Controller Synthesis for Timeline-based Games

Renato Acampora, Luca Geatti, N. Gigante, A. Montanari, Valentino Picotti
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Abstract

In the timeline-based approach to planning, originally born in the space sector, the evolution over time of a set of state variables (the timelines) is governed by a set of temporal constraints. Traditional timeline-based planning systems excel at the integration of planning with execution by handling temporal uncertainty. In order to handle general nondeterminism as well, the concept of timeline-based games has been recently introduced. It has been proved that finding whether a winning strategy exists for such games is 2EXPTIME-complete. However, a concrete approach to synthesize controllers implementing such strategies is missing. This paper fills this gap, outlining an approach to controller synthesis for timeline-based games.
基于时间轴的游戏的控制器合成
在最初诞生于空间部门的基于时间线的规划方法中,一组状态变量(时间线)随时间的演变受一组时间约束的支配。传统的基于时间线的规划系统通过处理时间的不确定性,擅长于规划与执行的整合。为了处理一般的不确定性,基于时间轴的游戏概念最近被引入。事实证明,要找出这种游戏是否存在制胜策略是2EXPTIME-complete的。然而,目前还没有一种具体的方法来综合实现这些策略的控制器。本文填补了这一空白,概述了基于时间轴的游戏的控制器合成方法。
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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