Controller Synthesis for Timeline-based Games
Renato Acampora (University of Udine, Italy), Luca Geatti (Free, University of Bozen-Bolzano, Italy), Nicola Gigante (Free University of, Bozen-Bolzano, Italy), Angelo Montanari (University of Udine, Italy),, Valentino Picotti (University of Southern Denmark)

TL;DR
This paper introduces a method for synthesizing controllers in timeline-based games, extending planning systems to handle nondeterminism and providing a concrete approach to strategy implementation.
Contribution
It presents the first concrete approach for controller synthesis in timeline-based games, addressing the gap in implementing winning strategies.
Findings
Proves the complexity of strategy existence is 2EXPTIME-complete
Provides a novel synthesis method for controllers in timeline-based games
Extends planning systems to handle nondeterminism effectively
Abstract
In the timeline-based approach to planning, originally born in the space sector, 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, outlining an approach to controller synthesis for timeline-based games.
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