15 research outputs found

    Generalized Planning with Positive and Negative Examples

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    Generalized planning aims at computing an algorithm-like structure (generalized plan) that solves a set of multiple planning instances. In this paper we define negative examples for generalized planning as planning instances that must not be solved by a generalized plan. With this regard the paper extends the notion of validation of a generalized plan as the problem of verifying that a given generalized plan solves the set of input positives instances while it fails to solve a given input set of negative examples. This notion of plan validation allows us to define quantitative metrics to asses the generalization capacity of generalized plans. The paper also shows how to incorporate this new notion of plan validation into a compilation for plan synthesis that takes both positive and negative instances as input. Experiments show that incorporating negative examples can accelerate plan synthesis in several domains and leverage quantitative metrics to evaluate the generalization capacity of the synthesized plans.Comment: Accepted at AAAI-20 (oral presentation

    Generation of game contents by social media analysis and MAS planning

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    In the age of pervasive computing and social networks, it has become commonplace to retrieve opinions about digital contents in games. In the case of multi-player, open world gaming, in fact even in “old-school” single players games, it is evident the need for adding new features in a game depending on users comments and needs. However this is a challenging task that usually requires considerable design and programming efforts, and more and more patches to games, with the inevitable consequence of loosing interest in the game by players over years. This is particularly a hard problem for all games that do not intend to be designed as interactive novels. Process Content Generation (PCG) of new contents could be a solution to this problem, but usually such techniques are used to design new maps or graphical contents. Here we propose a novel PCG technique able to introduce new contents in games by means of new story-lines and quests. We introduce new intelligent agents and events in the world: their attitudes and behaviors will promote new actions in the game, leading to the involvement of players in new gaming content. The whole methodology is driven by Social Media Analysis contents about the game, and by the use of formal planning techniques based on Multi-Agents modelsPeer ReviewedPostprint (author's final draft

    Towards a Unified View of AI Planning and Reactive Synthesis

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    International audienceAutomated planning and reactive synthesis are well-established techniques for sequential decision making. In this paper we examine a collection of AI planning problems with temporally extended goals, specified in Linear Temporal Logic (LTL). We characterize these so-called LTL planning problems as two-player games and thereby establish their correspondence to reactive synthesis problems. This unifying view furthers our understanding of the relationship between plan and program synthesis, establishing complexity results for LTL planning tasks. Building on this correspondence, we identify restricted fragments of LTL for which plan synthesis can be realized more efficiently

    GENERATING PLANS IN CONCURRENT, PROBABILISTIC, OVER-SUBSCRIBED DOMAINS

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    Planning in realistic domains typically involves reasoning under uncertainty, operating under time and resource constraints, and finding the optimal subset of goals to work on. Creating optimal plans that consider all of these features is a computationally complex, challenging problem. This dissertation develops an AO* search based planner named CPOAO* (Concurrent, Probabilistic, Over-subscription AO*) which incorporates durative actions, time and resource constraints, concurrent execution, over-subscribed goals, and probabilistic actions. To handle concurrent actions, action combinations rather than individual actions are taken as plan steps. Plan optimization is explored by adding two novel aspects to plans. First, parallel steps that serve the same goal are used to increase the plan’s probability of success. Traditionally, only parallel steps that serve different goals are used to reduce plan execution time. Second, actions that are executing but are no longer useful can be terminated to save resources and time. Conventional planners assume that all actions that were started will be carried out to completion. To reduce the size of the search space, several domain independent heuristic functions and pruning techniques were developed. The key ideas are to exploit dominance relations for candidate action sets and to develop relaxed planning graphs to estimate the expected rewards of states. This thesis contributes (1) an AO* based planner to generate parallel plans, (2) domain independent heuristics to increase planner efficiency, and (3) the ability to execute redundant actions and to terminate useless actions to increase plan efficiency
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