经典规划在对抗问题中的应用

Pavel Rytír, L. Chrpa, B. Bosanský
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引用次数: 7

摘要

经典规划中的许多问题都适用于有其他可能对抗因子的环境。然而,经典规划算法发现的计划缺乏对其他代理行为的鲁棒性-计算计划的质量与模型相比可能明显更差。要明确地推断其他(对抗)代理,可以使用博弈论框架。然而,博弈论算法的可扩展性是有限的,通常不足以解决现实世界的问题。本文将经典的领域无关规划算法与博弈论策略生成算法相结合,其中计划在博弈中形成策略。我们的贡献是三重的。首先,我们提供了在这个博弈论框架中使用经典规划的方法。其次,我们分析了规划算法的质量与最终随机计划的鲁棒性和计算时间之间的权衡。最后,我们分析了将经典规划算法整合到博弈论框架中的不同变体,并表明以最终计划的鲁棒性损失为代价,我们可以显着减少计算时间。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Using Classical Planning in Adversarial Problems
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.
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