30,580 research outputs found

    Abstraction-based action ordering in planning

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    Many planning problems contain collections of symmetric objects, actions and structures which render them difficult to solve efficiently. It has been shown that the detection and exploitation of symmetric structure in planning problems can dramatically reduce the size of the search space and the time taken to find a solution. We present the idea of using an abstraction of the problem domain to reveal symmetric structure and guide the navigation of the search space. We show that this is effective even in domains in which there is little accessible symmetric structure available for pruning. Proactive exploitation represents a flexible and powerfulalternative to the symmetry-breaking strategies exploited in earlier work in planning and CSPs. The notion of almost symmetry is defined and results are presented showing that proactive exploitation of almost symmetry can improve the performance of a heuristic forward search planner

    Efficient Evaluation of Large Abstractions for Decoupled Search: Merge-and-Shrink and Symbolic Pattern Databases

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    Abstraction heuristics are a state-of-the-art technique to solve classical planning problems optimally. A common approach is to precompute many small abstractions and combine them admissibly using cost partitioning. Recent work has shown that this approach does not work out well when using such heuristics for decoupled state space search, where search nodes represent potentially large sets of states. This is due to the fact that admissibly combining the estimates of several heuristics without sacrificing accuracy is NP-hard for decoupled states. In this work we propose to use a single large abstraction instead. We focus on merge-and-shrink and symbolic pattern database heuristics, which are designed to produce such abstractions. For these heuristics, we prove that the evaluation of decoupled states is NP-hard in general, but we also identify conditions under which it is polynomial. We introduce algorithms for both the general and the polynomial case. Our experimental evaluation shows that single large abstraction heuristics lead to strong performance when the heuristic evaluation is polynomial

    Dynamic real-time hierarchical heuristic search for pathfinding.

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    Movement of Units in Real-Time Strategy (RTS) Games is a non-trivial and challenging task mainly due to three factors which are constraints on CPU and memory usage, dynamicity of the game world, and concurrency. In this paper, we are focusing on finding a novel solution for solving the pathfinding problem in RTS Games for the units which are controlled by the computer. The novel solution combines two AI Planning approaches: Hierarchical Task Network (HTN) and Real-Time Heuristic Search (RHS). In the proposed solution, HTNs are used as a dynamic abstraction of the game map while RHS works as planning engine with interleaving of plan making and action executions. The article provides algorithmic details of the model while the empirical details of the model are obtained by using a real-time strategy game engine called ORTS (Open Real-time Strategy). The implementation of the model and its evaluation methods are in progress however the results of the automatic HTN creation are obtained for a small scale game map

    Abstraction in directed model checking

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    Abstraction is one of the most important issues to cope with large and infinite state spaces in model checking and to reduce the verification efforts. The abstract system is smaller than the original one and if the abstract system satisfies a correctness specification, so does the concrete one. However, abstractions may introduce a behavior violating the specification that is not present in the original system. This paper bypasses this problem by proposing the combination of abstraction with heuristic search to improve error detection. The abstract system is explored in order to create a database that stores the exact distances from abstract states to the set of abstract error states. To check, whether or not the abstract behavior is present in the original system, effcient exploration algorithms exploit the database as a guidance

    Anytime planning for agent behaviour

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    For an agent to act successfully in a complex and dynamic environment (such as a computer game)it must have a method of generating future behaviour that meets the demands of its environment. One such method is anytime planning. This paper discusses the problems and benefits associated with making a planning system work under the anytime paradigm, and introduces Anytime-UMCP (A-UMCP), an anytime version of the UMCP hierarchical task network (HTN) planner [Erol, 1995]. It also covers the necessary abilities an agent must have in order to execute plans produced by an anytime hierarchical task network planner
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