On timeline-based games and their complexity

Nicola Gigante, Angelo Montanari, Andrea Orlandini, Marta Cialdea Mayer, Mark Reynolds

PosterID: 42 PDF Slides Poster

In timeline-based planning, domains are described as sets of independent, but interacting, components, whose behavior 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 synthesizing 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 real-world domains. In this paper, we propose a novel game-theoretic approach to timeline-based planning problems, generalizing 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 2EXPTIME-complete.

Session E6: Complexity & Temporal / Numeric Planning
Canb 10/28/2020, 17:00 – 18:00
10/30/2020, 00:00 – 01:00
Paris 10/28/2020, 07:00 – 08:00
10/29/2020, 14:00 – 15:00
NYC 10/28/2020, 02:00 – 03:00
10/29/2020, 09:00 – 10:00
LA 10/27/2020, 23:00 – 00:00
10/29/2020, 06:00 – 07:00