Controller Synthesis for Timeline-based Games
This work solves a specific problem in automated planning for researchers and practitioners, but it is incremental as it builds on existing timeline-based game theory.
The paper addresses the lack of a concrete method for synthesizing controllers in timeline-based games, which handle nondeterminism in planning, and presents an effective and computationally optimal approach to achieve this.
In the timeline-based approach to planning, 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, by providing an effective and computationally optimal approach to controller synthesis for timeline-based games.