Controller Synthesis for Timeline-based Games
This work provides a practical solution for synthesizing controllers in timeline-based games, which is important for applications like space planning, but it appears incremental as it builds on existing theoretical results.
The paper addresses the lack of a concrete method for synthesizing controllers in timeline-based games, which handle temporal uncertainty and nondeterminism, by outlining an approach to implement winning strategies.
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.