一句话:为基于时间线的博弈提出有效且计算最优的控制器合成方法,填补从获胜策略到可执行控制器的空白。
在基于时间线的规划中,一组状态变量(时间线)随时间的演化受时序约束控制。传统时间线规划系统通过处理时序不确定性,擅长将规划与执行结合。为同时处理一般非确定性,近期引入了基于时间线的博弈,并已证明判定其制胜策略是否存在是 2EXPTIME 完全的。然而,如何具体合成实现这些策略的控制器仍然缺失。本文填补这一空白,提出一种有效且计算最优的控制器合成方法。该方法面向时间线博弈,从博弈规约出发构造可执行控制器,并达到与判定问题相符的最优复杂度。论文的主要贡献在于将时间线博弈的获胜策略存在性结果推进到可构造、可实现的控制综合层面,为具备一般非确定性的时间线规划与执行提供理论基础。
In the timeline-based approach to planning, the evolution over time of a set of state variables (the timelines) is governed by a set of temporal constraints. Traditional timeline-based planning systems excel at the integration of planning with execution by handling temporal uncertainty. In order to handle general nondeterminism as well, the concept of timeline-based games has been recently introduced. It has been proved that finding whether a winning strategy exists for such games is 2EXPTIME-complete. However, a concrete approach to synthesize controllers implementing such strategies is missing. This paper fills this gap, by providing an effective and computationally optimal approach to controller synthesis for timeline-based games.
@article{paperbot2733,
title = {Controller Synthesis for Timeline-based Games},
author = {Renato Acampora and Luca Geatti and Nicola Gigante and Angelo Montanari and Valentino Picotti},
journal = {Logical Methods in Computer Science},
volume = {Volume 20, Issue 3},
year = {2024},
doi = {10.46298/lmcs-20(3:17)2024}
}