Renato Acampora, Luca Geatti, N. Gigante, A. Montanari, Valentino Picotti
{"title":"基于时间轴的游戏的控制器合成","authors":"Renato Acampora, Luca Geatti, N. Gigante, A. Montanari, Valentino Picotti","doi":"10.4204/EPTCS.370.9","DOIUrl":null,"url":null,"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.","PeriodicalId":104855,"journal":{"name":"International Symposium on Games, Automata, Logics and Formal Verification","volume":"44 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-09-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Controller Synthesis for Timeline-based Games\",\"authors\":\"Renato Acampora, Luca Geatti, N. Gigante, A. Montanari, Valentino Picotti\",\"doi\":\"10.4204/EPTCS.370.9\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":104855,\"journal\":{\"name\":\"International Symposium on Games, Automata, Logics and Formal Verification\",\"volume\":\"44 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-09-20\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"International Symposium on Games, Automata, Logics and Formal Verification\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.4204/EPTCS.370.9\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Symposium on Games, Automata, Logics and Formal Verification","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.4204/EPTCS.370.9","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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.