A game-theoretic approach to timeline-based planning with uncertainty

Time Pub Date : 2018-07-12 DOI:10.4230/LIPIcs.TIME.2018.13
N. Gigante, A. Montanari, M. C. Mayer, Andrea Orlandini, Mark Reynolds
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引用次数: 3

Abstract

In timeline-based planning, domains are described as sets of independent, but interacting, components, whose behaviour over time (the set of timelines) is governed by a set of temporal constraints. A distinguishing feature of timeline-based planning systems is the ability to integrate planning with execution by synthesising control strategies for flexible plans. However, flexible plans can only represent temporal uncertainty, while more complex forms of nondeterminism are needed to deal with a wider range of realistic problems. In this paper, we propose a novel game-theoretic approach to timeline-based planning problems, generalising the state of the art while uniformly handling temporal uncertainty and nondeterminism. We define a general concept of timeline-based game and we show that the notion of winning strategy for these games is strictly more general than that of control strategy for dynamically controllable flexible plans. Moreover, we show that the problem of establishing the existence of such winning strategies is decidable using a doubly exponential amount of space.
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不确定性时程规划的博弈论方法
在基于时间线的规划中,域被描述为独立但相互作用的组件集,其随时间的行为(时间线集)由一组时间约束控制。基于时间线的规划系统的一个显著特点是能够通过综合灵活计划的控制策略,将规划与执行相结合。然而,灵活的计划只能代表时间上的不确定性,而需要更复杂形式的不确定性来处理更广泛的现实问题。在本文中,我们提出了一种新的基于时间线的规划问题的博弈论方法,在统一处理时间不确定性和不确定性的同时,概括了现有技术。我们定义了基于时间线的游戏的一般概念,并证明了这些游戏的获胜策略的概念严格比动态可控灵活计划的控制策略的概念更一般。此外,我们证明了建立这种获胜策略的存在性的问题是可以使用双指数量的空间来判定的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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