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Renato Acampora

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3 papers
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3

GandALF Workshop 2024 Workshop Paper

Synthesis of Timeline-Based Planning Strategies Avoiding Determinization

  • Renato Acampora
  • Dario Della Monica
  • Luca Geatti
  • Nicola Gigante
  • Angelo Montanari
  • Pietro Sala

Qualitative timeline-based planning models domains as sets of independent, but interacting, components whose behaviors over time, the timelines, are governed by sets of qualitative temporal constraints (ordering relations), called synchronization rules. Its plan-existence problem has been shown to be PSPACE-complete; in particular, PSPACE-membership has been proved via reduction to the nonemptiness problem for nondeterministic finite automata. However, nondeterministic automata cannot be directly used to synthesize planning strategies as a costly determinization step is needed. In this paper, we identify a large fragment of qualitative timeline-based planning whose plan-existence problem can be directly mapped into the nonemptiness problem of deterministic finite automata, which can then be exploited to synthesize strategies. In addition, we identify a maximal subset of Allen's relations that fits into such a deterministic fragment.

TIME Conference 2023 Conference Paper

Qualitative past Timeline-Based Games (Extended Abstract)

  • Renato Acampora
  • Luca Geatti
  • Nicola Gigante
  • Angelo Montanari

This extended abstract discusses timeline-based planning, a modeling approach that offers a unique way to model complex systems. Recently, the timeline-based planning framework has been extended to handle general nondeterminism in a game-theoretic setting, resulting in timeline-based games. In this context, the problem of establishing whether a timeline-based game admits a winning strategy and synthesizing such a strategy have been addressed. We propose exploring simpler yet expressive fragments of timeline-based games by leveraging results about the role of past operators in synthesis from temporal logic specifications. The qualitative fragment of timeline-based planning is a good starting point for this exploration. We suggest introducing syntactic restrictions on synchronization rules so that they only constrain the behavior of the system before the current time point, which is expected to lower the complexity of synthesizing timeline-based games to EXPTIME.

GandALF Workshop 2022 Workshop Paper

Controller Synthesis for Timeline-based Games

  • Renato Acampora
  • Luca Geatti
  • Nicola Gigante
  • Angelo Montanari
  • Valentino Picotti

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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