On timeline-based games and their complexity

Nicola Gigante, Angelo Montanari, Andrea Orlandini, Marta Cialdea Mayer, Mark Reynolds

Research output: Contribution to journalArticlepeer-review

3 Citations (Scopus)

Abstract

In timeline-based planning, domains are described as sets of independent, but interacting, components, whose behaviour over time (the set of timelines) is governed by a set of temporal constraints. A distinguishing feature of timeline-based planning systems is the ability to integrate planning with execution by synthesising control strategies for flexible plans. However, flexible plans can only represent temporal uncertainty, while more complex forms of nondeterminism are needed to deal with a wider range of real-world domains. In this paper, we propose a novel game-theoretic approach to timeline-based planning problems, generalising the state of the art while uniformly handling temporal uncertainty and nondeterminism. We define a general concept of timeline-based game and we show that the notion of winning strategy for these games is strictly more general than that of control strategy for dynamically controllable flexible plans. Moreover, we show that the problem of establishing the existence of such winning strategies is 2EXPTIME-complete.

Original languageEnglish
Pages (from-to)247-269
Number of pages23
JournalTheoretical Computer Science
Volume815
DOIs
Publication statusPublished - 2 May 2020

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