consequences one can draw from a proposition, thus showing the function/purpose/usefulness of its main connective in the calculus of language (, , , , ). According to the dialogical perspective, knowledge, meaning, and truth are conceived as a result of social interaction, where normativity is not understood as a type of pragmatic operator acting on a propositional nucleus destined to express knowledge and meaning, but on the contrary: the type of normativity that emerges from the social interaction associated with knowledge and meaning is constitutive of these notions. In other words, according to the conception of the dialogical framework, the intertwining of the right to ask for reasons, on the one hand, and the obligation to give them, on the other, provides the roots of knowledge, meaning and truth. == Local and global meaning ==