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Anytime planning for agent behaviour

Abstract

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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