{"title":"经典规划在对抗问题中的应用","authors":"Pavel Rytír, L. Chrpa, B. Bosanský","doi":"10.1109/ICTAI.2019.00185","DOIUrl":null,"url":null,"abstract":"Many problems from classical planning are applied in the environment with other, possibly adversarial agents. However, plans found by classical planning algorithms lack the robustness against the actions of other agents - the quality of computed plans can be significantly worse compared to the model. To explicitly reason about other (adversarial) agents, the game-theoretic framework can be used. The scalability of game-theoretic algorithms, however, is limited and often insufficient for real-world problems. In this paper, we combine classical domain-independent planning algorithms and game-theoretic strategy-generation algorithm where plans form strategies in the game. Our contribution is threefold. First, we provide the methodology for using classical planning in this game-theoretic framework. Second, we analyze the trade-off between the quality of the planning algorithm and the robustness of final randomized plans and the computation time. Finally, we analyze different variants of integration of classical planning algorithms into the game-theoretic framework and show that at the cost a minor loss in the robustness of final plans, we can significantly reduce the computation time.","PeriodicalId":346657,"journal":{"name":"2019 IEEE 31st International Conference on Tools with Artificial Intelligence (ICTAI)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"7","resultStr":"{\"title\":\"Using Classical Planning in Adversarial Problems\",\"authors\":\"Pavel Rytír, L. Chrpa, B. Bosanský\",\"doi\":\"10.1109/ICTAI.2019.00185\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Many problems from classical planning are applied in the environment with other, possibly adversarial agents. However, plans found by classical planning algorithms lack the robustness against the actions of other agents - the quality of computed plans can be significantly worse compared to the model. To explicitly reason about other (adversarial) agents, the game-theoretic framework can be used. The scalability of game-theoretic algorithms, however, is limited and often insufficient for real-world problems. In this paper, we combine classical domain-independent planning algorithms and game-theoretic strategy-generation algorithm where plans form strategies in the game. Our contribution is threefold. First, we provide the methodology for using classical planning in this game-theoretic framework. Second, we analyze the trade-off between the quality of the planning algorithm and the robustness of final randomized plans and the computation time. Finally, we analyze different variants of integration of classical planning algorithms into the game-theoretic framework and show that at the cost a minor loss in the robustness of final plans, we can significantly reduce the computation time.\",\"PeriodicalId\":346657,\"journal\":{\"name\":\"2019 IEEE 31st International Conference on Tools with Artificial Intelligence (ICTAI)\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2019-11-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"7\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2019 IEEE 31st International Conference on Tools with Artificial Intelligence (ICTAI)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICTAI.2019.00185\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2019 IEEE 31st International Conference on Tools with Artificial Intelligence (ICTAI)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICTAI.2019.00185","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Many problems from classical planning are applied in the environment with other, possibly adversarial agents. However, plans found by classical planning algorithms lack the robustness against the actions of other agents - the quality of computed plans can be significantly worse compared to the model. To explicitly reason about other (adversarial) agents, the game-theoretic framework can be used. The scalability of game-theoretic algorithms, however, is limited and often insufficient for real-world problems. In this paper, we combine classical domain-independent planning algorithms and game-theoretic strategy-generation algorithm where plans form strategies in the game. Our contribution is threefold. First, we provide the methodology for using classical planning in this game-theoretic framework. Second, we analyze the trade-off between the quality of the planning algorithm and the robustness of final randomized plans and the computation time. Finally, we analyze different variants of integration of classical planning algorithms into the game-theoretic framework and show that at the cost a minor loss in the robustness of final plans, we can significantly reduce the computation time.