In this paper, we review a series of agent behavior synthesis problems under full observability and nondeter-minism (partial controllability), ranging from conditional planning, to recently introduced agent planning programs, and to sophisticated forms of agent behavior compositions, and show that all of them can be solved by model checking two-player game structures. These structures are akin to transition systems/Kripke structures, usually adopted in model checking, except that they distinguish (and hence allow to separately quantify) between the actions/moves of two antagonistic players. We show that using them we can implement solvers for several agent behavior synthesis problems. Copyright © 2010, Association for the Advancement of Artificial Intelligence (www.aaai.org). All rights reserved.

Two-player game structures for generalized planning and agent composition / DE GIACOMO, Giuseppe; Felli, Paolo; Patrizi, Fabio; Sardina, Sebastian. - 1:(2010), pp. 297-302. (Intervento presentato al convegno 24th AAAI Conference on Artificial Intelligence and the 22nd Innovative Applications of Artificial Intelligence Conference, AAAI-10 / IAAI-10 tenutosi a Atlanta, GA nel 11 July 2010 through 15 July 2010).

Two-player game structures for generalized planning and agent composition

DE GIACOMO, Giuseppe;FELLI, PAOLO;PATRIZI, FABIO;
2010

Abstract

In this paper, we review a series of agent behavior synthesis problems under full observability and nondeter-minism (partial controllability), ranging from conditional planning, to recently introduced agent planning programs, and to sophisticated forms of agent behavior compositions, and show that all of them can be solved by model checking two-player game structures. These structures are akin to transition systems/Kripke structures, usually adopted in model checking, except that they distinguish (and hence allow to separately quantify) between the actions/moves of two antagonistic players. We show that using them we can implement solvers for several agent behavior synthesis problems. Copyright © 2010, Association for the Advancement of Artificial Intelligence (www.aaai.org). All rights reserved.
2010
24th AAAI Conference on Artificial Intelligence and the 22nd Innovative Applications of Artificial Intelligence Conference, AAAI-10 / IAAI-10
04 Pubblicazione in atti di convegno::04b Atto di convegno in volume
Two-player game structures for generalized planning and agent composition / DE GIACOMO, Giuseppe; Felli, Paolo; Patrizi, Fabio; Sardina, Sebastian. - 1:(2010), pp. 297-302. (Intervento presentato al convegno 24th AAAI Conference on Artificial Intelligence and the 22nd Innovative Applications of Artificial Intelligence Conference, AAAI-10 / IAAI-10 tenutosi a Atlanta, GA nel 11 July 2010 through 15 July 2010).
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11573/194284
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